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60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

Earth 2k4.w3x
Variables
Intro
---------------------------
This map is unprotected
Do not create cheats
---------------------------
Commands Tips Updates
Resource
---------------------------
Help Zone
---------------------------
Initialization
Light
leavers
United Nation
modes
intro modes
gold mines
Gold start
trade
traderoute wont die
Quests
GameStat
unlock
summons
Research
epic buildings
Defeat
Defeat
countries
default countries
War
war red
war blue
war or
war purp
war pink
war teal
war yellow
war green
war gray
war darkgreen
Ally
Ally red
Ally blue
Ally purp
Ally orange
Allypink
Ally teal
Ally yellow
Ally green
Ally gray
Ally darkgreen
astral link
east
west
enable ally
enable talks
disable talks
tributes
taxes
UN
automodes
missile
auto targeting
tax and gold
unincome
loans
Trade Lvl up
loans process
wood for food
Banks
trade income
borrow
borrow process
debug
castle
Disable tips
restart
kick
kick teal
kick blue
kick purp
kick yellow
kick oj
kick pink
kick green
kick gray
kick darkgreen
animations
Rain
Start intro
intro
cam
cam1
cam default
mutiboard
start
update
Leavers
Leavers Copy
backup
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.

		
Name Type Is Array Initial Value
Buildings integer Yes
defaultcountries_Point location Yes
Kills integer Yes
loan integer Yes
Modes dialog No
Player_Color string Yes
Player_Group force No
Point location Yes
RedBorrow integer No
Trade group No
TradeCount integer Yes
TradeGroup integer Yes
User_Force force No
Please do not change any triggers since I haven`t protected the file yet.
Do not create cheats...what the point of winning if you cant enjoy the process
Please do not change any triggers since i havent protect the file yet.
Do not create cheats...what the point of winning if you cant enjoy the process.
-----------------------------------------------------------------------------------------------------------------------
VERSION UPDATES
-----------------------------------------------------------------------------------------------------------------------

Added 4 new playable countries....massive workload on the triggers (1.7)
Quick update due to complains about automodes. Ver 2.1
Fixed what I done on ver 3.1b but was corrupted Ver 3.1c
Due to complains from Septimus about terrain (Which I think I done a better job than most) made release ver 3.0
Hotkeys fixed (Mostly) Ver3.2
Units balanced (Mostly) Ver3.3
Did a few minor changes to gameplay....though it differs from the original intention =P
Fixed leaks and added custom terrain buffs Ver3.6
Increase ally cost and allow red to enable/disable ally plus revamp trade route income Ver3.7
Fixed tax system and added mutiboard Ver3.8
Added custom hero skills till lvl 10 and fixed mutiboard Ver3.9
Fixed tax and United Nations Reserves and balance units Ver4.0
Added -borrow funtion to borrow from the UN Ver4.1
balance a few units and triggers Ver4.2
Added epic buildings and tune down gold mines Ver4.3
Balance gold income from trades/mines Ver4.4
Fixed a few bugs leftovers Ver4.5
Cheating is bad...BAD CHEATING
-----------------------------------------------------------------------------------------------------
Please message me at leviticus222@gmail.com or through The Hive Workshop; Epimeliad
if you wish to help me continue or edit this map.
-----------------------------------------------------------------------------------------------------
ADDITIONAL CREDITS
-----------------------------------------------------------------------------------------------------
Well, in the event the credit page in the readme section is unable to display your name,
you know where to look:
Jesus_Tks, DarkBuster, Kingkaza
Commands Tips Updates
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled |c00ADFF2FAuthor Notes|r with the description |c0000BFFFWell...i am pretty sure this game is hard to find, so please support by hosting this more often. At least it a change from DOTA.|r|c0000FF7FDo not create cheats...what the point of winning if you cant enjoy the process.|r, using icon path ReplaceableTextures\CommandButtons\BTNEarthBrewmaster.blp
    Quest - Create a Required quest titled |c00DDA0DDBasic info|r with the description |cffFD700dDO NOT ALLY EVERYONE |rAllies need to pay tributes to the people they ally while they remain NEUTRAL to you. |cffFD700dBUILD TOWERS AND WALLS |rThey are your primary defence since your buildings have relatively low life.|cffFD700dREAD AT THE UPGRADES BEFORE RESEARCHING|rNot all the upgrades are needed. These only determine what troop you will be using.|cffFD700dUSE TERRAIN ADVANTAGE TO OUTWIT YOUR FOE|rTerrain buffs are:|c0098FB98Forest = Increase ground units attack speed.|r|c00FAEBD7Snow = Slow all units attack and movement speed.|r|c00F4A460Deserts = Gives additional armor to ground units|r|c00FFE4C4Mountains = Give additional range damage to ground units|r|c00ADD8E6Rain = Reduces all units armor|r, using icon path ReplaceableTextures\CommandButtons\BTNRune.blp
    Quest - Create a Optional quest titled |c00FF149CCommands|r with the description |c00CD5C5CActually this game can be played without commands, however to make it more intresting here are some =)|r|c00B8860B-ally (colour) ---------- Warning a 25% tribute every 20sec is given to the UN.-war (colour) ---------- Use if you want to backstab your allies-far / near ----------------Set the play camera to the required height-loan(X) ----------------------Loan UN (X) gold and it may mature to either double, principle or zero gold-borrow(X) ------------------Borrow (X) gold and repay 5/3 times after 180 seconds (borrow must be within the UN resources)|r|c006FF450-talks/notalks ------ Allowed allies to be forged ( you will ne neutral to them if they ally you)Talks are enabled at start and need to be disabled manually.-kick (colour) ----------(red only) only do so if the person is lagging the game.-restart -------------(red only) Set the game to default if there is any bug.|r, using icon path ReplaceableTextures\CommandButtons\BTNCheese.blp
    Quest - Create a Optional quest titled |c00DDA0DDTips & help|r with the description |c007B68EEThis game is a researchs and units intensive. Well simply put you need to build up your civilization and killl your enemies.|r|c00C71585troops are cheap but buildings are not. In addition, some troops require you to attack your enemy.|r---------------------------------------------------------------------------|c00800080Units drops items upon death.|r|c007FFFD4Town hall, shipyard and banks are dropoff point for gold.|r|c00B0E0E6Build your castle near a goldmine and try to take as much trades route as possible.Keep your food limit UNDER the food cap to gain bonus wood.|r---------------------------------------------------------------------|c00BC8F8FAlliances and War plays a great deal in this game. Since there are v.few troops u can control, alliances allowed you to focus on 1 enemy at a time at a cost. Before any invation it also good to disable talks (-notalks) since they might use it to stop you from finishing the job.|r-------------------------------------------------------------------------|c00B0E0E6Use custom terrain buffs to gain an advantage over enemy troops|r-------------------------------------------------------------------------|c00FF6347Hold your friends close, hold your emeny closer...|r, using icon path ReplaceableTextures\CommandButtons\BTNSelectHeroOn.blp
    Quest - Create a Optional quest titled Credits with the description |c00556699Well here to those who made this map possible after me of couse.|r|c0098eefaHelpers:|rWizardum - Great help with fixing leaksdrakic - Fixed grammar, typos and a few triggers|c00E9967AModelers:|rModels are from Illidan(evil)x, SD_ryoko, Kofi_Banan, Xaran Alamas -.-ll Ver 2.3|c00F4A460Testers:(Great Suggestions/Tips)|rCleaverDan / mrpeasant, using icon path ReplaceableTextures\CommandButtons\BTNStarWand.blp
    Quest - Create a Required quest titled |c00DDA0DDVersion Note|r with the description |cff00ffccVer 4.5 Release date: 15 dec 2008|r |cff5cbffaAdded quest units and encorage player interactions|r|c0000FA9ALooking for some scripers and modelers to assist me, if u fit the biill drop me a e-mail >.<Please email me at leviticus222@gmail.com for your comments =^.^=Support by downloading from thehiveworkshop.com / epicwar.com and playing often!, using icon path ReplaceableTextures\CommandButtons\BTNEnchantedGemstone.blp
    Quest - Flash the quest dialog button
    Set VariableSet Player_Group = (All players matching (((Matching player) controller) Equal to User).)
    Player Group - Pick every player in Player_Group and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Picked player) controller) Equal to User
          Then - Actions
            Player Group - Add (Picked player) to Player_Group
          Else - Actions
    Game - Display to (All players) for 160.00 seconds the text: |cffff0000Please Support This Game By Hosting It As Much As You Can
    Wait 65.00 seconds
    Game - Display to (All players) for 30 seconds the text: |c007d7d7d Please read the quest if you are new....it contains useful tips and modes for you to useIn addition use -ally(colour) to ally in game.Do not create cheats...what the point of winning if you cant enjoy the process.
    Quest - Flash the quest dialog button
Resource
  Events
    Map initialization
  Conditions
  Actions
    Player - Set Player 1 (Red).Current gold to 300
    Player - Set Player 2 (Blue).Current gold to 300
    Player - Set Player 3 (Teal).Current gold to 300
    Player - Set Player 4 (Purple).Current gold to 300
    Player - Set Player 5 (Yellow).Current gold to 300
    Player - Set Player 6 (Orange).Current gold to 300
    Player - Set Player 7 (Green).Current gold to 300
    Player - Set Player 8 (Pink).Current gold to 300
    Player - Set Player 11 (Dark Green).Current gold to 300
    Trigger - Turn off (This trigger)
NEED TESTERS AND BALANCERS
well essentially anyone interested and able please help out
I can be contacted through leviticus222@gmail.com or through The Hive Workshop; Epimeliad
--------------------------------------------------------------------
COMMENTS AND SUGGESTIONS WANTED
--------------------------------------------------------------------
Light
  Events
    Map initialization
  Conditions
  Actions
    Cinematic - Turn cinematic mode On for (All players)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across control_region <gen>
    Sound - Set Music to 100%
    Sound - Play Pursuit.
    Wait 21.00 seconds
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across (Playable map area)
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across (Playable map area)
    Cinematic - Turn cinematic mode Off for (All players)
    Trigger - Turn off (This trigger)
leavers
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 8 (Pink) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 9 (Gray) leaves the game
    Player - Player 11 (Dark Green) leaves the game
  Conditions
  Actions
    Game - Display to (All players) for 50.00 seconds the text: ((Name of (Triggering player)) + ( |cff00cc00have commited sucide. all + ((String((Number of units in (Units owned by (Triggering player).)))) + been distroyed.)))
    Unit Group - Pick every unit in (Units owned by (Triggering player) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit).
    Unit Group - Pick every unit in (Units owned by (Triggering player) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
United Nation
  Events
    Map initialization
  Conditions
  Actions
    Player - Make Player 12 (Brown) treat Player 1 (Red) as an Ally with shared vision and full shared units
    Player - Make Player 12 (Brown) treat Player 2 (Blue) as an Ally with shared vision and full shared units
    Player - Make Player 12 (Brown) treat Player 3 (Teal) as an Ally with shared vision and full shared units
    Player - Make Player 12 (Brown) treat Player 4 (Purple) as an Ally with shared vision and full shared units
    Player - Make Player 12 (Brown) treat Player 5 (Yellow) as an Ally with shared vision and full shared units
    Player - Make Player 12 (Brown) treat Player 6 (Orange) as an Ally with shared vision and full shared units
    Player - Make Player 12 (Brown) treat Player 7 (Green) as an Ally with shared vision and full shared units
    Player - Make Player 12 (Brown) treat Player 9 (Gray) as an Ally with shared vision and full shared units
    Player - Make Player 12 (Brown) treat Player 11 (Dark Green) as an Ally with shared vision and full shared units
    Trigger - Turn off (This trigger)
intro modes
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Game - Display to Player Group - Player 1 (Red) for 20.00 seconds the text: |c00C71585You are playing as USSR. Your hero is one the strongest in the game use him for early rushes.|r
    Game - Display to Player Group - Player 2 (Blue) for 20.00 seconds the text: |c00C71585You are playing as USA. Your hero is capable of withstanding tons of damage. A common tactic is for defensive play.|r
    Game - Display to Player Group - Player 3 (Teal) for 20.00 seconds the text: |c00C71585You are playing as China. Your hero is weak against strong physical attacks, quickly get up your defenses and use her to support your troops.|r
    Game - Display to Player Group - Player 4 (Purple) for 20.00 seconds the text: |c00C71585You are playing as The Aztec. Your hero is one the strongest supporter in the game use him when you have a huge army.|r
    Game - Display to Player Group - Player 5 (Yellow) for 20.00 seconds the text: |c00C71585You are playing as India. Your hero is one the strongest in the game use him for early rushes.|r
    Game - Display to Player Group - Player 6 (Orange) for 20.00 seconds the text: |c00C71585You are playing as Canada. Your hero is one who govern from the shadows. Use him to plan your attack.|r
    Game - Display to Player Group - Player 7 (Green) for 20.00 seconds the text: |c00C71585You are playing as Malaysia. Your hero is one who attacks from the rear. Use him to cover your troops advancement.|r
    Game - Display to Player Group - Player 9 (Gray) for 20.00 seconds the text: |c00C71585You are playing as Germany. Your hero is weak against strong physical attacks, quickly get up your defenses and use him to support your troops.|r
    Game - Display to Player Group - Player 11 (Dark Green) for 20.00 seconds the text: |c00C71585You are playing Egypt. Your hero is weak against strong physical attacks, quickly get up your defenses and use her to support your troops..|r
    Unit Group - Pick every unit in (Units in (Playable map area)) and do (Actions)
      Loop - Actions
        Player - Limit training of 10 Kills to 1 for (Owner of (Picked unit))
        Player - Limit training of 15 Buildings Razed to 1 for (Owner of (Picked unit))
        Player - Limit training of 25 Trade Routes to 1 for (Owner of (Picked unit))
        Player - Limit training of 30 Buildings Razed to 1 for (Owner of (Picked unit))
        Player - Limit training of 30 Kills to 1 for (Owner of (Picked unit))
        Player - Limit training of 5 Buildings Razed to 1 for (Owner of (Picked unit))
        Player - Limit training of 60 kills to 1 for (Owner of (Picked unit))
        Player - Limit training of 10 Trade Routes to 1 for (Owner of (Picked unit))
    Trigger - Turn off (This trigger)
gold mines
  Events
    Time - Every 0.10 seconds of game time
  Conditions
  Actions
    Unit - Create 1.Gold Mine for Neutral Passive at (Random point in (Playable map area)) facing Default building facing degrees
Gold start
  Events
    Time - Elapsed game time is 15.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: 30 goldmines have been uncovered. build your castle near them to facilitate collection.|cffffcc00Distroy the enemy goldmines to deny them the right.
    Trigger - Turn on gold_mines <gen>
    Wait 3.00 seconds
    Trigger - Turn off gold_mines <gen>
    Trigger - Turn off (This trigger)
trade
  Events
    Time - Elapsed game time is 5.00 seconds
  Conditions
  Actions
    Game - Display to (All players) the text: ((String((Number of units in (Units of type Trade Route)))) + |cffffcc00trade routes have been established. Attack them to gain control of the bonus gold.)
    Trigger - Turn on traderoute_wont_die <gen>
    Trigger - Turn on trade_income <gen>
    Trigger - Turn off (This trigger)
traderoute wont die
  Events
    Unit - A unit Is attacked
  Conditions
    (Unit-type of (Attacked unit)) Equal to Trade Route
  Actions
    Unit - Set life of (Attacked unit) to 100%
    Unit - Change ownership of (Attacked unit) to (Owner of (Attacking unit)) and Change color
    Special Effect - Create a special effect attached to the overhead (attachpoint) of (Attacked unit) using UI\Feedback\GoldCredit\GoldCredit.mdl
    Wait 0.20 seconds
    Special Effect - Destroy (Last created special effect)
GameStat
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Set VariableSet Kills[(Player number of Player 1 (Red))] = (Player 1 (Red) Units Killed)
    Set VariableSet Kills[(Player number of Player 2 (Blue))] = (Player 2 (Blue) Units Killed)
    Set VariableSet Kills[(Player number of Player 3 (Teal))] = (Player 3 (Teal) Units Killed)
    Set VariableSet Kills[(Player number of Player 4 (Purple))] = (Player 4 (Purple) Units Killed)
    Set VariableSet Kills[(Player number of Player 5 (Yellow))] = (Player 5 (Yellow) Units Killed)
    Set VariableSet Kills[(Player number of Player 6 (Orange))] = (Player 6 (Orange) Units Killed)
    Set VariableSet Kills[(Player number of Player 7 (Green))] = (Player 7 (Green) Units Killed)
    Set VariableSet Kills[(Player number of Player 9 (Gray))] = (Player 9 (Gray) Units Killed)
    Set VariableSet Kills[(Player number of Player 11 (Dark Green))] = (Player 11 (Dark Green) Units Killed)
    Set VariableSet TradeCount[(Player number of Player 1 (Red))] = (Number of living Trade Route units owned by Player 1 (Red))
    Set VariableSet TradeCount[(Player number of Player 2 (Blue))] = (Number of living Trade Route units owned by Player 2 (Blue))
    Set VariableSet TradeCount[(Player number of Player 3 (Teal))] = (Number of living Trade Route units owned by Player 3 (Teal))
    Set VariableSet TradeCount[(Player number of Player 4 (Purple))] = (Number of living Trade Route units owned by Player 4 (Purple))
    Set VariableSet TradeCount[(Player number of Player 5 (Yellow))] = (Number of living Trade Route units owned by Player 5 (Yellow))
    Set VariableSet TradeCount[(Player number of Player 6 (Orange))] = (Number of living Trade Route units owned by Player 6 (Orange))
    Set VariableSet TradeCount[(Player number of Player 7 (Green))] = (Number of living Trade Route units owned by Player 7 (Green))
    Set VariableSet TradeCount[(Player number of Player 9 (Gray))] = (Number of living Trade Route units owned by Player 9 (Gray))
    Set VariableSet TradeCount[(Player number of Player 11 (Dark Green))] = (Number of living Trade Route units owned by Player 11 (Dark Green))
    Set VariableSet Buildings[(Player number of Player 1 (Red))] = (Player 1 (Red) Structures Razed)
    Set VariableSet Buildings[(Player number of Player 2 (Blue))] = (Player 2 (Blue) Structures Razed)
    Set VariableSet Buildings[(Player number of Player 3 (Teal))] = (Player 3 (Teal) Structures Razed)
    Set VariableSet Buildings[(Player number of Player 4 (Purple))] = (Player 4 (Purple) Structures Razed)
    Set VariableSet Buildings[(Player number of Player 5 (Yellow))] = (Player 5 (Yellow) Structures Razed)
    Set VariableSet Buildings[(Player number of Player 6 (Orange))] = (Player 6 (Orange) Structures Razed)
    Set VariableSet Buildings[(Player number of Player 7 (Green))] = (Player 7 (Green) Structures Razed)
    Set VariableSet Buildings[(Player number of Player 9 (Gray))] = (Player 9 (Gray) Structures Razed)
    Set VariableSet Buildings[(Player number of Player 11 (Dark Green))] = (Player 11 (Dark Green) Structures Razed)
unlock
  Events
    Player - Player 1 (Red) Selects a unit
    Player - Player 2 (Blue) Selects a unit
    Player - Player 3 (Teal) Selects a unit
    Player - Player 4 (Purple) Selects a unit
    Player - Player 5 (Yellow) Selects a unit
    Player - Player 6 (Orange) Selects a unit
    Player - Player 7 (Green) Selects a unit
    Player - Player 9 (Gray) Selects a unit
    Player - Player 11 (Dark Green) Selects a unit
  Conditions
    Or - Any (Conditions) are true
      Conditions
        ((Triggering unit) is A structure) Equal to True
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Buildings[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 30
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 30 Buildings Razed))) Equal to False
          Then - Actions
            Unit - Create 1.30 Buildings Razed for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 30 Buildings Razed)) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Buildings[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 15
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 15 Buildings Razed))) Equal to False
          Then - Actions
            Unit - Create 1.15 Buildings Razed for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 15 Buildings Razed)) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Buildings[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 5
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 5 Buildings Razed))) Equal to False
          Then - Actions
            Unit - Create 1.5 Buildings Razed for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 5 Buildings Razed)) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Kills[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 60
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 60 kills))) Equal to False
          Then - Actions
            Unit - Create 1.60 kills for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 60 kills)) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Kills[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 30
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 30 Kills))) Equal to False
          Then - Actions
            Unit - Create 1.30 Kills for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 30 Kills)) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Kills[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 10
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 10 Kills))) Equal to False
          Then - Actions
            Unit - Create 1.10 Kills for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            If ((Number of living 10 Kills units owned by (Owner of (Triggering unit))) Greater than 1) then do (Remove (Random unit from (Random 1 units from (Units owned by (Owner of (Triggering unit)) of type 10 Kills))) from the game) else do (Do nothing)
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 10 Kills)) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TradeCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 10
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 10 Trade Routes))) Equal to False
          Then - Actions
            Unit - Create 1.10 Trade Routes for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 10 Trade Routes)) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TradeCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 25
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 25 Trade Routes))) Equal to False
          Then - Actions
            Unit - Create 1.25 Trade Routes for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 25 Trade Routes)) from the game
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        TradeCount[(Player number of (Owner of (Triggering unit)))] Greater than or equal to 5
      Then - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (control_region <gen> contains (Random unit from (Units owned by (Owner of (Triggering unit)) of type 5 Trade routes))) Equal to False
          Then - Actions
            Unit - Create 1.5 Trade routes for (Owner of (Triggering unit)) at (Random point in control_region <gen>) facing Default building facing degrees
          Else - Actions
            Do nothing
      Else - Actions
        Unit - Remove (Random unit from (Units owned by (Owner of (Triggering unit)) of type 5 Trade routes)) from the game
summons
  Events
    Unit - A unit enters (Playable map area)
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Leviathan
      Then - Actions
        Set VariableSet Buildings[(Player number of (Owner of (Triggering unit)))] = (Buildings[(Player number of (Owner of (Triggering unit)))] - 30)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Sheol
      Then - Actions
        Set VariableSet Buildings[(Player number of (Owner of (Triggering unit)))] = (Buildings[(Player number of (Owner of (Triggering unit)))] - 30)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Tartarus
      Then - Actions
        Set VariableSet Buildings[(Player number of (Owner of (Triggering unit)))] = (Buildings[(Player number of (Owner of (Triggering unit)))] - 15)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Beelzebub
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 60)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Baal
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 30)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Nuclear
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 60)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Entering unit)) Equal to Vesper
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 60)
      Else - Actions
Research
  Events
    Unit - A unit Begins research
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R016 (techcode)
      Then - Actions
        Set VariableSet Buildings[(Player number of (Owner of (Triggering unit)))] = (Buildings[(Player number of (Owner of (Triggering unit)))] - 5)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01C (techcode)
      Then - Actions
        Set VariableSet Buildings[(Player number of (Owner of (Triggering unit)))] = (Buildings[(Player number of (Owner of (Triggering unit)))] - 15)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00T (techcode)
      Then - Actions
        Set VariableSet Buildings[(Player number of (Owner of (Triggering unit)))] = (Buildings[(Player number of (Owner of (Triggering unit)))] - 5)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R010 (techcode)
      Then - Actions
        Set VariableSet Buildings[(Player number of (Owner of (Triggering unit)))] = (Buildings[(Player number of (Owner of (Triggering unit)))] - 5)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01B (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00V (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00S (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R00U (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R018 (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R015 (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 10)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R01A (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 30)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R019 (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 30)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Researched tech-type) Equal to R000 (techcode)
      Then - Actions
        Set VariableSet Kills[(Player number of (Owner of (Triggering unit)))] = (Kills[(Player number of (Owner of (Triggering unit)))] - 30)
      Else - Actions
epic buildings
  Events
    Unit - A unit Finishes construction
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Constructed structure)) Equal to World Bank
      Then - Actions
        Player - Make Altar Of BloodLust Unavailable for training/construction by (Triggering player)
        Player - Make Industrial Capital Unavailable for training/construction by (Triggering player)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Constructed structure)) Equal to Industrial Capital
      Then - Actions
        Player - Make Altar Of BloodLust Unavailable for training/construction by (Triggering player)
        Player - Make World Bank Unavailable for training/construction by (Triggering player)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Constructed structure)) Equal to Altar Of BloodLust
        (Unit-type of (Constructed structure)) Equal to World Bank
      Then - Actions
        Player - Make Industrial Capital Unavailable for training/construction by (Triggering player)
        Player - Make World Bank Unavailable for training/construction by (Triggering player)
      Else - Actions
Defeat
  Events
    Unit - A unit Dies
  Conditions
    ((Triggering unit) is A town-hall-type unit) Equal to True
  Actions
    Camera - .Apply. gg_cam_Defeat for (Owner of (Triggering unit)) over 0.00 seconds
    Camera - Sway the camera source for (Owner of (Triggering unit)) with magnitude 3.00 and velocity 0.10
    Camera - Shake the camera for (Owner of (Triggering unit)) with magnitude 3
    Unit Group - Pick every unit in (Units owned by (Triggering player) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
    Unit Group - Pick every unit in (Units owned by (Triggering player).) and do (Actions)
      Loop - Actions
        Unit - Explode (Picked unit).
    Wait 3.00 seconds
    Camera - Stop swaying/shaking the camera for (Owner of (Triggering unit)).
    Game - Defeat (Owner of (Triggering unit)) with the message: |c00DA70D6Alast!
default countries
  Events
    Time - Elapsed game time is 17.00 seconds
  Conditions
  Actions
    Set VariableSet defaultcountries_Point[0] = (Center of oj <gen>)
    Unit - Move Inuit Witch 0080 <gen> instantly to defaultcountries_Point[0]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[0])
    Set VariableSet defaultcountries_Point[1] = (Center of blue <gen>)
    Unit - Move Uncle Sam 0077 <gen> instantly to defaultcountries_Point[1]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[1])
    Set VariableSet defaultcountries_Point[2] = (Center of teal <gen>)
    Unit - Move Chinese Songtress 0062 <gen> instantly to defaultcountries_Point[2]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[2])
    Set VariableSet defaultcountries_Point[3] = (Center of purp <gen>)
    Unit - Move Aztec Sun-god 0079 <gen> instantly to defaultcountries_Point[3]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[3])
    Set VariableSet defaultcountries_Point[4] = (Center of green <gen>)
    Unit - Move Malaysian Sultan 0063 <gen> instantly to defaultcountries_Point[4]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[4])
    Set VariableSet defaultcountries_Point[5] = (Center of red <gen>)
    Unit - Move Russian Hellbringer 0064 <gen> instantly to defaultcountries_Point[5]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[5])
    Set VariableSet defaultcountries_Point[6] = (Center of darkgreen <gen>)
    Unit - Move Arabian Alchemist 0000 <gen> instantly to defaultcountries_Point[6]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[6])
    Set VariableSet defaultcountries_Point[7] = (Center of yellow <gen>)
    Unit - Move Indian warmongol 0065 <gen> instantly to defaultcountries_Point[7]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[7])
    Set VariableSet defaultcountries_Point[8] = (Center of gray <gen>)
    Unit - Move Ghost of Germany 0066 <gen> instantly to defaultcountries_Point[8]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[8])
    Unit - Change ownership of Inuit Witch 0080 <gen> to Player 6 (Orange) and Change color
    Unit - Change ownership of Uncle Sam 0077 <gen> to Player 2 (Blue) and Change color
    Unit - Change ownership of Russian Hellbringer 0064 <gen> to Player 1 (Red) and Change color
    Unit - Change ownership of Chinese Songtress 0062 <gen> to Player 3 (Teal) and Change color
    Unit - Change ownership of Malaysian Sultan 0063 <gen> to Player 7 (Green) and Change color
    Unit - Change ownership of Aztec Sun-god 0079 <gen> to Player 4 (Purple) and Change color
    Unit - Change ownership of Indian warmongol 0065 <gen> to Player 5 (Yellow) and Change color
    Unit - Change ownership of Ghost of Germany 0066 <gen> to Player 9 (Gray) and Change color
    Unit - Change ownership of Arabian Alchemist 0000 <gen> to Player 11 (Dark Green) and Change color
    Trigger - Turn off (This trigger)
    Camera - Pan camera for Player 1 (Red) to (Center of red <gen>) over 0 seconds
    Camera - Pan camera for Player 2 (Blue) to (Center of blue <gen>) over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to (Center of purp <gen>) over 0 seconds
    Camera - Pan camera for Player 6 (Orange) to (Center of oj <gen>) over 0 seconds
    Camera - Pan camera for Player 3 (Teal) to (Center of teal <gen>) over 0 seconds
    Camera - Pan camera for Player 5 (Yellow) to (Center of yellow <gen>) over 0 seconds
    Camera - Pan camera for Player 7 (Green) to (Center of green <gen>) over 0 seconds
    Camera - Pan camera for Player 9 (Gray) to (Center of gray <gen>) over 0 seconds
    Camera - Pan camera for Player 11 (Dark Green) to (Center of darkgreen <gen>) over 0 seconds
    Trigger - Turn off auto_targeting <gen>
    Wait 1.00 seconds
    Trigger - Run cam1 <gen> (ignoring conditions)
war red
  Events
    Player - Player 2 (Blue) types a chat message containing -war red (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war red (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war red (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war red (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war red (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war red (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war red (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war red (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war red (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 1 (Red) as an Enemy
    Player - Make Player 1 (Red) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 1 (Red)) + is now a foe. Kill him for the greater good.)
war blue
  Events
    Player - Player 1 (Red) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war blue (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 2 (Blue) as an Enemy
    Player - Make Player 2 (Blue) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 2 (Blue)) + have been charge with treason against the crown. Make an example of him.)
war or
  Events
    Player - Player 1 (Red) types a chat message containing -war orange (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -war orange (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war orange (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war orange (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war orange (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war orange (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war orange (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war orange (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war orange (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 6 (Orange) as an Enemy
    Player - Make Player 6 (Orange) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 6 (Orange)) + have been taken care of.)
war purp
  Events
    Player - Player 1 (Red) types a chat message containing -war purple (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -war purple (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war purple (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war purple (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war purple (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war blue (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war purple (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war purple (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war purple (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 4 (Purple) as an Enemy
    Player - Make Player 4 (Purple) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 4 (Purple)) + ideas aren`t align its ours, make sure it is.)
war pink
  Events
    Player - Player 1 (Red) types a chat message containing -war pink (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -war pink (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war pink (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war pink (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war pink (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war pink (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war pink (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war pink (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war pink (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 8 (Pink) as an Enemy
    Player - Make Player 8 (Pink) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 8 (Pink)) + is a joke, teach him the ropes.)
war teal
  Events
    Player - Player 1 (Red) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war teal (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 3 (Teal) as an Enemy
    Player - Make Player 3 (Teal) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: Teal have been made an enemy. Hunt him down and make an example of him.
war yellow
  Events
    Player - Player 1 (Red) types a chat message containing -war yellow (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war yellow (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war teal (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war yellow (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war yellow (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war yellow (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 5 (Yellow) as an Enemy
    Player - Make Player 5 (Yellow) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 5 (Yellow)) + is an eyesore, get rid of him!)
war green
  Events
    Player - Player 1 (Red) types a chat message containing -war green (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war green (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -war green (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war green (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war green (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war green (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war green (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war green (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war green (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 7 (Green) as an Enemy
    Player - Make Player 7 (Green) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 7 (Green)) + 's army is causing problems, and we can`t have problems can we?)
war gray
  Events
    Player - Player 1 (Red) types a chat message containing -war gray (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -war gray (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war gray (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war gray (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war gray (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war gray (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war gray (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war gray (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -war gray (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 9 (Gray) as an Enemy
    Player - Make Player 9 (Gray) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 9 (Gray)) + is suspected of harbouring ill intentions, please purge him before God.)
war darkgreen
  Events
    Player - Player 1 (Red) types a chat message containing -war darkgreen (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -war darkgreen (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -war darkgreen (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -war darkgreen (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -war darkgreen (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -war darkgreen (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -war darkgreen (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -war darkgreen (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -war darkgreen (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 11 (Dark Green) as an Enemy
    Player - Make Player 11 (Dark Green) treat (Triggering player) as an Enemy
    Game - Display to (All allies of (Triggering player).) the text: ((Name of Player 11 (Dark Green)) + is heretic, burn him on the cross.)
Ally red
  Events
    Player - Player 3 (Teal) types a chat message containing -ally red (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally red (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally red (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally red (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally red (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally red (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally red (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally red (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally red (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 1 (Red) as an Ally
    Player - Make Player 1 (Red) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: All hail the great Russina Tsar.....<braindead zombies>.|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Ally blue
  Events
    Player - Player 3 (Teal) types a chat message containing -ally blue (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally blue (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally blue (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally blue (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally blue (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally blue (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -ally blue (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally blue (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally blue (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 2 (Blue) as an Ally
    Player - Make Player 2 (Blue) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: Peace Man! Make love not War!!!!! !@%$#! screw that!|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO BLUE EVERY 20 SEC
    Game - Display to (All allies of (Triggering player).) the text: All hail the great Russina Tsar.....<braindead zombies>.|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Ally purp
  Events
    Player - Player 3 (Teal) types a chat message containing -ally purple (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally purple (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally purple (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally purple (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally purple (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -ally purple (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally purple (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally purple (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally purple (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 4 (Purple) as an Ally
    Player - Make Player 4 (Purple) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: Ah decendent of the Sun, here take my gold my life and my virginality!|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Ally orange
  Events
    Player - Player 3 (Teal) types a chat message containing -ally orange (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally orange (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally orange (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally orange (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally orange (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -ally orange (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally orange (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally orange (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally orange (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 6 (Orange) as an Ally
    Player - Make Player 6 (Orange) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: What u want to be my ally, well bring me the beers, girls and meat!!|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Allypink
  Events
    Player - Player 3 (Teal) types a chat message containing -ally pink (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally pink (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally pink (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally pink (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally pink (stringnoformat) as An exact match
    Player - Player 1 (Red) types a chat message containing -ally pink (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally pink (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally pink (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally pink (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 8 (Pink) as an Ally
    Player - Make Player 8 (Pink) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: Nachos anyone? -.- " ally? oh sure!|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Ally teal
  Events
    Player - Player 1 (Red) types a chat message containing -ally teal (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally teal (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally teal (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally teal (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally teal (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally teal (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally teal (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally teal (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally teal (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 3 (Teal) as an Ally
    Player - Make Player 3 (Teal) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: The Chinese lords are allowed to play with their toy for awile more|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Ally yellow
  Events
    Player - Player 1 (Red) types a chat message containing -ally yellow (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally yellow (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally yellow (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally yellow (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally yellow (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally yellow (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally yellow (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally yellow (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally yellow (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 5 (Yellow) as an Ally
    Player - Make Player 5 (Yellow) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: Damn Indian, their land is covered with filts, hardly worth the conquest treasury|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Ally green
  Events
    Player - Player 1 (Red) types a chat message containing -ally green (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally green (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally green (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally green (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally green (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally green (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally green (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally green (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally green (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 7 (Green) as an Ally
    Player - Make Player 7 (Green) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: Ahh the sweet alure of the Aribians princess, their soft kiss and ....|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Ally gray
  Events
    Player - Player 1 (Red) types a chat message containing -ally gray (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally gray (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally gray (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally gray (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -ally gray (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally gray (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally gray (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally gray (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally gray (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 9 (Gray) as an Ally
    Player - Make Player 9 (Gray) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: A tectical agreement is made with Germany. All armed forcs stand down.|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
Ally darkgreen
  Events
    Player - Player 1 (Red) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -ally darkgreen (stringnoformat) as An exact match
  Conditions
  Actions
    Player - Make (Triggering player) treat Player 11 (Dark Green) as an Ally
    Player - Make Player 11 (Dark Green) treat (Triggering player) as an Neutral
    Game - Display to (All allies of (Triggering player).) the text: After an extensive research, we found lead shots more valuable than African lifes...|cff0fffcfWARNING 25% OF YOUR TOTAL GOLD WILL BE GIVENT TO UNITED NATIONS EVERY 20 SEC
east
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to astral link to the east
  Actions
    Set VariableSet Point[0] = (Center of play_3 <gen>)
    Neutral Building - Set (Triggering unit) destination to Point[0]
    Custom script: call RemoveLocation(udg_Point[0])
    Neutral Building - Enable (Triggering unit)
west
  Events
    Unit - A unit enters (Playable map area)
  Conditions
    (Unit-type of (Triggering unit)) Equal to astral link to the west
  Actions
    Set VariableSet Point[1] = (Random point in play1 <gen>)
    Neutral Building - Set (Triggering unit) destination to Point[1]
    Custom script: call RemoveLocation(udg_Point[1])
    Neutral Building - Enable (Triggering unit)
enable talks
  Events
    Player - Player 1 (Red) types a chat message containing -talks (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) the text: ((|c556B2F + (Name of Player 1 (Red))) + have open the economy to talks|r)
    Trigger - Turn on Ally_red <gen>
    Trigger - Turn on Ally_blue <gen>
    Trigger - Turn on Ally_darkgreen <gen>
    Trigger - Turn on Ally_gray <gen>
    Trigger - Turn on Ally_green <gen>
    Trigger - Turn on Ally_orange <gen>
    Trigger - Turn on Ally_purp <gen>
    Trigger - Turn on Ally_teal <gen>
    Trigger - Turn on Ally_yellow <gen>
    Trigger - Turn on Allypink <gen>
disable talks
  Events
    Player - Player 1 (Red) types a chat message containing -notalks (stringnoformat) as An exact match
  Conditions
  Actions
    Trigger - Turn off Ally_red <gen>
    Trigger - Turn off Ally_blue <gen>
    Trigger - Turn off Ally_darkgreen <gen>
    Trigger - Turn off Ally_gray <gen>
    Trigger - Turn off Ally_green <gen>
    Trigger - Turn off Ally_orange <gen>
    Trigger - Turn off Ally_purp <gen>
    Trigger - Turn off Ally_teal <gen>
    Trigger - Turn off Ally_yellow <gen>
    Trigger - Turn off Allypink <gen>
    Game - Display to (All players) the text: ((|c556B2F + (Name of Player 1 (Red))) + have broken all comunication ties|r)
taxes
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 2 (Blue) is an ally of Player 1 (Red).) Equal to True
            (Player 2 (Blue) is an ally of Player 3 (Teal).) Equal to True
            (Player 2 (Blue) is an ally of Player 4 (Purple).) Equal to True
            (Player 2 (Blue) is an ally of Player 6 (Orange).) Equal to True
            (Player 2 (Blue) is an ally of Player 5 (Yellow).) Equal to True
            (Player 2 (Blue) is an ally of Player 7 (Green).) Equal to True
            (Player 2 (Blue) is an ally of Player 8 (Pink).) Equal to True
            (Player 2 (Blue) is an ally of Player 9 (Gray).) Equal to True
            (Player 2 (Blue) is an ally of Player 11 (Dark Green).) Equal to True
      Then - Actions
        Player - Add ((Player 2 (Blue) Current gold) / 4) to Player 12 (Brown).Current gold
        Player - Add ((Player 2 (Blue) Current gold) / -4) to Player 2 (Blue).Current gold
        Game - Display to Player Group - Player 2 (Blue) the text: (((Name of Player 2 (Blue)) + gave ) + ((String(((Player 2 (Blue) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 3 (Teal) is an ally of Player 1 (Red).) Equal to True
            (Player 3 (Teal) is an ally of Player 2 (Blue).) Equal to True
            (Player 3 (Teal) is an ally of Player 4 (Purple).) Equal to True
            (Player 3 (Teal) is an ally of Player 5 (Yellow).) Equal to True
            (Player 3 (Teal) is an ally of Player 6 (Orange).) Equal to True
            (Player 3 (Teal) is an ally of Player 9 (Gray).) Equal to True
            (Player 3 (Teal) is an ally of Player 7 (Green).) Equal to True
            (Player 3 (Teal) is an ally of Player 11 (Dark Green).) Equal to True
      Then - Actions
        Player - Add ((Player 3 (Teal) Current gold) / -4) to Player 3 (Teal).Current gold
        Player - Add ((Player 3 (Teal) Current gold) / 4) to Player 12 (Brown).Current gold
        Game - Display to Player Group - Player 3 (Teal) the text: (((Name of Player 3 (Teal)) + gave ) + ((String(((Player 3 (Teal) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 5 (Yellow) is an ally of Player 1 (Red).) Equal to True
            (Player 5 (Yellow) is an ally of Player 2 (Blue).) Equal to True
            (Player 5 (Yellow) is an ally of Player 4 (Purple).) Equal to True
            (Player 5 (Yellow) is an ally of Player 3 (Teal).) Equal to True
            (Player 5 (Yellow) is an ally of Player 6 (Orange).) Equal to True
            (Player 5 (Yellow) is an ally of Player 7 (Green).) Equal to True
            (Player 5 (Yellow) is an ally of Player 11 (Dark Green).) Equal to True
            (Player 5 (Yellow) is an ally of Player 9 (Gray).) Equal to True
      Then - Actions
        Player - Add ((Player 5 (Yellow) Current gold) / -4) to Player 5 (Yellow).Current gold
        Player - Add ((Player 5 (Yellow) Current gold) / 4) to Player 12 (Brown).Current gold
        Game - Display to Player Group - Player 5 (Yellow) the text: (((Name of Player 5 (Yellow)) + gave ) + ((String(((Player 5 (Yellow) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 8 (Pink) is an ally of Player 1 (Red).) Equal to True
            (Player 8 (Pink) is an ally of Player 4 (Purple).) Equal to True
            (Player 8 (Pink) is an ally of Player 3 (Teal).) Equal to True
            (Player 8 (Pink) is an ally of Player 2 (Blue).) Equal to True
            (Player 8 (Pink) is an ally of Player 5 (Yellow).) Equal to True
            (Player 8 (Pink) is an ally of Player 6 (Orange).) Equal to True
            (Player 8 (Pink) is an ally of Player 7 (Green).) Equal to True
            (Player 8 (Pink) is an ally of Player 9 (Gray).) Equal to True
            (Player 8 (Pink) is an ally of Player 11 (Dark Green).) Equal to True
      Then - Actions
        Game - Display to Player Group - Player 8 (Pink) the text: (((Name of Player 8 (Pink)) + gave ) + ((String(((Player 8 (Pink) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
        Player - Add ((Player 8 (Pink) Current gold) / -4) to Player 8 (Pink).Current gold
        Player - Add ((Player 8 (Pink) Current gold) / 4) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 6 (Orange) is an ally of Player 2 (Blue).) Equal to True
            (Player 6 (Orange) is an ally of Player 1 (Red).) Equal to True
            (Player 6 (Orange) is an ally of Player 3 (Teal).) Equal to True
            (Player 6 (Orange) is an ally of Player 4 (Purple).) Equal to True
            (Player 6 (Orange) is an ally of Player 7 (Green).) Equal to True
            (Player 6 (Orange) is an ally of Player 9 (Gray).) Equal to True
            (Player 6 (Orange) is an ally of Player 5 (Yellow).) Equal to True
            (Player 6 (Orange) is an ally of Player 11 (Dark Green).) Equal to True
      Then - Actions
        Game - Display to Player Group - Player 6 (Orange) the text: (((Name of Player 6 (Orange)) + gave ) + ((String(((Player 6 (Orange) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
        Player - Add ((Player 6 (Orange) Current gold) / 4) to Player 12 (Brown).Current gold
        Player - Add ((Player 6 (Orange) Current gold) / -4) to Player 6 (Orange).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 1 (Red) is an ally of Player 2 (Blue).) Equal to True
            (Player 1 (Red) is an ally of Player 3 (Teal).) Equal to True
            (Player 1 (Red) is an ally of Player 4 (Purple).) Equal to True
            (Player 1 (Red) is an ally of Player 5 (Yellow).) Equal to True
            (Player 1 (Red) is an ally of Player 7 (Green).) Equal to True
            (Player 1 (Red) is an ally of Player 6 (Orange).) Equal to True
            (Player 1 (Red) is an ally of Player 8 (Pink).) Equal to True
            (Player 1 (Red) is an ally of Player 9 (Gray).) Equal to True
            (Player 1 (Red) is an ally of Player 11 (Dark Green).) Equal to True
      Then - Actions
        Player - Add ((Player 1 (Red) Current gold) / -4) to Player 1 (Red).Current gold
        Player - Add ((Player 1 (Red) Current gold) / 4) to Player 12 (Brown).Current gold
        Game - Display to Player Group - Player 1 (Red) the text: (((Name of Player 1 (Red)) + gave ) + ((String(((Player 1 (Red) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 7 (Green) is an ally of Player 1 (Red).) Equal to True
            (Player 7 (Green) is an ally of Player 2 (Blue).) Equal to True
            (Player 7 (Green) is an ally of Player 4 (Purple).) Equal to True
            (Player 7 (Green) is an ally of Player 5 (Yellow).) Equal to True
            (Player 7 (Green) is an ally of Player 6 (Orange).) Equal to True
            (Player 7 (Green) is an ally of Player 9 (Gray).) Equal to True
            (Player 7 (Green) is an ally of Player 3 (Teal).) Equal to True
            (Player 7 (Green) is an ally of Player 11 (Dark Green).) Equal to True
      Then - Actions
        Player - Add ((Player 7 (Green) Current gold) / -4) to Player 7 (Green).Current gold
        Player - Add ((Player 7 (Green) Current gold) / 4) to Player 12 (Brown).Current gold
        Game - Display to Player Group - Player 7 (Green) the text: (((Name of Player 7 (Green)) + gave ) + ((String(((Player 7 (Green) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 4 (Purple) is an ally of Player 1 (Red).) Equal to True
            (Player 4 (Purple) is an ally of Player 2 (Blue).) Equal to True
            (Player 4 (Purple) is an ally of Player 3 (Teal).) Equal to True
            (Player 4 (Purple) is an ally of Player 5 (Yellow).) Equal to True
            (Player 4 (Purple) is an ally of Player 6 (Orange).) Equal to True
            (Player 4 (Purple) is an ally of Player 7 (Green).) Equal to True
            (Player 4 (Purple) is an ally of Player 9 (Gray).) Equal to True
            (Player 4 (Purple) is an ally of Player 11 (Dark Green).) Equal to True
      Then - Actions
        Player - Add ((Player 4 (Purple) Current gold) / 4) to Player 12 (Brown).Current gold
        Player - Add ((Player 4 (Purple) Current gold) / -4) to Player 4 (Purple).Current gold
        Game - Display to Player Group - Player 4 (Purple) the text: (((Name of Player 4 (Purple)) + gave ) + ((String(((Player 4 (Purple) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 11 (Dark Green) is an ally of Player 2 (Blue).) Equal to True
            (Player 11 (Dark Green) is an ally of Player 3 (Teal).) Equal to True
            (Player 11 (Dark Green) is an ally of Player 1 (Red).) Equal to True
            (Player 11 (Dark Green) is an ally of Player 4 (Purple).) Equal to True
            (Player 11 (Dark Green) is an ally of Player 6 (Orange).) Equal to True
            (Player 11 (Dark Green) is an ally of Player 5 (Yellow).) Equal to True
            (Player 11 (Dark Green) is an ally of Player 9 (Gray).) Equal to True
            (Player 11 (Dark Green) is an ally of Player 7 (Green).) Equal to True
      Then - Actions
        Player - Add ((Player 11 (Dark Green) Current gold) / 4) to Player 12 (Brown).Current gold
        Player - Add ((Player 11 (Dark Green) Current gold) / -4) to Player 11 (Dark Green).Current gold
        Game - Display to Player Group - Player 11 (Dark Green) the text: (((Name of Player 11 (Dark Green)) + gave ) + ((String(((Player 11 (Dark Green) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Player 9 (Gray) is an ally of Player 1 (Red).) Equal to True
            (Player 9 (Gray) is an ally of Player 2 (Blue).) Equal to True
            (Player 9 (Gray) is an ally of Player 3 (Teal).) Equal to True
            (Player 9 (Gray) is an ally of Player 4 (Purple).) Equal to True
            (Player 9 (Gray) is an ally of Player 5 (Yellow).) Equal to True
            (Player 9 (Gray) is an ally of Player 6 (Orange).) Equal to True
            (Player 9 (Gray) is an ally of Player 7 (Green).) Equal to True
            (Player 9 (Gray) is an ally of Player 11 (Dark Green).) Equal to True
      Then - Actions
        Player - Add ((Player 11 (Dark Green) Current gold) / 4) to Player 12 (Brown).Current gold
        Player - Add ((Player 11 (Dark Green) Current gold) / -4) to Player 11 (Dark Green).Current gold
        Game - Display to Player Group - Player 11 (Dark Green) the text: (((Name of Player 11 (Dark Green)) + gave ) + ((String(((Player 11 (Dark Green) Current gold) / 4))) + ( gold to + ((Name of Player 12 (Brown)) + |c00FF6347Break Alliance by typing -war (colour)))))
      Else - Actions
UN
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 11 (Dark Green)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 11 (Dark Green) Current gold) / 10) to Player 12 (Brown).Current gold
        Player - Add ((Player 11 (Dark Green) Current gold) / -10) to Player 11 (Dark Green).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 11 (Dark Green) the text: (|c00dedede + ((Name of Player 11 (Dark Green)) + ( paid + ((String(((Player 11 (Dark Green) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 11 (Dark Green) Units Killed))) to Player 11 (Dark Green).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 11 (Dark Green) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 9 (Gray)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 9 (Gray) Current gold) x (3 / 10)) to Player 12 (Brown).Current gold
        Player - Add ((Player 9 (Gray) Current gold) x (-3 / 10)) to Player 9 (Gray).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 9 (Gray) the text: (|c00dedede + ((Name of Player 9 (Gray)) + ( paid + ((String(((Player 9 (Gray) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 9 (Gray) Units Killed))) to Player 9 (Gray).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 9 (Gray) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 7 (Green)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 7 (Green) Current gold) x (3 / 10)) to Player 12 (Brown).Current gold
        Player - Add ((Player 7 (Green) Current gold) x (-3 / 10)) to Player 7 (Green).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 7 (Green) the text: (|c00dedede + ((Name of Player 7 (Green)) + ( paid + ((String(((Player 7 (Green) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 7 (Green) Units Killed))) to Player 7 (Green).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 7 (Green) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 6 (Orange)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 6 (Orange) Current gold) x (3 / 10)) to Player 12 (Brown).Current gold
        Player - Add ((Player 6 (Orange) Current gold) x (-3 / 10)) to Player 6 (Orange).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 6 (Orange) the text: (|c00dedede + ((Name of Player 6 (Orange)) + ( paid + ((String(((Player 6 (Orange) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 6 (Orange) Units Killed))) to Player 6 (Orange).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 6 (Orange) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 5 (Yellow)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 5 (Yellow) Current gold) x (3 / 10)) to Player 12 (Brown).Current gold
        Player - Add ((Player 5 (Yellow) Current gold) x (-3 / 10)) to Player 5 (Yellow).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 5 (Yellow) the text: (|c00dedede + ((Name of Player 5 (Yellow)) + ( paid + ((String(((Player 5 (Yellow) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 5 (Yellow) Units Killed))) to Player 5 (Yellow).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 5 (Yellow) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 4 (Purple)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 4 (Purple) Current gold) x (3 / 10)) to Player 12 (Brown).Current gold
        Player - Add ((Player 4 (Purple) Current gold) x (-3 / 10)) to Player 4 (Purple).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 4 (Purple) the text: (|c00dedede + ((Name of Player 4 (Purple)) + ( paid + ((String(((Player 4 (Purple) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 4 (Purple) Units Killed))) to Player 4 (Purple).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 4 (Purple) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 3 (Teal)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 3 (Teal) Current gold) x (3 / 10)) to Player 12 (Brown).Current gold
        Player - Add ((Player 3 (Teal) Current gold) x (-3 / 10)) to Player 3 (Teal).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 3 (Teal) the text: (|c00dedede + ((Name of Player 3 (Teal)) + ( paid + ((String(((Player 3 (Teal) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 3 (Teal) Units Killed))) to Player 3 (Teal).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 3 (Teal) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 2 (Blue)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 2 (Blue) Current gold) x (3 / 10)) to Player 12 (Brown).Current gold
        Player - Add ((Player 2 (Blue) Current gold) x (-3 / 10)) to Player 2 (Blue).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 2 (Blue) the text: (|c00dedede + ((Name of Player 2 (Blue)) + ( paid + ((String(((Player 2 (Blue) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 2 (Blue) Units Killed))) to Player 2 (Blue).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 2 (Blue) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of living United Nations Reserves units owned by Player 1 (Red)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 1 (Red) Current gold) x (3 / 10)) to Player 12 (Brown).Current gold
        Player - Add ((Player 1 (Red) Current gold) x (-3 / 10)) to Player 1 (Red).Current gold
        Wait 5.00 seconds
        Game - Display to Player Group - Player 1 (Red) the text: (|c00dedede + ((Name of Player 1 (Red)) + ( paid + ((String(((Player 1 (Red) Current gold) / 10))) + ( gold to obtain + (String(((Player 12 (Brown) Current gold) / (Number of units in (Units of type United Nations Reserves))))))))))
        Player - Add ((Player 12 (Brown) Current gold) / ((Number of units in (Units of type United Nations Reserves)) + (Player 1 (Red) Units Killed))) to Player 1 (Red).Current gold
        Player - Add (((Player 12 (Brown) Current gold) x -1) / ((Number of units in (Units of type United Nations Reserves)) + (Player 1 (Red) Units Killed))) to Player 12 (Brown).Current gold
      Else - Actions
missile
  Events
    Unit - A unit enters (Entire map)
  Conditions
    ((Triggering unit) is A sapper) Equal to True
  Actions
    Unit - Order (Triggering unit) to Neutral - Activate Kaboom!.
    Unit - Order (Triggering unit) to Neutral - Kaboom!.(Random unit from (Units owned by (Random player from (All enemies of (Owner of (Triggering unit)).)).))
auto targeting
  Events
    Unit - A unit Is issued an order targeting an object
  Conditions
    And - All (Conditions) are true
      Conditions
        ((Triggering unit) is A sapper) Equal to True
        (Unit-type of (Targeted unit)) Equal to Trade Route
  Actions
    Unit - Order (Triggering unit) to Attack.(Random unit from (Units in (Playable map area) owned by (Random player from (All enemies of (Triggering player).))))
unincome
  Events
    Time - Every 180.00 seconds of game time
  Conditions
  Actions
    Player - Add ((Number of players in (All players controlled by a User player)) x (Random integer number between -50 and 50)) to Player 12 (Brown).Current gold
loans
  Events
    Player - Player 1 (Red) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing -loan (stringnoformat) as A substring
  Conditions
    (Substring((Entered chat string), 1, 6)) Equal to -loan
  Actions
    Set VariableSet loan[(Player number of (Triggering player))] = (Integer((Substring((Entered chat string), 7, 9))))
    Game - Display to (All players) for 20.00 seconds the text: (|c00f0ff00Thank for lending + ((String(loan[(Player number of (Triggering player))])) + (Loans could mature to either the principle sum/ double or 0 gold)))
    Player - Add (loan[(Player number of (Triggering player))] x -1) to (Triggering player).Current gold
    Player - Add (loan[(Player number of (Triggering player))] x 1) to Player 12 (Brown).Current gold
    Trigger - Turn off (This trigger)
    Trigger - Turn on loans_process <gen>
    Wait 40.00 seconds
    Set VariableSet loan[(Player number of (Triggering player))] = (loan[(Player number of (Triggering player))] x (Random integer number between 0 and 2))
    Player - Add loan[(Player number of (Triggering player))] to (Triggering player).Current gold
    Game - Display to (All players) for 20.00 seconds the text: (|c00f0ff00 + ((Name of (Triggering player)) + ( loan have mature to + (String(loan[(Player number of (Triggering player))])))))
    Trigger - Turn off loans_process <gen>
    Trigger - Turn on (This trigger)
Trade Lvl up
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Trade Route) and do (Actions)
      Loop - Actions
        Hero - Add 10 experience to (Picked unit), Show level-up graphics
loans process
  Events
    Player - Player 1 (Red) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing -loan (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing -loan (stringnoformat) as A substring
  Conditions
    (Substring((Entered chat string), 1, 6)) Equal to -loan
  Actions
    Game - Display to (All players) for 20.00 seconds the text: |c00f0ff00Please wait for the loan process to be done.
wood for food
  Events
    Time - Every 20.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 8 (Pink) Food cap) Less than or equal to (Player 8 (Pink) Food used)
      Then - Actions
        Player - Add -2 to Player 8 (Pink).Current lumber
        Game - Display to Player Group - Player 8 (Pink) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 9 (Gray) Food cap) Greater than or equal to (Player 8 (Pink) Food used)
          Then - Actions
            Player - Add 1 to Player 8 (Pink).Current lumber
            Game - Display to Player Group - Player 8 (Pink) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) Food cap) Less than or equal to (Player 6 (Orange) Food used)
      Then - Actions
        Player - Add -2 to Player 6 (Orange).Current lumber
        Game - Display to Player Group - Player 6 (Orange) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 6 (Orange) Food cap) Greater than or equal to (Player 6 (Orange) Food used)
          Then - Actions
            Player - Add 1 to Player 6 (Orange).Current lumber
            Game - Display to Player Group - Player 6 (Orange) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) Food cap) Less than or equal to (Player 4 (Purple) Food used)
      Then - Actions
        Player - Add -2 to Player 4 (Purple).Current lumber
        Game - Display to Player Group - Player 4 (Purple) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 4 (Purple) Food cap) Greater than or equal to (Player 4 (Purple) Food used)
          Then - Actions
            Player - Add 1 to Player 4 (Purple).Current lumber
            Game - Display to Player Group - Player 4 (Purple) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) Food cap) Less than or equal to (Player 2 (Blue) Food used)
      Then - Actions
        Player - Add -2 to Player 2 (Blue).Current lumber
        Game - Display to Player Group - Player 2 (Blue) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 2 (Blue) Food cap) Greater than or equal to (Player 2 (Blue) Food used)
          Then - Actions
            Player - Add 1 to Player 2 (Blue).Current lumber
            Game - Display to Player Group - Player 2 (Blue) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 11 (Dark Green) Food cap) Less than or equal to (Player 11 (Dark Green) Food used)
      Then - Actions
        Player - Add -2 to Player 11 (Dark Green).Current lumber
        Game - Display to Player Group - Player 11 (Dark Green) the text: you have just received -2 lumber.|c00FF0000 quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 11 (Dark Green) Food cap) Greater than or equal to (Player 11 (Dark Green) Food used)
          Then - Actions
            Player - Add 1 to Player 11 (Dark Green).Current lumber
            Game - Display to Player Group - Player 11 (Dark Green) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 9 (Gray) Food cap) Less than or equal to (Player 9 (Gray) Food used)
      Then - Actions
        Player - Add -2 to Player 9 (Gray).Current lumber
        Game - Display to Player Group - Player 9 (Gray) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 9 (Gray) Food cap) Greater than or equal to (Player 9 (Gray) Food used)
          Then - Actions
            Player - Add 1 to Player 9 (Gray).Current lumber
            Game - Display to Player Group - Player 9 (Gray) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) Food cap) Less than or equal to (Player 7 (Green) Food used)
      Then - Actions
        Player - Add -2 to Player 7 (Green).Current lumber
        Game - Display to Player Group - Player 7 (Green) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 7 (Green) Food cap) Greater than or equal to (Player 7 (Green) Food used)
          Then - Actions
            Player - Add 1 to Player 7 (Green).Current lumber
            Game - Display to Player Group - Player 7 (Green) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) Food cap) Less than or equal to (Player 5 (Yellow) Food used)
      Then - Actions
        Player - Add -2 to Player 5 (Yellow).Current lumber
        Game - Display to Player Group - Player 5 (Yellow) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 5 (Yellow) Food cap) Greater than or equal to (Player 5 (Yellow) Food used)
          Then - Actions
            Player - Add 1 to Player 5 (Yellow).Current lumber
            Game - Display to Player Group - Player 5 (Yellow) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) Food cap) Less than or equal to (Player 3 (Teal) Food used)
      Then - Actions
        Player - Add -2 to Player 3 (Teal).Current lumber
        Game - Display to Player Group - Player 3 (Teal) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 3 (Teal) Food cap) Greater than or equal to (Player 3 (Teal) Food used)
          Then - Actions
            Player - Add 1 to Player 3 (Teal).Current lumber
            Game - Display to Player Group - Player 3 (Teal) the text: you have just received 1 lumber
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) Food cap) Less than or equal to (Player 1 (Red) Food used)
      Then - Actions
        Player - Add -2 to Player 1 (Red).Current lumber
        Game - Display to (All allies of (Triggering player).) the text: you have just received -2 lumber. |c00FF0000quick get your food production up.
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Player 1 (Red) Food cap) Greater than or equal to (Player 1 (Red) Food used)
          Then - Actions
            Player - Add 1 to Player 1 (Red).Current lumber
            Game - Display to Player Group - Player 1 (Red) the text: you have just received 1 lumber
          Else - Actions
Banks
  Events
    Time - Every 40.00 seconds of game time
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Bank units owned by Player 8 (Pink)) Greater than or equal to 1
            (Number of living Vault units owned by Player 8 (Pink)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 8 (Pink) Current gold) / 20) to Player 8 (Pink).Current gold
        Player - Add ((Player 8 (Pink) Current lumber) / 20) to Player 8 (Pink).Current lumber
        Game - Display to Player Group - Player 8 (Pink) the text: ((Player_Color[(Player number of Player 8 (Pink))] + ((Name of Player 8 (Pink)) + |r)) + ( received + (String(((Player 8 (Pink) Current gold) / 20)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Unit-type of (Random unit from (Units in (Playable map area) owned by Player 6 (Orange)))) Equal to Bank
            (Unit-type of (Random unit from (Units in (Playable map area) owned by Player 6 (Orange)))) Equal to Vault
      Then - Actions
        Player - Add ((Player 6 (Orange) Current gold) / 20) to Player 6 (Orange).Current gold
        Game - Display to Player Group - Player 6 (Orange) the text: ((Player_Color[(Player number of Player 6 (Orange))] + ((Name of Player 6 (Orange)) + |r)) + ( received + (String(((Player 6 (Orange) Current gold) / 20)))))
        Player - Add ((Player 6 (Orange) Current lumber) / 20) to Player 6 (Orange).Current lumber
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Vault units owned by Player 4 (Purple)) Greater than or equal to 1
            (Number of living Bank units owned by Player 4 (Purple)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 4 (Purple) Current gold) / 20) to Player 4 (Purple).Current gold
        Game - Display to Player Group - Player 4 (Purple) the text: ((Player_Color[(Player number of Player 4 (Purple))] + ((Name of Player 4 (Purple)) + |r)) + ( received + (String(((Player 4 (Purple) Current gold) / 20)))))
        Player - Add ((Player 4 (Purple) Current lumber) / 20) to Player 4 (Purple).Current lumber
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Vault units owned by Player 2 (Blue)) Greater than or equal to 1
            (Number of living Bank units owned by Player 2 (Blue)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 2 (Blue) Current gold) / 20) to Player 2 (Blue).Current gold
        Game - Display to Player Group - Player 2 (Blue) the text: ((Player_Color[(Player number of Player 2 (Blue))] + ((Name of Player 2 (Blue)) + |r)) + ( received + (String(((Player 2 (Blue) Current gold) / 20)))))
        Player - Add ((Player 2 (Blue) Current lumber) / 20) to Player 2 (Blue).Current lumber
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Vault units owned by Player 11 (Dark Green)) Greater than or equal to 1
            (Number of living Bank units owned by Player 11 (Dark Green)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 11 (Dark Green) Current gold) / 20) to Player 11 (Dark Green).Current gold
        Game - Display to Player Group - Player 11 (Dark Green) the text: ((Player_Color[(Player number of Player 11 (Dark Green))] + ((Name of Player 11 (Dark Green)) + |r)) + ( received + (String(((Player 11 (Dark Green) Current gold) / 20)))))
        Player - Add ((Player 11 (Dark Green) Current lumber) / 20) to Player 11 (Dark Green).Current lumber
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Vault units owned by Player 9 (Gray)) Greater than or equal to 1
            (Number of living Bank units owned by Player 9 (Gray)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 9 (Gray) Current gold) / 20) to Player 9 (Gray).Current gold
        Game - Display to Player Group - Player 9 (Gray) the text: ((Player_Color[(Player number of Player 9 (Gray))] + ((Name of Player 9 (Gray)) + |r)) + ( received + (String(((Player 9 (Gray) Current gold) / 20)))))
        Player - Add ((Player 9 (Gray) Current lumber) / 20) to Player 9 (Gray).Current lumber
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Vault units owned by Player 7 (Green)) Greater than or equal to 1
            (Number of living Bank units owned by Player 7 (Green)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 7 (Green) Current gold) / 20) to Player 7 (Green).Current gold
        Player - Add ((Player 7 (Green) Current lumber) / 20) to Player 7 (Green).Current lumber
        Game - Display to Player Group - Player 7 (Green) the text: ((Player_Color[(Player number of Player 7 (Green))] + ((Name of Player 7 (Green)) + |r)) + ( received + (String(((Player 7 (Green) Current gold) / 20)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Vault units owned by Player 5 (Yellow)) Greater than or equal to 1
            (Number of living Bank units owned by Player 5 (Yellow)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 5 (Yellow) Current gold) / 20) to Player 5 (Yellow).Current gold
        Player - Add ((Player 5 (Yellow) Current lumber) / 20) to Player 5 (Yellow).Current lumber
        Game - Display to Player Group - Player 5 (Yellow) the text: ((Player_Color[(Player number of Player 5 (Yellow))] + ((Name of Player 5 (Yellow)) + |r)) + ( received + (String(((Player 5 (Yellow) Current gold) / 20)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Vault units owned by Player 3 (Teal)) Greater than or equal to 1
            (Number of living Bank units owned by Player 3 (Teal)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 3 (Teal) Current gold) / 20) to Player 3 (Teal).Current gold
        Player - Add ((Player 3 (Teal) Current lumber) / 20) to Player 1 (Red).Current lumber
        Game - Display to Player Group - Player 3 (Teal) the text: ((Player_Color[(Player number of Player 3 (Teal))] + ((Name of Player 3 (Teal)) + |r)) + ( received + (String(((Player 3 (Teal) Current gold) / 20)))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            (Number of living Vault units owned by Player 1 (Red)) Greater than or equal to 1
            (Number of living Bank units owned by Player 1 (Red)) Greater than or equal to 1
      Then - Actions
        Player - Add ((Player 1 (Red) Current gold) / 20) to Player 1 (Red).Current gold
        Player - Add ((Player 1 (Red) Current lumber) / 20) to Player 1 (Red).Current lumber
        Game - Display to Player Group - Player 1 (Red) the text: ((Player_Color[(Player number of Player 1 (Red))] + ((Name of Player 1 (Red)) + |r)) + ( received + (String(((Player 1 (Red) Current gold) / 20)))))
      Else - Actions
trade income
  Events
    Time - Every 15.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units owned by Player 1 (Red) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[1] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[1] to Player 1 (Red).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[1])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 3.00 seconds
        Floating Text - Destroy (Last created floating text)
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[2] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[2] to Player 2 (Blue).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[2])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (0.00%, 0.00%, 100.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[3] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[3] to Player 3 (Teal).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[3])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 100.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[4] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[4] to Player 4 (Purple).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[4])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 100.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[5] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[5] to Player 5 (Yellow).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[5])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 0.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
    Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[6] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[6] to Player 6 (Orange).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[6])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (100.00%, 50.00%, 0.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
    Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[7] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[7] to Player 7 (Green).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[7])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (0.00%, 100.00%, 0.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[8] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[8] to Player 9 (Gray).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[8])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (50.00%, 50.00%, 50.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
    Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Trade Route) and do (Actions)
      Loop - Actions
        Set VariableSet TradeGroup[9] = ((Level of (Picked unit)) x (TradeCount[1] / (Random integer number between 1 and 2)))
        Player - Add TradeGroup[9] to Player 11 (Dark Green).Current gold
        Floating Text - Create floating text that reads ((String(TradeGroup[9])) + gold from trades) above (Picked unit) with Z offset 0.00, using font size 10.00, color (0.00%, 50.00%, 0.00%), and 0% transparency
        Floating Text - Set the velocity of (Last created floating text) to 10.00 towards 90 degrees
        Floating Text - Change (Last created floating text): Disable permanence
        Floating Text - Change the lifespan of (Last created floating text) to 2.00 seconds
        Floating Text - Change the fading age of (Last created floating text) to 1.50 seconds
        Wait 2.00 seconds
        Floating Text - Destroy (Last created floating text)
borrow
  Events
    Player - Player 1 (Red) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing -borrow (stringnoformat) as A substring
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Substring((Entered chat string), 1, 8)) Equal to -borrow
      Then - Actions
        Set VariableSet RedBorrow = (Integer((Substring((Entered chat string), 9, 12))))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            RedBorrow Greater than (Player 12 (Brown) Current gold)
          Then - Actions
            Game - Display to (All players) the text: ((Name of (Triggering player)) + ( failed to borrow + (String(RedBorrow))))
          Else - Actions
            Game - Display to (All players) the text: ((Name of (Triggering player)) + ( borrowed + (String(RedBorrow))))
            Player - Add (Integer((String(RedBorrow)))) to (Triggering player).Current gold
            Player - Add (RedBorrow x -1) to Player 12 (Brown).Current gold
            Trigger - Turn off (This trigger)
            Trigger - Turn on borrow_process <gen>
            Wait 60.00 seconds
            Player - Add (RedBorrow x (-5 / 4)) to (Triggering player).Current gold
            Player - Add (RedBorrow x (5 / 4)) to Player 12 (Brown).Current gold
            Game - Display to (All players) the text: ((Name of (Triggering player)) + ( returned + (String((RedBorrow x (5 / 4))))))
            Trigger - Turn off borrow_process <gen>
            Trigger - Turn on (This trigger)
      Else - Actions
        Game - Display to (All players) the text: ((Name of (Triggering player)) + ( failed to borrow + (String(RedBorrow))))
borrow process
  Events
    Player - Player 1 (Red) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 2 (Blue) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 3 (Teal) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 4 (Purple) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 5 (Yellow) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 6 (Orange) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 7 (Green) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 8 (Pink) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 9 (Gray) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 10 (Light Blue) types a chat message containing -borrow (stringnoformat) as A substring
    Player - Player 11 (Dark Green) types a chat message containing -borrow (stringnoformat) as A substring
  Conditions
    (Substring((Entered chat string), 1, 8)) Equal to -borrow
  Actions
    Game - Display to (All players) the text: |c00FF0000Please wait till the processing is done.
castle
  Events
    Player - Player 1 (Red) types a chat message containing -castle (stringnoformat) as An exact match
  Conditions
  Actions
    Set VariableSet Point[8] = (Center of red <gen>)
    Item - Create Tiny Castle at Point[8]
    Custom script: call RemoveLocation(udg_Point[8])
Disable tips
  Events
    Player - Player 1 (Red) types a chat message containing -trade (stringnoformat) as An exact match
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Trade Route) and do (Change ownership of (Picked unit) to Player 1 (Red) and Change color)
restart
  Events
    Player - Player 1 (Red) types a chat message containing -restart (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: Please Wait ----Restarting to Default----
    Unit Group - Pick every unit in (Units of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
    Unit Group - Pick every unit in (Units of type Gold Mine) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
    Wait 1.00 seconds
    Player Group - Pick every player in Player_Group and do (Actions)
      Loop - Actions
        Unit Group - Pick every unit in (Units owned by (Picked player).) and do (Actions)
          Loop - Actions
            Unit - Remove (Picked unit) from the game
    Trigger - Turn off auto_targeting <gen>
    Trigger - Run trade <gen> (ignoring conditions)
    Trigger - Run Gold_start <gen> (ignoring conditions)
    Wait 1.00 seconds
    Set VariableSet Point[9] = (Center of red <gen>)
    Unit - Create 1.Russian Hellbringer for Player 1 (Red) at Point[9] facing Default building facing degrees
    Custom script: call RemoveLocation(udg_Point[9])
    Set VariableSet defaultcountries_Point[19] = (Center of gray <gen>)
    Unit - Create 1.Ghost of Germany for Player 9 (Gray) at defaultcountries_Point[19] facing Default building facing degrees
    Set VariableSet defaultcountries_Point[20] = (Center of teal <gen>)
    Unit - Create 1.Chinese Songtress for Player 3 (Teal) at defaultcountries_Point[20] facing Default building facing degrees
    Set VariableSet defaultcountries_Point[21] = (Center of green <gen>)
    Unit - Create 1.Malaysian Sultan for Player 7 (Green) at defaultcountries_Point[21] facing Default building facing degrees
    Set VariableSet defaultcountries_Point[22] = (Center of darkgreen <gen>)
    Unit - Create 1.Arabian Alchemist for Player 11 (Dark Green) at defaultcountries_Point[22] facing Default building facing degrees
    Set VariableSet defaultcountries_Point[23] = (Center of yellow <gen>)
    Unit - Create 1.Indian warmongol for Player 5 (Yellow) at defaultcountries_Point[23] facing Default building facing degrees
    Camera - Pan camera for Player 9 (Gray) to defaultcountries_Point[19] over 0 seconds
    Set VariableSet defaultcountries_Point[24] = (Center of blue <gen>)
    Unit - Create 1.Uncle Sam for Player 2 (Blue) at defaultcountries_Point[24] facing Default building facing degrees
    Unit - Create 1.Inuit Witch for Player 8 (Pink) at (Center of ) facing Default building facing degrees
    Set VariableSet defaultcountries_Point[25] = (Center of purp <gen>)
    Unit - Create 1.Aztec Sun-god for Player 4 (Purple) at defaultcountries_Point[25] facing Default building facing degrees
    Set VariableSet defaultcountries_Point[26] = (Center of oj <gen>)
    Unit - Create 1.Brazilian Slave for Player 6 (Orange) at defaultcountries_Point[26] facing Default building facing degrees
    Set VariableSet defaultcountries_Point[27] = (Center of red <gen>)
    Item - Create Tiny Castle at defaultcountries_Point[27]
    Item - Create Tiny Castle at defaultcountries_Point[24]
    Item - Create Tiny Castle at defaultcountries_Point[20]
    Item - Create Tiny Castle at defaultcountries_Point[19]
    Custom script: call RemoveLocation(udg_defaultcountries_Point[19])
    Item - Create Tiny Castle at defaultcountries_Point[23]
    Item - Create Tiny Castle at (Center of )
    Item - Create Tiny Castle at defaultcountries_Point[22]
    Item - Create Tiny Castle at defaultcountries_Point[21]
    Item - Create Tiny Castle at defaultcountries_Point[25]
    Item - Create Tiny Castle at defaultcountries_Point[26]
    Camera - Pan camera for Player 1 (Red) to (Center of red <gen>) over 0 seconds
    Camera - Pan camera for Player 2 (Blue) to defaultcountries_Point[24] over 0 seconds
    Camera - Pan camera for Player 4 (Purple) to defaultcountries_Point[25] over 0 seconds
    Camera - Pan camera for Player 7 (Green) to defaultcountries_Point[21] over 0 seconds
    Custom script: call RemoveLocation(udg_defaultcountries_Point[21])
    Camera - Pan camera for Player 11 (Dark Green) to defaultcountries_Point[22] over 0 seconds
    Custom script: call RemoveLocation(udg_defaultcountries_Point[22])
    Camera - Pan camera for Player 6 (Orange) to defaultcountries_Point[26] over 0 seconds
    Camera - Pan camera for Player 8 (Pink) to (Center of ) over 0 seconds
    Camera - Pan camera for Player 5 (Yellow) to defaultcountries_Point[23] over 0 seconds
    Custom script: call RemoveLocation(udg_defaultcountries_Point[23])
    Camera - Pan camera for Player 3 (Teal) to defaultcountries_Point[20] over 0 seconds
    Custom script: call RemoveLocation(udg_defaultcountries_Point[20])
    Custom script: call RemoveLocation(udg_defaultcountries_Point[24])
    Custom script: call RemoveLocation(udg_defaultcountries_Point[25])
    Custom script: call RemoveLocation(udg_defaultcountries_Point[26])
    Custom script: call RemoveLocation(udg_defaultcountries_Point[27])
kick teal
  Events
    Player - Player 1 (Red) types a chat message containing -kick teal (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 3 (Teal))] + ((Name of Player 3 (Teal)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 3 (Teal).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
kick blue
  Events
    Player - Player 1 (Red) types a chat message containing -kick blue (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 2 (Blue))] + ((Name of Player 2 (Blue)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 2 (Blue).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
kick purp
  Events
    Player - Player 1 (Red) types a chat message containing -kick purple (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 4 (Purple))] + ((Name of Player 4 (Purple)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 4 (Purple).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
kick yellow
  Events
    Player - Player 1 (Red) types a chat message containing -kick yellow (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 5 (Yellow))] + ((Name of Player 5 (Yellow)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 5 (Yellow).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
kick oj
  Events
    Player - Player 1 (Red) types a chat message containing -kick orange (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 6 (Orange))] + ((Name of Player 6 (Orange)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 6 (Orange) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 6 (Orange).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
kick pink
  Events
    Player - Player 1 (Red) types a chat message containing -kick pink (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 8 (Pink))] + ((Name of Player 8 (Pink)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 8 (Pink) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 8 (Pink).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
kick green
  Events
    Player - Player 1 (Red) types a chat message containing -kick green (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 7 (Green))] + ((Name of Player 7 (Green)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 7 (Green) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 7 (Green).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
kick gray
  Events
    Player - Player 1 (Red) types a chat message containing -kick gray (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 9 (Gray))] + ((Name of Player 9 (Gray)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 9 (Gray).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
kick darkgreen
  Events
    Player - Player 1 (Red) types a chat message containing -kick darkgreen (stringnoformat) as An exact match
  Conditions
  Actions
    Game - Display to (All players) for 30 seconds the text: ((Player_Color[(Player number of Player 11 (Dark Green))] + ((Name of Player 11 (Dark Green)) + |r)) + has suffered a major health problem and died bringing his kingdom into ruines.)
    Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green) of type Trade Route (large)) and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Hostile and Change color
    Unit Group - Pick every unit in (Units owned by Player 11 (Dark Green).) and do (Actions)
      Loop - Actions
        Unit - Remove (Picked unit) from the game
Rain
  Events
    Map initialization
    Time - Every 210.00 seconds of game time
  Conditions
  Actions
    Unit - Order Rain 0416 <gen> to Patrol To.(Random point in (Playable map area))
    Unit - Order Rain 0417 <gen> to Patrol To.(Random point in (Playable map area))
    Unit - Order Rain 0418 <gen> to Patrol To.(Random point in (Playable map area))
    Unit - Order Rain 0419 <gen> to Patrol To.(Random point in (Playable map area))
    Unit - Order Rain 0420 <gen> to Patrol To.(Random point in (Playable map area))
    Unit - Order Rain 0421 <gen> to Patrol To.(Random point in (Playable map area))
Start intro
  Events
    Map initialization
  Conditions
  Actions
    Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 2 (Blue) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 3 (Teal) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 5 (Yellow) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 6 (Orange) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 7 (Green) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 8 (Pink) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Visibility across control_region <gen>
    Visibility - Create an initially Enabled visibility modifier for Player 11 (Dark Green) emitting Visibility across control_region <gen>
    Camera - .Apply. gg_cam_Camera_001 for Player 1 (Red) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 2 (Blue) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 3 (Teal) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 4 (Purple) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 5 (Yellow) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 6 (Orange) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 7 (Green) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 9 (Gray) over 0.00 seconds
    Camera - .Apply. gg_cam_Camera_001 for Player 11 (Dark Green) over 0.00 seconds
    Camera - Pan camera for Player 1 (Red) to (Center of Final_region <gen>) over 15.00 seconds
    Camera - Pan camera for Player 2 (Blue) to (Center of Final_region <gen>) over 15.00 seconds
    Camera - Pan camera for Player 3 (Teal) to (Center of Final_region <gen>) over 15.00 seconds
    Camera - Pan camera for Player 4 (Purple) to (Center of Final_region <gen>) over 15.00 seconds
    Camera - Pan camera for Player 5 (Yellow) to (Center of Final_region <gen>) over 15.00 seconds
    Camera - Pan camera for Player 6 (Orange) to (Center of Final_region <gen>) over 15.00 seconds
    Camera - Pan camera for Player 7 (Green) to (Center of Final_region <gen>) over 15.00 seconds
    Camera - Pan camera for Player 9 (Gray) to (Center of Final_region <gen>) over 15.00 seconds
    Camera - Pan camera for Player 11 (Dark Green) to (Center of Final_region <gen>) over 15.00 seconds
    Wait 2.00 seconds
    Destructible - Open Massive Ruined Gate 0014 <gen>
    Wait 2.00 seconds
    Destructible - Open Gate 0036 <gen>
    Wait 11.00 seconds
    Camera - Reset camera for Player 1 (Red) to standard game-view over 0 seconds
    Camera - Reset camera for Player 2 (Blue) to standard game-view over 0 seconds
    Camera - Reset camera for Player 3 (Teal) to standard game-view over 0 seconds
    Camera - Reset camera for Player 4 (Purple) to standard game-view over 0 seconds
    Camera - Reset camera for Player 5 (Yellow) to standard game-view over 0 seconds
    Camera - Reset camera for Player 6 (Orange) to standard game-view over 0 seconds
    Camera - Reset camera for Player 7 (Green) to standard game-view over 0 seconds
    Camera - Reset camera for Player 9 (Gray) to standard game-view over 0 seconds
    Camera - Reset camera for Player 11 (Dark Green) to standard game-view over 0 seconds
    Camera - Set Player 1 (Red)'s camera Distance to target to 3000.00 over 5.00 seconds
    Camera - Set Player 2 (Blue)'s camera Distance to target to 3000.00 over 5.00 seconds
    Camera - Set Player 3 (Teal)'s camera Distance to target to 3000.00 over 5.00 seconds
    Camera - Set Player 4 (Purple)'s camera Distance to target to 3000.00 over 5.00 seconds
    Camera - Set Player 5 (Yellow)'s camera Distance to target to 3000.00 over 5.00 seconds
    Camera - Set Player 6 (Orange)'s camera Distance to target to 3000.00 over 5.00 seconds
    Camera - Set Player 7 (Green)'s camera Distance to target to 3000.00 over 5.00 seconds
    Camera - Set Player 9 (Gray)'s camera Distance to target to 3000.00 over 5.00 seconds
    Camera - Set Player 11 (Dark Green)'s camera Distance to target to 3000.00 over 5.00 seconds
    Trigger - Turn off (This trigger)
intro
  Events
    Map initialization
  Conditions
  Actions
    Cinematic - Send transmission to (All players) from Malaysian Sultan 0063 <gen> named Bumiputra: Play No sound and display Finally the destruction is over, now let us return to the surface to rebuild our lost kingdom.. Modify duration: Add 3.00 seconds and Wait
    Wait 3.00 seconds
    Cinematic - Send transmission to (All players) from Uncle Sam 0077 <gen> named Uncle Sam: Play No sound and display Yes..but it will need a capable leader to run it and coincidentally I know how to do so.. Modify duration: Add 3.00 seconds and Wait
    Wait 3.00 seconds
    Cinematic - Send transmission to Player Group - Player 1 (Red) from Russian Hellbringer 0064 <gen> named Russian Tsar: Play No sound and display Fools, I will seize control!. Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to Player Group - Player 2 (Blue) from Uncle Sam 0077 <gen> named Uncle Sam: Play No sound and display Disagree ehh?. Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to Player Group - Player 3 (Teal) from Chinese Songtress 0062 <gen> named Chinese Maiden: Play No sound and display HE may think so.... Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to Player Group - Player 4 (Purple) from Aztec Sun-god 0079 <gen> named Aztec Sun-god: Play No sound and display Divine punishment will come to those who challange GOD. Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to Player Group - Player 5 (Yellow) from Indian warmongol 0065 <gen> named Indian Warmongol: Play No sound and display This mean WAR!. Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to Player Group - Player 6 (Orange) from Inuit Witch 0080 <gen> named Inuit Witch: Play No sound and display Unfortunately, i do not forsee you holding the throne.. Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to Player Group - Player 7 (Green) from Malaysian Sultan 0063 <gen> named Bumiputra: Play No sound and display ''We'' are from this soil and hence own it. Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to Player Group - Player 9 (Gray) from Ghost of Germany 0066 <gen> named Ghost of Germany: Play No sound and display No! This land is filled with filt and we must get rid of them first.. Modify duration: Add 3.00 seconds and Wait
    Cinematic - Send transmission to Player Group - Player 11 (Dark Green) from Arabian Alchemist 0000 <gen> named Egyptian Pharaoh: Play No sound and display I believe I am more that equip to rule My empire, thank you.. Modify duration: Add 3.00 seconds and Wait
    Trigger - Turn off (This trigger)
cam1
  Events
    Player - Player 1 (Red) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -far (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -far (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Set (Triggering player)'s camera Distance to target to 3000.00 over 5.00 seconds
cam default
  Events
    Player - Player 1 (Red) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 3 (Teal) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 5 (Yellow) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 7 (Green) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 9 (Gray) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 2 (Blue) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 4 (Purple) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 6 (Orange) types a chat message containing -near (stringnoformat) as An exact match
    Player - Player 8 (Pink) types a chat message containing -near (stringnoformat) as An exact match
  Conditions
  Actions
    Camera - Reset camera for (Triggering player) to standard game-view over 5.00 seconds
start
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Multiboard - Create a multiboard with 2 columns and 11 rows, titled Game Statistics.
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 1 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 2 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 3 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 4 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 5 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 6 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 7 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 8 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 9 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 10 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 1, row 11 to 10.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 11 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 10 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 9 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 8 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 7 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 6 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 5 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 4 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 3 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 2 to 15.00% of the total screen width
    Multiboard - Set the width for (Last created multiboard) item in column 2, row 1 to 15.00% of the total screen width
    Multiboard - Maximize (Last created multiboard)
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 1 to Emperor
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 1 to Military Strength
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 2 to (|c00DC143C + (Name of Player 1 (Red)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 3 to (|c000000FF + (Name of Player 2 (Blue)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 4 to (|c0000E5EE + (Name of Player 3 (Teal)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 5 to (|c009B30FF + (Name of Player 4 (Purple)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 6 to (|c00FFFF00 + (Name of Player 5 (Yellow)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 7 to (|c00FFB90F + (Name of Player 6 (Orange)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 8 to (|c0000FF00 + (Name of Player 7 (Green)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 9 to (|c008B8378 + (Name of Player 9 (Gray)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 10 to (|c00006400 + (Name of Player 11 (Dark Green)))
    Multiboard - Set the text for (Last created multiboard) item in column 1, row 11 to (|c00FF1493 + UN Resources)
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 1 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 2 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 3 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 4 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 5 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 6 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 7 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 8 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 9 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 10 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 1, row 11 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 11 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 10 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 9 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 8 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 7 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 6 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 5 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 4 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 3 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 2 to Show text and Hide icons
    Multiboard - Set the display style for (Last created multiboard) item in column 2, row 1 to Show text and Hide icons
    Multiboard - Minimize (Last created multiboard)
update
  Events
    Time - Every 1.00 seconds of game time
  Conditions
  Actions
    Multiboard - Set the text for (Last created multiboard) item in column 2, row 11 to (String((Player 12 (Brown) Current gold)))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 11 (Dark Green) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 10 to (Kills: + ((String(Kills[(Player number of Player 11 (Dark Green))])) + ( Trade: + ((String(TradeCount[(Player number of Player 11 (Dark Green))])) + ( Distroyed: + (String(Buildings[(Player number of Player 11 (Dark Green))])))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 9 (Gray) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 9 to (Kills: + ((String(Kills[(Player number of Player 9 (Gray))])) + ( Trade: + ((String(TradeCount[(Player number of Player 9 (Gray))])) + ( Distroyed: + (String(Buildings[(Player number of Player 9 (Gray))])))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 7 (Green) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 8 to (Kills: + ((String(Kills[(Player number of Player 7 (Green))])) + ( Trade: + ((String(TradeCount[(Player number of Player 7 (Green))])) + ( Distroyed: + (String(Buildings[(Player number of Player 7 (Green))])))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 6 (Orange) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 7 to (Kills: + ((String(Kills[(Player number of Player 6 (Orange))])) + ( Trade: + ((String(TradeCount[(Player number of Player 6 (Orange))])) + ( Distroyed: + (String(Buildings[(Player number of Player 6 (Orange))])))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 5 (Yellow) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 6 to (Kills: + ((String(Kills[(Player number of Player 6 (Orange))])) + ( Trade: + ((String(TradeCount[(Player number of Player 6 (Orange))])) + ( Distroyed: + (String(Buildings[(Player number of Player 6 (Orange))])))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 4 (Purple) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 5 to (Kills: + ((String(Kills[(Player number of Player 4 (Purple))])) + ( Trade: + ((String(TradeCount[(Player number of Player 4 (Purple))])) + ( Distroyed: + (String(Buildings[(Player number of Player 4 (Purple))])))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 3 (Teal) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 4 to (Kills: + ((String(Kills[(Player number of Player 3 (Teal))])) + ( Trade: + ((String(TradeCount[(Player number of Player 3 (Teal))])) + ( Distroyed: + (String(Buildings[(Player number of Player 3 (Teal))])))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 2 (Blue) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 3 to (Kills: + ((String(Kills[(Player number of Player 2 (Blue))])) + ( Trade: + ((String(TradeCount[(Player number of Player 2 (Blue))])) + ( Distroyed: + (String(Buildings[(Player number of Player 2 (Blue))])))))))
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Player 1 (Red) slot status) Equal to Is playing
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 2 to (Kills: + ((String(Kills[(Player number of Player 1 (Red))])) + ( Trade: + ((String(TradeCount[(Player number of Player 1 (Red))])) + ( Distroyed: + (String(Buildings[(Player number of Player 1 (Red))])))))))
      Else - Actions
Leavers
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
  Conditions
  Actions
    Multiboard - Set the text for (Last created multiboard) item in column 2, row ((Player number of (Triggering player)) + 1) to |cffA2B5CD<Defeated>|r
Leavers Copy
  Events
    Player - Player 9 (Gray) leaves the game
    Player - Player 11 (Dark Green) leaves the game
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 9 (Gray)
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 9 to |cffA2B5CD<Defeated>|r
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Triggering player) Equal to Player 11 (Dark Green)
      Then - Actions
        Multiboard - Set the text for (Last created multiboard) item in column 2, row 10 to |cffA2B5CD<Defeated>|r
      Else - Actions