1. Are you planning to upload your awesome map to Hive? Please review the rules here.
    Dismiss Notice
  2. Updated Resource Submission Rules: All model & skin resource submissions must now include an in-game screenshot. This is to help speed up the moderation process and to show how the model and/or texture looks like from the in-game camera.
    Dismiss Notice
  3. DID YOU KNOW - That you can unlock new rank icons by posting on the forums or winning contests? Click here to customize your rank or read our User Rank Policy to see a list of ranks that you can unlock. Have you won a contest and still havn't received your rank award? Then please contact the administration.
    Dismiss Notice
  4. The Lich King demands your service! We've reached the 19th edition of the Icon Contest. Come along and make some chilling servants for the one true king.
    Dismiss Notice
  5. The 4th SFX Contest has started. Be sure to participate and have a fun factor in it.
    Dismiss Notice
  6. The poll for the 21st Terraining Contest is LIVE. Be sure to check out the entries and vote for one.
    Dismiss Notice
  7. The results are out! Check them out.
    Dismiss Notice
  8. Don’t forget to sign up for the Hive Cup. There’s a 555 EUR prize pool. Sign up now!
    Dismiss Notice
  9. The Hive Workshop Cup contest results have been announced! See the maps that'll be featured in the Hive Workshop Cup tournament!
    Dismiss Notice
  10. Check out the Staff job openings thread.
    Dismiss Notice
Dismiss Notice
60,000 passwords have been reset on July 8, 2019. If you cannot login, read this.

Trigger Viewer

Risk v2.6.w3x
Variables
Initialization
Initialization
Visibility
Set The Units Variables
Set The Strings Variables
Replace Hostile Circles With Passive Ones
Sharing Houses
Set Start Camera
Cheat
The Leader Board
Create The Leader Board
Make Starting Gold Bonus
Refresh The Leader Board
Check Leavers
The Turns System
Create The Turn Timer
Create The Turn Timer2
Give Gold
Algeria
Austria
Benelux
Bulgaria
Czech
Cyprus
Denmark
Ukrain
Estonia
Finland
France
Georgia
Germany
Greece
Iceland
Ireland
Israel
Italy
Latvia
Lebanon
Lithuania
Morocco
Norway
Poland
Portugal
Russia
Northern Russia
Slovakia
Southern Europe
Spain
Sweden
Switzerland
Syria
Tunisia
Turkey
United Kingdom
Islands of Norwegian Sea
Islands of Ligurian Sea
Islands of Tyrrhenian Sea
Islands of Mediterranean Sea
Islands of west Aegean Sea
Islands of east Aegean Sea
Victory
Victory
Set Winners
Write The Winners
Lose
Host's Mode Selection
Mode Selecting
Red Has Chosen
Too Long
FFA
Teams
Allience
Choose game speed
Red Has Chosen Speed
Fast game
Normal game
A Unit Leaves A Region
Leave Israel 1
Leave Israel 2
Leave Lebanon 1
Leave Lebanon 2
Leave Syria 1
Leave Syria 2
Leave Syria 3
Leave Turkey 1
Leave Turkey 2
Leave Turkey 3
Leave Turkey 4
Leave Turkey 5
Leave Turkey 6
Leave Turkey 7
Leave Turkey 8
Leave Cyprus 1
Leave Cyprus 2
Leave Georgia 1
Leave Georgia 2
Leave Tunisia 1
Leave Tunisia 2
Leave Algeria 1
Leave Algeria 2
Leave Algeria 3
Leave Morocco 1
Leave Morocco 2
Leave Morocco 3
Leave Spain 1
Leave Spain 2
Leave Spain 3
Leave Spain 4
Leave Portugal 1
Leave Portugal 2
Leave Iceland 1
Leave Iceland 2
Leave Iceland 3
Leave Iceland 4
Leave Ireland 1
Leave Ireland 2
Leave United Kingdom 1
Leave United Kingdom 2
Leave United Kingdom 3
Leave United Kingdom 4
Leave United Kingdom 5
Leave United Kingdom 6
Leave Bulgaria 1
Leave Bulgaria 2
Leave Greece 1
Leave Greece 2
Leave Greece 3
Leave Greece 4
Leave Greece 5
Leave Southern Europe 1
Leave Southern Europe 2
Leave Southern Europe 3
Leave Slovakia 1
Leave Slovakia 2
Leave Czech 1
Leave Czech 2
Leave France 1
Leave France 2
Leave France 3
Leave France 4
Leave France 5
Leave France 6
Leave Denmark 1
Leave Denmark 2
Leave Denmark 3
Leave Benelux 1
Leave Benelux 2
Leave Benelux 3
Leave Germany 1
Leave Germany 2
Leave Germany 3
Leave Germany 4
Leave Germany 5
Leave Switzerland 1
Leave Switzerland 2
Leave Italy 1
Leave Italy 2
Leave Italy 3
Leave Italy 4
Leave Italy 5
Leave Austria 1
Leave Austria 2
Leave Poland 1
Leave Poland 2
Leave Poland 3
Leave Poland 4
Leave Lithuania 1
Leave Lithuania 2
Leave Latvia 1
Leave Latvia 2
Leave Estonia 1
Leave Estonia 2
Leave Eastern Europe 1
Leave Eastern Europe 2
Leave Eastern Europe 3
Leave Eastern Europe 4
Leave Eastern Europe 5
Leave Eastern Europe 6
Leave Eastern Europe 7
Leave Eastern Europe 8
Leave Norway 1
Leave Norway 2
Leave Norway 3
Leave Norway 4
Leave Norway 5
Leave Sweden 1
Leave Sweden 2
Leave Sweden 3
Leave Sweden 4
Leave Finland 1
Leave Finland 2
Leave Finland 3
Leave Finland 4
Leave Russia 1
Leave Russia 2
Leave Russia 3
Leave Russia 4
Leave Russia 5
Leave Russia 6
Leave Russia 7
Leave Russia 8
Leave Russia 9
Leave Russia 10
Leave Russia 11
Leave Russia 12
Leave Russia 13
Leave Islands of Norway Sea 1
Leave Islands of Norway Sea 2
Leave Islands of Norway Sea 3
Leave Islands of Ligurian Sea 1
Leave Islands of Ligurian Sea 2
Leave Islands of Tyrrhenian Sea 1
Leave Islands of Tyrrhenian Sea 2
Leave Islands of Mediterranean Sea 1
Leave Islands of Mediterranean Sea 2
Leave Islands of west Aegean Sea 1
Leave Islands of west Aegean Sea 2
Leave Islands of east Aegean Sea 1
Leave Islands of east Aegean Sea 2
Change Region Ownership
Move The Killing Unit
Enter
Enter Israel 1
Enter Israel 2
Enter Lebanon 1
Enter Lebanon 2
Enter Syria 1
Enter Syria 2
Enter Syria 3
Enter Turkey 1
Enter Turkey 2
Enter Turkey 3
Enter Turkey 4
Enter Turkey 5
Enter Turkey 6
Enter Turkey 7
Enter Turkey 8
Enter Cyprus 1
Enter Cyprus 2
Enter Georgia 1
Enter Georgia 2
Enter Tunisia 1
Enter Tunisia 2
Enter Algeria 1
Enter Algeria 2
Enter Algeria 3
Enter Morocco 1
Enter Morocco 2
Enter Morocco 3
Enter Spain 1
Enter Spain 2
Enter Spain 3
Enter Spain 4
Enter Portugal 1
Enter Portugal 2
Enter Iceland 1
Enter Iceland 2
Enter Iceland 3
Enter Iceland 4
Enter Ireland 1
Enter Ireland 2
Enter United Kingdom 1
Enter United Kingdom 2
Enter United Kingdom 3
Enter United Kingdom 4
Enter United Kingdom 5
Enter United Kingdom 6
Enter Bulgaria 1
Enter Bulgaria 2
Enter Greece 1
Enter Greece 2
Enter Greece 3
Enter Greece 4
Enter Greece 5
Enter Southern Europe 1
Enter Southern Europe 2
Enter Southern Europe 3
Enter Slovakia 1
Enter Slovakia 2
Enter Czech 1
Enter Czech 2
Enter France 1
Enter France 2
Enter France 3
Enter France 4
Enter France 5
Enter France 6
Enter Denmark 1
Enter Denmark 2
Enter Denmark 3
Enter Benelux 1
Enter Benelux 2
Enter Benelux 3
Enter Germany 1
Enter Germany 2
Enter Germany 3
Enter Germany 4
Enter Germany 5
Enter Switzerland 1
Enter Switzerland 2
Enter Italy 1
Enter Italy 2
Enter Italy 3
Enter Italy 4
Enter Italy 5
Enter Austria 1
Enter Austria 2
Enter Poland 1
Enter Poland 2
Enter Poland 3
Enter Poland 4
Enter Lithuania 1
Enter Lithuania 2
Enter Latvia 1
Enter Latvia 2
Enter Estonia 1
Enter Estonia 2
Enter Eastern Europe 1
Enter Eastern Europe 2
Enter Eastern Europe 3
Enter Eastern Europe 4
Enter Eastern Europe 5
Enter Eastern Europe 6
Enter Eastern Europe 7
Enter Eastern Europe 8
Enter Norway 1
Enter Norway 2
Enter Norway 3
Enter Norway 4
Enter Norway 5
Enter Sweden 1
Enter Sweden 2
Enter Sweden 3
Enter Sweden 4
Enter Finland 1
Enter Finland 2
Enter Finland 3
Enter Finland 4
Enter Russia 1
Enter Russia 2
Enter Russia 3
Enter Russia 4
Enter Russia 5
Enter Russia 6
Enter Russia 7
Enter Russia 8
Enter Russia 9
Enter Russia 10
Enter Russia 11
Enter Russia 12
Enter Russia 13
Enter Island Norway 1
Enter Island Norway 2
Enter Island Norway 3
Enter Island Ligurian Sea 1
Enter Island Ligurian Sea 2
Enter Island Tyrrhenian Sea 1
Enter Island Tyrrhenian Sea 2
Enter Island Mediterranean Sea 1
Enter Island Mediterranean Sea 2
Enter Island east Aegean Sea 1
Enter Island east Aegean Sea 2
Enter Island west Aegean Sea 1
Enter Island west Aegean Sea 2
General Commands
Close Camera
Medium Camera
Far Camera
Give Ally
Allience
Traitor Message
Let The Traitor Messages Work
Traitor
Ending Game Options
Continue
Draw
Surender
Ally / Peace / War
Ally
Peace
War
Quests
Welcome Message
Create Quests
Unit's command
On sell
Sell
Player 1
Player 2
Player 3
Player 4
Player 5
Player 6
Player 7
Player 8
Player 9
Player 10
Player 11
Player 12
Player 1 Flag
Player 2 Flag
Player 3 Flag
Player 4 Flag
Player 5 Flag
Player 6 Flag
Player 7 Flag
Player 8 Flag
Player 9 Flag
Player 11 Flag
Player 12 Flag

		
Name Type Is Array Initial Value
A1 group Yes
allienceButton button No
allyColor string Yes
allyNumber string Yes
allyWanting integer Yes 0
ATest group Yes
attacked player No
attacker player No
base unit Yes
choice button No
circle unit Yes
color string Yes
continue integer Yes 0
div integer No
everyTwoPlayersInATeamButton button No
Fastgame button No
FFAButton button No
gameHasBegun boolean No false
gameIsOver boolean No false
give4GoldBonus boolean Yes false
goldBonus integer Yes
goods integer No
hasAlly boolean Yes false
hasBase boolean Yes
index integer No
isAllienceMode boolean No false
isFirst boolean No true
isTeamsMode boolean No false
lastPlayer player No
mercenary unit Yes
mod integer No
modeDialog dialog No
Normalspeed button No
notGoods integer No
owner1 player No
owner2 player No
peaceColor string Yes
peaceNumber string Yes
peaceWanting boolean Yes false
playerLeft boolean Yes false
playersNumber integer No
random1 integer No
random2 integer No
showAttackMessage boolean Yes true
speeddialog dialog No
tempBoolean boolean No
tempInteger integer No
tempPlayer player No
tempPlayerGroup force No
tempRegion rect No
tempString string No
tooLong boolean Yes false
tower unit Yes
turn timer No
unitincircle unit No
warColor string Yes
warNumber string Yes
won boolean Yes false
Initialization
  Events
    Map initialization
  Conditions
  Actions
    Trigger - Run Visibility <gen> (checking conditions)
    Trigger - Run Set_The_Units_Variables <gen> (checking conditions)
    Trigger - Run Set_The_Strings_Variables <gen> (checking conditions)
    Trigger - Run Replace_Hostile_Circles_With_Passive_Ones <gen> (checking conditions)
    Trigger - Run Sharing_Houses <gen> (checking conditions)
    Trigger - Run Set_Start_Camera <gen> (checking conditions)
Visibility
  Events
  Conditions
  Actions
    Visibility - Disable black mask
Set The Units Variables
  Events
  Conditions
  Actions
    -------- Israel 1 --------
    Set base[0] = Military Base 0321 <gen>
    Set tower[0] = Tower 0014 <gen>
    Set circle[0] = Circle of Power 0012 <gen>
    -------- Israel 2 --------
    Set base[1] = Harbor 0015 <gen>
    Set tower[1] = Tower 0016 <gen>
    Set circle[1] = Circle of Power 0137 <gen>
    -------- Lebanon 1 --------
    Set base[2] = Military Base 0018 <gen>
    Set tower[2] = Tower 0021 <gen>
    Set circle[2] = Circle of Power 0019 <gen>
    -------- Lebanon 2 --------
    Set base[3] = Military Base 0017 <gen>
    Set tower[3] = Tower 0022 <gen>
    Set circle[3] = Circle of Power 0020 <gen>
    -------- Syria 1 --------
    Set base[4] = Military Base 0023 <gen>
    Set tower[4] = Tower 0031 <gen>
    Set circle[4] = Circle of Power 0028 <gen>
    -------- Syria 2 --------
    Set base[5] = Military Base 0024 <gen>
    Set tower[5] = Tower 0030 <gen>
    Set circle[5] = Circle of Power 0027 <gen>
    -------- Syria 3 --------
    Set base[6] = Military Base 0025 <gen>
    Set tower[6] = Tower 0029 <gen>
    Set circle[6] = Circle of Power 0026 <gen>
    -------- Turkey 1 --------
    Set base[7] = Military Base 0033 <gen>
    Set tower[7] = Tower 0054 <gen>
    Set circle[7] = Circle of Power 0041 <gen>
    -------- Turkey 2 --------
    Set base[8] = Military Base 0035 <gen>
    Set tower[8] = Tower 0053 <gen>
    Set circle[8] = Circle of Power 0047 <gen>
    -------- Turkey 3 --------
    Set base[9] = Military Base 0032 <gen>
    Set tower[9] = Tower 0055 <gen>
    Set circle[9] = Circle of Power 0040 <gen>
    -------- Turkey 4 --------
    Set base[10] = Military Base 0036 <gen>
    Set tower[10] = Tower 0052 <gen>
    Set circle[10] = Circle of Power 0046 <gen>
    -------- Turkey 5 --------
    Set base[11] = Harbor 0034 <gen>
    Set tower[11] = Tower 0049 <gen>
    Set circle[11] = Circle of Power 0042 <gen>
    -------- Turkey 6 --------
    Set base[12] = Military Base 0037 <gen>
    Set tower[12] = Tower 0050 <gen>
    Set circle[12] = Circle of Power 0043 <gen>
    -------- Turkey 7 --------
    Set base[13] = Military Base 0399 <gen>
    Set tower[13] = Tower 0051 <gen>
    Set circle[13] = Circle of Power 0045 <gen>
    -------- Turkey 8 --------
    Set base[14] = Military Base 0039 <gen>
    Set tower[14] = Tower 0048 <gen>
    Set circle[14] = Circle of Power 0044 <gen>
    -------- Cyprus 1 --------
    Set base[15] = Harbor 0063 <gen>
    Set tower[15] = Tower 0067 <gen>
    Set circle[15] = Circle of Power 0064 <gen>
    -------- Cyprus 2 --------
    Set base[16] = Harbor 0062 <gen>
    Set tower[16] = Tower 0066 <gen>
    Set circle[16] = Circle of Power 0065 <gen>
    -------- Georgia 1 --------
    Set base[17] = Military Base 0057 <gen>
    Set tower[17] = Tower 0061 <gen>
    Set circle[17] = Circle of Power 0058 <gen>
    -------- Georgia 2 --------
    Set base[18] = Military Base 0056 <gen>
    Set tower[18] = Tower 0060 <gen>
    Set circle[18] = Circle of Power 0059 <gen>
    -------- Tunisia 1 --------
    Set base[19] = Harbor 0139 <gen>
    Set tower[19] = Tower 0143 <gen>
    Set circle[19] = Circle of Power 0141 <gen>
    -------- Tunisia 2 --------
    Set base[20] = Military Base 0138 <gen>
    Set tower[20] = Tower 0142 <gen>
    Set circle[20] = Circle of Power 0140 <gen>
    -------- Algeria 1 --------
    Set base[21] = Military Base 0146 <gen>
    Set tower[21] = Tower 0152 <gen>
    Set circle[21] = Circle of Power 0149 <gen>
    -------- Algeria 2 --------
    Set base[22] = Military Base 0145 <gen>
    Set tower[22] = Tower 0151 <gen>
    Set circle[22] = Circle of Power 0148 <gen>
    -------- Algeria 3 --------
    Set base[23] = Military Base 0144 <gen>
    Set tower[23] = Tower 0150 <gen>
    Set circle[23] = Circle of Power 0147 <gen>
    -------- Morocco 1 --------
    Set base[24] = Military Base 0153 <gen>
    Set tower[24] = Tower 0159 <gen>
    Set circle[24] = Circle of Power 0156 <gen>
    -------- Morocco 2 --------
    Set base[25] = Military Base 0154 <gen>
    Set tower[25] = Tower 0160 <gen>
    Set circle[25] = Circle of Power 0157 <gen>
    -------- Morocco 3 --------
    Set base[26] = Harbor 0155 <gen>
    Set tower[26] = Tower 0161 <gen>
    Set circle[26] = Circle of Power 0158 <gen>
    -------- Spain 1 --------
    Set base[27] = Military Base 0162 <gen>
    Set tower[27] = Tower 0173 <gen>
    Set circle[27] = Circle of Power 0170 <gen>
    -------- Spain 2 --------
    Set base[28] = Harbor 0164 <gen>
    Set tower[28] = Tower 0172 <gen>
    Set circle[28] = Circle of Power 0169 <gen>
    -------- Spain 3 --------
    Set base[29] = Military Base 0165 <gen>
    Set tower[29] = Tower 0167 <gen>
    Set circle[29] = Circle of Power 0166 <gen>
    -------- Spain 4 --------
    Set base[30] = Military Base 0163 <gen>
    Set tower[30] = Tower 0171 <gen>
    Set circle[30] = Circle of Power 0168 <gen>
    -------- Portugal 1 --------
    Set base[31] = Military Base 0174 <gen>
    Set tower[31] = Tower 0179 <gen>
    Set circle[31] = Circle of Power 0177 <gen>
    -------- Portugal 2 --------
    Set base[32] = Harbor 0175 <gen>
    Set tower[32] = Tower 0178 <gen>
    Set circle[32] = Circle of Power 0176 <gen>
    -------- Iceland 1 --------
    Set base[33] = Harbor 0288 <gen>
    Set tower[33] = Tower 0296 <gen>
    Set circle[33] = Circle of Power 0292 <gen>
    -------- Iceland 2 --------
    Set base[34] = Military Base 0285 <gen>
    Set tower[34] = Tower 0293 <gen>
    Set circle[34] = Circle of Power 0289 <gen>
    -------- Iceland 3 --------
    Set base[35] = Military Base 0286 <gen>
    Set tower[35] = Tower 0294 <gen>
    Set circle[35] = Circle of Power 0290 <gen>
    -------- Iceland 4 --------
    Set base[36] = Harbor 0287 <gen>
    Set tower[36] = Tower 0295 <gen>
    Set circle[36] = Circle of Power 0291 <gen>
    -------- Ireland 1 --------
    Set base[37] = Harbor 0298 <gen>
    Set tower[37] = Tower 0303 <gen>
    Set circle[37] = Circle of Power 0302 <gen>
    -------- Ireland 2 --------
    Set base[38] = Military Base 0299 <gen>
    Set tower[38] = Tower 0304 <gen>
    Set circle[38] = Circle of Power 0300 <gen>
    -------- United Kingdom 1 --------
    Set base[39] = Military Base 0311 <gen>
    Set tower[39] = Tower 0319 <gen>
    Set circle[39] = Circle of Power 0315 <gen>
    -------- United Kingdom 2 --------
    Set base[40] = Military Base 0310 <gen>
    Set tower[40] = Tower 0318 <gen>
    Set circle[40] = Circle of Power 0314 <gen>
    -------- United Kingdom 3 --------
    Set base[41] = Military Base 0309 <gen>
    Set tower[41] = Tower 0317 <gen>
    Set circle[41] = Circle of Power 0313 <gen>
    -------- United Kingdom 4 --------
    Set base[42] = Harbor 0308 <gen>
    Set tower[42] = Tower 0316 <gen>
    Set circle[42] = Circle of Power 0312 <gen>
    -------- United Kingdom 5 --------
    Set base[43] = Military Base 0305 <gen>
    Set tower[43] = Tower 0307 <gen>
    Set circle[43] = Circle of Power 0306 <gen>
    -------- Ireland 3 --------
    Set base[44] = Harbor 0297 <gen>
    Set tower[44] = Tower 0398 <gen>
    Set circle[44] = Circle of Power 0301 <gen>
    -------- Bulgaria 1 --------
    Set base[45] = Military Base 0069 <gen>
    Set tower[45] = Tower 0072 <gen>
    Set circle[45] = Circle of Power 0071 <gen>
    -------- Bulgaria 2 --------
    Set base[46] = Military Base 0068 <gen>
    Set tower[46] = Tower 0073 <gen>
    Set circle[46] = Circle of Power 0070 <gen>
    -------- Greece 1 --------
    Set base[47] = Military Base 0074 <gen>
    Set tower[47] = Tower 0084 <gen>
    Set circle[47] = Circle of Power 0079 <gen>
    -------- Greece 2 --------
    Set base[48] = Military Base 0075 <gen>
    Set tower[48] = Tower 0085 <gen>
    Set circle[48] = Circle of Power 0080 <gen>
    -------- Greece 3 --------
    Set base[49] = Military Base 0076 <gen>
    Set tower[49] = Tower 0086 <gen>
    Set circle[49] = Circle of Power 0081 <gen>
    -------- Greece 4 --------
    Set base[50] = Military Base 0182 <gen>
    Set tower[50] = Tower 0087 <gen>
    Set circle[50] = Circle of Power 0082 <gen>
    -------- Greece 5 --------
    Set base[51] = Harbor 0078 <gen>
    Set tower[51] = Tower 0088 <gen>
    Set circle[51] = Circle of Power 0083 <gen>
    -------- Southern Europe 1 --------
    Set base[52] = Military Base 0090 <gen>
    Set tower[52] = Tower 0096 <gen>
    Set circle[52] = Circle of Power 0093 <gen>
    -------- Southern Europe 2 --------
    Set base[53] = Military Base 0091 <gen>
    Set tower[53] = Tower 0095 <gen>
    Set circle[53] = Circle of Power 0094 <gen>
    -------- Southern Europe 3 --------
    Set base[54] = Military Base 0089 <gen>
    Set tower[54] = Tower 0097 <gen>
    Set circle[54] = Circle of Power 0092 <gen>
    -------- Slovakia 1 --------
    Set base[55] = Military Base 0011 <gen>
    Set tower[55] = Tower 0102 <gen>
    Set circle[55] = Circle of Power 0100 <gen>
    -------- Slovakia 2 --------
    Set base[56] = Military Base 0099 <gen>
    Set tower[56] = Tower 0103 <gen>
    Set circle[56] = Circle of Power 0101 <gen>
    -------- Czech 1 --------
    Set base[57] = Military Base 0105 <gen>
    Set tower[57] = Tower 0108 <gen>
    Set circle[57] = Circle of Power 0106 <gen>
    -------- Czech 2 --------
    Set base[58] = Military Base 0104 <gen>
    Set tower[58] = Tower 0109 <gen>
    Set circle[58] = Circle of Power 0107 <gen>
    -------- France 1 --------
    Set base[59] = Harbor 0184 <gen>
    Set tower[59] = Tower 0196 <gen>
    Set circle[59] = Circle of Power 0190 <gen>
    -------- France 2 --------
    Set base[60] = Harbor 0185 <gen>
    Set tower[60] = Tower 0197 <gen>
    Set circle[60] = Circle of Power 0191 <gen>
    -------- France 3 --------
    Set base[61] = Military Base 0183 <gen>
    Set tower[61] = Tower 0195 <gen>
    Set circle[61] = Circle of Power 0189 <gen>
    -------- France 4 --------
    Set base[62] = Military Base 0181 <gen>
    Set tower[62] = Tower 0194 <gen>
    Set circle[62] = Circle of Power 0188 <gen>
    -------- France 5 --------
    Set base[63] = Military Base 0180 <gen>
    Set tower[63] = Tower 0192 <gen>
    Set circle[63] = Circle of Power 0186 <gen>
    -------- France 6 --------
    Set base[64] = Military Base 0038 <gen>
    Set tower[64] = Tower 0193 <gen>
    Set circle[64] = Circle of Power 0187 <gen>
    -------- Denmark 1 --------
    Set base[65] = Harbor 0224 <gen>
    Set tower[65] = Tower 0230 <gen>
    Set circle[65] = Circle of Power 0225 <gen>
    -------- Denmark 2 --------
    Set base[66] = Military Base 0222 <gen>
    Set tower[66] = Tower 0229 <gen>
    Set circle[66] = Circle of Power 0226 <gen>
    -------- Denmark 3 --------
    Set base[67] = Military Base 0223 <gen>
    Set tower[67] = Tower 0228 <gen>
    Set circle[67] = Circle of Power 0227 <gen>
    -------- Benelux 1 --------
    Set base[68] = Military Base 0198 <gen>
    Set tower[68] = Tower 0206 <gen>
    Set circle[68] = Circle of Power 0203 <gen>
    -------- Benelux 2 --------
    Set base[69] = Military Base 0199 <gen>
    Set tower[69] = Tower 0205 <gen>
    Set circle[69] = Circle of Power 0202 <gen>
    -------- Benelux 3 --------
    Set base[70] = Military Base 0200 <gen>
    Set tower[70] = Tower 0204 <gen>
    Set circle[70] = Circle of Power 0201 <gen>
    -------- Germany 1 --------
    Set base[71] = Military Base 0213 <gen>
    Set tower[71] = Tower 0219 <gen>
    Set circle[71] = Circle of Power 0215 <gen>
    -------- Germany 2 --------
    Set base[72] = Military Base 0210 <gen>
    Set tower[72] = Tower 0218 <gen>
    Set circle[72] = Circle of Power 0214 <gen>
    -------- Germany 3 --------
    Set base[73] = Military Base 0212 <gen>
    Set tower[73] = Tower 0220 <gen>
    Set circle[73] = Circle of Power 0216 <gen>
    -------- Germany 4 --------
    Set base[74] = Military Base 0211 <gen>
    Set tower[74] = Tower 0221 <gen>
    Set circle[74] = Circle of Power 0217 <gen>
    -------- Germany 5 --------
    Set base[75] = Military Base 0207 <gen>
    Set tower[75] = Tower 0209 <gen>
    Set circle[75] = Circle of Power 0208 <gen>
    -------- Switzerland 1 --------
    Set base[76] = Military Base 0117 <gen>
    Set tower[76] = Tower 0121 <gen>
    Set circle[76] = Circle of Power 0118 <gen>
    -------- Switzerland 2 --------
    Set base[77] = Military Base 0116 <gen>
    Set tower[77] = Tower 0120 <gen>
    Set circle[77] = Circle of Power 0119 <gen>
    -------- Italy 1 --------
    Set base[78] = Military Base 0122 <gen>
    Set tower[78] = Tower 0132 <gen>
    Set circle[78] = Circle of Power 0127 <gen>
    -------- Italy 2 --------
    Set base[79] = Military Base 0123 <gen>
    Set tower[79] = Tower 0133 <gen>
    Set circle[79] = Circle of Power 0128 <gen>
    -------- Italy 3 --------
    Set base[80] = Military Base 0124 <gen>
    Set tower[80] = Tower 0134 <gen>
    Set circle[80] = Circle of Power 0129 <gen>
    -------- Italy 4 --------
    Set base[81] = Military Base 0125 <gen>
    Set tower[81] = Tower 0135 <gen>
    Set circle[81] = Circle of Power 0130 <gen>
    -------- Italy 5 --------
    Set base[82] = Harbor 0126 <gen>
    Set tower[82] = Tower 0136 <gen>
    Set circle[82] = Circle of Power 0131 <gen>
    -------- Austria 1 --------
    Set base[83] = Military Base 0110 <gen>
    Set tower[83] = Tower 0115 <gen>
    Set circle[83] = Circle of Power 0112 <gen>
    -------- Austria 2 --------
    Set base[84] = Military Base 0111 <gen>
    Set tower[84] = Tower 0114 <gen>
    Set circle[84] = Circle of Power 0113 <gen>
    -------- Poland 1 --------
    Set base[85] = Military Base 0232 <gen>
    Set tower[85] = Tower 0240 <gen>
    Set circle[85] = Circle of Power 0236 <gen>
    -------- Poland 2 --------
    Set base[86] = Military Base 0231 <gen>
    Set tower[86] = Tower 0239 <gen>
    Set circle[86] = Circle of Power 0235 <gen>
    -------- Poland 3 --------
    Set base[87] = Military Base 0234 <gen>
    Set tower[87] = Tower 0241 <gen>
    Set circle[87] = Circle of Power 0237 <gen>
    -------- Poland 4 --------
    Set base[88] = Military Base 0233 <gen>
    Set tower[88] = Tower 0242 <gen>
    Set circle[88] = Circle of Power 0238 <gen>
    -------- Lithuania 1 --------
    Set base[89] = Military Base 0244 <gen>
    Set tower[89] = Tower 0248 <gen>
    Set circle[89] = Circle of Power 0245 <gen>
    -------- Lithuania 2 --------
    Set base[90] = Military Base 0243 <gen>
    Set tower[90] = Tower 0247 <gen>
    Set circle[90] = Circle of Power 0246 <gen>
    -------- Latvia 1 --------
    Set base[91] = Military Base 0249 <gen>
    Set tower[91] = Tower 0253 <gen>
    Set circle[91] = Circle of Power 0252 <gen>
    -------- Latvia 2 --------
    Set base[92] = Harbor 0250 <gen>
    Set tower[92] = Tower 0254 <gen>
    Set circle[92] = Circle of Power 0251 <gen>
    -------- Estonia 1 --------
    Set base[93] = Military Base 0255 <gen>
    Set tower[93] = Tower 0259 <gen>
    Set circle[93] = Circle of Power 0258 <gen>
    -------- Estonia 2 --------
    Set base[94] = Military Base 0256 <gen>
    Set tower[94] = Tower 0260 <gen>
    Set circle[94] = Circle of Power 0257 <gen>
    -------- Eastern Europe 1 --------
    Set base[95] = Military Base 0261 <gen>
    Set tower[95] = Tower 0277 <gen>
    Set circle[95] = Circle of Power 0269 <gen>
    -------- Eastern Europe 2 --------
    Set base[96] = Military Base 0262 <gen>
    Set tower[96] = Tower 0278 <gen>
    Set circle[96] = Circle of Power 0270 <gen>
    -------- Eastern Europe 3 --------
    Set base[97] = Military Base 0263 <gen>
    Set tower[97] = Tower 0279 <gen>
    Set circle[97] = Circle of Power 0271 <gen>
    -------- Eastern Europe 4 --------
    Set base[98] = Military Base 0264 <gen>
    Set tower[98] = Tower 0280 <gen>
    Set circle[98] = Circle of Power 0272 <gen>
    -------- Eastern Europe 5 --------
    Set base[99] = Military Base 0267 <gen>
    Set tower[99] = Tower 0283 <gen>
    Set circle[99] = Circle of Power 0275 <gen>
    -------- Eastern Europe 6 --------
    Set base[100] = Military Base 0077 <gen>
    Set tower[100] = Tower 0281 <gen>
    Set circle[100] = Circle of Power 0273 <gen>
    -------- Eastern Europe 7 --------
    Set base[101] = Military Base 0266 <gen>
    Set tower[101] = Tower 0282 <gen>
    Set circle[101] = Circle of Power 0274 <gen>
    -------- Eastern Europe 8 --------
    Set base[102] = Harbor 0268 <gen>
    Set tower[102] = Tower 0284 <gen>
    Set circle[102] = Circle of Power 0276 <gen>
    -------- Norway 1 --------
    Set base[103] = Military Base 0265 <gen>
    Set tower[103] = Tower 0331 <gen>
    Set circle[103] = Circle of Power 0326 <gen>
    -------- Norway 2 --------
    Set base[104] = Harbor 0320 <gen>
    Set tower[104] = Tower 0330 <gen>
    Set circle[104] = Circle of Power 0325 <gen>
    -------- Norway 3 --------
    Set base[105] = Military Base 0322 <gen>
    Set tower[105] = Tower 0332 <gen>
    Set circle[105] = Circle of Power 0327 <gen>
    -------- Norway 4 --------
    Set base[106] = Military Base 0323 <gen>
    Set tower[106] = Tower 0333 <gen>
    Set circle[106] = Circle of Power 0328 <gen>
    -------- Norway 5 --------
    Set base[107] = Military Base 0324 <gen>
    Set tower[107] = Tower 0334 <gen>
    Set circle[107] = Circle of Power 0329 <gen>
    -------- Sweden 1 --------
    Set base[108] = Military Base 0337 <gen>
    Set tower[108] = Tower 0345 <gen>
    Set circle[108] = Circle of Power 0341 <gen>
    -------- Sweden 2 --------
    Set base[109] = Harbor 0335 <gen>
    Set tower[109] = Tower 0343 <gen>
    Set circle[109] = Circle of Power 0339 <gen>
    -------- Sweden 3 --------
    Set base[110] = Military Base 0336 <gen>
    Set tower[110] = Tower 0344 <gen>
    Set circle[110] = Circle of Power 0340 <gen>
    -------- Sweden 4 --------
    Set base[111] = Military Base 0338 <gen>
    Set tower[111] = Tower 0346 <gen>
    Set circle[111] = Circle of Power 0342 <gen>
    -------- Finland 1 --------
    Set base[112] = Military Base 0348 <gen>
    Set tower[112] = Tower 0355 <gen>
    Set circle[112] = Circle of Power 0351 <gen>
    -------- Finland 2 --------
    Set base[113] = Military Base 0349 <gen>
    Set tower[113] = Tower 0357 <gen>
    Set circle[113] = Circle of Power 0353 <gen>
    -------- Finland 3 --------
    Set base[114] = Harbor 0347 <gen>
    Set tower[114] = Tower 0356 <gen>
    Set circle[114] = Circle of Power 0352 <gen>
    -------- Finland 4 --------
    Set base[115] = Military Base 0350 <gen>
    Set tower[115] = Tower 0358 <gen>
    Set circle[115] = Circle of Power 0354 <gen>
    -------- Russia 1 --------
    Set base[116] = Military Base 0370 <gen>
    Set tower[116] = Tower 0397 <gen>
    Set circle[116] = Circle of Power 0385 <gen>
    -------- Russia 2 --------
    Set base[117] = Harbor 0369 <gen>
    Set tower[117] = Tower 0395 <gen>
    Set circle[117] = Circle of Power 0386 <gen>
    -------- Russia 3 --------
    Set base[118] = Military Base 0368 <gen>
    Set tower[118] = Tower 0394 <gen>
    Set circle[118] = Circle of Power 0383 <gen>
    -------- Russia 4 --------
    Set base[119] = Military Base 0371 <gen>
    Set tower[119] = Tower 0396 <gen>
    Set circle[119] = Circle of Power 0384 <gen>
    -------- Russia 5 --------
    Set base[120] = Military Base 0365 <gen>
    Set tower[120] = Tower 0393 <gen>
    Set circle[120] = Circle of Power 0382 <gen>
    -------- Russia 6 --------
    Set base[121] = Harbor 0367 <gen>
    Set tower[121] = Tower 0391 <gen>
    Set circle[121] = Circle of Power 0380 <gen>
    -------- Russia 7 --------
    Set base[122] = Military Base 0366 <gen>
    Set tower[122] = Tower 0392 <gen>
    Set circle[122] = Circle of Power 0381 <gen>
    -------- Russia 8 --------
    Set base[123] = Military Base 0372 <gen>
    Set tower[123] = Tower 0390 <gen>
    Set circle[123] = Circle of Power 0379 <gen>
    -------- Russia 9 --------
    Set base[124] = Military Base 0373 <gen>
    Set tower[124] = Tower 0389 <gen>
    Set circle[124] = Circle of Power 0378 <gen>
    -------- Russia 10 --------
    Set base[125] = Military Base 0375 <gen>
    Set tower[125] = Tower 0388 <gen>
    Set circle[125] = Circle of Power 0377 <gen>
    -------- Russia 11 --------
    Set base[126] = Military Base 0362 <gen>
    Set tower[126] = Tower 0363 <gen>
    Set circle[126] = Circle of Power 0364 <gen>
    -------- Russia 12 --------
    Set base[127] = Military Base 0359 <gen>
    Set tower[127] = Tower 0361 <gen>
    Set circle[127] = Circle of Power 0360 <gen>
    -------- Russia 13 --------
    Set base[128] = Military Base 0374 <gen>
    Set tower[128] = Tower 0387 <gen>
    Set circle[128] = Circle of Power 0376 <gen>
    -------- Islands of Norway Sea 1 --------
    Set tower[129] = Tower 0418 <gen>
    Set base[129] = Harbor 0417 <gen>
    Set circle[129] = Circle of Power 0443 <gen>
    -------- Islands of Norway Sea 2 --------
    Set base[130] = Harbor 0416 <gen>
    Set tower[130] = Tower 0420 <gen>
    Set circle[130] = Circle of Power 0442 <gen>
    -------- Islands of Norway Sea 3 --------
    Set base[131] = Harbor 0415 <gen>
    Set tower[131] = Tower 0419 <gen>
    Set circle[131] = Circle of Power 0441 <gen>
    -------- Islands of Ligurian Sea 1 --------
    Set base[132] = Harbor 0421 <gen>
    Set tower[132] = Tower 0422 <gen>
    Set circle[132] = Circle of Power 0440 <gen>
    -------- Islands of Ligurian Sea 2 --------
    Set base[133] = Harbor 0423 <gen>
    Set tower[133] = Tower 0424 <gen>
    Set circle[133] = Circle of Power 0439 <gen>
    -------- Islands of Tyrrhenian Sea 1 --------
    Set base[134] = Harbor 0411 <gen>
    Set tower[134] = Tower 0412 <gen>
    Set circle[134] = Circle of Power 0438 <gen>
    -------- Islands of Tyrrhenian Sea 2 --------
    Set base[135] = Harbor 0413 <gen>
    Set tower[135] = Tower 0414 <gen>
    Set circle[135] = Circle of Power 0437 <gen>
    -------- Islands of Mediterranean Sea 1 --------
    Set base[136] = Harbor 0446 <gen>
    Set tower[136] = Tower 0447 <gen>
    Set circle[136] = Circle of Power 0449 <gen>
    -------- Islands of Mediterranean Sea 2 --------
    Set base[137] = Harbor 0444 <gen>
    Set tower[137] = Tower 0445 <gen>
    Set circle[137] = Circle of Power 0448 <gen>
    -------- Islands of west Aegean Sea 1 --------
    Set base[138] = Harbor 0425 <gen>
    Set tower[138] = Tower 0428 <gen>
    Set circle[138] = Circle of Power 0435 <gen>
    -------- Islands of west Aegean Sea 2 --------
    Set base[139] = Harbor 0426 <gen>
    Set tower[139] = Tower 0427 <gen>
    Set circle[139] = Circle of Power 0434 <gen>
    -------- Islands of east Aegean Sea 1 --------
    Set base[140] = Harbor 0429 <gen>
    Set tower[140] = Tower 0430 <gen>
    Set circle[140] = Circle of Power 0433 <gen>
    -------- Islands of east Aegean Sea 2 --------
    Set base[141] = Harbor 0431 <gen>
    Set tower[141] = Tower 0432 <gen>
    Set circle[141] = Circle of Power 0436 <gen>
Set The Strings Variables
  Events
  Conditions
  Actions
    -------- Colors Array --------
    Set color[1] = red
    Set color[2] = blue
    Set color[3] = teal
    Set color[4] = purple
    Set color[5] = yellow
    Set color[6] = orange
    Set color[7] = green
    Set color[8] = pink
    Set color[9] = gray
    Set color[10] = light blue
    Set color[11] = dark green
    Set color[12] = brown
    -------- Ally / Peace / War --------
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set warNumber[(Integer A)] = (-war + (String((Integer A))))
        Set peaceNumber[(Integer A)] = (-peace + (String((Integer A))))
        Set allyNumber[(Integer A)] = (-ally + (String((Integer A))))
        Set warColor[(Integer A)] = (-war + color[(Integer A)])
        Set peaceColor[(Integer A)] = (-peace + color[(Integer A)])
        Set allyColor[(Integer A)] = (-ally + color[(Integer A)])
Replace Hostile Circles With Passive Ones
  Events
  Conditions
  Actions
    For each (Integer A) from 0 to 141, do (Actions)
      Loop - Actions
        Unit - Replace circle[(Integer A)] with a Circle of Power (large) using The new unit's default life and mana
        Set circle[(Integer A)] = (Last replaced unit)
        Unit - Change ownership of circle[(Integer A)] to Neutral Passive and Change color
Sharing Houses
  Events
  Conditions
  Actions
    Set playersNumber = 0
    For each (Integer A) from 1 to 12, do (If (((Player((Integer A))) slot status) Equal to Is playing) then do (Set playersNumber = (playersNumber + 1)) else do (Do nothing))
    Set mod = (142 mod playersNumber)
    Set tempInteger = mod
    Set div = ((142 - mod) / playersNumber)
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Equal to Is playing
            tempInteger Greater than 0
          Then - Actions
            Set tempInteger = (tempInteger - 1)
            Unit - Change ownership of base[(mod - tempInteger)] to (Player((Integer A))) and Change color
            Unit - Change ownership of tower[(mod - tempInteger)] to (Player((Integer A))) and Change color
          Else - Actions
    Set tempInteger = 0
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            For each (Integer B) from 0 to (div - 1), do (Actions)
              Loop - Actions
                Set index = (mod + ((div x tempInteger) + (Integer B)))
                Unit - Change ownership of base[index] to (Player((Integer A))) and Change color
                Unit - Change ownership of tower[index] to (Player((Integer A))) and Change color
            Set tempInteger = (tempInteger + 1)
          Else - Actions
    For each (Integer A) from 1 to 500, do (Actions)
      Loop - Actions
        Set random1 = (Random integer number between 1 and 141)
        Set random2 = (Random integer number between 0 and (random1 - 1))
        Set owner1 = (Owner of base[random1])
        Set owner2 = (Owner of base[random2])
        Unit - Change ownership of base[random1] to owner2 and Change color
        Unit - Change ownership of tower[random1] to owner2 and Change color
        Unit - Change ownership of base[random2] to owner1 and Change color
        Unit - Change ownership of tower[random2] to owner1 and Change color
    For each (Integer A) from 0 to 141, do (Actions)
      Loop - Actions
        If ((Unit-type of base[(Integer A)]) Equal to Military Base) then do (Create 1 Warrior for (Owner of base[(Integer A)]) at (Position of circle[(Integer A)]) facing Default building facing degrees) else do (Do nothing)
        If ((Unit-type of base[(Integer A)]) Equal to Harbor) then do (Create 1 Marine Warrior for (Owner of base[(Integer A)]) at (Position of circle[(Integer A)]) facing Default building facing degrees) else do (Do nothing)
        If ((Unit-type of base[(Integer A)]) Equal to Military Base) then do (Create 1 Warrior for (Owner of base[(Integer A)]) at (Position of circle[(Integer A)]) facing Default building facing degrees) else do (Do nothing)
Set Start Camera
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Set (Player((Integer A)))'s camera Distance to target to 2700.00 over 0.00 seconds)
Cheat
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in (All players matching ((Name of (Matching player)) Equal to WorldEdit)) and do (Actions)
      Loop - Actions
        Player - Set (Picked player) Current gold to 996
        For each (Integer A) from 1 to 12, do (Actions)
          Loop - Actions
            Set peaceWanting[((12 x ((Integer A) - 1)) + (Player number of (Picked player)))] = True
            Set allyWanting[(Integer A)] = (Player number of (Picked player))
Create The Leader Board
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        isAllienceMode Equal to True
      Then - Actions
        Set tempString = Allience
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            isTeamsMode Equal to True
          Then - Actions
            Set tempString = Teams
          Else - Actions
            Set tempString = FFA
    Leaderboard - Create a leaderboard for (All players) titled (tempString + Mode)
    Leaderboard - Add Neutral Victim to (Last created leaderboard) with label and value 200
    Leaderboard - Change the color of the label for Neutral Victim in (Last created leaderboard) to (100.00%, 80.00%, 0.00%) with 0% transparency
    Leaderboard - Change the color of the value for Neutral Victim in (Last created leaderboard) to (100%, 100%, 100%) with 100.00% transparency
    Leaderboard - Add Neutral Passive to (Last created leaderboard) with label Name[#] : Income and value 150
    Leaderboard - Change the color of the label for Neutral Passive in (Last created leaderboard) to (100.00%, 80.00%, 0.00%) with 0% transparency
    Leaderboard - Change the color of the value for Neutral Passive in (Last created leaderboard) to (100%, 100%, 100%) with 100.00% transparency
    Player Group - Pick every player in (All players) and do (Add (Picked player) to (Last created leaderboard) with label ((( + ) + (Name of (Picked player))) + ([ + ((String((Player number of (Picked player)))) + ]))) and value 4)
    Leaderboard - Add Neutral Hostile to (Last created leaderboard) with label [*] = Player Left! and value 0
    Leaderboard - Change the color of the label for Neutral Hostile in (Last created leaderboard) to (100.00%, 80.00%, 0.00%) with 0% transparency
    Leaderboard - Change the color of the value for Neutral Hostile in (Last created leaderboard) to (100%, 100%, 100%) with 100.00% transparency
    Trigger - Run Make_Starting_Gold_Bonus <gen> (checking conditions)
    Trigger - Run Refresh_The_Leader_Board <gen> (checking conditions)
Make Starting Gold Bonus
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            give4GoldBonus[(Integer A)] Equal to True
          Then - Actions
            Set goldBonus[(Integer A)] = 8
          Else - Actions
            Set goldBonus[(Integer A)] = 4
Refresh The Leader Board
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Leaderboard - Change the value for (Player((Integer A))) in (Last created leaderboard) to goldBonus[(Integer A)]
Check Leavers
  Events
    Time - Every 1.00 seconds of game time
  Conditions
    gameHasBegun Equal to True
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Equal to Has left the game
            playerLeft[(Integer A)] Equal to False
          Then - Actions
            Set playerLeft[(Integer A)] = True
            Game - Display to (All players) for 15.00 seconds the text: (|cff808080 + ((Name of (Player((Integer A)))) + has left the game!|r))
            Leaderboard - Change the label for (Player((Integer A))) in (Last created leaderboard) to ((Name of (Player((Integer A)))) + [*])
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                isAllienceMode Equal to True
              Then - Actions
                Player Group - Pick every player in (All allies of (Player((Integer A)))) and do (Actions)
                  Loop - Actions
                    Set hasAlly[(Player number of (Picked player))] = False
                    Set allyWanting[(Player number of (Picked player))] = 0
                    Player - Make (Player((Integer A))) treat (Picked player) as an Neutral
                    Player - Make (Picked player) treat (Player((Integer A))) as an Neutral
                    Game - Display to (Player group((Picked player))) the text: (|cffffcc00 + ((You and + ((Name of (Player((Integer A)))) + have peace now.)) + |r))
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    isTeamsMode Equal to True
                  Then - Actions
                    Player Group - Pick every player in (All allies of (Player((Integer A)))) and do (Actions)
                      Loop - Actions
                        Player - Make (Player((Integer A))) treat (Picked player) as an Ally with shared vision and full shared units
                        Player - Make (Picked player) treat (Player((Integer A))) as an Ally with shared vision and full shared units
                        Game - Display to (Player group((Picked player))) the text: (|cff32cd32 + ((You got a full control on + ((Name of (Player((Integer A)))) + 's units.)) + |r))
                  Else - Actions
          Else - Actions
Create The Turn Timer
  Events
  Conditions
  Actions
    Countdown Timer - Create a timer window for turn with title Next Turn In:
    Countdown Timer - Start turn as a Repeating timer that will expire in 60.00 seconds
Create The Turn Timer2
  Events
  Conditions
  Actions
    Countdown Timer - Create a timer window for turn with title Next Turn In:
    Countdown Timer - Start turn as a Repeating timer that will expire in 45.00 seconds
Give Gold
  Events
    Time - turn expires
  Conditions
  Actions
    -------- Set the base gold --------
    For each (Integer A) from 1 to 12, do (If (give4GoldBonus[(Integer A)] Equal to True) then do (Set goldBonus[(Integer A)] = 8) else do (Set goldBonus[(Integer A)] = 4))
    -------- Check countries --------
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set tempBoolean = True
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Not equal to Is playing
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                isTeamsMode Equal to True
                (Number of players in (All players matching ((((Matching player) is in (All allies of (Player((Integer A))))) Equal to True) and (((Matching player) slot status) Equal to Is playing)))) Greater than 0
              Then - Actions
              Else - Actions
                Set tempBoolean = False
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            tempBoolean Equal to True
          Then - Actions
            Trigger - Run Algeria <gen> (checking conditions)
            Trigger - Run Austria <gen> (checking conditions)
            Trigger - Run Benelux <gen> (checking conditions)
            Trigger - Run Bulgaria <gen> (checking conditions)
            Trigger - Run Cyprus <gen> (checking conditions)
            Trigger - Run Czech <gen> (checking conditions)
            Trigger - Run Denmark <gen> (checking conditions)
            Trigger - Run Ukrain <gen> (checking conditions)
            Trigger - Run Estonia <gen> (checking conditions)
            Trigger - Run Finland <gen> (checking conditions)
            Trigger - Run France <gen> (checking conditions)
            Trigger - Run Georgia <gen> (checking conditions)
            Trigger - Run Germany <gen> (checking conditions)
            Trigger - Run Greece <gen> (checking conditions)
            Trigger - Run Iceland <gen> (checking conditions)
            Trigger - Run Ireland <gen> (checking conditions)
            Trigger - Run Israel <gen> (checking conditions)
            Trigger - Run Italy <gen> (checking conditions)
            Trigger - Run Latvia <gen> (checking conditions)
            Trigger - Run Lebanon <gen> (checking conditions)
            Trigger - Run Lithuania <gen> (checking conditions)
            Trigger - Run Morocco <gen> (checking conditions)
            Trigger - Run Norway <gen> (checking conditions)
            Trigger - Run Poland <gen> (checking conditions)
            Trigger - Run Portugal <gen> (checking conditions)
            Trigger - Run Russia <gen> (checking conditions)
            Trigger - Run Northern_Russia <gen> (checking conditions)
            Trigger - Run Slovakia <gen> (checking conditions)
            Trigger - Run Southern_Europe <gen> (checking conditions)
            Trigger - Run Spain <gen> (checking conditions)
            Trigger - Run Sweden <gen> (checking conditions)
            Trigger - Run Switzerland <gen> (checking conditions)
            Trigger - Run Syria <gen> (checking conditions)
            Trigger - Run Tunisia <gen> (checking conditions)
            Trigger - Run Turkey <gen> (checking conditions)
            Trigger - Run United_Kingdom <gen> (checking conditions)
            Trigger - Run Islands_of_Ligurian_Sea <gen> (checking conditions)
            Trigger - Run Islands_of_Mediterranean_Sea <gen> (checking conditions)
            Trigger - Run Islands_of_Norwegian_Sea <gen> (checking conditions)
            Trigger - Run Islands_of_Tyrrhenian_Sea <gen> (checking conditions)
            Trigger - Run Islands_of_east_Aegean_Sea <gen> (checking conditions)
            Trigger - Run Islands_of_west_Aegean_Sea <gen> (checking conditions)
          Else - Actions
            Set goldBonus[(Integer A)] = 0
    -------- Give players gold --------
    For each (Integer A) from 1 to 12, do (Add goldBonus[(Integer A)] to (Player((Integer A))) Current gold)
    -------- Refresh the leader board --------
    Trigger - Run Refresh_The_Leader_Board <gen> (checking conditions)
Algeria
  Events
  Conditions
    (Owner of base[21]) Equal to (Player((Integer A)))
    (Owner of base[22]) Equal to (Player((Integer A)))
    (Owner of base[23]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Algeria <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Algeria
Austria
  Events
  Conditions
    (Owner of base[83]) Equal to (Player((Integer A)))
    (Owner of base[84]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Austria <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Austria
Benelux
  Events
  Conditions
    (Owner of base[68]) Equal to (Player((Integer A)))
    (Owner of base[69]) Equal to (Player((Integer A)))
    (Owner of base[70]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Benelux <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Benelux
Bulgaria
  Events
  Conditions
    (Owner of base[45]) Equal to (Player((Integer A)))
    (Owner of base[46]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Bulgaria <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Bulgaria
Czech
  Events
  Conditions
    (Owner of base[57]) Equal to (Player((Integer A)))
    (Owner of base[58]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Czech <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Czech
Cyprus
  Events
  Conditions
    (Owner of base[15]) Equal to (Player((Integer A)))
    (Owner of base[16]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Cyprus <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Cyprus
Denmark
  Events
  Conditions
    (Owner of base[65]) Equal to (Player((Integer A)))
    (Owner of base[66]) Equal to (Player((Integer A)))
    (Owner of base[67]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Denmark <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Denmark
Ukrain
  Events
  Conditions
    (Owner of base[95]) Equal to (Player((Integer A)))
    (Owner of base[96]) Equal to (Player((Integer A)))
    (Owner of base[97]) Equal to (Player((Integer A)))
    (Owner of base[98]) Equal to (Player((Integer A)))
    (Owner of base[99]) Equal to (Player((Integer A)))
    (Owner of base[100]) Equal to (Player((Integer A)))
    (Owner of base[101]) Equal to (Player((Integer A)))
    (Owner of base[102]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 5)
    Unit - Create 4 Warrior for (Player((Integer A))) at (Center of Eastern_Europe <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Ukrain
Estonia
  Events
  Conditions
    (Owner of base[93]) Equal to (Player((Integer A)))
    (Owner of base[94]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Estonia <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Estonia
Finland
  Events
  Conditions
    (Owner of base[112]) Equal to (Player((Integer A)))
    (Owner of base[113]) Equal to (Player((Integer A)))
    (Owner of base[114]) Equal to (Player((Integer A)))
    (Owner of base[115]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Finland <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Finland
France
  Events
  Conditions
    (Owner of base[59]) Equal to (Player((Integer A)))
    (Owner of base[60]) Equal to (Player((Integer A)))
    (Owner of base[61]) Equal to (Player((Integer A)))
    (Owner of base[62]) Equal to (Player((Integer A)))
    (Owner of base[63]) Equal to (Player((Integer A)))
    (Owner of base[64]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 5)
    Unit - Create 3 Warrior for (Player((Integer A))) at (Center of France <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control France
Georgia
  Events
  Conditions
    (Owner of base[17]) Equal to (Player((Integer A)))
    (Owner of base[18]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Georgia <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Georgia
Germany
  Events
  Conditions
    (Owner of base[71]) Equal to (Player((Integer A)))
    (Owner of base[72]) Equal to (Player((Integer A)))
    (Owner of base[73]) Equal to (Player((Integer A)))
    (Owner of base[74]) Equal to (Player((Integer A)))
    (Owner of base[75]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 4)
    Unit - Create 3 Warrior for (Player((Integer A))) at (Center of Germany <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Germany
Greece
  Events
  Conditions
    (Owner of base[47]) Equal to (Player((Integer A)))
    (Owner of base[48]) Equal to (Player((Integer A)))
    (Owner of base[49]) Equal to (Player((Integer A)))
    (Owner of base[50]) Equal to (Player((Integer A)))
    (Owner of base[51]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 4)
    Unit - Create 3 Warrior for (Player((Integer A))) at (Center of Greece <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Greece
Iceland
  Events
  Conditions
    (Owner of base[33]) Equal to (Player((Integer A)))
    (Owner of base[34]) Equal to (Player((Integer A)))
    (Owner of base[35]) Equal to (Player((Integer A)))
    (Owner of base[36]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Iceland <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Iceland
Ireland
  Events
  Conditions
    (Owner of base[37]) Equal to (Player((Integer A)))
    (Owner of base[38]) Equal to (Player((Integer A)))
    (Owner of base[44]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Ireland <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Ireland
Israel
  Events
  Conditions
    (Owner of base[0]) Equal to (Player((Integer A)))
    (Owner of base[1]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Israel <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Israel
Italy
  Events
  Conditions
    (Owner of base[78]) Equal to (Player((Integer A)))
    (Owner of base[79]) Equal to (Player((Integer A)))
    (Owner of base[80]) Equal to (Player((Integer A)))
    (Owner of base[81]) Equal to (Player((Integer A)))
    (Owner of base[82]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 4)
    Unit - Create 3 Warrior for (Player((Integer A))) at (Center of Italy <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Italy
Latvia
  Events
  Conditions
    (Owner of base[91]) Equal to (Player((Integer A)))
    (Owner of base[92]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Latvia <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Latvia
Lebanon
  Events
  Conditions
    (Owner of base[2]) Equal to (Player((Integer A)))
    (Owner of base[3]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Lebanon <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Lebanon
Lithuania
  Events
  Conditions
    (Owner of base[89]) Equal to (Player((Integer A)))
    (Owner of base[90]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Lithuania <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Lithuania
Morocco
  Events
  Conditions
    (Owner of base[24]) Equal to (Player((Integer A)))
    (Owner of base[25]) Equal to (Player((Integer A)))
    (Owner of base[26]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Morocco <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Morocco
Norway
  Events
  Conditions
    (Owner of base[103]) Equal to (Player((Integer A)))
    (Owner of base[104]) Equal to (Player((Integer A)))
    (Owner of base[105]) Equal to (Player((Integer A)))
    (Owner of base[106]) Equal to (Player((Integer A)))
    (Owner of base[107]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 4)
    Unit - Create 3 Warrior for (Player((Integer A))) at (Center of Norway <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Norway
Poland
  Events
  Conditions
    (Owner of base[85]) Equal to (Player((Integer A)))
    (Owner of base[86]) Equal to (Player((Integer A)))
    (Owner of base[87]) Equal to (Player((Integer A)))
    (Owner of base[88]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Poland <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Poland
Portugal
  Events
  Conditions
    (Owner of base[31]) Equal to (Player((Integer A)))
    (Owner of base[32]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Portugal <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Portugal
Russia
  Events
  Conditions
    (Owner of base[116]) Equal to (Player((Integer A)))
    (Owner of base[117]) Equal to (Player((Integer A)))
    (Owner of base[118]) Equal to (Player((Integer A)))
    (Owner of base[119]) Equal to (Player((Integer A)))
    (Owner of base[120]) Equal to (Player((Integer A)))
    (Owner of base[121]) Equal to (Player((Integer A)))
    (Owner of base[122]) Equal to (Player((Integer A)))
    (Owner of base[123]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 5)
    Unit - Create 4 Warrior for (Player((Integer A))) at (Center of Russia <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Southern Russia
Northern Russia
  Events
  Conditions
    (Owner of base[124]) Equal to (Player((Integer A)))
    (Owner of base[125]) Equal to (Player((Integer A)))
    (Owner of base[126]) Equal to (Player((Integer A)))
    (Owner of base[127]) Equal to (Player((Integer A)))
    (Owner of base[128]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 4)
    Unit - Create 3 Warrior for (Player((Integer A))) at (Center of Northern_Russia <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Northern Russia
Slovakia
  Events
  Conditions
    (Owner of base[55]) Equal to (Player((Integer A)))
    (Owner of base[56]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Slovakia <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Slovakia
Southern Europe
  Events
  Conditions
    (Owner of base[52]) Equal to (Player((Integer A)))
    (Owner of base[53]) Equal to (Player((Integer A)))
    (Owner of base[54]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Southern_Europe <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Southern Europe
Spain
  Events
  Conditions
    (Owner of base[27]) Equal to (Player((Integer A)))
    (Owner of base[28]) Equal to (Player((Integer A)))
    (Owner of base[29]) Equal to (Player((Integer A)))
    (Owner of base[30]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Spain <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Spain
Sweden
  Events
  Conditions
    (Owner of base[108]) Equal to (Player((Integer A)))
    (Owner of base[109]) Equal to (Player((Integer A)))
    (Owner of base[110]) Equal to (Player((Integer A)))
    (Owner of base[111]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Sweden <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Sweden
Switzerland
  Events
  Conditions
    (Owner of base[76]) Equal to (Player((Integer A)))
    (Owner of base[77]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Switzerland <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Switzerland
Syria
  Events
  Conditions
    (Owner of base[4]) Equal to (Player((Integer A)))
    (Owner of base[5]) Equal to (Player((Integer A)))
    (Owner of base[6]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 3)
    Unit - Create 2 Warrior for (Player((Integer A))) at (Center of Syria <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Syria
Tunisia
  Events
  Conditions
    (Owner of base[19]) Equal to (Player((Integer A)))
    (Owner of base[20]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Tunisia <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Tunisia
Turkey
  Events
  Conditions
    (Owner of base[7]) Equal to (Player((Integer A)))
    (Owner of base[8]) Equal to (Player((Integer A)))
    (Owner of base[9]) Equal to (Player((Integer A)))
    (Owner of base[10]) Equal to (Player((Integer A)))
    (Owner of base[11]) Equal to (Player((Integer A)))
    (Owner of base[12]) Equal to (Player((Integer A)))
    (Owner of base[13]) Equal to (Player((Integer A)))
    (Owner of base[14]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 5)
    Unit - Create 4 Warrior for (Player((Integer A))) at (Center of Turkey <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Turkey
United Kingdom
  Events
  Conditions
    (Owner of base[39]) Equal to (Player((Integer A)))
    (Owner of base[40]) Equal to (Player((Integer A)))
    (Owner of base[41]) Equal to (Player((Integer A)))
    (Owner of base[42]) Equal to (Player((Integer A)))
    (Owner of base[43]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 6)
    Unit - Create 3 Warrior for (Player((Integer A))) at (Center of United_Kingdom <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control United Kingdom
Islands of Norwegian Sea
  Events
  Conditions
    (Owner of base[129]) Equal to (Player((Integer A)))
    (Owner of base[130]) Equal to (Player((Integer A)))
    (Owner of base[131]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Improvement Transport Ship for (Player((Integer A))) at (Center of Norway_Sea_Island <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Islands of Norway Sea
Islands of Ligurian Sea
  Events
  Conditions
    (Owner of base[132]) Equal to (Player((Integer A)))
    (Owner of base[133]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 1)
    Unit - Create 1 Improvement Transport Ship for (Player((Integer A))) at (Center of Ligurian_Sea_Island <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Islands of Ligurian Sea
Islands of Tyrrhenian Sea
  Events
  Conditions
    (Owner of base[134]) Equal to (Player((Integer A)))
    (Owner of base[135]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of Tyrrhenian_Sea_Island <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Islands of Tyrrhenian Sea
Islands of Mediterranean Sea
  Events
  Conditions
    (Owner of base[136]) Equal to (Player((Integer A)))
    (Owner of base[137]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 1)
    Unit - Create 1 Improvement Transport Ship for (Player((Integer A))) at (Center of Mediterranean_Sea_Island <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Islands of Mediterranean Sea
Islands of west Aegean Sea
  Events
  Conditions
    (Owner of base[138]) Equal to (Player((Integer A)))
    (Owner of base[139]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 2)
    Unit - Create 1 Warrior for (Player((Integer A))) at (Center of West_Aegean_Sea_Island <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Islands of west Aegean Sea
Islands of east Aegean Sea
  Events
  Conditions
    (Owner of base[140]) Equal to (Player((Integer A)))
    (Owner of base[141]) Equal to (Player((Integer A)))
  Actions
    Set goldBonus[(Integer A)] = (goldBonus[(Integer A)] + 1)
    Unit - Create 1 Improvement Transport Ship for (Player((Integer A))) at (Center of East_Aegean_Sea_Island <gen>) facing Default building facing degrees
    Game - Display to (Player group((Player((Integer A))))) the text: You control Islands of east Aegean Sea
Victory
  Events
    Time - turn expires
  Conditions
    gameIsOver Equal to False
  Actions
    Set tempInteger = 0
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set hasBase[(Integer A)] = False
        For each (Integer B) from 0 to 128, do (Actions)
          Loop - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Owner of base[(Integer B)]) Equal to (Player((Integer A)))
              Then - Actions
                Set hasBase[(Integer A)] = True
              Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Equal to Is playing
            hasBase[(Integer A)] Equal to True
            continue[(Integer A)] Not equal to 2
          Then - Actions
            Set tempInteger = (tempInteger + 1)
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        tempInteger Less than or equal to 1
      Then - Actions
        Set gameIsOver = True
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            isAllienceMode Equal to True
          Then - Actions
            Set tempBoolean = True
            For each (Integer A) from 1 to 12, do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    ((Player((Integer A))) slot status) Equal to Is playing
                    hasBase[(Integer A)] Equal to True
                    continue[(Integer A)] Equal to 0
                  Then - Actions
                    Set tempBoolean = False
                  Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                tempBoolean Equal to True
              Then - Actions
                Set gameIsOver = True
              Else - Actions
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                isTeamsMode Equal to True
                tempInteger Equal to 2
              Then - Actions
                For each (Integer A) from 1 to 12, do (Actions)
                  Loop - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        hasBase[(Integer A)] Equal to True
                      Then - Actions
                        Player Group - Pick every player in (All allies of (Player((Integer A)))) and do (Actions)
                          Loop - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                hasBase[(Player number of (Picked player))] Equal to True
                              Then - Actions
                                Set gameIsOver = True
                              Else - Actions
                      Else - Actions
              Else - Actions
    Trigger - Run Set_Winners <gen> (checking conditions)
Set Winners
  Events
  Conditions
    gameIsOver Equal to True
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Equal to Is playing
            hasBase[(Integer A)] Equal to True
            continue[(Integer A)] Not equal to 2
          Then - Actions
            Set won[(Integer A)] = True
          Else - Actions
Write The Winners
  Events
    Time - turn expires
  Conditions
    gameIsOver Equal to True
  Actions
    Set tempInteger = 0
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            won[(Integer A)] Equal to True
          Then - Actions
            Set tempInteger = (tempInteger + 1)
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        tempInteger Equal to 0
      Then - Actions
        Game - Display to (All players) for 60.00 seconds the text: (|cff995500 + (The game is over and all of you have lost! You idiots!!!!!!!!!! + |r))
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            tempInteger Equal to 1
          Then - Actions
            For each (Integer A) from 1 to 12, do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    won[(Integer A)] Equal to True
                  Then - Actions
                    Game - Display to (All players) for 60.00 seconds the text: (|cff995500 + (((Name of (Player((Integer A)))) + is the winner!!!!!) + |r))
                  Else - Actions
          Else - Actions
            For each (Integer A) from 1 to 12, do (Actions)
              Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    won[(Integer A)] Equal to True
                  Then - Actions
                    Game - Display to (All players) for 60.00 seconds the text: (|cff995500 + (((Name of (Player((Integer A)))) + has won!!!) + |r))
                  Else - Actions
Lose
  Events
    Time - turn expires
  Conditions
    gameIsOver Equal to False
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Equal to Is playing
            hasBase[(Integer A)] Equal to False
          Then - Actions
            Game - Defeat (Triggering player) with the message: Вы проиграли!
          Else - Actions
Mode Selecting
  Events
    Time - Elapsed game time is 0.02 seconds
  Conditions
  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
        Game - Display to (All players) for 20.00 seconds the text: |cff995500Please wait while red is selecting the mode.If you think it is taking too long, vote for continuing in FFA mode by typing "-too long". If 80% of you or more vote to countinue, red's choice won't be necessary anymore and the game will begin.|r
        Dialog - Change the title of modeDialog to Select the game mode:
        Dialog - Create a dialog button for modeDialog labelled FFA
        Set FFAButton = (Last created dialog Button)
        Dialog - Create a dialog button for modeDialog labelled Teams
        Set everyTwoPlayersInATeamButton = (Last created dialog Button)
        Dialog - Create a dialog button for modeDialog labelled Alliance
        Set allienceButton = (Last created dialog Button)
        Dialog - Show modeDialog for Player 1 (Red)
      Else - Actions
        Trigger - Run FFA <gen> (checking conditions)
Red Has Chosen
  Events
    Dialog - A dialog button is clicked for modeDialog
  Conditions
  Actions
    Set choice = (Clicked dialog button)
    Dialog - Clear modeDialog
    If (choice Equal to FFAButton) then do (Run FFA <gen> (checking conditions)) else do (Do nothing)
    If (choice Equal to everyTwoPlayersInATeamButton) then do (Run Teams <gen> (checking conditions)) else do (Do nothing)
    If (choice Equal to allienceButton) then do (Run Allience <gen> (checking conditions)) else do (Do nothing)
Too Long
  Events
    Player - Player 2 (Blue) types a chat message containing -too long as An exact match
    Player - Player 3 (Teal) types a chat message containing -too long as An exact match
    Player - Player 4 (Purple) types a chat message containing -too long as An exact match
    Player - Player 5 (Yellow) types a chat message containing -too long as An exact match
    Player - Player 6 (Orange) types a chat message containing -too long as An exact match
    Player - Player 7 (Green) types a chat message containing -too long as An exact match
    Player - Player 8 (Pink) types a chat message containing -too long as An exact match
    Player - Player 9 (Gray) types a chat message containing -too long as An exact match
    Player - Player 10 (Light Blue) types a chat message containing -too long as An exact match
    Player - Player 11 (Dark Green) types a chat message containing -too long as An exact match
    Player - Player 12 (Brown) types a chat message containing -too long as An exact match
  Conditions
  Actions
    Set tooLong[(Player number of (Triggering player))] = True
    Set goods = 0
    Set notGoods = 0
    For each (Integer A) from 2 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) controller) Equal to User
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            If (tooLong[(Integer A)] Equal to True) then do (Set goods = (goods + 1)) else do (Set notGoods = (notGoods + 1))
          Else - Actions
    Game - Display to (All players) the text: (|cff995500Number of players that think it is taking too long: + (((String(goods)) + (/ + (String((goods + notGoods))))) + |r))
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        ((Real(goods)) / (Real((goods + notGoods)))) Greater than or equal to 0.80
      Then - Actions
        Dialog - Hide modeDialog for Player 1 (Red)
        Dialog - Clear modeDialog
        Trigger - Run FFA <gen> (checking conditions)
      Else - Actions
FFA
  Events
  Conditions
  Actions
    Game - Display to (All players) for 20.00 seconds the text: |cff995500Selected Mode: Free For All|r
    Trigger - Run Choose_game_speed <gen> (checking conditions)
Teams
  Events
  Conditions
  Actions
    Set isTeamsMode = True
    Game - Display to (All players) for 20.00 seconds the text: |cff995500Selected Mode: Teams
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            ((Player((Integer A))) slot status) Equal to Is playing
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                isFirst Equal to True
              Then - Actions
                Set lastPlayer = (Player((Integer A)))
                Set isFirst = False
              Else - Actions
                Game - Display to (Player group(lastPlayer)) the text: (|cff32cd32 + (((Name of (Player((Integer A)))) + is your ally.) + |r))
                Game - Display to (Player group((Player((Integer A))))) the text: (|cff32cd32 + (((Name of lastPlayer) + is your ally.) + |r))
                Player - Make lastPlayer treat (Player((Integer A))) as an Ally with shared vision and shared units
                Player - Make (Player((Integer A))) treat lastPlayer as an Ally with shared vision and shared units
                Set allyWanting[(Player number of lastPlayer)] = (Integer A)
                Set allyWanting[(Integer A)] = (Player number of lastPlayer)
                Set isFirst = True
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        isFirst Equal to False
      Then - Actions
        Set give4GoldBonus[(Player number of lastPlayer)] = True
        Player - Add 4 to lastPlayer Current gold
        Game - Display to (Player group(lastPlayer)) the text: (|cff995500 + (You have no ally so you will get double income! + |r))
      Else - Actions
    Trigger - Run Choose_game_speed <gen> (checking conditions)
Allience
  Events
  Conditions
  Actions
    Set isAllienceMode = True
    Game - Display to (All players) for 20.00 seconds the text: |cff995500Selected Mode: Alliance|r
    Trigger - Run Choose_game_speed <gen> (checking conditions)
Choose game speed
  Events
  Conditions
  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
        Dialog - Change the title of speeddialog to Select the Speed mode
        Dialog - Create a dialog button for speeddialog labelled Normal (60sec turn)
        Set Normalspeed = (Last created dialog Button)
        Dialog - Create a dialog button for speeddialog labelled Fast (45sec turn)
        Set Fastgame = (Last created dialog Button)
        Dialog - Show speeddialog for Player 1 (Red)
      Else - Actions
        Trigger - Run Normal_game <gen> (checking conditions)
Red Has Chosen Speed
  Events
    Dialog - A dialog button is clicked for speeddialog
  Conditions
  Actions
    Set choice = (Clicked dialog button)
    Dialog - Clear speeddialog
    If (choice Equal to Normalspeed) then do (Run Normal_game <gen> (checking conditions)) else do (Do nothing)
    If (choice Equal to Fastgame) then do (Run Fast_game <gen> (checking conditions)) else do (Do nothing)
Fast game
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Add 4 to (Player((Integer A))) Current gold)
    Trigger - Run Create_The_Leader_Board <gen> (checking conditions)
    Trigger - Run Create_The_Turn_Timer2 <gen> (checking conditions)
    Game - Display to (All players) for 20.00 seconds the text: |cff995500Selected Speed Mode: Fast|r
    Game - Set the time of day to 6.00
    Set gameHasBegun = True
Normal game
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Add 4 to (Player((Integer A))) Current gold)
    Trigger - Run Create_The_Leader_Board <gen> (checking conditions)
    Trigger - Run Create_The_Turn_Timer <gen> (checking conditions)
    Game - Display to (All players) for 20.00 seconds the text: |cff995500Selected Speed Mode: Normal|r
    Game - Set the time of day to 6.00
    Set gameHasBegun = True
Leave Israel 1
  Events
    Unit - A unit leaves Israel_1 <gen>
  Conditions
  Actions
    Set tempRegion = Israel_1 <gen>
    Set playersNumber = 0
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Israel 2
  Events
    Unit - A unit leaves Israel_2 <gen>
  Conditions
  Actions
    Set tempRegion = Israel_2 <gen>
    Set playersNumber = 1
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Lebanon 1
  Events
    Unit - A unit leaves Lebanon_1 <gen>
  Conditions
  Actions
    Set tempRegion = Lebanon_1 <gen>
    Set playersNumber = 2
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Lebanon 2
  Events
    Unit - A unit leaves Lebanon_2 <gen>
  Conditions
  Actions
    Set tempRegion = Lebanon_2 <gen>
    Set playersNumber = 3
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Syria 1
  Events
    Unit - A unit leaves Syria_1 <gen>
  Conditions
  Actions
    Set tempRegion = Syria_1 <gen>
    Set playersNumber = 4
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Syria 2
  Events
    Unit - A unit leaves Syria_2 <gen>
  Conditions
  Actions
    Set tempRegion = Syria_2 <gen>
    Set playersNumber = 5
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Syria 3
  Events
    Unit - A unit leaves Syria_3 <gen>
  Conditions
  Actions
    Set tempRegion = Syria_3 <gen>
    Set playersNumber = 6
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Turkey 1
  Events
    Unit - A unit leaves Turkey_1 <gen>
  Conditions
  Actions
    Set tempRegion = Turkey_1 <gen>
    Set playersNumber = 7
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Turkey 2
  Events
    Unit - A unit leaves Turkey_2 <gen>
  Conditions
  Actions
    Set tempRegion = Turkey_2 <gen>
    Set playersNumber = 8
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Turkey 3
  Events
    Unit - A unit leaves Turkey_3 <gen>
  Conditions
  Actions
    Set tempRegion = Turkey_3 <gen>
    Set playersNumber = 9
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Turkey 4
  Events
    Unit - A unit leaves Turkey_4 <gen>
  Conditions
  Actions
    Set tempRegion = Turkey_4 <gen>
    Set playersNumber = 10
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Turkey 5
  Events
    Unit - A unit leaves Turkey_5 <gen>
  Conditions
  Actions
    Set tempRegion = Turkey_5 <gen>
    Set playersNumber = 11
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Turkey 6
  Events
    Unit - A unit leaves Turkey_6 <gen>
  Conditions
  Actions
    Set tempRegion = Turkey_6 <gen>
    Set playersNumber = 12
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Turkey 7
  Events
    Unit - A unit leaves Turkey_7 <gen>
  Conditions
  Actions
    Set tempRegion = Turkey_7 <gen>
    Set playersNumber = 13
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Turkey 8
  Events
    Unit - A unit leaves Turkey_8 <gen>
  Conditions
  Actions
    Set tempRegion = Turkey_8 <gen>
    Set playersNumber = 14
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Cyprus 1
  Events
    Unit - A unit leaves Cyprus_1 <gen>
  Conditions
  Actions
    Set tempRegion = Cyprus_1 <gen>
    Set playersNumber = 15
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Cyprus 2
  Events
    Unit - A unit leaves Cyprus_2 <gen>
  Conditions
  Actions
    Set tempRegion = Cyprus_2 <gen>
    Set playersNumber = 16
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Georgia 1
  Events
    Unit - A unit leaves Georgia_1 <gen>
  Conditions
  Actions
    Set tempRegion = Georgia_1 <gen>
    Set playersNumber = 17
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Georgia 2
  Events
    Unit - A unit leaves Georgia_2 <gen>
  Conditions
  Actions
    Set tempRegion = Georgia_2 <gen>
    Set playersNumber = 18
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Tunisia 1
  Events
    Unit - A unit leaves Tunisia_1 <gen>
  Conditions
  Actions
    Set tempRegion = Tunisia_1 <gen>
    Set playersNumber = 19
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Tunisia 2
  Events
    Unit - A unit leaves Tunisia_2 <gen>
  Conditions
  Actions
    Set tempRegion = Tunisia_2 <gen>
    Set playersNumber = 20
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Algeria 1
  Events
    Unit - A unit leaves Algeria_1 <gen>
  Conditions
  Actions
    Set tempRegion = Algeria_1 <gen>
    Set playersNumber = 21
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Algeria 2
  Events
    Unit - A unit leaves Algeria_2 <gen>
  Conditions
  Actions
    Set tempRegion = Algeria_2 <gen>
    Set playersNumber = 22
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Algeria 3
  Events
    Unit - A unit leaves Algeria_3 <gen>
  Conditions
  Actions
    Set tempRegion = Algeria_3 <gen>
    Set playersNumber = 23
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Morocco 1
  Events
    Unit - A unit leaves Morocco_1 <gen>
  Conditions
  Actions
    Set tempRegion = Morocco_1 <gen>
    Set playersNumber = 24
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Morocco 2
  Events
    Unit - A unit leaves Morocco_2 <gen>
  Conditions
  Actions
    Set tempRegion = Morocco_2 <gen>
    Set playersNumber = 25
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Morocco 3
  Events
    Unit - A unit leaves Morocco_3 <gen>
  Conditions
  Actions
    Set tempRegion = Morocco_3 <gen>
    Set playersNumber = 26
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Spain 1
  Events
    Unit - A unit leaves Spain_1 <gen>
  Conditions
  Actions
    Set tempRegion = Spain_1 <gen>
    Set playersNumber = 27
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Spain 2
  Events
    Unit - A unit leaves Spain_2 <gen>
  Conditions
  Actions
    Set tempRegion = Spain_2 <gen>
    Set playersNumber = 28
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Spain 3
  Events
    Unit - A unit leaves Spain_3 <gen>
  Conditions
  Actions
    Set tempRegion = Spain_3 <gen>
    Set playersNumber = 29
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Spain 4
  Events
    Unit - A unit leaves Spain_4 <gen>
  Conditions
  Actions
    Set tempRegion = Spain_4 <gen>
    Set playersNumber = 30
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Portugal 1
  Events
    Unit - A unit leaves Portugal_1 <gen>
  Conditions
  Actions
    Set tempRegion = Portugal_1 <gen>
    Set playersNumber = 31
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Portugal 2
  Events
    Unit - A unit leaves Portugal_2 <gen>
  Conditions
  Actions
    Set tempRegion = Portugal_2 <gen>
    Set playersNumber = 32
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Iceland 1
  Events
    Unit - A unit leaves Iceland_1 <gen>
  Conditions
  Actions
    Set tempRegion = Iceland_1 <gen>
    Set playersNumber = 33
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Iceland 2
  Events
    Unit - A unit leaves Iceland_2 <gen>
  Conditions
  Actions
    Set tempRegion = Iceland_2 <gen>
    Set playersNumber = 34
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Iceland 3
  Events
    Unit - A unit leaves Iceland_3 <gen>
  Conditions
  Actions
    Set tempRegion = Iceland_3 <gen>
    Set playersNumber = 35
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Iceland 4
  Events
    Unit - A unit leaves Iceland_4 <gen>
  Conditions
  Actions
    Set tempRegion = Iceland_4 <gen>
    Set playersNumber = 36
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Ireland 1
  Events
    Unit - A unit leaves Ireland_1 <gen>
  Conditions
  Actions
    Set tempRegion = Ireland_1 <gen>
    Set playersNumber = 37
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Ireland 2
  Events
    Unit - A unit leaves Ireland_2 <gen>
  Conditions
  Actions
    Set tempRegion = Ireland_2 <gen>
    Set playersNumber = 38
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave United Kingdom 1
  Events
    Unit - A unit leaves United_Kingdom_1 <gen>
  Conditions
  Actions
    Set tempRegion = United_Kingdom_1 <gen>
    Set playersNumber = 39
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave United Kingdom 2
  Events
    Unit - A unit leaves United_Kingdom_2 <gen>
  Conditions
  Actions
    Set tempRegion = United_Kingdom_2 <gen>
    Set playersNumber = 40
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave United Kingdom 3
  Events
    Unit - A unit leaves United_Kingdom_3 <gen>
  Conditions
  Actions
    Set tempRegion = United_Kingdom_3 <gen>
    Set playersNumber = 41
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave United Kingdom 4
  Events
    Unit - A unit leaves United_Kingdom_4 <gen>
  Conditions
  Actions
    Set tempRegion = United_Kingdom_4 <gen>
    Set playersNumber = 42
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave United Kingdom 5
  Events
    Unit - A unit leaves United_Kingdom_5 <gen>
  Conditions
  Actions
    Set tempRegion = United_Kingdom_5 <gen>
    Set playersNumber = 43
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave United Kingdom 6
  Events
    Unit - A unit leaves United_Kingdom_6 <gen>
  Conditions
  Actions
    Set tempRegion = United_Kingdom_6 <gen>
    Set playersNumber = 44
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Bulgaria 1
  Events
    Unit - A unit leaves Bulgaria_1 <gen>
  Conditions
  Actions
    Set tempRegion = Bulgaria_1 <gen>
    Set playersNumber = 45
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Bulgaria 2
  Events
    Unit - A unit leaves Bulgaria_2 <gen>
  Conditions
  Actions
    Set tempRegion = Bulgaria_2 <gen>
    Set playersNumber = 46
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Greece 1
  Events
    Unit - A unit leaves Greece_1 <gen>
  Conditions
  Actions
    Set tempRegion = Greece_1 <gen>
    Set playersNumber = 47
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Greece 2
  Events
    Unit - A unit leaves Greece_2 <gen>
  Conditions
  Actions
    Set tempRegion = Greece_2 <gen>
    Set playersNumber = 48
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)
      Else - Actions
Leave Greece 3
  Events
    Unit - A unit leaves Greece_3 <gen>
  Conditions
  Actions
    Set tempRegion = Greece_3 <gen>
    Set playersNumber = 49
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units in tempRegion matching ((((Matching unit) is A structure) Equal to False) and (((Matching unit) is alive) Equal to True)))) Less than or equal to 0
      Then - Actions
        Unit - Move (Triggering unit) instantly to (Position of circle[playersNumber])
        Trigger - Turn off (This trigger)
        Wait 0.05 seconds
        Trigger - Turn on (This trigger)