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Trigger Viewer

EJCivilizationv1.7b.w3x
Variables
Income
Make Timer
Every 60 seconds
Set starting gold
Capture a City
Capture an occupied city
Occupied city turns normal
City is upgraded
Construction Point is upgraded
Set previous city owner
Plot Improvements
Mining
Oil Well
Pasture
Camp
Plantation
Improvement dies
Techs
Disable Other Call to Arms
Gunpowder
Rifling
AssemblyLine
Pottery
Fusion
Robotics
Nationalism
Limit Units
Construction
Railroad
Electricity
Satellites
Fav Tec Researching
Civics
Name Civics
Check Civics
Government Civics
Picked Civic
Name Economic Civics
Check Economic Civics
Economic Civics
Picked Economic Civic
Space
Camera
Space
Random Continent Points
Helmet
Take off Helmet
Unit with helmet dies
Remove summoned fighter teleport
Elevator Constructed
Elevator Constructing
Make Elevators go up and down
Misc
Waygates
Set Custom Value
Initialise Events
Leaver trigger
Upgrade dmg oftowers
Every 3 secs iron or copper
Set Alliances
Creep generation
Starting Production
Enter Classical Era
Enter Medieval Era
Enter Renaissance
Enter Industrial Era
Enter Modern Era
Enter Future Era
Replace Upgrade Barracks
Quests
Add Nationality
Add Nationality Replacement
Sounds
Turn off IsIsland
Rename Player
AntiTK
No bounty
Camera Zoom
Cam Far
Body Parts positions
Blood and guts
Space Research Centre Built
Orbital Shipyard Built
Multiboard
Set Player Colours
Create Multiboard
Update Multiboard
Quiz
SetQuestionsAnswers
Player Triggers quiz
Player answers quiz
Expirey Question
Check if question asked
See question
Civilizations
Nothern Europe
Western Europe
Central Europe
West Asia
Middle East
Africa
South Asia
Eastern Asia
Oceania
North America
Central America
South America
Vassal System
Set colors
Offer Vassal
Accept Vassal
Devassal
Devassal A Vassal
Ally System
Setup
Ally
Unally
Trade System
ship dies
Make merchant cast ability
Make merchant invulnerable at first
East Asia Trade
Greater Siberia Trade
Central Asia Trade
Americas Trade
Australia Trade
Africa Trade
Untitled Trigger 001
Untitled Trigger 001 Copy
Europe Trade
Middle East Trade
Liberation System
Initial
City destroyed set last owner
AI
AI Setup
Player leaves triggers AI
Player is Computer
AI Generator
Init Player Start
Set Tech Values
Set Tech Dependencies
AI Maintainence
Train workers
Build Barracks
Build research centre
research techs low aggression
Check if workers are in danger
Upgrade settlements
Upgrade settlements Copy
Improve Improvements
Start teching low expansion
AI Army
Army production
Army use
Army unit produced
Army defense

		
Name Type Is Array Initial Value
Agression integer Yes
Ally_Command string No
Answer string Yes
BodyParts string Yes
CameraView integer Yes
CityRegion rect Yes
CivilizationName string Yes
CivsToChoose unitcode Yes
Color string Yes
CompletedTechBuildings integer Yes
ConRanPoi location Yes
CorruptionCharges real Yes
CorruptionIncomeInteger integer Yes
Defensive integer Yes
DoesPlayerNotHaveAllTechs integer Yes
Earth location No
EconomicCivic integer Yes
EconomicCivicDialog dialog No
EconomicCivicDialogButtons button Yes
EconomicCivicNames string Yes
EndOfRound integer No
Era integer Yes
Expansionist integer Yes
FavEra integer Yes
FavTech techcode Yes
GovernmentCivic integer Yes
GovernmentCivicDialog dialog No
GovernmentCivicDialogButtons button Yes
GovernmentCivicNames string Yes
HasQuestionBeenAsked integer Yes
Income integer Yes 0
IncomeTimer timer No
IncomeTimerWindow timerdialog No
IsAI integer Yes
IsChangeInEconCivicInProgress integer Yes
IsChangeInGovCivicInProgress integer Yes
IsDialogInUse integer No
IsIslandNation integer Yes
IsPlayerConditionTrue integer No
IsQuizInOrder integer No
IsVassal integer Yes
IsVassalMaster integer Yes
IsVassalOfWhatPlayer integer Yes
IsVassalOfWhatPlayer2 player Yes
NationalismDefect integer Yes
Nationality itemcode Yes glsk
NoOfCorrectAnswers integer Yes
NoOfIncorrectAnswers integer Yes
NumberOfForeignCities integer Yes
NumberOfHabitats integer Yes
NumberOfPlayers integer No
NumberofProducedUnits integer No
NumberOfQsAndAs integer No
NumberOfQuestionsAsked integer No
NumberOfVassals integer Yes
PlannedVassal integer Yes
PlayerAllotedNumber real Yes
PlayerColors string Yes
PlayerColorsColorsVariable playercolor Yes
PlayerName string Yes
PlayerNameForReference string Yes
PlayerOfFocus integer No
PlayerOnQuiz integer No
PlayerToBeAIed integer No
PreviousOwnerOfCity player Yes
Productivity integer No
Question string Yes
QuizExpireyTimer integer No
RandInt integer No
RandomPointPositionsContinent location Yes
RandQuizInt integer No
SpaceElevators group No
SpaceHelmets effect Yes
SpecialEffects effect Yes
StateControl integer Yes
String string No
TargetOfAttack4AI location Yes
TechDependency1 techcode Yes
TechDependency2 techcode Yes
TechDependency3 techcode Yes
TechIntegerValues techcode Yes
TechOnTop integer Yes
TechPriorities integer Yes
tempdistance real Yes
TempInteger integer No
TempNumber integer No
tempnumber10 integer Yes
tempnumber11 integer Yes
TempPlayer player No
TempPoint location No
TempPoint2 location No
TempPoint3 location No
TempPoint4 location No
TempRegion1 rect No
TempRegion2 rect No
TempUnit unit No
TempUnit2 unit No
TempUnit3 unit No
TempUnitGroup group No
TempUnitGroup2 group Yes
Unally_Command string No
UnitDeathTally integer Yes
UpgradeSettlementCounter real No
WholeArmy group Yes
Make Timer
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Countdown Timer - Start IncomeTimer as a Repeating timer that will expire in 60.00 seconds
    Countdown Timer - Create a timer window for IncomeTimer with title Income in...
    Set IncomeTimerWindow = (Last created timer window)
    Countdown Timer - Show IncomeTimerWindow
Every 60 seconds
  Events
    Time - IncomeTimer expires
  Conditions
  Actions
    Sound - Play NewTurn <gen>
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Set NumberOfHabitats[(Integer A)] = 0
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Village)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Large Village)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Town)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Large Town)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type City)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Large City)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Moon Base)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Occupied Village)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Occupied Large Village)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Occupied Town)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Occupied Large Town)))
        Set NumberOfHabitats[(Integer A)] = (NumberOfHabitats[(Integer A)] + (Number of units in (Units owned by (Player((Integer A))) of type Occupied City)))
        Set CorruptionIncomeInteger[(Integer A)] = (NumberOfHabitats[(Integer A)] x NumberOfHabitats[(Integer A)])
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00U (techcode) for (Player((Integer A)))) Equal to 1
          Then - Actions
            Set CorruptionIncomeInteger[(Integer A)] = (CorruptionIncomeInteger[(Integer A)] / 2)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            GovernmentCivic[(Integer A)] Equal to 1
          Then - Actions
            Set CorruptionIncomeInteger[(Integer A)] = (CorruptionIncomeInteger[(Integer A)] + (CorruptionIncomeInteger[(Integer A)] / 2))
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            EconomicCivic[(Integer A)] Equal to 2
          Then - Actions
            Set CorruptionIncomeInteger[(Integer A)] = (CorruptionIncomeInteger[(Integer A)] / 2)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            EconomicCivic[(Integer A)] Equal to 0
          Then - Actions
            Set tempnumber11[(Integer A)] = (Income[(Integer A)] / 6)
            Set Income[(Integer A)] = (Income[(Integer A)] + tempnumber11[(Integer A)])
            Set tempnumber10[(Integer A)] = (CorruptionIncomeInteger[(Integer A)] / 6)
            Set CorruptionIncomeInteger[(Integer A)] = (CorruptionIncomeInteger[(Integer A)] + tempnumber10[(Integer A)])
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            GovernmentCivic[(Integer A)] Equal to 1
          Then - Actions
            Set CorruptionIncomeInteger[(Integer A)] = (CorruptionIncomeInteger[(Integer A)] / 2)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            FavEra[(Integer A)] Equal to Era[(Integer A)]
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] x (6 / 5))
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00E (techcode) for (Player((Integer A)))) Equal to 1
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] x 15)
            Set Income[(Integer A)] = (Income[(Integer A)] / 10)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00S (techcode) for (Player((Integer A)))) Equal to 1
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] x (23 / 20))
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            IsVassal[(Integer A)] Equal to 1
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] / 3)
            Game - Display to (All players matching ((Matching player) Equal to IsVassalOfWhatPlayer2[(Integer A)])) the text: ((|cffffcc00Income from + ((Name of (Player((Integer A)))) + |r: )) + (String(Income[(Integer A)])))
            Player - Add Income[(Integer A)] to IsVassalOfWhatPlayer2[(Integer A)] Current gold
            Set Income[(Integer A)] = (Income[(Integer A)] x 2)
          Else - Actions
        Player - Add Income[(Integer A)] to (Player((Integer A))) Current gold
        Player - Add (0 - CorruptionIncomeInteger[(Integer A)]) to (Player((Integer A))) Current gold
        Game - Display to (All players matching ((Matching player) Equal to (Player((Integer A))))) the text: (|cffffcc00Number of Properties:|r + (String(NumberOfHabitats[(Integer A)])))
        Game - Display to (All players matching ((Matching player) Equal to (Player((Integer A))))) the text: (|cffffcc00Income:|r + (String(Income[(Integer A)])))
        Multiboard - Set the text for (Last created multiboard) item in column 3, row ((Integer A) + 1) to (String(Income[(Integer A)]))
        Game - Display to (All players matching ((Matching player) Equal to (Player((Integer A))))) the text: (|cffff0000Corruption:|r + (String(CorruptionIncomeInteger[(Integer A)])))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            IsIslandNation[(Integer A)] Equal to 1
          Then - Actions
            Game - Display to (All players matching ((Matching player) Equal to (Player((Integer A))))) the text: (|cffffcc00Island Income Bonus:|r + 30)
            Player - Add 30 to (Player((Integer A))) Current gold
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            IsVassal[(Integer A)] Equal to 1
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] / 2)
            Set Income[(Integer A)] = (Income[(Integer A)] x 3)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00S (techcode) for (Player((Integer A)))) Equal to 1
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] / (23 / 20))
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00E (techcode) for (Player((Integer A)))) Equal to 1
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] x 10)
            Set Income[(Integer A)] = (Income[(Integer A)] / 15)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            FavEra[(Integer A)] Equal to Era[(Integer A)]
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] / (6 / 5))
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            EconomicCivic[(Integer A)] Equal to 0
          Then - Actions
            Set Income[(Integer A)] = (Income[(Integer A)] - tempnumber11[(Integer A)])
          Else - Actions
Set starting gold
  Events
    Time - Elapsed game time is 1.30 seconds
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Add 1000 to (Player((Integer A))) Current gold
        Set Income[(Integer A)] = 115
Capture a City
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Village
        (Unit-type of (Triggering unit)) Equal to Large Village
        (Unit-type of (Triggering unit)) Equal to Town
        (Unit-type of (Triggering unit)) Equal to Large Town
        (Unit-type of (Triggering unit)) Equal to City
        (Unit-type of (Triggering unit)) Equal to Large City
        (Unit-type of (Triggering unit)) Equal to Construction Point
        (Unit-type of (Triggering unit)) Equal to Moon Base
  Actions
    For each (Integer A) from 1 to 250, do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (CityRegion[(Integer A)] contains (Triggering unit)) Equal to True
            PreviousOwnerOfCity[(Integer A)] Equal to (Owner of (Killing unit))
          Then - Actions
            Set IsPlayerConditionTrue = 1
            Set TempPlayer = (Owner of (Killing unit))
            Set TempPoint = (Position of (Triggering unit))
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to Village
              Then - Actions
                Unit - Create 1 Village for TempPlayer at TempPoint facing Default building facing degrees
                Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 15)
                Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] + 15)
                Trigger - Run Add_Nationality <gen> (ignoring conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to Large Village
              Then - Actions
                Unit - Create 1 Large Village for TempPlayer at TempPoint facing Default building facing degrees
                Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 20)
                Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] + 20)
                Trigger - Run Add_Nationality <gen> (ignoring conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to Town
              Then - Actions
                Unit - Create 1 Town for TempPlayer at TempPoint facing Default building facing degrees
                Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 25)
                Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] + 20)
                Trigger - Run Add_Nationality <gen> (ignoring conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to Large Town
              Then - Actions
                Unit - Create 1 Large Town for TempPlayer at TempPoint facing Default building facing degrees
                Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 30)
                Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] + 30)
                Trigger - Run Add_Nationality <gen> (ignoring conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to City
              Then - Actions
                Unit - Create 1 City for TempPlayer at TempPoint facing Default building facing degrees
                Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 35)
                Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] + 35)
                Trigger - Run Add_Nationality <gen> (ignoring conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Unit-type of (Triggering unit)) Equal to Large City
              Then - Actions
                Unit - Create 1 Large City for TempPlayer at TempPoint facing Default building facing degrees
                Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 40)
                Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] + 40)
                Trigger - Run Add_Nationality <gen> (ignoring conditions)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Item-type of (Item carried by (Last created unit) in slot 1)) Not equal to Nationality[(Player number of (Owner of (Triggering unit)))]
              Then - Actions
                Set NumberOfForeignCities[(Player number of (Owner of (Triggering unit)))] = (NumberOfForeignCities[(Player number of (Owner of (Triggering unit)))] - 1)
              Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Item-type of (Item carried by (Last created unit) in slot 1)) Not equal to Nationality[(Player number of (Owner of (Killing unit)))]
              Then - Actions
                Set NumberOfForeignCities[(Player number of (Owner of (Last created unit)))] = (NumberOfForeignCities[(Player number of (Owner of (Last created unit)))] + 1)
              Else - Actions
          Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IsPlayerConditionTrue Equal to 0
      Then - Actions
        Set TempPlayer = (Owner of (Killing unit))
        Set TempPoint = (Position of (Triggering unit))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Village
          Then - Actions
            Unit - Create 1 Occupied Village for TempPlayer at TempPoint facing Default building facing degrees
            Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 15)
            Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] - 15)
            Trigger - Run Add_Nationality <gen> (ignoring conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Large Village
          Then - Actions
            Unit - Create 1 Occupied Village for TempPlayer at TempPoint facing Default building facing degrees
            Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 20)
            Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] - 15)
            Trigger - Run Add_Nationality <gen> (ignoring conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Town
          Then - Actions
            Unit - Create 1 Occupied Large Village for TempPlayer at TempPoint facing Default building facing degrees
            Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 25)
            Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] - 15)
            Trigger - Run Add_Nationality <gen> (ignoring conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Large Town
          Then - Actions
            Unit - Create 1 Occupied Town for TempPlayer at TempPoint facing Default building facing degrees
            Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 30)
            Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] - 15)
            Trigger - Run Add_Nationality <gen> (ignoring conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to City
          Then - Actions
            Unit - Create 1 Occupied Large Town for TempPlayer at TempPoint facing Default building facing degrees
            Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 35)
            Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] - 15)
            Trigger - Run Add_Nationality <gen> (ignoring conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Large City
          Then - Actions
            Unit - Create 1 Occupied City for TempPlayer at TempPoint facing Default building facing degrees
            Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 40)
            Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] - 15)
            Trigger - Run Add_Nationality <gen> (ignoring conditions)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Construction Point
          Then - Actions
            Unit - Create 1 Construction Point for TempPlayer at TempPoint facing Default building facing degrees
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Unit-type of (Triggering unit)) Equal to Moon Base
          Then - Actions
            Unit - Create 1 Construction Point for TempPlayer at TempPoint facing Default building facing degrees
            Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 60)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item carried by (Last created unit) in slot 1)) Not equal to Nationality[(Player number of (Owner of (Triggering unit)))]
          Then - Actions
            Set NumberOfForeignCities[(Player number of (Owner of (Triggering unit)))] = (NumberOfForeignCities[(Player number of (Owner of (Triggering unit)))] - 1)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Item-type of (Item carried by (Last created unit) in slot 1)) Not equal to Nationality[(Player number of (Owner of (Killing unit)))]
          Then - Actions
            Set NumberOfForeignCities[(Player number of (Owner of (Last created unit)))] = (NumberOfForeignCities[(Player number of (Owner of (Last created unit)))] + 1)
          Else - Actions
      Else - Actions
    Set IsPlayerConditionTrue = 0
Capture an occupied city
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Occupied Village
        (Unit-type of (Triggering unit)) Equal to Occupied Large Village
        (Unit-type of (Triggering unit)) Equal to Occupied Town
        (Unit-type of (Triggering unit)) Equal to Occupied Large Town
        (Unit-type of (Triggering unit)) Equal to Occupied City
  Actions
    Set TempPlayer = (Owner of (Killing unit))
    Set TempPoint = (Position of (Triggering unit))
    Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] + 15)
    Set Income[(Player number of TempPlayer)] = (Income[(Player number of TempPlayer)] - 15)
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Occupied Village
      Then - Actions
        Unit - Create 1 Occupied Village for TempPlayer at TempPoint facing Default building facing degrees
        Trigger - Run Add_Nationality <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Occupied Large Village
      Then - Actions
        Unit - Create 1 Occupied Village for TempPlayer at TempPoint facing Default building facing degrees
        Trigger - Run Add_Nationality <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Occupied Town
      Then - Actions
        Unit - Create 1 Occupied Large Village for TempPlayer at TempPoint facing Default building facing degrees
        Trigger - Run Add_Nationality <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Occupied Large Town
      Then - Actions
        Unit - Create 1 Occupied Town for TempPlayer at TempPoint facing Default building facing degrees
        Trigger - Run Add_Nationality <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Occupied City
      Then - Actions
        Unit - Create 1 Occupied Large Town for TempPlayer at TempPoint facing Default building facing degrees
        Trigger - Run Add_Nationality <gen> (ignoring conditions)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item carried by (Last created unit) in slot 1)) Not equal to Nationality[(Player number of (Owner of (Triggering unit)))]
      Then - Actions
        Set NumberOfForeignCities[(Player number of (Owner of (Triggering unit)))] = (NumberOfForeignCities[(Player number of (Owner of (Triggering unit)))] - 1)
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Item-type of (Item carried by (Last created unit) in slot 1)) Not equal to Nationality[(Player number of (Owner of (Killing unit)))]
      Then - Actions
        Set NumberOfForeignCities[(Player number of (Owner of (Killing unit)))] = (NumberOfForeignCities[(Player number of (Owner of (Killing unit)))] + 1)
      Else - Actions
Occupied city turns normal
  Events
    Time - Every 5.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in (Units of type Occupied Village) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Picked unit)) Greater than or equal to 60.00
          Then - Actions
            Set TempPoint = (Position of (Picked unit))
            Unit - Replace (Picked unit) with a Village using The old unit's relative life and mana
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 15)
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 15)
            Trigger - Run Add_Nationality_Replacement <gen> (ignoring conditions)
          Else - Actions
    Unit Group - Pick every unit in (Units of type Occupied Large Village) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Picked unit)) Greater than or equal to 60.00
          Then - Actions
            Set TempPoint = (Position of (Picked unit))
            Unit - Replace (Picked unit) with a Large Village using The old unit's relative life and mana
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 15)
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 20)
            Trigger - Run Add_Nationality_Replacement <gen> (ignoring conditions)
          Else - Actions
    Unit Group - Pick every unit in (Units of type Occupied Town) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Picked unit)) Greater than or equal to 60.00
          Then - Actions
            Set TempPoint = (Position of (Picked unit))
            Unit - Replace (Picked unit) with a Town using The old unit's relative life and mana
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 15)
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 25)
            Trigger - Run Add_Nationality_Replacement <gen> (ignoring conditions)
          Else - Actions
    Unit Group - Pick every unit in (Units of type Occupied Large Town) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Picked unit)) Greater than or equal to 60.00
          Then - Actions
            Set TempPoint = (Position of (Picked unit))
            Unit - Replace (Picked unit) with a Large Town using The old unit's relative life and mana
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 15)
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 30)
            Trigger - Run Add_Nationality_Replacement <gen> (ignoring conditions)
          Else - Actions
    Unit Group - Pick every unit in (Units of type Occupied City) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Mana of (Picked unit)) Greater than or equal to 60.00
          Then - Actions
            Set TempPoint = (Position of (Picked unit))
            Unit - Replace (Picked unit) with a City using The old unit's relative life and mana
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 15)
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 35)
            Trigger - Run Add_Nationality_Replacement <gen> (ignoring conditions)
          Else - Actions
City is upgraded
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Village
        (Unit-type of (Triggering unit)) Equal to Large Village
        (Unit-type of (Triggering unit)) Equal to Town
        (Unit-type of (Triggering unit)) Equal to Large Town
        (Unit-type of (Triggering unit)) Equal to City
        (Unit-type of (Triggering unit)) Equal to Large City
  Actions
    Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] + 5)
Construction Point is upgraded
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    (Unit-type of (Triggering unit)) Equal to Construction Point
    (Unit-type of (Triggering unit)) Equal to Moon Base
  Actions
    Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] + 60)
Set previous city owner
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Village
        (Unit-type of (Triggering unit)) Equal to Large Village
        (Unit-type of (Triggering unit)) Equal to Town
        (Unit-type of (Triggering unit)) Equal to Large Town
        (Unit-type of (Triggering unit)) Equal to City
        (Unit-type of (Triggering unit)) Equal to Large City
        (Unit-type of (Triggering unit)) Equal to Construction Point
        (Unit-type of (Triggering unit)) Equal to Moon Base
  Actions
Mining
  Events
    Unit - A unit Begins casting an ability
  Conditions
    (Ability being cast) Equal to Mine
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units within 1280.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to (Owner of (Triggering unit)))))) Greater than 0
      Then - Actions
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Copper (Unmined))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Copper Mine using The new unit's max life and mana
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Iron (Unmined))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Iron Mine using The new unit's max life and mana
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Tritanium (Unmined))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Tritanium Mine using The new unit's max life and mana
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
      Else - Actions
        Game - Display to (All players matching ((Matching player) Equal to (Owner of (Triggering unit)))) the text: In order to build a |cffffcc00Mine|r you need to have a building nearby. You can't go taking resources in someone else's territory!
Oil Well
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Oil Well (2nd)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units within 1280.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to (Owner of (Triggering unit)))))) Greater than 0
      Then - Actions
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Oil (Unmined))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Oil Well using The new unit's max life and mana
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
      Else - Actions
        Game - Display to (All players matching ((Matching player) Equal to (Owner of (Triggering unit)))) the text: In order to build an |cffffcc00Oil Well|r you need to have a building nearby. You can't go taking resources in someone else's territory!
Pasture
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Pasture (2nd)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units within 1280.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to (Owner of (Triggering unit)))))) Greater than 0
      Then - Actions
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Sheep (untapped))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Sheep (Tapped) using The new unit's max life and mana
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 10)
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Horses (untapped))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Horses (Tapped) using The new unit's max life and mana
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
      Else - Actions
        Game - Display to (All players matching ((Matching player) Equal to (Owner of (Triggering unit)))) the text: In order to build a |cffffcc00Pasture|r you need to have a building nearby. You can't go taking resources in someone else's territory!
Camp
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Camp (2nd)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units within 1280.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to (Owner of (Triggering unit)))))) Greater than 0
      Then - Actions
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Ivory (untapped))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Ivory (Tapped) using The new unit's max life and mana
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
      Else - Actions
        Game - Display to (All players matching ((Matching player) Equal to (Owner of (Triggering unit)))) the text: In order to build a |cffffcc00Camp|r you need to have a building nearby. You can't go taking resources in someone else's territory!
Plantation
  Events
    Unit - A unit Finishes casting an ability
  Conditions
    (Ability being cast) Equal to Plantation (2nd)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Number of units in (Units within 1280.00 of (Position of (Triggering unit)) matching ((((Matching unit) is A structure) Equal to True) and ((Owner of (Matching unit)) Equal to (Owner of (Triggering unit)))))) Greater than 0
      Then - Actions
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Spices (untapped))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Spices (Tapped) using The new unit's max life and mana
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 10)
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
        Unit Group - Pick every unit in (Units within 250.00 of (Position of (Triggering unit)) matching ((Unit-type of (Matching unit)) Equal to Sugar (untapped))) and do (Actions)
          Loop - Actions
            Unit - Replace (Picked unit) with a Sugar (Tapped) using The new unit's max life and mana
            Set Income[(Player number of (Owner of (Picked unit)))] = (Income[(Player number of (Owner of (Picked unit)))] + 10)
            Unit - Change ownership of (Last replaced unit) to (Owner of (Triggering unit)) and Change color
      Else - Actions
        Game - Display to (All players matching ((Matching player) Equal to (Owner of (Triggering unit)))) the text: In order to build a |cffffcc00Plantation|r you need to have a building nearby. You can't go taking resources in someone else's territory!
Improvement dies
  Events
    Unit - A unit Dies
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Copper Mine
        (Unit-type of (Triggering unit)) Equal to Iron Mine
        (Unit-type of (Triggering unit)) Equal to Sheep (Tapped)
        (Unit-type of (Triggering unit)) Equal to Ivory (Tapped)
        (Unit-type of (Triggering unit)) Equal to Oil Well
        (Unit-type of (Triggering unit)) Equal to Spices (Tapped)
        (Unit-type of (Triggering unit)) Equal to Sugar (Tapped)
        (Unit-type of (Triggering unit)) Equal to Tritanium Mine
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Copper Mine
      Then - Actions
        Unit - Create 1 Copper (Unmined) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Iron Mine
      Then - Actions
        Unit - Create 1 Iron (Unmined) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Sheep (Tapped)
      Then - Actions
        Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 10)
        Unit - Create 1 Sheep (untapped) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Horses (Tapped)
      Then - Actions
        Unit - Create 1 Horses (untapped) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Ivory (Tapped)
      Then - Actions
        Unit - Create 1 Ivory (untapped) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Oil Well
      Then - Actions
        Unit - Create 1 Oil (Unmined) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Spices (Tapped)
      Then - Actions
        Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 10)
        Unit - Create 1 Spices (untapped) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Sugar (Tapped)
      Then - Actions
        Set Income[(Player number of (Owner of (Triggering unit)))] = (Income[(Player number of (Owner of (Triggering unit)))] - 10)
        Unit - Create 1 Sugar (untapped) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Tritanium Mine
      Then - Actions
        Unit - Create 1 Tritanium (Unmined) for Neutral Passive at (Position of (Triggering unit)) facing Default building facing degrees
      Else - Actions
Disable Other Call to Arms
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Disable Call to Arms (Draft Musketman) for (Player((Integer A)))
        Player - Disable Call to Arms (Draft Rifleman) for (Player((Integer A)))
        Player - Disable Call to Arms (Draft Infantry) for (Player((Integer A)))
Gunpowder
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00P (techcode)
  Actions
    Player - Disable Call to Arms (Draft Longbowman) for (Owner of (Triggering unit))
    Player - Enable Call to Arms (Draft Musketman) for (Owner of (Triggering unit))
Rifling
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00W (techcode)
  Actions
    Player - Disable Call to Arms (Draft Musketman) for (Owner of (Triggering unit))
    Player - Enable Call to Arms (Draft Rifleman) for (Owner of (Triggering unit))
AssemblyLine
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R010 (techcode)
  Actions
    Player - Disable Call to Arms (Draft Rifleman) for (Owner of (Triggering unit))
    Player - Enable Call to Arms (Draft Infantry) for (Owner of (Triggering unit))
Pottery
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R008 (techcode)
  Actions
    Player - Add 1 to (Owner of (Researching unit)) Food cap
Fusion
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R01N (techcode)
  Actions
    Player - Add 10 to (Owner of (Researching unit)) Food cap
Robotics
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00G (techcode)
  Actions
    Player - Add 1 to (Owner of (Researching unit)) Food cap
Nationalism
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00T (techcode)
  Actions
    Player - Add 1 to (Owner of (Researching unit)) Food cap
Limit Units
  Events
    Time - Elapsed game time is 3.00 seconds
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Player - Limit training of Factory to 1 for (Player((Integer A)))
        Player - Limit training of Forge to 1 for (Player((Integer A)))
Construction
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R00F (techcode)
  Actions
    Player - Disable Road Network (Village) for (Owner of (Triggering unit))
    Player - Disable Road Network (Large Village) for (Owner of (Triggering unit))
    Player - Disable Road Network (Town) for (Owner of (Triggering unit))
    Player - Disable Road Network (Large Town) for (Owner of (Triggering unit))
    Player - Disable Road Network (City) for (Owner of (Triggering unit))
    Player - Disable Road Network (Large City) for (Owner of (Triggering unit))
Railroad
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R012 (techcode)
  Actions
    Player - Disable Paved Road Network (Village) for (Owner of (Triggering unit))
    Player - Disable Paved Road Network (Large Village) for (Owner of (Triggering unit))
    Player - Disable Paved Road Network (Town) for (Owner of (Triggering unit))
    Player - Disable Paved Road Network (Large Town) for (Owner of (Triggering unit))
    Player - Disable Paved Road Network (City) for (Owner of (Triggering unit))
    Player - Disable Paved Road Network (Large City) for (Owner of (Triggering unit))
Electricity
  Events
    Unit - A unit Finishes research
  Conditions
    (Researched tech-type) Equal to R018 (techcode)
  Actions
    Player - Add 1 to (Owner of (Researching unit)) Food cap
Satellites
  Events
    Time - Every 20.00 seconds of game time
  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
            (Current research level of R01F (techcode) for (Player((Integer A)))) Equal to 1
          Then - Actions
            Visibility - Create an initially Enabled visibility modifier for (Player((Integer A))) emitting Visibility across (Playable map area)
            Visibility - Destroy (Last created visibility modifier)
          Else - Actions
Fav Tec Researching
  Events
    Unit - A unit Begins research
  Conditions
    (Researched tech-type) Equal to FavTech[(Player number of (Owner of (Researching unit)))]
  Actions
    Custom script: if GetOwningPlayer(GetTriggerUnit()) == GetLocalPlayer() then
    Sound - Play ProjectCompleted01 <gen>
    Custom script: endif
    Player - Set the current research level of (Researched tech-type) to 1 for (Owner of (Researching unit))
    Player - Add 300 to (Owner of (Researching unit)) Current gold
    Game - Display to (All players matching ((Matching player) Equal to (Owner of (Researching unit)))) the text: You begun researching your civilization's favourite technology and in turn it has automatically been researched for you, and you gain a refund.
Name Civics
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Set GovernmentCivicNames[0] = Monarchy
    Set GovernmentCivicNames[1] = Democracy
    Set GovernmentCivicNames[2] = Dictatorship
Check Civics
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Game - Display to (All players matching ((Triggering player) Equal to (Matching player))) the text: (|cffffcc00 + ((Name of (Player((Integer A)))) + (|r is under the + ( + (GovernmentCivicNames[GovernmentCivic[(Player number of (Player((Integer A))))]] + Government Civic.)))))
Government Civics
  Events
  Conditions
    IsChangeInGovCivicInProgress[(Player number of (Triggering player))] Equal to 0
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IsDialogInUse Equal to 0
      Then - Actions
        Set IsDialogInUse = 1
        Dialog - Clear GovernmentCivicDialog
        Dialog - Change the title of GovernmentCivicDialog to Choose your Government Civic
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            GovernmentCivic[(Player number of (Triggering player))] Equal to 0
          Then - Actions
            Dialog - Create a dialog button for GovernmentCivicDialog labelled Monarchy (Current Civic)
          Else - Actions
            Dialog - Create a dialog button for GovernmentCivicDialog labelled Monarchy
        Set GovernmentCivicDialogButtons[1] = (Last created dialog Button)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00X (techcode) for (Triggering player)) Equal to 1
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                GovernmentCivic[(Player number of (Triggering player))] Equal to 1
              Then - Actions
                Dialog - Create a dialog button for GovernmentCivicDialog labelled Democracy (Current Civic)
                Set GovernmentCivicDialogButtons[2] = (Last created dialog Button)
              Else - Actions
                Dialog - Create a dialog button for GovernmentCivicDialog labelled Democracy
                Set GovernmentCivicDialogButtons[2] = (Last created dialog Button)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R016 (techcode) for (Triggering player)) Equal to 1
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                GovernmentCivic[(Player number of (Triggering player))] Equal to 1
              Then - Actions
                Dialog - Create a dialog button for GovernmentCivicDialog labelled Dictatorship (Current Civic)
                Set GovernmentCivicDialogButtons[3] = (Last created dialog Button)
              Else - Actions
                Dialog - Create a dialog button for GovernmentCivicDialog labelled Dictatorship
                Set GovernmentCivicDialogButtons[3] = (Last created dialog Button)
          Else - Actions
        Dialog - Show GovernmentCivicDialog for (Triggering player)
      Else - Actions
        Game - Display to (All players matching ((Matching player) Equal to (Triggering player))) the text: Looks like someone is currently looking for a new civic. Try again in a moment when they're done.
Picked Civic
  Events
    Dialog - A dialog button is clicked for GovernmentCivicDialog
  Conditions
  Actions
    Set IsDialogInUse = 0
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            And - All (Conditions) are true
              Conditions
                GovernmentCivic[(Player number of (Triggering player))] Equal to 0
                (Clicked dialog button) Equal to GovernmentCivicDialogButtons[1]
            And - All (Conditions) are true
              Conditions
                GovernmentCivic[(Player number of (Triggering player))] Equal to 1
                (Clicked dialog button) Equal to GovernmentCivicDialogButtons[2]
            And - All (Conditions) are true
              Conditions
                GovernmentCivic[(Player number of (Triggering player))] Equal to 2
                (Clicked dialog button) Equal to GovernmentCivicDialogButtons[3]
            And - All (Conditions) are true
              Conditions
                GovernmentCivic[(Player number of (Triggering player))] Equal to 3
                (Clicked dialog button) Equal to GovernmentCivicDialogButtons[4]
      Then - Actions
        Do nothing
      Else - Actions
        Set IsChangeInGovCivicInProgress[(Player number of (Triggering player))] = 1
        Set RandInt = (Random integer number between 10 and 120)
        Game - Display to (All players matching ((Triggering player) Equal to (Matching player))) the text: (You have successfully changed your Government Civic and it will take effect in + ((String(RandInt)) + seconds. Note that during this time you cannot change your Government Civic again.))
        Wait (Real(RandInt)) seconds
        Set IsChangeInGovCivicInProgress[(Player number of (Triggering player))] = 0
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to GovernmentCivicDialogButtons[1]
          Then - Actions
            Set TempNumber = 0
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to GovernmentCivicDialogButtons[2]
          Then - Actions
            Set TempNumber = 1
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to GovernmentCivicDialogButtons[3]
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                EconomicCivic[(Player number of (Triggering player))] Equal to 3
              Then - Actions
                Unit Group - Pick every unit in (Units owned by (Triggering player) of type The Fascist Sheep) and do (Actions)
                  Loop - Actions
                    Unit - Remove (Picked unit) from the game
                Unit - Create 1 The Fascist Dictator Sheep for (Triggering player) at (Center of Region_012 <gen>) facing Default building facing degrees
              Else - Actions
                Unit - Create 1 The Dictator Sheep for (Triggering player) at (Center of Region_012 <gen>) facing Default building facing degrees
            Set TempNumber = 2
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            EconomicCivic[(Integer A)] Equal to 3
            GovernmentCivic[(Player number of (Triggering player))] Equal to 2
          Then - Actions
            Unit Group - Pick every unit in (Units owned by (Triggering player) of type The Fascist Dictator Sheep) and do (Actions)
              Loop - Actions
                Unit - Remove (Picked unit) from the game
            Unit - Create 1 The Fascist Sheep for (Triggering player) at (Center of Region_012 <gen>) facing Default building facing degrees
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to GovernmentCivicDialogButtons[4]
          Then - Actions
            Set TempNumber = 3
          Else - Actions
        Game - Display to (All players) the text: ((|cffffcc00 + (Name of (Triggering player))) + (|r has renounced |cff20c000 + ((GovernmentCivicNames[GovernmentCivic[(Player number of (Triggering player))]] + |r and has adopted |cff20c000) + (GovernmentCivicNames[TempNumber] + |r.))))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            GovernmentCivic[(Player number of (Triggering player))] Equal to 2
          Then - Actions
            Unit Group - Pick every unit in (Units owned by (Triggering player) of type The Dictator Sheep) and do (Actions)
              Loop - Actions
                Unit - Remove (Picked unit) from the game
          Else - Actions
        Set GovernmentCivic[(Player number of (Triggering player))] = TempNumber
Name Economic Civics
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Set EconomicCivicNames[0] = Free Market
    Set EconomicCivicNames[1] = Mercantilism
    Set EconomicCivicNames[2] = Communism
    Set EconomicCivicNames[3] = Fascism
Check Economic Civics
  Events
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Game - Display to (All players matching ((Triggering player) Equal to (Matching player))) the text: (|cffffcc00 + ((Name of (Player((Integer A)))) + (|r is under the + ( + (EconomicCivicNames[EconomicCivic[(Integer A)]] + Economic Civic.)))))
Economic Civics
  Events
  Conditions
    IsChangeInEconCivicInProgress[(Player number of (Triggering player))] Equal to 0
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IsDialogInUse Equal to 0
      Then - Actions
        Set IsDialogInUse = 1
        Dialog - Clear EconomicCivicDialog
        Dialog - Change the title of EconomicCivicDialog to Choose your Economic Civic
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            EconomicCivic[(Player number of (Triggering player))] Equal to 0
          Then - Actions
            Dialog - Create a dialog button for EconomicCivicDialog labelled Free Market (Current Civic)
          Else - Actions
            Dialog - Create a dialog button for EconomicCivicDialog labelled Free Market
        Set EconomicCivicDialogButtons[1] = (Last created dialog Button)
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R00M (techcode) for (Triggering player)) Equal to 1
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                EconomicCivic[(Player number of (Triggering player))] Equal to 1
              Then - Actions
                Dialog - Create a dialog button for EconomicCivicDialog labelled Mercantilism (Current Civic)
                Set EconomicCivicDialogButtons[2] = (Last created dialog Button)
              Else - Actions
                Dialog - Create a dialog button for EconomicCivicDialog labelled Mercantilism
                Set EconomicCivicDialogButtons[2] = (Last created dialog Button)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R017 (techcode) for (Triggering player)) Equal to 1
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                EconomicCivic[(Player number of (Triggering player))] Equal to 2
              Then - Actions
                Dialog - Create a dialog button for EconomicCivicDialog labelled Communism (Current Civic)
                Set EconomicCivicDialogButtons[3] = (Last created dialog Button)
              Else - Actions
                Dialog - Create a dialog button for EconomicCivicDialog labelled Communism
                Set EconomicCivicDialogButtons[3] = (Last created dialog Button)
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Current research level of R016 (techcode) for (Triggering player)) Equal to 1
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                EconomicCivic[(Player number of (Triggering player))] Equal to 3
              Then - Actions
                Dialog - Create a dialog button for EconomicCivicDialog labelled Fascism (Current Civic)
                Set EconomicCivicDialogButtons[4] = (Last created dialog Button)
              Else - Actions
                Dialog - Create a dialog button for EconomicCivicDialog labelled Fascism
                Set EconomicCivicDialogButtons[4] = (Last created dialog Button)
          Else - Actions
        Dialog - Show EconomicCivicDialog for (Triggering player)
      Else - Actions
        Game - Display to (All players matching ((Matching player) Equal to (Triggering player))) the text: Looks like someone is currently looking for a new civic. Try again in a moment when they're done.
Picked Economic Civic
  Events
    Dialog - A dialog button is clicked for EconomicCivicDialog
  Conditions
  Actions
    Set IsDialogInUse = 0
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Or - Any (Conditions) are true
          Conditions
            And - All (Conditions) are true
              Conditions
                EconomicCivic[(Player number of (Triggering player))] Equal to 0
                (Clicked dialog button) Equal to EconomicCivicDialogButtons[1]
            And - All (Conditions) are true
              Conditions
                EconomicCivic[(Player number of (Triggering player))] Equal to 1
                (Clicked dialog button) Equal to EconomicCivicDialogButtons[2]
            And - All (Conditions) are true
              Conditions
                EconomicCivic[(Player number of (Triggering player))] Equal to 2
                (Clicked dialog button) Equal to EconomicCivicDialogButtons[3]
            And - All (Conditions) are true
              Conditions
                EconomicCivic[(Player number of (Triggering player))] Equal to 3
                (Clicked dialog button) Equal to EconomicCivicDialogButtons[4]
      Then - Actions
        Do nothing
      Else - Actions
        Set IsChangeInEconCivicInProgress[(Player number of (Triggering player))] = 1
        Set RandInt = (Random integer number between 10 and 120)
        Game - Display to (All players matching ((Triggering player) Equal to (Matching player))) the text: (You have successfully changed your Economic Civic and it will take effect in + ((String(RandInt)) + seconds. Note that during this time you cannot change your Economic Civic again.))
        Wait (Real(RandInt)) seconds
        Set IsChangeInEconCivicInProgress[(Player number of (Triggering player))] = 0
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to EconomicCivicDialogButtons[1]
          Then - Actions
            Set TempNumber = 0
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to EconomicCivicDialogButtons[2]
          Then - Actions
            Set TempNumber = 1
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to EconomicCivicDialogButtons[3]
          Then - Actions
            Set TempNumber = 2
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Clicked dialog button) Equal to EconomicCivicDialogButtons[4]
          Then - Actions
            Set TempNumber = 3
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                GovernmentCivic[(Player number of (Triggering player))] Equal to 2
              Then - Actions
                Unit Group - Pick every unit in (Units owned by (Triggering player) of type The Dictator Sheep) and do (Actions)
                  Loop - Actions
                    Unit - Remove (Picked unit) from the game
                Unit - Create 1 The Fascist Dictator Sheep for (Triggering player) at (Center of Region_012 <gen>) facing Default building facing degrees
              Else - Actions
                Unit - Create 1 The Fascist Sheep for (Triggering player) at (Center of Region_012 <gen>) facing Default building facing degrees
          Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            EconomicCivic[(Integer A)] Equal to 3
            GovernmentCivic[(Player number of (Triggering player))] Equal to 2
          Then - Actions
            Unit Group - Pick every unit in (Units owned by (Triggering player) of type The Fascist Dictator Sheep) and do (Actions)
              Loop - Actions
                Unit - Remove (Picked unit) from the game
            Unit - Create 1 The Dictator Sheep for (Triggering player) at (Center of Region_012 <gen>) facing Default building facing degrees
          Else - Actions
        Game - Display to (All players) the text: ((|cffffcc00 + (Name of (Triggering player))) + (|r has renounced |cff20c000 + ((EconomicCivicNames[EconomicCivic[(Player number of (Triggering player))]] + |r and has adopted |cff20c000) + (EconomicCivicNames[TempNumber] + |r.))))
        Set EconomicCivic[(Player number of (Triggering player))] = TempNumber
Camera
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        CameraView[(Player number of (Triggering player))] Equal to 0
      Then - Actions
        Set CameraView[(Player number of (Triggering player))] = 1
        Camera - Set the camera bounds for (Triggering player) to (Entire map)
        Camera - Set the camera bounds for (Triggering player) to SPACE <gen>
      Else - Actions
        Set CameraView[(Player number of (Triggering player))] = 0
        Camera - Set the camera bounds for (Triggering player) to (Entire map)
        Camera - Set the camera bounds for (Triggering player) to World <gen>
Space
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Set Earth = (Center of CoE <gen>)
    Environment - Change terrain type at (Center of SPACE <gen>) to Outland - Abyss using variation -1 in an area of size 30 and shape Square
    Environment - Change terrain type at (Center of Moon_Tile_area <gen>) to Icecrown Glacier - Dark Ice using variation -1 in an area of size 30 and shape Square
    Animation - Change Earth 0424 <gen>'s animation speed to 10.00% of its original speed
    Animation - Change Moon 0425 <gen>'s animation speed to 10.00% of its original speed
    Unit Group - Pick every unit in (Units of type Asteroid 1) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 5.00% of its original speed
    Unit Group - Pick every unit in (Units of type Asteroid 2) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 5.00% of its original speed
    Unit Group - Pick every unit in (Units of type Metallic Asteroid) and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit)'s animation speed to 5.00% of its original speed
Random Continent Points
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Set ConRanPoi[0] = (Random point in NA <gen>)
    Set ConRanPoi[1] = (Random point in SA <gen>)
    Set ConRanPoi[2] = (Random point in EU <gen>)
    Set ConRanPoi[3] = (Random point in AF <gen>)
    Set ConRanPoi[4] = (Random point in Asia <gen>)
    Set ConRanPoi[5] = (Random point in OC <gen>)
Helmet
  Events
    Unit - A unit enters The_Moon <gen>
  Conditions
    ((Triggering unit) is Mechanical) Equal to False
  Actions
    Special Effect - Create a special effect attached to the head of (Triggering unit) using war3mapImported\SpaceHelmet.mdx
    Set SpaceHelmets[(Custom value of (Triggering unit))] = (Last created special effect)
Take off Helmet
  Events
    Unit - A unit leaves The_Moon <gen>
  Conditions
    ((Triggering unit) is Mechanical) Equal to False
  Actions
    Special Effect - Destroy SpaceHelmets[(Custom value of (Triggering unit))]
Unit with helmet dies
  Events
    Unit - A unit Dies
  Conditions
    (The_Moon <gen> contains (Dying unit)) Equal to True
    ((Triggering unit) is Mechanical) Equal to False
  Actions
    Special Effect - Destroy SpaceHelmets[(Custom value of (Dying unit))]
Remove summoned fighter teleport
  Events
    Unit - A unit Spawns a summoned unit
  Conditions
    (Unit-type of (Summoned unit)) Equal to Star Fighter
  Actions
    Unit - Remove Hyperdrive System from (Summoned unit)
Elevator Constructed
  Events
    Unit - A unit Finishes construction
  Conditions
    (Unit-type of (Constructed structure)) Equal to Space Elevator
  Actions
    Game - Display to (All players) the text: (|cffffcc00 + ((Name of (Owner of (Triggering unit))) + (|r has constructed a |cffffcc00 + ((Name of (Constructed structure)) + |r.))))
    Unit Group - Add (Constructed structure) to SpaceElevators
    Sound - Play Hint <gen>
    Unit - Pause (Constructed structure)
Elevator Constructing
  Events
    Unit - A unit Dies
  Conditions
    (Unit-type of (Triggering unit)) Equal to Space Elevator
  Actions
    Unit Group - Remove (Triggering unit) from SpaceElevators
Make Elevators go up and down
  Events
    Time - Every 10.00 seconds of game time
  Conditions
  Actions
    Unit Group - Pick every unit in SpaceElevators and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit) flying height to 1500.00 at 300.00
    Wait 3.00 seconds
    Unit Group - Pick every unit in SpaceElevators and do (Actions)
      Loop - Actions
        Animation - Change (Picked unit) flying height to 0.00 at 300.00
Waygates
  Events
    Time - Elapsed game time is 2.00 seconds
  Conditions
  Actions
    Set TempUnitGroup = (Units of type Travel)
    Unit Group - Pick every unit in TempUnitGroup and do (Actions)
      Loop - Actions
        Unit - Change ownership of (Picked unit) to Neutral Passive and Change color
        Neutral Building - Enable (Picked unit)
    -------- East Waygates --------
    Set TempPoint3 = (Center of Region_216 <gen>)
    Neutral Building - Set Travel 0517 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy <gen>)
    Neutral Building - Set Travel 0516 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_3 <gen>)
    Neutral Building - Set Travel 0435 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_5 <gen>)
    Neutral Building - Set Travel 0522 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_6 <gen>)
    Neutral Building - Set Travel 0521 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_7 <gen>)
    Neutral Building - Set Travel 0526 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_8 <gen>)
    Neutral Building - Set Travel 0525 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_9 <gen>)
    Neutral Building - Set Travel 0528 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_10 <gen>)
    Neutral Building - Set Travel 0523 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_13 <gen>)
    Neutral Building - Set Travel 0534 <gen> destination to TempPoint3
    -------- West Waygates --------
    Set TempPoint3 = (Center of Region_216_Copy_14 <gen>)
    Neutral Building - Set Travel 0520 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_15 <gen>)
    Neutral Building - Set Travel 0519 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_15 <gen>)
    Neutral Building - Set Travel 0518 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_16 <gen>)
    Neutral Building - Set Travel 0515 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_16 <gen>)
    Neutral Building - Set Travel 0514 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_17 <gen>)
    Neutral Building - Set Travel 0529 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_18 <gen>)
    Neutral Building - Set Travel 0533 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_14_Copy <gen>)
    Neutral Building - Set Travel 0531 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_14_Copy_2 <gen>)
    Neutral Building - Set Travel 0532 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_14_Copy_2_Copy <gen>)
    Neutral Building - Set Travel 0530 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_14_Copy_3 <gen>)
    Neutral Building - Set Travel 0537 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_14_Copy_3 <gen>)
    Neutral Building - Set Travel 0535 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_14_Copy_4 <gen>)
    Neutral Building - Set Travel 0538 <gen> destination to TempPoint3
    Set TempPoint3 = (Center of Region_216_Copy_14_Copy_4 <gen>)
    Neutral Building - Set Travel 0536 <gen> destination to TempPoint3
Set Custom Value
  Events
    Unit - A unit Finishes training a unit
  Conditions
  Actions
    Set NumberofProducedUnits = (NumberofProducedUnits + 1)
    Unit - Set the custom value of (Trained unit) to NumberofProducedUnits
Initialise Events
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    For each (Integer A) from 1 to 12, do (Actions)
      Loop - Actions
        Trigger - Add to Check_Civics <gen> the event ((Player((Integer A))) types a chat message containing -check government civics as An exact match)
        Trigger - Add to Check_Economic_Civics <gen> the event ((Player((Integer A))) types a chat message containing -check economic civics as An exact match)
        Trigger - Add to Government_Civics <gen> the event ((Player((Integer A))) types a chat message containing -government civics as An exact match)
        Trigger - Add to Economic_Civics <gen> the event ((Player((Integer A))) types a chat message containing -economic civics as An exact match)
        Trigger - Add to Player_leaves_triggers_AI <gen> the event ((Player((Integer A))) leaves the game)
        Trigger - Add to Cam_Far <gen> the event ((Player((Integer A))) types a chat message containing -far as An exact match)
Leaver trigger
  Events
    Player - Player 1 (Red) leaves the game
    Player - Player 2 (Blue) leaves the game
    Player - Player 3 (Teal) leaves the game
    Player - Player 4 (Purple) leaves the game
    Player - Player 5 (Yellow) leaves the game
    Player - Player 6 (Orange) leaves the game
    Player - Player 7 (Green) leaves the game
    Player - Player 8 (Pink) leaves the game
    Player - Player 9 (Gray) leaves the game
    Player - Player 10 (Light Blue) leaves the game
    Player - Player 11 (Dark Green) leaves the game
    Player - Player 12 (Brown) leaves the game
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        IsVassal[(Player number of (Triggering player))] Equal to 1
      Then - Actions
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Classical Barracks) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Future Barracks) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Future Barracks (Upgrade)) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Industrial Barracks) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Industrial Barracks (Upgrade)) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Medieval Barracks) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Medieval Barracks (Upgrade)) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Modern Barracks) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Modern Barracks (Upgrade)) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Renaissance Barracks) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Renaissance Barracks (Upgrade)) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Airfield) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Classical Shipyard) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Factory) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Forge) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Industrial Shipyard) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Industrial Shipyard (Upgrade)) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Renaissance Shipyard) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Renaissance Shipyard (Upgrade)) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player) of type Aircraft Carrier) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units in Region_012 <gen> owned by (Triggering player)) and do (Actions)
          Loop - Actions
            Unit - Kill (Picked unit)
        Unit Group - Pick every unit in (Units owned by (Triggering player)) and do (Actions)
          Loop - Actions
            Unit - Change ownership of (Picked unit) to (Player(IsVassalOfWhatPlayer[(Player number of (Triggering player))])) and Change color
        Game - Display to (All players) the text: (|cffffcc00 + ((Name of (Triggering player)) + (|r has left the game. His master |cffffcc00 + ((Name of (Player(IsVassalOfWhatPlayer[(Player number of (Triggering player))]))) + |r has assumed direct control over his territory.))))
        Set NumberOfVassals[IsVassalOfWhatPlayer[(Player number of (Triggering player))]] = (NumberOfVassals[IsVassalOfWhatPlayer[(Player number of (Triggering player))]] - 1)
        Set IsVassal[(Player number of (Triggering player))] = 0
        Player - Set name of (Player((Player number of (Triggering player)))) to PlayerNameForReference[(Player number of (Triggering player))]
        Player - Change color of (Player((Player number of (Triggering player)))) to PlayerColorsColorsVariable[(Player number of (Triggering player))], Changing color of existing units
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            NumberOfVassals[IsVassalOfWhatPlayer[(Player number of (Triggering player))]] Equal to 0
          Then - Actions
            Set IsVassalMaster[IsVassalOfWhatPlayer[(Player number of (Triggering player))]] = 0
          Else - Actions
        Set IsVassalOfWhatPlayer[(Player number of (Triggering player))] = 0
      Else - Actions
        Game - Display to (All players) the text: (|cffffcc00 + ((Name of (Triggering player)) + |r has left the game.))
Upgrade dmg oftowers
  Events
    Time - Every 450.00 seconds of game time
  Conditions
  Actions
    Unit - Order Orc Burrow 0412 <gen> to research Rora (techcode)
Every 3 secs iron or copper
  Events
    Time - Every 3.00 seconds of game time
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            Or - Any (Conditions) are true
              Conditions
                (Number of living Copper Mine units owned by (Picked player)) Greater than or equal to 1
                (Number of living Iron Mine units owned by (Picked player)) Greater than or equal to 1
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of living Copper or Iron units owned by (Picked player)) Less than 1
              Then - Actions
                Set TempPoint = (Center of Region_012 <gen>)
                Unit - Create 1 Copper or Iron for (Picked player) at TempPoint facing Default building facing degrees
              Else - Actions
          Else - Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            And - All (Conditions) are true
              Conditions
                (Number of living Copper Mine units owned by (Picked player)) Less than 1
                (Number of living Iron Mine units owned by (Picked player)) Less than 1
          Then - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Number of living Copper or Iron units owned by (Picked player)) Greater than or equal to 1
              Then - Actions
                Set TempPoint = (Center of Region_012 <gen>)
                Unit Group - Pick every unit in (Units owned by (Picked player) of type Copper or Iron) and do (Actions)
                  Loop - Actions
                    Unit - Remove (Picked unit) from the game
              Else - Actions
          Else - Actions
Set Alliances
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Player Group - Make (All players) treat (All players) as an Ally
    Player Group - Make Player Group - Neutral Hostile treat (All players) as an Enemy
    Player Group - Make (All players) treat Player Group - Neutral Hostile as an Enemy
    Player Group - Make Player Group - Neutral Passive treat (All players) as an Neutral
    Player Group - Make (All players) treat Player Group - Neutral Passive as an Neutral
Creep generation
  Events
    Time - Elapsed game time is 1.00 seconds
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (Name of (Picked player)) Equal to Nerzhulen
          Then - Actions
            Game - Defeat (Picked player) with the message: All work and no play makes autistic Nerzh a dull kid
          Else - Actions
Starting Production
  Events
    Map initialization
  Conditions
  Actions
    Player Group - Pick every player in (All players) and do (Actions)
      Loop - Actions
        Player - Add 1 to (Picked player) Food cap
Enter Classical Era
  Events
    Unit - A unit Finishes research
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Researched tech-type) Equal to R006 (techcode)
        (Researched tech-type) Equal to R00B (techcode)
        (Researched tech-type) Equal to R00A (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Era[(Player number of (Owner of (Triggering unit)))] Equal to 0
      Then - Actions
        Custom script: if GetOwningPlayer(GetTriggerUnit()) == GetLocalPlayer() then
        Sound - Play NewEra___copie_101 <gen>
        Custom script: endif
        Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player))) the text: You have reached the |cffffcc00Classical Era|r.
        Set Era[(Player number of (Owner of (Triggering unit)))] = 1
        Player - Set the current research level of R00C (techcode) to 1 for (Owner of (Triggering unit))
      Else - Actions
Enter Medieval Era
  Events
    Unit - A unit Finishes research
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Researched tech-type) Equal to R00F (techcode)
        (Researched tech-type) Equal to R00I (techcode)
        (Researched tech-type) Equal to R00E (techcode)
        (Researched tech-type) Equal to R00J (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Era[(Player number of (Owner of (Triggering unit)))] Equal to 1
      Then - Actions
        Custom script: if GetOwningPlayer(GetTriggerUnit()) == GetLocalPlayer() then
        Sound - Play NewEra___copie_101 <gen>
        Custom script: endif
        Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player))) the text: You have reached the |cffffcc00Medieval Era|r.
        Set Era[(Player number of (Owner of (Triggering unit)))] = 2
        Player - Set the current research level of R00Q (techcode) to 1 for (Owner of (Triggering unit))
      Else - Actions
Enter Renaissance
  Events
    Unit - A unit Finishes research
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Researched tech-type) Equal to R00O (techcode)
        (Researched tech-type) Equal to R00P (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Era[(Player number of (Owner of (Triggering unit)))] Equal to 2
      Then - Actions
        Custom script: if GetOwningPlayer(GetTriggerUnit()) == GetLocalPlayer() then
        Sound - Play NewEra___copie_101 <gen>
        Custom script: endif
        Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player))) the text: You have reached the |cffffcc00Renaissance Era|r.
        Set Era[(Player number of (Owner of (Triggering unit)))] = 3
        Player - Set the current research level of R00R (techcode) to 1 for (Owner of (Triggering unit))
      Else - Actions
Enter Industrial Era
  Events
    Unit - A unit Finishes research
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Researched tech-type) Equal to R014 (techcode)
        (Researched tech-type) Equal to R012 (techcode)
        (Researched tech-type) Equal to R011 (techcode)
        (Researched tech-type) Equal to R010 (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Era[(Player number of (Owner of (Triggering unit)))] Equal to 3
      Then - Actions
        Custom script: if GetOwningPlayer(GetTriggerUnit()) == GetLocalPlayer() then
        Sound - Play NewEra___copie_101 <gen>
        Custom script: endif
        Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player))) the text: You have reached the |cffffcc00Industrial Era|r.
        Set Era[(Player number of (Owner of (Triggering unit)))] = 4
        Player - Set the current research level of R015 (techcode) to 1 for (Owner of (Triggering unit))
      Else - Actions
Enter Modern Era
  Events
    Unit - A unit Finishes research
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Researched tech-type) Equal to R018 (techcode)
        (Researched tech-type) Equal to R019 (techcode)
        (Researched tech-type) Equal to R01A (techcode)
        (Researched tech-type) Equal to R01B (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Era[(Player number of (Owner of (Triggering unit)))] Equal to 4
      Then - Actions
        Custom script: if GetOwningPlayer(GetTriggerUnit()) == GetLocalPlayer() then
        Sound - Play NewEra___copie_101 <gen>
        Custom script: endif
        Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player))) the text: You have reached the |cffffcc00Modern Era|r.
        Set Era[(Player number of (Owner of (Triggering unit)))] = 5
        Player - Set the current research level of R01E (techcode) to 1 for (Owner of (Triggering unit))
      Else - Actions
Enter Future Era
  Events
    Unit - A unit Finishes research
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Researched tech-type) Equal to R00G (techcode)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        Era[(Player number of (Owner of (Triggering unit)))] Equal to 5
      Then - Actions
        Custom script: if GetOwningPlayer(GetTriggerUnit()) == GetLocalPlayer() then
        Sound - Play NewEra___copie_101 <gen>
        Custom script: endif
        Set Era[(Player number of (Owner of (Triggering unit)))] = 6
        Player - Set the current research level of R01G (techcode) to 1 for (Owner of (Triggering unit))
        Game - Display to (All players matching ((Owner of (Triggering unit)) Equal to (Matching player))) the text: You have reached the |cffffcc00Future Era|r.
      Else - Actions
Replace Upgrade Barracks
  Events
    Unit - A unit Finishes an upgrade
  Conditions
    Or - Any (Conditions) are true
      Conditions
        (Unit-type of (Triggering unit)) Equal to Medieval Barracks (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Renaissance Barracks (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Renaissance Shipyard (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Industrial Barracks (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Industrial Shipyard (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Modern Barracks (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Future Barracks (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Fort (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Castle (Upgrade)
        (Unit-type of (Triggering unit)) Equal to Army Camp (Upgrade)
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Medieval Barracks (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Medieval Barracks using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Renaissance Barracks (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Renaissance Barracks using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Renaissance Shipyard (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Renaissance Shipyard using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Industrial Barracks (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Industrial Barracks using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Industrial Shipyard (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Industrial Shipyard using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Modern Barracks (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Modern Barracks using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Future Barracks (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Future Barracks using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Castle (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Castle using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Fort (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Fort using The old unit's relative life and mana
      Else - Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Unit-type of (Triggering unit)) Equal to Army Camp (Upgrade)
      Then - Actions
        Unit - Replace (Triggering unit) with a Army Camp using The old unit's relative life and mana
      Else - Actions
Quests
  Events
    Map initialization
  Conditions
  Actions
    Quest - Create a Required quest titled Credits with the description - Terrain template originally by Tinerdz[DW] in his map "World War III: IC"- Triggers, units and some terrain modifications done by Emperor_Jackal.- Tank, Battleship, Transport, Airfield, Fighter, Gunship and Destroyer models done by Kofi_Banan. (Should be noted that I grayscaled the gunship for use in this map)- Aircraft Carrier and Submarine models done by Illidan(Evil)X.- Rifleman and Cavalry models done by BlinkBoy.- Musketman model done by Lord_T.- Original Gunship icon by anarchianbedlam. (Should be noted that I have grayscaled it for use in this map).- Infantry model and Factory/Industrial Barracks model done by Mechanical Man.- Horse Archer model by kaycei.- Spearman/Pikeman model by Elenai.- Crossbowman model by Kitabatake.- Projectile model used by Infantry and Machine Gun made by Talon The Mage.- Ironclad model done by Vivi125. (Should be noted that this model is an edit of the Orc Battleship model.- Keep, Army Camp and Fort models by Mr. Bob.- Battle Droid model and icon by olofmoleman. (Should be noted that both resources have been grayscaled by me.)- Orbital Shipyard model by olofmoleman.- Orbital Shipyard icon by The_Silent- Laser projectile model by th15.- Heavy Trooper icon by Riley.- Heavy Trooper model by Epsilon.- T-800 model and icon by HappyTauren.- Star Fighter model by olofmoleman.- Space Research Centre model by killst4r. (Should be noted that I grayscaled the gunship for use in this map)- Thanks to the Civilization team for inspiration and the awesome production icon. :3- Star Bomber model by Clan OtLz. (Should be noted that I made the icon from the model)- Moon tileset by Horn. (Note that I've grayscaled and darkened it beyond much recognision).- Space tileset by wertyn.- Space transporter model by Elunes-Guardian. (Note that I grayscaled the model and made the icon from the model).- Cruiser model by Max666. (Note that I made the icon from the model).- Star Destroyer model and icon by Olofmoleman- Plasma Turret model and icon by Olofmoleman.- Plasma Missile model by Ham Ham.- Star Battleship model by Elunes-Guardian- Leviathan model and icon by Illidan(Evil)X.- Star Frigate model by Mr. Bob. (Note that I made the icon from the model).- Space Helmet by Pyramidhe@d- Thanks for Atrum-Persavor for helping with ideas and improvements for v1.6- Behemoth model by Mr. Bob (icon made from the model by myself.- Scout Walker model and icon by Olofmoleman- Space Elevator model and icon by Olofmoleman (I have grayscaled both of them for their purpose in this map), using icon path ReplaceableTextures\CommandButtons\BTNFelHound.blp
    Quest - Create a Required quest titled Income and Economy with the description Income is more complex than normal. You get 100 gold income by default and on top of that you get 'city' income. This income is as follows:Village - 15 goldLarge Village - 20 goldTown - 25 goldLarge Town - 30 goldCity - 35 goldLarge City - 40 goldAll of these properties cost 80 gold to upgrade and all require a certain technology to upgrade (e.g. in order to upgrade a village into a large village you need Agriculture, and to upgrade a city into a large city you need electricity). More significantly however you are penalized by how many 'properties'. The formula is (DefaultCityIncome - ( NumberOfProperties ^ 2 ). This means if you have 20 villages that would give you 300 gold 'default' income, you'd actually receive -100 gold. This encourages upgrading your current cities over expanding amount of cities, by simulating inefficient governance in large empires. This effect is halved when you've researched Economics and is quartered if you adopt Communism. In addition to this, newly conquered 'properties' do not give you income for 5 minutes after being conquered. In fact they actually serve as a drain on your budget. The newly conquered 'properties' cost you 15 gold per income for 5 minutes.If you reach the Moon, you can conquer Construction Points and upgrade them into Moon Bases. This gives you 60 gold for each one. Moon Bases count towards corruption, but Construction Points don't., using icon path ReplaceableTextures\CommandButtons\BTNChestOfGold.blp
    Quest - Create a Required quest titled Quiz with the description To get a question, type "-askquestion". The first person to answer correctly gets a point, and if nobody answers correctly in the first minute the question is stopped and you can ask a new one. To answer a question you must start the message with "-". EG if answering the question "How many wives did Henry VIII have?", you would put "-6". Every 5 correctly answered questions you'll see a scoreboard. The scores are just there for competitive fun, they don't truely affect the game.If you've forgotten what the question was, type "-question" and you'll be told what it is., using icon path ReplaceableTextures\CommandButtons\BTNSpider.blp
    Quest - Create a Required quest titled Vassals with the description Vassals pay 33% of their income to their master nation. Vassals and their masters share vision with each other, but vassals do not share vision with each other. To offer for a nation to become a vassal of yours, type "-vassal *color*" or "-vassal *player name*". They then have to type "-accept vassal *color*" or "-accept vassal *player name*".Vassals can declare their independence at whatever point they want by typing "-devassal". Masters of vassals can order independence of their vassals by typing "-devassal *player name*".Vassals cannot declare war or sue for peace; they are bound by their master's actions., using icon path ReplaceableTextures\CommandButtons\BTNGnollKing.blp
    Quest - Create a Required quest titled Merchant System with the description For every merchant that reaches your properties, you gain however much mana it has.Merchants from Villages start with 1 mana.Large Villages and Towns start with 2 mana.Large Towns and Cities start with 3 mana.Large Cities start with 4 mana.+1 mana if the recipient has oil.+1 mana if the recipient has ivory.+1 mana if the recipient has spices.+1 mana if the recipient has sugars.+1 mana if the recipient is under the Monarchy civic.Occupied properties do not send out merchants, however they can still recieve them.Players cannot send/recieve merchants with enemies.Players using the Merchantilism Civic cannot send/recieve merchants with other players., using icon path ReplaceableTextures\CommandButtons\BTNHermitCrab.blp
    Quest - Create a Required quest titled Index of Commands with the description -accept vassal *enter colour*-ally *enter name/colour*-askquestion-check civics-civics-devassal *enter player name*-devassal-question-rename *enter new name*-unally *enter name/colour*-*answer to question*-cam far/med/close-far, using icon path ReplaceableTextures\CommandButtons\BTNGuldan.blp
    Quest - Create a Optional quest titled Civics with the description There are 2 types of civics: Government and Economic. For Government there is:Monarchy (default). +1 gold gained per merchant.Democracy. -50% corruption penalty.Dictatorship. +33% corruption, +15% attack speed for units.For Economy there is:Free Market (default). +16.6% income & +16.6% corruptionMerchantilism. No merchant trade with other players.Communism. -50% corruption.Fascism. +20% unit movement speed."-check government civics" to see who has what government civic."-check economic civics" to see who has what economic civic."-government civics" to change governments civics."-economic civics" to change economic civics. Note that only one person at a time can load the dialog to change civics., using icon path ReplaceableTextures\CommandButtons\BTNSpellBookBLS.blp
    Quest - Create a Optional quest titled Improvements with the description Some resources are required for paticular units (for example swordsmen require iron), and some add to your income. In order to gain access to resources you must build an improvement on them. The following improvements can be built on the following resources:Mine - Copper, Iron, Tritanium.Oil Well - Oil.Camp - Ivory.Pasture - Horses, Sheep.Plantation - Spices, Sugar.Improvements must be built within 1280 range of a building you own., using icon path ReplaceableTextures\CommandButtons\BTNGoldMine.blp
    Quest - Create a Optional quest titled Nationalities with the description Not all races and cities have nationalities, but all of those in Europe, Asia and Oceania do. The vast majority of Civs get their own nationality:English - England, English Canada.French - France, French Canada.Scandinavian - Viking Empire.Swedish - Sweden.Spanish - Spain.Portugese - Portugal.Italian - Rome.Polish - Poland.German - Germany.Greek - Greece.Byzantine - Byzantine.Lithuanian - Lithuania.Russian - Tsarist Russia, Soviet Union.Tartar - Scythia.Arab - Assyria, Arabia, Egypt.Kazakh - Khazakh Khanate.Muslim Indian - Mughal Empire, Indus Valley Civilization.Hindi Indian - Maratha Empire.Bengali - Vangal Kingdom.Chinese - China.Mongol - Mongolia.Malay - Srivijaya.Javanese - Java.Aborigine - Aboriginal Tribes., using icon path ReplaceableTextures\CommandButtons\BTNFacelessOne.blp
    Quest - Create a Optional quest titled Changelog v1.7 with the description - Every civ has it's own flag.- Shipyards' placement requirement changed from ground-pathable to sea-pathable.- Submarine's wind walk-type submerge replaced with the naga-type submerge.- Added a "-far" command for those too dumb to use the Quest Log.- The grass in Africa now extends to Ethiopia just like in reality.- Satellites now require Flight in addition to Radio. Laser Technologies no longer requires Flight.- You can now circumnavigate the world properly with waygates at either side of the earth map.- 2 new Civilizations added to Player 8 (Pink); North Korea and Korean Empire.- 2 new Civilizations added to Player 12 (Brown); Bolivia and Brazil.- Artificial Intelligence added for computer-alloted slots or slots where the player has left. The AI is fully capable of maintaining an army, researching tech and expanding, but not quite as well as a human player.- 1 new Civilization added to Player 6 (Orange); Abyssinia.v1.7b- Fixed a glitch where AI caused so much lag for the game to be unplayable., using icon path ReplaceableTextures\CommandButtons\BTNHippogriffRider.blp
    Quest - Create a Optional quest titled Changelog v1.6 with the description - Added to the requirements of the tech "Assembly Line" the tech "Rifling".- Changed the Printing Press research icon so that it is more appropriate and doesn't clash with Gunpowder.- Renamed Death Star to Leviathan because apparently some dumbasses think that the Death Star should be able to blow up the Earth.- 0.4 MB lost by me optimising some triggers.- Conscription added to every unoccupied property! Requires Nationalism.- Construction Points and Moon Bases introduced. Construction Points do not add corruption nor income, but can be upgraded into Moon Bases. Moon Bases add corruption and 60 income.- Production bonus from Nuclear Fusion reduced from 100 to 10.- Organic units entering the moon will now get a "space helmet"- Oil Well hotkey fixed.- "Liberation" implented. The previous owner of a property is stored so that if he retakes the property, he does not have to go through the occupation process.- Summoned Star Fighters can no longer use Hyperdrive.- A few sounds added in.- Added some asteroids in Space. They don't do anything yet., using icon path ReplaceableTextures\CommandButtons\BTNFrostmourne.blp
    Quest - Create a Optional quest titled Changelog v1.5 with the description - Stability System removed.- Knights now require Horseback Riding.- Fixed bug where Large Towns wouldn't give speed bonuses for Paved and Rail Roads.- Classical Worker train Hotkey should no longer clash with any upgrades.- Masters of Vassals that leave the game now gain direct control over the vassal's possesions (excluding production buildings).- Units have been made smaller and melee units have had their range altered in light of this.- Unit shadows have been made proportionate to the unit's size.- You can now kill your own units.- When attacked, an organic unit will now 'emit' blood.- Outline area of Finland and surroundings redone slightly to make it more accurate.- Village added at Suez- Arid terrain at Tibet replaced with snow- Dimensions changed! More land to the north- Starting point of Australia moved to Melbourne.- New Merchant system! Every property collects and sends 3 merchants to nearby properties. See the quest log for more info.- Future Era extended into space. Starships introduced.- Moon made. It only has the tritanium resource at this time., using icon path ReplaceableTextures\CommandButtons\BTNFaerieDragon.blp
Add Nationality
  Events
  Conditions
  Actions
    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
      If - Conditions
        (Ireland <gen> contains TempPoint) Equal to True
      Then - Actions
        Hero - Create Irish and give it to (Last created unit)
      Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
          If - Conditions
            (England <gen> contains TempPoint) Equal to True
          Then - Actions
            Hero - Create English and give it to (Last created unit)
          Else - Actions
            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
              If - Conditions
                (Scotland <gen> contains TempPoint) Equal to True
              Then - Actions
                Hero - Create Scottish and give it to (Last created unit)
              Else - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                  If - Conditions
                    (Iceland <gen> contains TempPoint) Equal to True
                  Then - Actions
                    Hero - Create Scandinavian and give it to (Last created unit)
                  Else - Actions
                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                      If - Conditions
                        (Scandinavia <gen> contains TempPoint) Equal to True
                      Then - Actions
                        Hero - Create Scandinavian and give it to (Last created unit)
                      Else - Actions
                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                          If - Conditions
                            (Spain <gen> contains TempPoint) Equal to True
                          Then - Actions
                            Hero - Create Spanish and give it to (Last created unit)
                          Else - Actions
                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                              If - Conditions
                                (Portugal <gen> contains TempPoint) Equal to True
                              Then - Actions
                                Hero - Create Portugese and give it to (Last created unit)
                              Else - Actions
                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                  If - Conditions
                                    (France1 <gen> contains TempPoint) Equal to True
                                  Then - Actions
                                    Hero - Create French and give it to (Last created unit)
                                  Else - Actions
                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                      If - Conditions
                                        (France2 <gen> contains TempPoint) Equal to True
                                      Then - Actions
                                        Hero - Create French and give it to (Last created unit)
                                      Else - Actions
                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                          If - Conditions
                                            (Netherlands <gen> contains TempPoint) Equal to True
                                          Then - Actions
                                            Hero - Create Dutch and give it to (Last created unit)
                                          Else - Actions
                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                              If - Conditions
                                                (Germany <gen> contains TempPoint) Equal to True
                                              Then - Actions
                                                Hero - Create German and give it to (Last created unit)
                                              Else - Actions
                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                  If - Conditions
                                                    (Italy <gen> contains TempPoint) Equal to True
                                                  Then - Actions
                                                    Hero - Create Italian and give it to (Last created unit)
                                                  Else - Actions
                                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                      If - Conditions
                                                        (Greece <gen> contains TempPoint) Equal to True
                                                      Then - Actions
                                                        Hero - Create Greek and give it to (Last created unit)
                                                      Else - Actions
                                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                          If - Conditions
                                                            (Byzantine <gen> contains TempPoint) Equal to True
                                                          Then - Actions
                                                            Hero - Create Byzantine and give it to (Last created unit)
                                                          Else - Actions
                                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                              If - Conditions
                                                                (Bulgaria <gen> contains TempPoint) Equal to True
                                                              Then - Actions
                                                                Hero - Create Bulgarian and give it to (Last created unit)
                                                              Else - Actions
                                                                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                  If - Conditions
                                                                    (Lithuanian <gen> contains TempPoint) Equal to True
                                                                  Then - Actions
                                                                    Hero - Create Lithuanian and give it to (Last created unit)
                                                                  Else - Actions
                                                                    If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                      If - Conditions
                                                                        (Sweden <gen> contains TempPoint) Equal to True
                                                                      Then - Actions
                                                                        Hero - Create Swedish and give it to (Last created unit)
                                                                      Else - Actions
                                                                        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                          If - Conditions
                                                                            (Finland <gen> contains TempPoint) Equal to True
                                                                          Then - Actions
                                                                            Hero - Create Finnish and give it to (Last created unit)
                                                                          Else - Actions
                                                                            If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                                                                              If - Conditions
                                                                                (Russia <gen> contains TempPoint) Equal to True