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Triggers
Viking Invasion.w3x
Variables
Initialization
Melee Initialization
Quest
Create quest York
Create quest Credits
Create quest Dublin
Goal mark
York goal
Dublin goal
Anglo-Saxon troops
English infantry
English tier 2 upgrade
Northumbrian infantry
English tier 3 upgrade
English cavalry
English archery
English hero
West Saxon raid
Northumbrian raid
East Anglian rad
Mercian raid
Wessex builder
Northumbria builder
East Anglia builder
Mercia builder
England
Unification
Create London
Hide England
Mercia conquered
Danelaw conquered
English Mercia city
English Danelaw city
Hide English peasants
Viking Cities
York
Dublin
Victory
Denmark Victory
Norway Victory
Gaelic troops
Gaelic archery
Gaelic tier 2 upgrade
Gaelic tier 3 upgrade
Scottish hero
Gaelic infantry
Scottish raid
Gaelic priest
Scotland builder
Brythonic troops
Welsh cavalry
Brythonic tier 2 upgrade
Brythonic tier 3 upgrade
Welsh hero
Remove Celtic mines
brythonic gold mine hide
gaelic gold mine hide
Viking troops
Orcadian raid
Viking tier 2 upgrade
Viking tier 3 upgrade
Danish Raid
Currency
English Wealth
Norwegian Wealth
Danish Wealth
Gaelic Wealth
Viking Lumber Income
English Lumber Income
Brythonic Lumber Income
Gaelic Lumber Income
Enter map-specific custom script code below. This text will be included in the map script after variables are declared and before any trigger code.
Name
Type
is_array
initial_value
Default melee game initialization for all.
Melee Initialization
Events
Map initialization
Conditions
Actions
Melee Game - Limit Heroes to 1 per Hero-type (for all players)
Game - Turn the day/night cycle Off
Game - Set the time of day to 12.00
Melee Game - Set starting resources (for all players)
Melee Game - Create starting units (for all players)
Melee Game - Enforce victory/defeat conditions (for all players)
Melee Game - Run melee AI scripts (for computer players)
Create quest York
Events
Map initialization
Unit - A unit enters Sea_border <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 9 (Gray)
Actions
Quest - Create a Required quest titled Create York with the description To create York, Denmark must defeat Northumbria and create a hall. Northumbria is a rich kingdom. Send a great army to capture Northumbria, , using icon path war3mapImported\BTNHall.blp
Create quest Credits
Events
Map initialization
Conditions
Actions
Quest - Create a Required quest titled Credits with the description The map and many icons were made by Animalpower.Resources:EvilShade, Norinrad, olofmoleman, Mr.bob, Wandering Soul, Kitabatake, RetroSexual, paulH, Tranquil, Alastor, HappyTauren, Vermillion Edict, Mechanical Man , using icon path ReplaceableTextures\CommandButtons\BTNTomeBrown.blp
Create quest Dublin
Events
Map initialization
Unit - A unit enters Sea_border <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 4 (Purple)
Actions
Quest - Create a Required quest titled Create Dublin with the description Ireland is the center of Celtic Christianity. Irish monasteries are rich and are a weak target. If you defeat Ireland, the whole island will be yours. Build a hall to create Dublin. , using icon path war3mapImported\BTNHall.blp
York goal
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 9 (Gray) emitting Fog of war from (Player 5 (Yellow) start location) to a radius of 512 .
Dublin goal
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Visibility - Create an initially Enabled visibility modifier for Player 4 (Purple) emitting Fog of war from (Player 7 (Green) start location) to a radius of 512 .
English infantry
Events
Unit - A unit Finishes construction
Time - Every 255.00 seconds of game time
Conditions
(Unit-type of (Constructed structure)) Equal to Barracks (Anglo-Saxon)
Actions
Unit - Create 2 . Spearman for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 50.00 seconds
Unit - Create 3 . Axeman for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 70.00 seconds
Unit - Create 2 . Spearman for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 120.00 seconds
Unit - Create 5 . Halberdier (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 100.00 seconds
Unit - Create 2 . Halberdier (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 20.00 seconds
Unit - Create 2 . Axeman for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
English tier 2 upgrade
Events
Player - Player 3 (Teal) 's Current gold becomes Greater than 2000.00
Player - Player 5 (Yellow) 's Current gold becomes Greater than 2000.00
Player - Player 6 (Orange) 's Current gold becomes Greater than 2000.00
Player - Player 10 (Light Blue) 's Current gold becomes Greater than or equal to 2000.00
Conditions
(Unit-type of (Triggering unit)) Equal to Hall (Anglo-Saxon)
Actions
Unit - Order (Triggering unit) to train/upgrade to a Citadel (Anglo-Saxon)
Northumbrian infantry
Events
Time - Every 255.00 seconds of game time
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks (Anglo-Saxon)
Actions
Wait 50.00 seconds
Unit - Create 2 . Spearman for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 120.00 seconds
Unit - Create 5 . Halberdier (Anglo-Saxon) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 100.00 seconds
Unit - Create 2 . Halberdier (Anglo-Saxon) for (Owner of (Triggering unit)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 20.00 seconds
Unit - Create 2 . Axeman for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
English tier 3 upgrade
Events
Player - Player 3 (Teal) 's Current gold becomes Greater than 8000.00
Player - Player 5 (Yellow) 's Current gold becomes Greater than 8000.00
Player - Player 6 (Orange) 's Current gold becomes Greater than 8000.00
Player - Player 10 (Light Blue) 's Current gold becomes Greater than or equal to 8000.00
Conditions
(Unit-type of (Triggering unit)) Equal to Citadel (Anglo-Saxon)
Actions
Unit - Order (Triggering unit) to train/upgrade to a Fortress (Anglo-Saxon)
English cavalry
Events
Time - Every 50.00 seconds of game time
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Barracks (Anglo-Saxon)
Actions
Unit - Create 2 . Knight (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 560.00 seconds
Unit - Create 3 . Lancer (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 645.00 seconds
Unit - Create 6 . Knight (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 1215.00 seconds
Unit - Create 5 . Knight (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 855.00 seconds
Unit - Create 2 . Lancer (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 775.00 seconds
Unit - Create 2 . Knight (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
English archery
Events
Time - Every 50.00 seconds of game time
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Barracks (Anglo-Saxon)
Actions
Unit - Create 2 . Bowman for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 560.00 seconds
Unit - Create 3 . Bowman for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 1526.00 seconds
Unit - Create 6 . Bowman for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 1195.00 seconds
Unit - Create 5 . Bowman for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
English hero
Events
Unit - A unit Finishes construction
Conditions
(Unit-type of (Constructed structure)) Equal to Alehouse (Anglo-Saxon)
Actions
Unit - Create 1 . Thane (Anglo-Saxon) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
West Saxon raid
Events
Time - Every 50.00 seconds of game time
Conditions
(Unit-type of (Entering unit)) Equal to Spearman
(Unit-type of (Entering unit)) Equal to Axeman
(Unit-type of (Entering unit)) Equal to Halberdier (Anglo-Saxon)
Actions
Unit Group - Pick every unit in (Units in Wessex <gen>) and do (Actions)
Loop - Actions
Wait 100.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Mercia <gen>)
Wait 148.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Wales <gen>)
Wait 200.00 seconds
Unit - Move (Entering unit) instantly to (Random point in London <gen>)
Wait 250.00 seconds
Unit - Move (Entering unit) instantly to (Random point in East_Anglia <gen>)
Northumbrian raid
Events
Time - Every 700.00 seconds of game time
Conditions
(Unit-type of (Entering unit)) Equal to Spearman
(Unit-type of (Entering unit)) Equal to Axeman
(Unit-type of (Entering unit)) Equal to Thane (Anglo-Saxon)
(Unit-type of (Entering unit)) Equal to Halberdier (Anglo-Saxon)
Actions
Unit Group - Pick every unit in (Units in Northumbria <gen>) and do (Actions)
Loop - Actions
Wait 114.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Wales <gen>)
Wait 103.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Scotland <gen>)
Wait 265.00 seconds
Unit - Move (Entering unit) instantly to (Random point in East_Anglia <gen>)
Wait 115.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Mercia <gen>)
Wait 73.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Strathclyde <gen>)
East Anglian rad
Events
Time - Every 1300.00 seconds of game time
Conditions
(Unit-type of (Entering unit)) Equal to Spearman
(Unit-type of (Entering unit)) Equal to Axeman
(Unit-type of (Entering unit)) Equal to Thane (Anglo-Saxon)
(Unit-type of (Entering unit)) Equal to Halberdier (Anglo-Saxon)
Actions
Unit Group - Pick every unit in (Units in East_Anglia <gen>) and do (Actions)
Loop - Actions
Wait 100.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Mercia <gen>)
Wait 148.00 seconds
Unit - Move (Entering unit) instantly to (Random point in London <gen>)
Wait 200.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Wessex <gen>)
Wait 250.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Northumbria <gen>)
Mercian raid
Events
Time - Every 600.00 seconds of game time
Conditions
(Unit-type of (Entering unit)) Equal to Spearman
(Unit-type of (Entering unit)) Equal to Axeman
(Unit-type of (Entering unit)) Equal to Thane (Anglo-Saxon)
(Unit-type of (Entering unit)) Equal to Halberdier (Anglo-Saxon)
Actions
Unit Group - Pick every unit in (Units in Mercia <gen>) and do (Actions)
Loop - Actions
Wait 159.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Wessex <gen>)
Wait 197.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Northumbria <gen>)
Wait 259.00 seconds
Unit - Move (Entering unit) instantly to (Random point in London <gen>)
Wait 171.00 seconds
Unit - Move (Entering unit) instantly to (Random point in East_Anglia <gen>)
Wait 343.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Wales <gen>)
Wessex builder
Events
Time - Elapsed game time is 100.00 seconds
Unit - A unit enters Wessex <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Peasant (Anglo-Saxon)
Actions
Unit - Order (Entering unit) to build a Barracks (Anglo-Saxon) at (Random point in Wessex <gen>)
Northumbria builder
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Unit - Create 2 . Barracks (Anglo-Saxon) for Player 5 (Yellow) at (Random point in Northumbria <gen>) facing Default building facing degrees
East Anglia builder
Events
Time - Elapsed game time is 100.00 seconds
Unit - A unit enters East_Anglia <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Peasant (Anglo-Saxon)
Actions
Unit - Order (Entering unit) to build a Barracks (Anglo-Saxon) at (Random point in East_Anglia <gen>)
Mercia builder
Events
Time - Elapsed game time is 100.00 seconds
Unit - A unit enters East_Anglia <gen>
Conditions
(Unit-type of (Ordered unit)) Equal to Peasant (Anglo-Saxon)
Actions
Unit - Order (Ordered unit) to build a Barracks (Anglo-Saxon) at (Random point in Wessex_Build_Point <gen>)
Unification
Events
Player - Player 5 (Yellow) leaves the game with a defeat
Conditions
Actions
Player - Change color of Player 6 (Orange) to Red , Changing color of existing units
Player - Set name of Player 6 (Orange) to England
Player - Set Player 6 (Orange) . Current gold to 20000
Game - Display to (All players) the text: Wessex unified England.
Create London
Events
Player - Player 5 (Yellow) leaves the game with a defeat
Conditions
Actions
Unit - Create 1 . Fortress (Anglo-Saxon) for Player 6 (Orange) at (Player 1 (Red) start location) facing Default building facing degrees
Hide England
Events
Unit - A unit enters England <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Hide (Entering unit)
Mercia conquered
Events
Player - Player 5 (Yellow) leaves the game with a defeat
Conditions
Actions
Unit - Create 5 . Spearman for Player 6 (Orange) at (Random point in English_Mercia_front <gen>) facing Default building facing degrees
Unit - Create 7 . Axeman for Player 6 (Orange) at (Random point in English_Danelaw_front <gen>) facing Default building facing degrees
Unit - Create 5 . Halberdier (Anglo-Saxon) for Player 6 (Orange) at (Random point in English_Danelaw_front <gen>) facing Default building facing degrees
Danelaw conquered
Events
Player - Player 5 (Yellow) leaves the game with a defeat
Conditions
Actions
Unit - Create 7 . Spearman for Player 6 (Orange) at (Random point in English_Danelaw_front <gen>) facing Default building facing degrees
Unit - Create 6 . Axeman for Player 6 (Orange) at (Random point in English_Danelaw_front <gen>) facing Default building facing degrees
Unit - Create 4 . Halberdier (Anglo-Saxon) for Player 6 (Orange) at (Random point in English_Danelaw_front <gen>) facing Default building facing degrees
English Mercia city
Events
Player - Player 5 (Yellow) leaves the game with a defeat
Conditions
Actions
Unit - Create 1 . Hall (Anglo-Saxon) for Player 6 (Orange) at (Center of English_Mercia <gen>) facing Default building facing degrees
English Danelaw city
Events
Player - Player 5 (Yellow) leaves the game with a defeat
Conditions
Actions
Unit - Create 1 . Hall (Anglo-Saxon) for Player 6 (Orange) at (Center of English_Danelaw <gen>) facing Default building facing degrees
Hide English peasants
Events
Unit - A unit enters Gold_mine_block <gen>
Conditions
(Owner of (Entering unit)) Equal to Player 1 (Red)
Actions
Unit - Remove (Entering unit) from the game
York
Events
Player - Player 5 (Yellow) leaves the game with a defeat
Conditions
Actions
Unit - Create 1 . Hall (Viking) for Player 9 (Gray) at (Center of York <gen>) facing Default building facing degrees
Game - Display to (All players) the text: Denmark has founded York.
Floating Text - Create floating text that reads York at (Player 5 (Yellow) start location) with Z offset 220.00 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Dublin
Events
Player - Player 7 (Green) leaves the game with a defeat
Conditions
Actions
Unit - Create 1 . Hall (Viking) for Player 4 (Purple) at (Player 7 (Green) start location) facing Default building facing degrees
Game - Display to (All players) the text: Norway has founded Dublin.
Floating Text - Create floating text that reads Dublin at (Player 7 (Green) start location) with Z offset 220.00 , using font size 10 , color ( 100 %, 100 %, 100 %), and 0 % transparency
Denmark Victory
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Fortress (Anglo-Saxon)
Actions
Game - Victory Player 9 (Gray) ( Skip dialogs, Skip scores)
Norway Victory
Events
Player - Player 7 (Green) leaves the game with a defeat
Conditions
Actions
Game - Victory Player 4 (Purple) ( Skip dialogs, Skip scores)
Gaelic archery
Events
Unit - A unit Finishes construction
Time - Every 150.00 seconds of game time
Conditions
(Unit-type of (Constructed structure)) Equal to Butts (Gaelic)
Actions
Unit - Create 7 . Kern (Gaelic) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 52.00 seconds
Unit - Create 3 . Crossbowman (Gaelic) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 70.00 seconds
Unit - Create 4 . Ballista (Gaelic) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Wait 3500.00 seconds
Unit - Create 6 . Crossbowman (Gaelic) for (Owner of (Constructed structure)) at (Position of (Constructed structure)) facing Default building facing degrees
Gaelic tier 2 upgrade
Events
Player - Player 2 (Blue) 's Current gold becomes Greater than 2000.00
Player - Player 7 (Green) 's Current gold becomes Greater than 2000.00
Conditions
(Unit-type of (Triggering unit)) Equal to Hall (Gaelic)
Actions
Unit - Order (Triggering unit) to train/upgrade to a Citadel (Gaelic)
Gaelic tier 3 upgrade
Events
Player - Player 2 (Blue) 's Current gold becomes Greater than 8000.00
Player - Player 7 (Green) 's Current gold becomes Greater than 8000.00
Conditions
(Unit-type of (Triggering unit)) Equal to Citadel (Gaelic)
Actions
Unit - Order (Triggering unit) to train/upgrade to a Fortress (Gaelic)
Scottish hero
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Mormaer (Gaelic)
(Unit-type of (Triggering unit)) Equal to Bardic Circle (Gaelic)
Actions
Wait 90.00 seconds
Hero - Instantly revive (Dying unit) at (Position of (Triggering unit)) , Show revival graphics
Gaelic infantry
Events
Time - Every 190.00 seconds of game time
Conditions
(Unit-type of (Triggering unit)) Equal to Barracks (Gaelic)
Actions
Unit - Create 6 . Pikeman (Gaelic) for (Owner of (Constructed structure)) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 120.00 seconds
Unit - Create 9 . Gallowglass (Gaelic) for (Owner of (Triggering unit)) at (Position of (Triggering unit)) facing Default building facing degrees
Wait 70.00 seconds
Unit - Create 4 . Wolfhound (Gaelic) for (Triggering player) at (Position of (Triggering unit)) facing Default building facing degrees
Scottish raid
Events
Unit - A unit enters Scotland <gen>
Time - Every 1500.00 seconds of game time
Conditions
(Unit-type of (Entering unit)) Equal to Crossbowman (Gaelic)
(Unit-type of (Entering unit)) Equal to Kern (Gaelic)
(Unit-type of (Entering unit)) Equal to Pikeman (Gaelic)
(Unit-type of (Entering unit)) Equal to Ballista (Gaelic)
(Unit-type of (Entering unit)) Equal to Wolfhound (Gaelic)
(Unit-type of (Entering unit)) Equal to Gallowglass (Gaelic)
Actions
Unit Group - Pick every unit in (Units in Scotland <gen>) and do (Actions)
Loop - Actions
Unit - Move (Entering unit) instantly to (Random point in Northumbria <gen>)
Wait 150.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Scotland <gen>)
Gaelic priest
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Monastery (Gaelic)
Actions
Unit - Create 10 . Monk (Gaelic) for (Owner of (Dying unit)) at (Position of (Dying unit)) facing Default building facing degrees
Scotland builder
Events
Time - Elapsed game time is 100.00 seconds
Conditions
(Unit-type of (Ordered unit)) Equal to Peasant (Gaelic)
Actions
Unit - Order (Ordered unit) to build a Barracks (Gaelic) at (Random point in Scotland <gen>)
Unit - Order (Ordered unit) to build a House at (Random point in Scotland <gen>)
Unit - Order (Ordered unit) to build a Bardic Circle (Gaelic) at (Random point in Scotland <gen>)
Unit - Order (Ordered unit) to build a Monastery (Gaelic) at (Random point in Scotland <gen>)
Unit - Order (Ordered unit) to build a Lumber Mill (Gaelic) at (Random point in Scotland <gen>)
Unit - Order (Ordered unit) to build a Watch Tower (Gaelic) at (Random point in Scotland <gen>)
Welsh cavalry
Events
Time - Every 8000.00 seconds of game time
Conditions
(Unit-type of (Triggering unit)) Equal to Stables (Brythonic)
Actions
Unit - Create 8 . Horseman (Brythonic) for Player 11 (Dark Green) at (Random point in Wales_Rally_Point <gen>) facing Default building facing degrees
Brythonic tier 2 upgrade
Events
Player - Player 11 (Dark Green) 's Current gold becomes Greater than 2000.00
Player - Player 12 (Brown) 's Current gold becomes Greater than 2000.00
Conditions
(Unit-type of (Triggering unit)) Equal to Hall (Brythonic)
Actions
Unit - Order (Triggering unit) to train/upgrade to a Citadel (Brythonic)
Brythonic tier 3 upgrade
Events
Player - Player 11 (Dark Green) 's Current gold becomes Greater than 8000.00
Player - Player 12 (Brown) 's Current gold becomes Greater than 8000.00
Conditions
(Unit-type of (Triggering unit)) Equal to Citadel (Brythonic)
Actions
Unit - Order (Triggering unit) to train/upgrade to a Fortress (Brythonic)
Welsh hero
Events
Unit - A unit Dies
Conditions
(Unit-type of (Dying unit)) Equal to Champion (Brythonic)
(Unit-type of (Triggering unit)) Equal to Inn (Brythonic)
Actions
Wait 90.00 seconds
Hero - Instantly revive (Dying unit) at (Position of (Triggering unit)) , Show revival graphics
brythonic gold mine hide
Events
Unit - A unit enters Wales <gen>
Unit - A unit enters Strathclyde <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Gold Mine
Actions
Unit - Remove (Entering unit) from the game
gaelic gold mine hide
Events
Unit - A unit enters Scotland <gen>
Unit - A unit enters Ireland <gen>
Conditions
(Unit-type of (Entering unit)) Equal to Entangled Gold Mine
Actions
Unit - Remove (Entering unit) from the game
Orcadian raid
Events
Unit - A unit enters Scotland <gen>
Time - Every 1000.00 seconds of game time
Conditions
(Unit-type of (Entering unit)) Equal to Spearman
(Unit-type of (Entering unit)) Equal to Raider (Viking)
(Unit-type of (Entering unit)) Equal to Jomsviking (Viking)
Housecarl (Viking) Equal to Spearman
(Unit-type of (Entering unit)) Equal to Housecarl (Viking)
(Unit-type of (Entering unit)) Equal to Berserker (Viking)
(Unit-type of (Entering unit)) Equal to Axeman
Actions
Unit Group - Pick every unit in (Units in Mercia <gen>) and do (Actions)
Loop - Actions
Wait 540.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Scotland <gen>)
Wait 600.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Scotland <gen>)
Wait 770.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Scotland <gen>)
Viking tier 2 upgrade
Events
Player - Player 4 (Purple) 's Current gold becomes Greater than 2000.00
Player - Player 8 (Pink) 's Current gold becomes Greater than 2000.00
Player - Player 9 (Gray) 's Current gold becomes Greater than 2000.00
Conditions
(Unit-type of (Triggering unit)) Equal to Hall (Viking)
Actions
Unit - Order (Triggering unit) to train/upgrade to a Citadel (Viking)
Viking tier 3 upgrade
Events
Player - Player 4 (Purple) 's Current gold becomes Greater than 8000.00
Player - Player 8 (Pink) 's Current gold becomes Greater than 8000.00
Player - Player 9 (Gray) 's Current gold becomes Greater than 8000.00
Conditions
(Unit-type of (Triggering unit)) Equal to Citadel (Viking)
Actions
Unit - Order (Triggering unit) to train/upgrade to a Fortress (Viking)
Danish Raid
Events
Unit - A unit enters London <gen>
Time - Every 1000.00 seconds of game time
Conditions
(Unit-type of (Entering unit)) Equal to Spearman
(Unit-type of (Entering unit)) Equal to Raider (Viking)
(Unit-type of (Entering unit)) Equal to Jomsviking (Viking)
(Unit-type of (Entering unit)) Equal to Spearman
(Unit-type of (Entering unit)) Equal to Housecarl (Viking)
(Unit-type of (Entering unit)) Equal to Berserker (Viking)
(Unit-type of (Entering unit)) Equal to Axeman
Actions
Unit Group - Pick every unit in (Units in Mercia <gen>) and do (Actions)
Loop - Actions
Wait 370.00 seconds
Unit - Move (Entering unit) instantly to (Random point in East_Anglia <gen>)
Wait 799.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Wessex <gen>)
Wait 1200.00 seconds
Unit - Move (Entering unit) instantly to (Random point in Mercia <gen>)
English Wealth
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Player - Set Player 5 (Yellow) . Current gold to 8000
Player - Set Player 10 (Light Blue) . Current gold to 1000
Player - Set Player 10 (Light Blue) . Current lumber to 2600
Player - Set Player 5 (Yellow) . Current lumber to 3000
Norwegian Wealth
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player - Set Player 4 (Purple) . Current gold to 20000
Danish Wealth
Events
Time - Elapsed game time is 0.00 seconds
Conditions
Actions
Player - Set Player 9 (Gray) . Current gold to 20000
Gaelic Wealth
Events
Time - Elapsed game time is 5.00 seconds
Conditions
Actions
Player - Set Player 2 (Blue) . Current gold to 26000
Player - Set Player 7 (Green) . Current gold to 26000
Viking Lumber Income
Events
Unit - A unit Finishes construction
Time - Every 60.00 seconds of game time
Conditions
(Unit-type of (Constructed structure)) Equal to Lumber Mill
Actions
Player - Add 100 to Player 1 (Red) . Current lumber
Player - Add 100 to Player 4 (Purple) . Current lumber
Player - Add 100 to Player 7 (Green) . Current lumber
Player - Add 100 to Player 8 (Pink) . Current lumber
English Lumber Income
Events
Unit - A unit Finishes construction
Time - Every 60.00 seconds of game time
Conditions
(Unit-type of (Constructed structure)) Equal to Lumber Mill
Actions
Player - Add 100 to Player 5 (Yellow) . Current lumber
Player - Add 100 to Player 3 (Teal) . Current lumber
Player - Add 100 to Player 6 (Orange) . Current lumber
Player - Add 100 to Player 10 (Light Blue) . Current lumber
Brythonic Lumber Income
Events
Time - Every 60.00 seconds of game time
Conditions
(Unit-type of (Constructed structure)) Equal to Lumber Mill
Actions
Player - Add 100 to Player 11 (Dark Green) . Current lumber
Player - Add 100 to Player 12 (Brown) . Current lumber
Gaelic Lumber Income
Events
Unit - A unit Finishes construction
Time - Every 60.00 seconds of game time
Conditions
(Unit-type of (Constructed structure)) Equal to Lumber Mill (Gaelic)
Actions
Player - Add 100 to Player 2 (Blue) . Current lumber
Player - Add 100 to Player 7 (Green) . Current lumber
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