[global]
packet_version=2

[Briefing]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=The Story begins
event_00=Briefing Msg 1
event_01=Briefing Msg 2
event_02=Briefing Msg 3
event_03=Order Msg 01
event_04=Order Msg 02
event_05=Order Msg 03
event_06=Show Rocks
event_07=Reveal Claim Northeastern Rocks
event_08=Order Msg 04
current_event=0
state=init

[Infrastructure]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Game Started
event_00=Road HQ East
event_01=Road HQ West
event_02=Build Eastern Lumberjack
event_03=Road Eastern Lumberjack East
event_04=Road Eastern Lumberjack West
event_05=Build Southern Lumberjack
event_06=Road Southern Lumberjack East
event_07=Road Southern Lumberjack West
event_08=Build Quarry
event_09=Road Quarry
event_10=Build Ranger
event_11=Road Ranger East
event_12=Road Ranger West
current_event=0
state=init

[Advisor 1 Quarry]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Quarry
event_00=Order Msg 05 Quarry
current_event=0
state=init

[Advisor 2 First Expand]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Discovered Mountain
event_00=Order Msg 06 Geologist
event_01=Reveal Build Mines
event_02=Enable Coal Mine
event_03=Enable Ore Mine
event_04=Enable Gold Mine
event_05=Enable Granite Mine
current_event=0
state=init

[Advisor 3 Mines Up]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Coal Mine
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Built Ore Mine
event_00=Order Msg 07 Mines Up
event_01=Order Msg 08 Mines Up
event_02=Order Msg 09 Hunter
event_03=Enable Hunter
event_04=Enable Gamekeeper
event_05=Enable Tavern
event_06=Order Msg 10 Bread
event_07=Enable Farm
event_08=Enable Well
event_09=Enable Bakery
event_10=Reveal Begin the Hunt
event_11=Reveal Begin Farming
event_12=Reveal Build a Tavern
current_event=0
state=init

[Advisor 4 Basic Food Began]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Mission Mines
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Built Hunter
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Built Gamekeeper
conditional_element_05=AND
conditional_element_06=trigger
conditional_element_06_data=Built Tavern
event_00=Order Msg 11 Basic Food Began
current_event=0
state=init

[Advisor 5 Farming Began]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Mission Mines
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Built Bakery
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Built Farm
conditional_element_05=AND
conditional_element_06=trigger
conditional_element_06_data=Built Well
event_00=Order Msg 12 Farming Began
current_event=0
state=init

[Advisor 6 Tavern]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Tavern
event_00=Order Msg 13 Tavern
current_event=0
state=init

[Advisor 7 Refine Ore]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Tavern
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Basic Food Began
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Farming Began
event_00=Order Msg 14 Refine Ore
event_01=Enable Smelter
event_02=Reveal Refine Ores
current_event=0
state=init

[Advisor 8 Mines Exhaustes]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Smelter
event_00=Order Msg 15 Mines Exhausted
event_01=Enable Inn
event_02=Enable Deep Coal Mine
event_03=Reveal Enhance Buildings
current_event=0
state=init

[Advisor 9 Blackwood]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built First Sentry
conditional_element_01=OR
conditional_element_02=trigger
conditional_element_02_data=Built First Stronghold
event_00=Order Msg 16 Blackwood
event_01=Enable Hardener
event_02=Reveal Better Material I
current_event=0
state=init

[Advisor 10 Grindstone]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Hardener
event_00=Order Msg 17 Grindstone
event_01=Enable Grinder
event_02=Enable Well
event_03=Enable Burner
event_04=Reveal Better Material II
current_event=0
state=init

[Advisor 11 Fernery]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Grinder
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Built Well
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Built Burner
conditional_element_05=OR
conditional_element_06=trigger
conditional_element_06_data=Built Coal Mine
event_00=Order Msg 18 Fernery
event_01=Enable Fernery
event_02=Reveal Better Material III
current_event=0
state=init

[Advisor 12 All Material]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Fernery
event_00=Order Msg 19 All Material
current_event=0
state=init

[Buildings Enhanced]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Inn
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Built Deep Coal Mine
event_00=Set Enhance Buildings
current_event=0
state=init

[Mission Complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Mission Quarry
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Mission Fernery
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Enhance Buildings
event_00=Mission Complete
event_01=Reveal Empiretut
current_event=0
state=init

[Story 1]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Story Timer 1
event_00=Story Msg 1
current_event=0
state=init

[Story 2]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Story Timer 2
event_00=Story Msg 2
current_event=0
state=init

#  This is a village of poor but friendly people who have settled in a safe
#  valley between two glaciers. They hunt and grow timber and grain but they do
#  not have ores or even stones, so they are dependent on the occational
#  merchant that may pass by and provide them with whatever they can not
#  produce on their own. Their only protection is a guard hut at each entrance
#  to the valley. Therefore they realize that they may have to join a more
#  powerful society for protection in order to stay alive in this world.
#
#  A user that explores the map far from home will discover this village as a
#  bonus. Doing so is not necessary for winning.
#
#  Technically the village is created instantly when the player sees any of the
#  two entrances to the valley. But we place some trees and fields in various
#  stages of growth to make it seem like the village has actually existed for
#  some time. Some land ownership adjustments are made to ensure that the
#  village owns all land between the glaciers.
[Village]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Saw Village From North
conditional_element_01=OR
conditional_element_02=trigger
conditional_element_02_data=Saw Village From South
event_00=Village Tree 1
event_01=Village Tree 2
event_02=Village Tree 3
event_03=Village Tree 4
event_04=Village Tree 5
event_05=Village Tree 6
event_06=Village Tree 7
event_07=Village Tree 8
event_08=Village Tree 9
event_09=Village Tree 10
event_10=Village Tree 11
event_11=Village Tree 12
event_12=Village Tree 13
event_13=Village Tree 14
event_14=Village Northern Farm Field 1
event_15=Village Northern Farm Field 2
event_16=Village Northern Farm Field 3
event_17=Village Northern Farm Field 4
event_18=Village Northern Farm Field 5
event_19=Village Northern Farm Field 6
event_20=Village Northern Farm Field 7
event_21=Village Northern Farm Field 8
event_22=Village Northern Farm Field 9
event_23=Village Northern Farm Field 10
event_24=Village Northern Farm Field 11
event_25=Village Northern Farm Field 12
event_26=Village Southern Farm Field 1
event_27=Village Southern Farm Field 2
event_28=Village Southern Farm Field 3
event_29=Village Southern Farm Field 4
event_30=Village Southern Farm Field 5
event_31=Village Southern Farm Field 6
event_32=Village Southern Farm Field 7
event_33=Village Southern Farm Field 8
event_34=Village Southern Farm Field 9
event_35=Village Southern Farm Field 10
event_36=Village Southern Farm Field 11
event_37=Village Southern Farm Field 12
event_38=Village Northern Sentry
event_39=Village Northern Sentry Road
event_40=Village Hunter
event_41=Village Hunter Road
event_42=Village Gamekeeper
event_43=Village Gamekeeper Road 1
event_44=Village Gamekeeper Road 2
event_45=Village Gamekeeper Road 3
event_46=Village Gamekeeper Road 4
event_47=Village Northern Farm
event_48=Village Northern Farm Road 1
event_49=Village Northern Farm Road 2
event_50=Village Northern Well
event_51=Village Northern Well Road
event_52=Village Northern Bakery
event_53=Village Northern Bakery Road
event_54=Village Northeastern Lumberjack
event_55=Village Northeastern Lumberjack Road
event_56=Village Middle Lumberjack
event_57=Village Middle Lumberjack Road
event_58=Village Southwestern Lumberjack
event_59=Village Southwestern Lumberjack Road
event_60=Village Eastern Ranger
event_61=Village Eastern Ranger Road
event_62=Village Western Ranger
event_63=Village Western Ranger Road
event_64=Village Hardener
event_65=Village Hardener Road
event_66=Village Warehouse
event_67=Village Warehouse Road
event_68=Village Inn
event_69=Village Inn Road
event_70=Village Tavern
event_71=Village Tavern Road
event_72=Village Middle Well
event_73=Village Middle Well Road 1
event_74=Village Middle Well Road 2
event_75=Village Southern Farm
event_76=Village Southern Farm Road
event_77=Village Southern Bakery
event_78=Village Southern Bakery Road
event_79=Village Southern Well
event_80=Village Southern Well Road
event_81=Village Southern Sentry
event_82=Village Southern Sentry Road
event_83=Village Adjust Eastern Border 1
event_84=Village Adjust Eastern Border 2
event_85=Village Adjust Eastern Border 3
event_86=Village Adjust Eastern Border 4
event_87=Village Adjust Eastern Border 5
event_88=Village Adjust Western Border 1
event_89=Village Adjust Western Border 2
event_90=Village Show
event_91=Village
current_event=0
state=init
