[global]
packet_version=3

[Begin]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Begin
event=Headquarters
current_event=0
state=init

[Beginning]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Start Trigger
event=Goto Darkness
event=Diary page 1
event=Show Sea
event=Diary page 2
event=Goto Home
event=Diary page 3
current_event=0
state=init

[Visitor 1]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Message Barracks
event=Saledus 1
event=Goto Forest
event=Enable Barracks
event=Reveal Objective 1 - Barracks
current_event=0
state=init

[Baracks Complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Barracks complete
event=Goto Forest
event=Saledus 2
event=Reveal Objective 2 - Lumberjack
event=Enable Lumberjack
event=Goto Home
event=Amalea 1
current_event=0
state=init

[Lumberjack Complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Lumberjack complete
event=Goto Home
event=Amalea 2
event=Reveal Objective 3 - Sawmill
event=Enable Sawmill
current_event=0
state=init

[Sawmill Complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Sawmill complete
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Lumberjacks complete
event=Goto Home
event=Amalea 3
event=Reveal Objective 4 - Forester
event=Enable Forester
event=Set Sawmill and Lumberjacks complete
current_event=0
state=init

[Forester Complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Forester complete
event=Goto Home
event=Saledus 3
event=Reveal Objective 5 - Quarry
event=Enable Quarry
current_event=0
state=init

[Quarry Complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Quarry complete
event=Goto Home
event=Saledus 4
event=Set time to final event
current_event=0
state=init

[End]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=End Trigger
event=Diary page 4
event=Reveal Empiretut02
current_event=0
state=init

[Safe Peninsula]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=End Trigger
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Extra Barracks 1
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Extra Barracks 2
conditional_element_05=AND
conditional_element_06=trigger
conditional_element_06_data=Extra Barracks 3
conditional_element_07=AND
conditional_element_08=trigger
conditional_element_08_data=Extra Barracks 4
conditional_element_09=AND
conditional_element_10=trigger
conditional_element_10_data=Extra Barracks 5
conditional_element_11=AND
conditional_element_12=trigger
conditional_element_12_data=Extra Barracks 6
conditional_element_13=AND
conditional_element_14=trigger
conditional_element_14_data=Extra Barracks 7
conditional_element_15=AND
conditional_element_16=trigger
conditional_element_16_data=Extra Barracks 8
conditional_element_17=AND
conditional_element_18=trigger
conditional_element_18_data=Extra Barracks 9
conditional_element_19=AND
conditional_element_20=trigger
conditional_element_20_data=Extra Barracks 10
event=Safe Peninsula
current_event=0
state=init
