[global]
packet_version=3

[Begin]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Begin
event=Headquarters
event=Road HQ East
event=Road HQ West
event=Build Eastern Lumberjack
event=Road Eastern Lumberjack East
event=Road Eastern Lumberjack West
event=Build Southern Lumberjack
event=Road Southern Lumberjack East
event=Road Southern Lumberjack West
event=Build Quarry
event=Road Quarry
event=Build Ranger
event=Road Ranger East
event=Road Ranger West
current_event=0
state=init

[Briefing]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=The Story begins
event=Briefing Msg 1
event=Briefing Msg 2
event=Briefing Msg 3
event=Order Msg 01
event=Order Msg 02
event=Order Msg 03
event=Show Rocks
event=Reveal Claim Northeastern Rocks
event=Order Msg 04
current_event=0
state=init

[Advisor 1 Quarry]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Built Quarry
event=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
conditional_element_01=OR
conditional_element_02=trigger
conditional_element_02_data=Discovered Mountain (alternative)
event=Order Msg 06 Geologist
event=Reveal Build Mines
event=Enable Coal Mine
event=Enable Ore Mine
event=Enable Gold Mine
event=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=Order Msg 07 Mines Up
event=Order Msg 08 Mines Up
event=Order Msg 09 Hunter
event=Enable Hunter
event=Enable Gamekeeper
event=Enable Tavern
event=Order Msg 10 Bread
event=Enable Farm
event=Enable Well
event=Enable Bakery
event=Reveal Begin the Hunt
event=Reveal Begin Farming
event=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=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=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=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=Order Msg 14 Refine Ore
event=Enable Smelter
event=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=Order Msg 15 Mines Exhausted
event=Enable Inn
event=Enable Deep Coal Mine
event=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=Order Msg 16 Blackwood
event=Enable Hardener
event=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=Order Msg 17 Grindstone
event=Enable Grinder
event=Enable Well
event=Enable Burner
event=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=Order Msg 18 Fernery
event=Enable Fernery
event=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=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=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=Mission Complete
event=Reveal next scenario
current_event=0
state=init

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

[Story 2]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Story Timer 2
event=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=Village Tree 1
event=Village Tree 2
event=Village Tree 3
event=Village Tree 4
event=Village Tree 5
event=Village Tree 6
event=Village Tree 7
event=Village Tree 8
event=Village Tree 9
event=Village Tree 10
event=Village Tree 11
event=Village Tree 12
event=Village Tree 13
event=Village Tree 14
event=Village Northern Farm Field 1
event=Village Northern Farm Field 2
event=Village Northern Farm Field 3
event=Village Northern Farm Field 4
event=Village Northern Farm Field 5
event=Village Northern Farm Field 6
event=Village Northern Farm Field 7
event=Village Northern Farm Field 8
event=Village Northern Farm Field 9
event=Village Northern Farm Field 10
event=Village Northern Farm Field 11
event=Village Northern Farm Field 12
event=Village Southern Farm Field 1
event=Village Southern Farm Field 2
event=Village Southern Farm Field 3
event=Village Southern Farm Field 4
event=Village Southern Farm Field 5
event=Village Southern Farm Field 6
event=Village Southern Farm Field 7
event=Village Southern Farm Field 8
event=Village Southern Farm Field 9
event=Village Southern Farm Field 10
event=Village Southern Farm Field 11
event=Village Southern Farm Field 12
event=Village Northern Sentry
event=Village Northern Sentry Road
event=Village Hunter
event=Village Hunter Road
event=Village Gamekeeper
event=Village Gamekeeper Road 1
event=Village Gamekeeper Road 2
event=Village Gamekeeper Road 3
event=Village Gamekeeper Road 4
event=Village Northern Farm
event=Village Northern Farm Road 1
event=Village Northern Farm Road 2
event=Village Northern Well
event=Village Northern Well Road
event=Village Northern Bakery
event=Village Northern Bakery Road
event=Village Northeastern Lumberjack
event=Village Northeastern Lumberjack Road
event=Village Middle Lumberjack
event=Village Middle Lumberjack Road
event=Village Southwestern Lumberjack
event=Village Southwestern Lumberjack Road
event=Village Eastern Ranger
event=Village Eastern Ranger Road
event=Village Western Ranger
event=Village Western Ranger Road
event=Village Hardener
event=Village Hardener Road
event=Village Warehouse
event=Village Warehouse Road
event=Village Inn
event=Village Inn Road
event=Village Tavern
event=Village Tavern Road
event=Village Middle Well
event=Village Middle Well Road 1
event=Village Middle Well Road 2
event=Village Southern Farm
event=Village Southern Farm Road
event=Village Southern Bakery
event=Village Southern Bakery Road
event=Village Southern Well
event=Village Southern Well Road
event=Village Southern Sentry
event=Village Southern Sentry Road
event=Village Adjust Eastern Border 1
event=Village Adjust Eastern Border 2
event=Village Adjust Eastern Border 3
event=Village Adjust Eastern Border 4
event=Village Adjust Eastern Border 5
event=Village Adjust Western Border 1
event=Village Adjust Western Border 2
event=Village Show
event=Village
current_event=0
state=init
