# event_chain-file of second Empire Tutorial - created by Peter Schwanemann, 2007

[global]
packet_version=1

[Beginning]
repeating=false
nr_conditional_element=1
conditional_element_00=trigger
conditional_element_00_data=Start Trigger
nr_events=8
event_00=Diary page 5
event_01=Show forests
event_02=Goto forests
event_03=Diary page 5.1
event_04=Unhide Objective 1 - Woodeconomy
event_05=Goto stones
event_06=Diary page 5.2
event_07=Unhide Objective 2 - Quarry
current_event=0
state=init

[Disable Buildings]
repeating=false
nr_conditional_element=1
conditional_element_00=trigger
conditional_element_00_data=Start Trigger
nr_events=39
event_00=Disable Building 01
event_01=Disable Building 02
event_02=Disable Building 03
event_03=Disable Building 04
event_04=Disable Building 05
event_05=Disable Building 06
event_06=Disable Building 07
event_07=Disable Building 08
event_08=Disable Building 09
event_09=Disable Building 10
event_10=Disable Building 11
event_11=Disable Building 12
event_12=Disable Building 13
event_13=Disable Building 14
event_14=Disable Building 15
event_15=Disable Building 16
event_16=Disable Building 17
# Forester
event_17=Disable Building 19
event_18=Disable Building 20
event_19=Disable Building 21
event_20=Disable Building 22
# Lumberjack
event_21=Disable Building 24
event_22=Disable Building 25
event_23=Disable Building 26
event_24=Disable Building 27
event_25=Disable Building 28
# Quarry
# Sawmill
event_26=Disable Building 31
event_27=Disable Building 32
event_28=Disable Building 33
event_29=Disable Building 34
event_30=Disable Building 35
event_31=Disable Building 36
event_32=Disable Building 37
event_33=Disable Building 38
event_34=Disable Building 39
event_35=Disable Building 40
event_36=Disable Building 41
event_37=Disable Building 42
event_38=Disable Building 43
current_event=0
state=init

[Woodeconomy]
repeating=false
nr_conditional_element=7
conditional_element_00=(
conditional_element_01=trigger
conditional_element_01_data=Lumberjack complete
conditional_element_02=AND
conditional_element_03=trigger
conditional_element_03_data=Forester complete
conditional_element_04=AND
conditional_element_05=trigger
conditional_element_05_data=Sawmill complete
conditional_element_06=)
nr_events=1
event_00=Set Woodeconomy-trigger
current_event=0
state=init

[Woodeconomy complete]
repeating=false
nr_conditional_element=1
conditional_element_00=trigger
conditional_element_00_data=Woodeconomy complete
nr_events=1
event_00=Diary page 6
current_event=0
state=init

[Quarry complete]
repeating=false
nr_conditional_element=1
conditional_element_00=trigger
conditional_element_00_data=Quarry complete
nr_events=1
event_00=Diary page 7
current_event=0
state=init

[Shipparts]
repeating=false
nr_conditional_element=1
conditional_element_00=trigger
conditional_element_00_data=Saledus found shipparts
nr_events=6
event_00=Show Shipparts
event_01=Goto Shipparts
event_02=Saledus 1
event_03=Enable Barracks
event_04=Enable Sentry
event_05=Unhide Objective 3 - military-buildings
current_event=0
state=init

[Marblemountains]
repeating=false
nr_conditional_element=5
conditional_element_00=(
conditional_element_01=trigger
conditional_element_01_data=Barracks complete
conditional_element_02=OR
conditional_element_03=trigger
conditional_element_03_data=Sentry complete
conditional_element_04=)
nr_events=7
event_00=Set military buildings trigger
event_01=Show Marblemountains
event_02=Goto Marblemountains
event_03=Saledus 2
event_04=Unhide Objective 4 - marblemine
event_05=Enable Marblemine
event_06=Enable Deep Marblemine
current_event=0
state=init

[View other mountains]
repeating=false
nr_conditional_element=5
conditional_element_00=(
conditional_element_01=trigger
conditional_element_01_data=Sentry near mountains
conditional_element_02=OR
conditional_element_03=trigger
conditional_element_03_data=Barracks near mountains
conditional_element_04=)
nr_events=15
event_00=Show Coalmountains
event_01=Show Ironmountains
event_02=Goto Mountains middle
event_03=Saledus 3
event_04=Unhide Objective 5 - mining
event_05=Enable Coalmine
event_06=Enable Deep Coalmine
event_07=Enable Oremine
event_08=Enable Deep Oremine
event_09=Enable Stonemason
event_10=Enable Carpenter
event_11=Enable Armoursmith
event_12=Enable Weaponsmith
event_13=Enable Smelter
event_14=Enable Burner
current_event=0
state=init

[Mining infrastructure]
repeating=false
nr_conditional_element=17
conditional_element_00=(
conditional_element_01=trigger
conditional_element_01_data=Stonemason complete
conditional_element_02=AND
conditional_element_03=trigger
conditional_element_03_data=Carpenter complete
conditional_element_04=AND
conditional_element_05=trigger
conditional_element_05_data=Armoursmith complete
conditional_element_06=AND
conditional_element_07=trigger
conditional_element_07_data=Smelter complete
conditional_element_08=AND
conditional_element_09=trigger
conditional_element_09_data=Burner complete
conditional_element_10=AND
conditional_element_11=trigger
conditional_element_11_data=Ironmine complete
conditional_element_12=AND
conditional_element_13=trigger
conditional_element_13_data=Coalmine complete
conditional_element_14=AND
conditional_element_15=trigger
conditional_element_15_data=Weaponsmith complete
conditional_element_16=)
nr_events=1
event_00=Set Mining infrastructure-trigger
current_event=0
state=init

[One or more mines complete]
repeating=false
nr_conditional_element=7
conditional_element_00=(
conditional_element_01=trigger
conditional_element_01_data=Marblemine complete
conditional_element_02=OR
conditional_element_03=trigger
conditional_element_03_data=Coalmine complete
conditional_element_04=OR
conditional_element_05=trigger
conditional_element_05_data=Ironmine complete
conditional_element_06=)
nr_events=13
event_00=Amalea 1
event_01=Enable Fisher
event_02=Enable Well
event_03=Enable Farm
event_04=Enable Brewery
event_05=Enable Vineyard
event_06=Enable Vintagery
event_07=Enable Mill
event_08=Enable Bakery
event_09=Enable Hunter
event_10=Enable Piggery
event_11=Enable Tavern
event_12=Enable Inn
current_event=0
state=init

[Barbarians found]
repeating=false
nr_conditional_element=17
conditional_element_00=(
conditional_element_01=trigger
conditional_element_01_data=Marblemine complete
conditional_element_02=AND
conditional_element_03=trigger
conditional_element_03_data=Ironmine complete
conditional_element_04=)
conditional_element_05=OR
conditional_element_06=(
conditional_element_07=trigger
conditional_element_07_data=Marblemine complete
conditional_element_08=AND
conditional_element_09=trigger
conditional_element_09_data=Coalmine complete
conditional_element_10=)
conditional_element_11=OR
conditional_element_12=(
conditional_element_13=trigger
conditional_element_13_data=Ironmine complete
conditional_element_14=AND
conditional_element_15=trigger
conditional_element_15_data=Coalmine complete
conditional_element_16=)
nr_events=8
event_00=Show Barbarians 1
event_01=Show Barbarians 2
event_02=Goto Barbarians
event_03=Diary page 8
event_04=Unhide Objective 6 - bigger military buildings
event_05=Enable Outpost
event_06=Enable Barrier
event_07=Enable Tower
current_event=0
state=init

[Bigger military buildings]
repeating=false
nr_conditional_element=7
conditional_element_00=(
conditional_element_01=trigger
conditional_element_01_data=Outpost complete
conditional_element_02=OR
conditional_element_03=trigger
conditional_element_03_data=Barrier complete
conditional_element_04=OR
conditional_element_05=trigger
conditional_element_05_data=Tower complete
conditional_element_06=)
nr_events=1
event_00=Set Bigger military building-trigger
current_event=0
state=init

[Command for Attack]
repeating=false
nr_conditional_element=5
conditional_element_00=(
conditional_element_01=trigger
conditional_element_01_data=Mining infrastructure complete
conditional_element_02=AND
conditional_element_03=trigger
conditional_element_03_data=Bigger military building complete
conditional_element_04=)
nr_events=3
event_00=Diary page 9
event_01=Enable Fortress
event_02=Unhide Objective 7 - Attack
current_event=0
state=init

[Victory]
repeating=false
nr_conditional_element=1
conditional_element_00=trigger
conditional_element_00_data=Victory
nr_events=3
event_00=Diary page 10
event_01=7 days later
event_02=Diary page 11
current_event=0
state=init

#Optional (not needed for winning)
[Amalea 2]
repeating=false
nr_conditional_element=1
conditional_element_00=trigger
conditional_element_00_data=Tavern complete
nr_events=1
event_00=Amalea 2
current_event=0
state=init

