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

[global]
packet_version=3

[Begin]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Begin
event=Headquarters 1
event=Headquarters 2
current_event=0
state=init

[Beginning]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Start Trigger
event=Diary page 5
event=Show forests
event=Goto forests
event=Diary page 5.1
event=Reveal Objective 1 - Woodeconomy
event=Goto stones
event=Diary page 5.2
event=Reveal Objective 2 - Quarry
current_event=0
state=init

[Woodeconomy]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Lumberjack complete
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Forester complete
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Sawmill complete
event=Set Woodeconomy-trigger
current_event=0
state=init

[Woodeconomy complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Woodeconomy complete
event=Diary page 6
current_event=0
state=init

[Quarry complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Quarry complete
event=Diary page 7
current_event=0
state=init

[Shipparts]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Saledus found shipparts
event=Show Shipparts
event=Goto Shipparts
event=Saledus 1
event=Enable Small Military Buildings
event=Reveal Objective 3 - military-buildings
event=Goto Home
current_event=0
state=init

[Marblemountains]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Military buildings complete
event=Show Marblemountains
event=Goto Marblemountains
event=Saledus 2
event=Reveal Objective 4 - marblemine
event=Enable Marble Mining
current_event=0
state=init

[View other mountains]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Discovered mountains
event=Show Coalmountains
event=Show Ironmountains
event=Goto Mountains middle
event=Saledus 3
event=Reveal Objective 5 - mining
event=Enable Metal Industry and Stonemason's House
event=Goto Home
current_event=0
state=init

[Mining infrastructure]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Stonemason complete
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Toolsmith complete
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Armoursmith complete
conditional_element_05=AND
conditional_element_06=trigger
conditional_element_06_data=Smelter complete
conditional_element_07=AND
conditional_element_08=trigger
conditional_element_08_data=Ironmine complete
conditional_element_09=AND
conditional_element_10=trigger
conditional_element_10_data=Coalmine complete
conditional_element_11=OR
conditional_element_12=trigger
conditional_element_12_data=Burner complete
conditional_element_13=AND
conditional_element_14=trigger
conditional_element_14_data=Weaponsmith complete
event=Set Mining infrastructure-trigger
current_event=0
state=init

[One or more mines complete]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Marblemine complete
conditional_element_01=OR
conditional_element_02=trigger
conditional_element_02_data=Coalmine complete
conditional_element_03=OR
conditional_element_04=trigger
conditional_element_04_data=Ironmine complete
event=Amalea 1
event=Enable Food Production
event=Reveal Objective 8 - food
current_event=0
state=init

[Food infrastructure]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Tavern complete
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Brewery complete
conditional_element_03=AND
conditional_element_04=trigger
conditional_element_04_data=Fisher complete
conditional_element_05=OR
conditional_element_06=trigger
conditional_element_06_data=Hunter complete
conditional_element_07=OR
conditional_element_08=trigger
conditional_element_08_data=Piggery complete
conditional_element_09=OR
conditional_element_10=trigger
conditional_element_10_data=Bakery complete
event=Set Food infrastructure-trigger
current_event=0
state=init

[Barbarians found]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Marblemine complete
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Ironmine complete
conditional_element_03=OR
conditional_element_04=trigger
conditional_element_04_data=Marblemine complete
conditional_element_05=AND
conditional_element_06=trigger
conditional_element_06_data=Coalmine complete
conditional_element_07=OR
conditional_element_08=trigger
conditional_element_08_data=Burner complete
conditional_element_09=OR
conditional_element_10=trigger
conditional_element_10_data=Ironmine complete
conditional_element_11=AND
conditional_element_12=trigger
conditional_element_12_data=Coalmine complete
conditional_element_13=OR
conditional_element_14=trigger
conditional_element_14_data=Burner complete
event=Show Barbarians 1
event=Show Barbarians 2
event=Goto Barbarians
event=Diary page 8
event=Reveal Objective 6 - bigger military buildings
event=Enable Medium Military Buildings
current_event=0
state=init

[Bigger military buildings]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Outpost complete
conditional_element_01=OR
conditional_element_02=trigger
conditional_element_02_data=Barrier complete
conditional_element_03=OR
conditional_element_04=trigger
conditional_element_04_data=Tower complete
event=Set Bigger military building-trigger
current_event=0
state=init

[Command for Attack]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Mining infrastructure complete
conditional_element_01=AND
conditional_element_02=trigger
conditional_element_02_data=Bigger military building complete
event=Diary page 9
event=Enable Fortress
event=Reveal Objective 7 - Attack
current_event=0
state=init

[Victory1]
repeating=false
conditional_element_00=trigger
conditional_element_00_data=Victory
event=Diary page 10
event=7 days later
event=Diary page 11
current_event=0
state=init

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