//Changes map orders for units to follow.

//Map Orders
//#0 None – No orders

//#1 Defend 1 – Land units will choose defend 1 over other hexes when an objective is threatened and on the defensive.

//#2 Defend 2 - Land units will choose defend 2 over defend 1 when an objective is threatened and on the defensive.

//#3 Small Garrison + Air Garrison - Puts a small garrison and any air unit available on this hex

//#4 Air Superiority Garrison – This allows you to hold an air superiority group at a position and not allow it to move unless it is threatened to be overrun. It will not pick up scripting orders or move to areas that need air support. An example of its use is keeping the RAF in England during the Battle of France to limit their exposure to be overrun.

//#5 Air Superiority Interceptor Defense  - Air garrison locations vs strategic bombing. Air units will stay for 3 turns defending the area vs strategic bombardment within their range.

//#6 Bomber Garrison - As air superiority garrison but for bombers

//#7 Air Attack – This tells the air forces to start continuous land air strikes vs land units within the tactical range of where the order is placed. It can be used to prepare for an invasion. The Normandy invasions are an example of where an air attack order in France is useful for the Allies.

//#8 Raid Supply – This sets locations where submarine groups interdict ports to damage their supply. Raid hexes need to be within 4 hexes of enemy ports. This value is the default range. The range can be changed in the editor.

//#9 Raid Merchant – This sets up locations where submarines can raid production convoys. Subs will pick the safest of these locations to attack convoys. 

//Note: Place raids in as few hexes as possible to improve game speed.

//#10 Invade – Hexes choose for invasion. The A.I. will keep looking for new hexes to invade for 3 turns before it returns to base if all invasion hexes are filled.

//Note: When fleets with invasion orders arrive at their waypoint they will look for invasion order hexes to move to and invade within tactical range.

//#11 Garrison Large - Large corps and armies go to large garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors.

//#12 Garrison Armor - Armor and mechanized go to armor garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors.

//#13 Garrison Small - Small corps, small armies, and divisions go to small garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors.

//#14 Retreat – Orders all units within tactical range to retreat to a supply source from this area. This is best used to prevent the A.I. from being encircled at key locations.

//#16 Small Naval Patrol - A.I. will send 2 naval groups to stay at this location attempting to intercept enemy fleets.

//#17 Medium Naval Patrol - A.I. will send 4 naval groups to stay at this location attempting to intercept enemy fleets.

//#18 Large Naval Patrol - A.I. will send 6 naval groups to stay at this location attempting to intercept enemy fleets.

//#19 Garrison Headquarters - Headquarters go to small garrison positions before any other map order. They will only retreat if the enemy has a large advantage in combat factors.

//#20 Hold Large - Large corps and armies go to large garrison positions before any other map order.

//#21 Hold Armor - Armor and mechanized go to armor garrison positions before any other map order.

//#22 Hold Small - Small corps, small armies, and divisions go to small garrison positions before any other map order.

//Note: Units in hold locations never retreat from these order positions

//#24 Battleground Port – This port is designated to hold battle group and support group units only.

//#25 Carrier Port – This port is designated to hold carrier groups and support groups only.

//#26 Submarine Port – This port is the priority choice for submarines to base in.

//#27 Offensive Large - Large corps and armies go to large offensive garrison positions to prepare for big offensives. They are similar to holds except they are occupied last in the order of garrisons orders.

//#28 Offensive Armor - Armor and mechanized go to armor offensive garrison positions to prepare for big offensives. They are similar to holds except they are occupied last in the order of garrisons orders.

//#29 Hold Ships - All naval units within tactical range will stay in the area as long as the order is there resupplying via tankers

//$30 Any Port - This is a port that holds all kinds of ships combining carrier and surface ports

//#31 Ignore - A.I. will not set map orders for this location within the tactical range. It can only be removed with a script.

//trueAxis - sets hex as Axis objective

//trueAllies - sets hex as Allied objective



//Add Garrison Canton
$ChangeOrder
if_Date=12/7/1941
//Hong Kong Axis
xyControl=50,63,Axis
actionCountry=8
lifespan=tillTrigger
//Canton, Hong Kong
xyArea=50,64,20
$End

//Change Philippines garrisons
$ChangeOrder
if_Date=1/1/1939
if_Country=41
if_Surrender=true
actionCountry=8
lifespan=tillTrigger
//Aparri, Lingayen
xyArea=61,59,20
xyArea=59,57,3
$End

//Add garrisons in NEI after surrender
$ChangeOrder
if_Date=1/1/1939
if_Country=18
if_Surrender=true
actionCountry=8
lifespan=tillTrigger
//NEI
xyArea=41,35,11
xyArea=42,35,13
xyArea=40,38,13
xyArea=48,34,6
xyArea=51,33,13
//remove hold after NEI surrenders
xyArea=58,54,0
$End

//add garrison in UK Borneo
$ChangeOrder
if_Date=1/1/1939
actionCountry=8
xyControl=52,45,Axis
lifespan=tillTrigger
//Seria
xyArea=53,45,13
$End

//1944 Garrisons to protect home islands.
$ChangeOrder
if_Date=8/1/1944
actionCountry=8
lifespan=tillTrigger
//Japan
xyArea=80,87,20
xyArea=79,77,20
xyArea=75,77,20
xyArea=73,77,20
xyArea=81,78,22
xyArea=81,77,22
xyArea=81,79,22
xyArea=82,81,22
xyArea=82,85,22
xyArea=80,81,22
xyArea=78,79,22
xyArea=72,77,22
xyArea=74,78,22
xyArea=76,77,22
$End