;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; OFFENSIVE SCRIPT ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; USAGE - Basic structure of an AI planning event: ; Event will be triggered by #COUNTRY_ID and #GOAL_POSITION. ; { ; #NAME= Event name (this will be shown as a selectable event under an OPTIONS screen within the game) ; #POPUP= Event popup text (this will be displayed when the event occurs) ; #FLAG= Will this be a default event for the campaign? (values range [0, 1]; True= 1; False= 0) ; #TYPE= Values range [0, 3] With all other fields satisfied will this be: ; 0 = Single check regardless if #TRIGGER is satisfied ; 1 = Multiple check until #TRIGGER is satisfied ; 2 = Reoccuring check until end of game ; OR Once the #DATE field is satisfied: ; 3 = Event fires once if all other fields are satisfied, else it will not fire. ; Either way, event will be removed never to be looked at again ; #LEVEL= What minimum skill level, as selected from the AI difficulty level screen in game, with this event apply to? ; Values: [0, 4]; Green= 0; Novice= 1; Intermediate= 2; Veteran= 3; Expert= 4 ; #GV= Does the event activate based on the Global Variable values assigned? ; Ten random Global Variables are assigned at the start of the campaign each with a value between [1,100] ; Format: GV [min, max]; GV range [1,10]; min range [1,100]; max range [1,100] ; Example A) #GV= 1[1,100] will always trigger because Global Variable #1 will always have a value between [1,100] ; Example B) #GV= 4[71,100] will trigger 30% per game ; #LINK= Does the event activate based on the Link values assigned? ; A campaign can have up to 1100 Decision events and is referenced by other events via this parameter ; Format: decision[flag]; flag range [0, 1]; True= 1; False= 0 ; Example A) #LINK= 0[0] will always trigger as formal DECISION events can only be from 1-1100 ; Example B) #LINK= 1[0] will trigger whenever #DECISION= 1 is not accepted ; Example C) #LINK= 3[1] will trigger whenever #DECISION= 3 is accepted ; #TRIGGER= Trigger percentage that the event will occur (values range [0, 100]) ; #COUNTRY_ID= Country ID associated with this event ; #SIZE= How many units should be assigned to this plan? ; Format: min_size, max_size ; #BUILD_LENGTH= How many game turns (German or Allied) do you want the build up period of the plan to last? ; #LENGTH= How many game turns (German or Allied) should pass before the plan (post #BUILD_LENGTH period) is cancelled? ; #RANGE= How many hexes should we search for units to fulfill this plan? ; Range checks from both the first listed #FRIENDLY_POSITION and then the #GOAL_POSITION if needed. ; #GOAL_POSITION= What is the map position that is the objective of this plan? ; #DATE= Date that must be satisfied (in game) for event to occur (format yyyy/mm/dd) ; #STEAL= Set priority by stealing units from other plans ; Values: [0, 3]; False= 0; Steal_Offensive= 1; Steal_Defensive= 2; Steal_Offensive_Or_Defensive= 3) ; #FRIENDLY_POSITION= Positions that must be under friendly control in order for event to occur. More than one can be set. ; #VARIABLE_CONDITION= Under what variable conditions will this event occur. More than one can be set. ; Format: country_id [political_alignment] [min_activation%] [surrendered_flag] ; #TACTICAL_CONDITION= Tactical map position (resource) that currently MUST NOT be threatened for event to occur, i.e. plan ; owner should have tactical advantage over this position. More than one can be set. ; Format: x,y [tactical_flag] ; #ACTIVATE_POSITION= Condition positions that will serve to ACTIVATE the event. Looks at distance as well as a selected ; number of German/Allied units as specified by 'alignment' flag. More than one can be set. ; Format: x,y [min_range, max_range] [min_units, max_units] [alignment] ; #CANCEL_POSITION= Condition positions that will serve to CANCEL the event. Looks at distance as well as a selected number ; of German/Allied units as specified by 'alignment' flag. More than one can be set. ; Format: x,y [min_range, max_range] [min_units, max_units] [alignment] ; } ; NOTES: Each event must be preceded by a '{' and end with a '}' ; A country can only have a single plan based on this criteria and will be assigned the first valid plan regardless of ; duplicate script entries (even if the remaining control '#' values are different). This will also allow you to set ; up a variety of plans with the same identity but different control '#' parameters where the first 'event' satisfied ; will be the fist plan assigned (for added variability). ; BUILD_UP_OFFENSIVE - Once this plan is successfully converted to an OFFENSIVE plan the game engine will automatically ; declare war if the #GOAL_POSITION still refers to a currently inactive country. This plan may also be ; cancelled (prematurely) and reassessed if the #GOAL_POSITION refers to a recently activated country ; (i.e. through diplomacy, events, opponent's declaration of war etc.). ; BUILD_UP_OFFENSIVE - Plans will only be assigned to fully activated countries. Internally the game engine automatically ; assigns OFFENSIVE and DEFENSIVE plans depending on the current tactical situation. In this case the ; plan keeps track of several tactical ratios. A CANCEL_RATIO is assigned that is 1/2 of the plan's ; START_RATIO. If the CANCEL_RATIO is ever met then the plan is cancelled and reassessed. For example, ; a CANCEL_RATIO= 1 and a #PLAN_ID= OFFENSIVE would mean that the plan would be cancelled if we ever ; reached a tactical situation of 1-to-1. Meaning tactically the current offensive presence must ; remain greater than the current defensive presence of your opponent. For DEFENSIVE plans a lower ; CANCEL_RATIO value such as CANCEL_RATIO= .5 would mean that the plan's defensive presence is now ; 2-to-1 in comparison to the presence of enemy offensive units. Subsequently this plan would now be ; cancelled in favor of a new OFFENSIVE plan (automatically handled by the game engine). ; CURRENT_RATIO - Formulas below for more details. The CURRENT_RATIO formulas: ; OFFENSIVE -> current ratio := tactical defense / tactical attack (threat) ; DEFENSIVE -> current ratio := tactical attack (threat) / tactical_defense Mapwise, the tactical situation is assessed ; for each unit and resource based on each offensive/defensive unit within a 5 hex range (8 hexs for naval units) and ; by the tactical attack/tactical defense values divided by their distance. Note, air units are assessed if they are ; within general strike range of a unit or resource. For AI units the planning and tactical assessments can be termined ; by selecting an AI unit and then pressing the tilde ('~') key. General AI info can be also accessed at any time by ; pressing the tilde key when nothing else is selected on the map. Format for General Plan Information: - Country - ; [PLAN_ID] GOAL_POSITION: INITIAL_SIZE SIZE(CORE UNITS) TOTAL_SIZE START_RATIO CANCEL_RATIO CURRENT_RATIO LENGTH ; TURNS_PASSED. This can also be viewed during FoW so don't check unless you really want to know what the AI is up to! ; #SIZE - This value must be satisfied or the event will not occur. For example, if the game engine cannot find enough ; enough units to satisfy the #SIZE requirement the event will not be added to the active plan list. The values ; refer to the number of units assigned to a plan except for non-core units including: ; HQ, Anti-Air, Artillery, Rail Gun, Coastal Gun, Rockets, Armoured Train, Anti-Tank, Airships, Fighters, ; Tactical Bombers, Medium Bombers, Strategic Bombers, Maritime Bombers, Kamikazes ; These non-core units are added to the plan (closest available unit without a plan) after all other land units. ; Therefore, a plan set to #SIZE= 5 would infact end up being a plan with a size equal to 6 after the game engine ; includes an HQ and so on. Essentially, in order to have the plan satisfy the #SIZE requirement keep in mind the ; original count does not include available HQ, Rockets, Air Fleet and Bombers as these are added in after the ; #SIZE value is satisfied. ; #BUILD_LENGTH= - How long do you want the build up period of the plan to last? Length of zero means it will take ; immediate effect ; #LENGTH - How long do you want the plan (post #BUILD_LENGTH period) to last. ; #GOAL_POSITION - This must be either a Town, City, Capital or Fortress etc. ; #STEAL - Do we steal units available from other plans. This flag will only allow you to steal units from existing ; OFFENSIVE or DEFENSIVE plans. See STEAL ID REFERENCE VALUES for more details. ; #FRIENDLY_POSITION - First position must refer to a land hex, subsequent positions can refer to either land or coastal ; hexs. Refers to the current side associated with this plan. For all AI scripts that use the ; position field, the AI picks available units closest to and connected to the first ; #FRIENDLY_POSITION, within #RANGE, and then sends them to the nearest available position for the ; script e.g., a city for a GUARD script, a port for a TRANSPORT script, etc. All AI scripts require ; that the first #FRIENDLY_POSITION be a land hex, with the exception of Fleet scripts. ; #VARIABLE_CONDITION - Can also list countries that have not yet fully entered the war. For example by listing an ; activation % less than 100% you are providing a check where the #VARIABLE_CONDITION country must ; meet a minimum activation % (but is not yet at 100%) in order for the event to occur. To check for ; a fully activated country simply list the activation % at 100%. ; #TACTICAL_CONDITION - Refers to the current side, i.e. country associated with this plan having tactical superiority over ; the specified map position. Tactical superiority can be fine tuned via the TACTICAL_ID flag. ; TACTICAL_ID= SEA - Implies that the port or city in question has an adjacent enemy unit in order for it to be threatened. ; For example a land locked city can never be threated by SEA so this can be used as a dummy position. ; #ACTIVATE_POSITION - Distance or range checks will be based on the specified x,y position. For example if the x,y position ; is a coastal hex then range checks will be made on sea hexs, otherwise if it is a land hex range ; checks will be made on land hexs only. Once a plan has been properly activated then all references to ; #ACTIVATE_POSITION are removed from the plan as these conditions have been satisfied. ; #CANCEL_POSITION - To set the CANCEL conditions based on unit positions for the event. Distance or range checks will be ; based on the specified x,y position. For example if the x,y position is a coastal hex then range ; checks will be made on sea hexs, otherwise if it is a land hex range checks will be made on land hexs ; only. Set dummy cancel position (single neutral unit at position 0,0). This is not possible as no unit ; can occupy hex 0,0 so event will not be cancelled due to #CONDITION_POSITION. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; #FRIENDLY_POSITION will be read using AND logic. ; #VARIABLE_CONDITION line will be read using AND logic. ; #TACTICAL_CONDITION line will be read using AND logic. ; #ACTIVATE_POSITION line will be read using OR logic. ; #CANCEL_POSITION line will be read using OR logic. ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; Use the reference values provided for #COUNTRY_ID and not the country names ; Use the reference values provided for #LEVEL and not the level names ; Use the reference values provided for TACTICAL_ID and not tactical names ; Use the reference values provided for POLITICAL ALIGNMENT and not names ; Use the reference values provided for SURRENDER flags and not names ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; COUNTRY ID REFERENCE VALUES - Country IDs ; #SEA= Sea ; #NEUTRAL= Neutral ; #COUNTRY_ID_0= Neutral ; #COUNTRY_ID_3= Albania ; #COUNTRY_ID_4= Kuwait ; #COUNTRY_ID_5= Colonies ; #COUNTRY_ID_10= Belgium ; #COUNTRY_ID_19= Bulgaria ; #COUNTRY_ID_21= Canada ; #COUNTRY_ID_31= Denmark ; #COUNTRY_ID_36= Egypt ; #COUNTRY_ID_38= Estonia ; #COUNTRY_ID_39= Finland ; #COUNTRY_ID_40= France ; #COUNTRY_ID_41= Danzig ; #COUNTRY_ID_45= German ; #COUNTRY_ID_46= Greece ; #COUNTRY_ID_47= Greenland ; #COUNTRY_ID_52= Hungary ; #COUNTRY_ID_54= India ; #COUNTRY_ID_56= Iraq ; #COUNTRY_ID_57= Ireland ; #COUNTRY_ID_59= Italy ; #COUNTRY_ID_61= Latvia ; #COUNTRY_ID_64= Lithuania ; #COUNTRY_ID_65= Luxembourg ; #COUNTRY_ID_73= Netherlands ; #COUNTRY_ID_78= Norway ; #COUNTRY_ID_79= Palestine ; #COUNTRY_ID_82= Persia ; #COUNTRY_ID_85= Poland ; #COUNTRY_ID_87= Portugal ; #COUNTRY_ID_93= Romania ; #COUNTRY_ID_95= Saudi Arabia ; #COUNTRY_ID_96= Slovakia ; #COUNTRY_ID_99= Spain ; #COUNTRY_ID_103= Sweden ; #COUNTRY_ID_104= Switzerland ; #COUNTRY_ID_109= Transjordan ; #COUNTRY_ID_111= Turkey ; #COUNTRY_ID_112= UK ; #COUNTRY_ID_115= USA ; #COUNTRY_ID_116= USSR ; #COUNTRY_ID_120= Yugoslavia ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; STEAL ID REFERENCE VALUES ; FALSE= 0 ; STEAL OFFENSIVE= 1 ; STEAL DEFENSIVE= 2 ; STEAL OFFENSIVE OR DEFENSIVE= 3 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; TACTICAL ID REFERENCE VALUES ; ANY= 0 ; LAND= 1 ; AIR= 2 ; NAVAL= 3 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; POLITICAL ALIGNMENT REFERENCE VALUES ; NEUTRAL= 0 ; German= 1 ; ALLIED= 2 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; SURRENDERED FLAG REFERENCE VALUES ; NOT SURRENDERED= 0 ; SURRENDERED= 1 ;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; ; UK Build Up Offensive { #NAME= UK - Edinburg->London #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 112 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 3,9 #BUILD_LENGTH= 0 #LENGTH= 6 #RANGE= 9 #GOAL_POSITION= 147,77 #DATE= 1939/09/01 #STEAL= 1 #FRIENDLY_POSITION= 140,65 ; UK politically and not surrendered #VARIABLE_CONDITION= 112 [2] [100] [0] ; Scapa Flow not tactically threatened #TACTICAL_CONDITION= 141,56 [1] ; German unit near London #ACTIVATE_POSITION= 147,77 [0,9] [1,1] [1] ; No German unit near London #CANCEL_POSITION= 147,77 [0,3] [0,0] [1] } ; UK Build Up Offensive { #NAME= UK - Alexandria->Tripoli #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 112 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 6,12 #BUILD_LENGTH= 3 #LENGTH= 9 #RANGE= 9 #GOAL_POSITION= 172,121 #DATE= 1939/09/01 #STEAL= 3 #FRIENDLY_POSITION= 206,124 ; UK and not surrendered #VARIABLE_CONDITION= 112 [2] [100] [0] ; Alexandria not tactically threatened #TACTICAL_CONDITION= 206,124 [1] ; German unit near Tripoli #ACTIVATE_POSITION= 172,121 [0,9] [1,1] [1] ; German unit near Jerusalem #CANCEL_POSITION= 216,123 [0,9] [0,0] [1] ; No German unit near Tripoli #CANCEL_POSITION= 172,121 [0,3] [0,0] [1] } ; USA Build Up Offensive { #NAME= USA - Africa->Spain #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 115 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 10,30 #BUILD_LENGTH= 50 #LENGTH= 9 #RANGE= 12 #GOAL_POSITION= 127,126 #DATE= 1942/01/01 #STEAL= 0 ; Ifni #FRIENDLY_POSITION= 127,126 ; USA and not surrendered #VARIABLE_CONDITION= 115 [2] [100] [0] ; Washington not tactically threatened #TACTICAL_CONDITION= 4,108 [0] ; German unit near Gibraltar #ACTIVATE_POSITION= 136,114 [0,9] [1,1] [1] ; No German unit near Gibraltar #CANCEL_POSITION= 136,114 [0,9] [0,0] [1] } ; USSR Build Up Offensive { #NAME= USSR - Moscow->Smolensk #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 116 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 6,12 #BUILD_LENGTH= 3 #LENGTH= 9 #RANGE= 9 #GOAL_POSITION= 209,68 #DATE= 1940/05/01 #STEAL= 0 #FRIENDLY_POSITION= 221,65 ; USSR and not surrendered #VARIABLE_CONDITION= 116 [2] [100] [0] ; Moscow not tactically threatened #TACTICAL_CONDITION= 221,65 [1] ; German unit near Smolensk #ACTIVATE_POSITION= 209,68 [0,6] [1,1] [1] ; No German unit near Smolensk #CANCEL_POSITION= 209,68 [0,3] [0,0] [1] } ; USSR Build Up Offensive { #NAME= USSR - Warsaw->Berlin #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 116 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 9,12 #BUILD_LENGTH= 3 #LENGTH= 9 #RANGE= 9 #GOAL_POSITION= 173,74 #DATE= 1940/05/01 #STEAL= 1 #FRIENDLY_POSITION= 188,76 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Warsaw not tactically threatened #TACTICAL_CONDITION= 188,76 [1] ; German unit near Berlin #ACTIVATE_POSITION= 173,74 [0,9] [1,1] [1] ; No German unit near Berlin #CANCEL_POSITION= 173,74 [0,6] [0,0] [1] } ; German Build Up Offensive { #NAME= German - Denmark - Odense->Aalborg #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 3,6 #BUILD_LENGTH= 0 #LENGTH= 6 #RANGE= 6 #GOAL_POSITION= 166,62 #DATE= 1939/09/01 #STEAL= 0 #FRIENDLY_POSITION= 167,66 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Leipzig not tactically threatened #TACTICAL_CONDITION= 171,78 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; No Allies unit near Aalborg #CANCEL_POSITION= 166,62 [0,0] [0,0] [2] } ; German Build Up Offensive { #NAME= German - Denmark - Odense->Copenhagen #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 3,6 #BUILD_LENGTH= 1 #LENGTH= 6 #RANGE= 6 #GOAL_POSITION= 171,65 #DATE= 1939/09/01 #STEAL= 1 #FRIENDLY_POSITION= 167,66 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Berlin not tactically threatened #TACTICAL_CONDITION= 173,74 [3] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; No Allies unit near Copenhagen #CANCEL_POSITION= 171,65 [0,0] [0,0] [2] } ; German Build Up Offensive { #NAME= German - Poland - Neustetin->Danzig #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 3,3 #BUILD_LENGTH= 0 #LENGTH= 1 #RANGE= 3 #GOAL_POSITION= 183,69 #DATE= 1939/09/01 #STEAL= 0 #FRIENDLY_POSITION= 180,72 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Berlin not tactically threatened #TACTICAL_CONDITION= 173,74 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; No Allies unit near Danzig #CANCEL_POSITION= 183,69 [0,0] [0,0] [2] } ; German Build Up Offensive { #NAME= German - Luxembourg - Coblenz->Luxembourg #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 3,6 #BUILD_LENGTH= 0 #LENGTH= 3 #RANGE= 3 #GOAL_POSITION= 159,82 #DATE= 1939/09/01 #STEAL= 0 #FRIENDLY_POSITION= 161,80 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Berlin not tactically threatened #TACTICAL_CONDITION= 173,74 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] ; No Allies unit near Luxemborg #CANCEL_POSITION= 159,82 [0,0] [0,0] [2] } ; German prepares to attack the USSR { #NAME= German - USSR - Konigsberg->Kaunas #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 6,12 #BUILD_LENGTH= 9 #LENGTH= 6 #RANGE= 9 #GOAL_POSITION= 194,68 #DATE= 1941/02/01 #STEAL= 0 #FRIENDLY_POSITION= 187,68 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Berlin not tactically threatened #TACTICAL_CONDITION= 173,74 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] } ; German prepares to attack the USSR { #NAME= German - USSR - Warsaw->Minsk #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 6,12 #BUILD_LENGTH= 9 #LENGTH= 6 #RANGE= 9 #GOAL_POSITION= 201,71 #DATE= 1941/02/01 #STEAL= 0 #FRIENDLY_POSITION= 188,76 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Warsaw not tactically threatened #TACTICAL_CONDITION= 188,76 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] } ; German prepares to attack the USSR { #NAME= German - USSR - Rowno->Kiev #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 6,12 #BUILD_LENGTH= 9 #LENGTH= 6 #RANGE= 6 #GOAL_POSITION= 207,80 #DATE= 1941/02/01 #STEAL= 0 #FRIENDLY_POSITION= 198,80 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Berlin not tactically threatened #TACTICAL_CONDITION= 173,74 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] } ; German prepares to attack the USSR { #NAME= German - USSR - Jassy->Odessa #POPUP= #FLAG= 1 #TYPE= 1 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 6,12 #BUILD_LENGTH= 9 #LENGTH= 6 #RANGE= 6 #GOAL_POSITION= 207,90 #DATE= 1941/02/01 #STEAL= 0 #FRIENDLY_POSITION= 201,89 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Berlin not tactically threatened #TACTICAL_CONDITION= 173,74 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] } ; German prepares to attack the USSR: { #NAME= German - USSR - Stalingrad->Baku #POPUP= #FLAG= 1 #TYPE= 2 #COUNTRY_ID= 45 #TRIGGER= 100 #LEVEL= 0 #GV= 1[1,100] #LINK= 0[0] #SIZE= 6,9 #BUILD_LENGTH= 9 #LENGTH= 9 #RANGE= 9 #GOAL_POSITION= 245,104 #DATE= 1942/02/10 #STEAL= 2 #FRIENDLY_POSITION= 234,85 ; German and not surrendered #VARIABLE_CONDITION= 45 [1] [100] [0] ; Stalingrad not tactically threatened #TACTICAL_CONDITION= 234,85 [1] #ACTIVATE_POSITION= 0,0 [0,0] [0,0] [0] #CANCEL_POSITION= 0,0 [0,0] [1,1] [0] }