// Version 1.002

SCEN_ID,1

// Alliance data sheet for ww2

DATA,AXIS_ALLIANCE,1
DATA,ALLIES_ALLIANCE,2


// date,month,year
// winter,0 or 1
// hostile,nation,player
// area,region,player

DATE,7,1939
WINTER,1
HOSTILE,Poland,PLAYER_GER,
HOSTILE,Commonwealth,PLAYER_GER,
HOSTILE,Canada,PLAYER_GER,
HOSTILE,France,PLAYER_GER,
HOSTILE,Germany,PLAYER_UN,
HOSTILE,Japan,PLAYER_CHI,
HOSTILE,China,PLAYER_JAP,
HOSTILE,UK,PLAYER_GER,

AT_WAR,68	//poland

POPPOOL,66,11
POPPOOL,158,1
POPPOOL,145,1
POPPOOL,230,1
POPPOOL,319,1



// Free chinese troops in attacked region (N free militia)
MAKE_MILITIA,PLAYER_CHI,China,2,0
MAKE_MILITIA,PLAYER_UN,United States,1,0
MAKE_MILITIA,PLAYER_UN,Canada,1,0
MAKE_MILITIA,PLAYER_GER,Germany,1,0
MAKE_MILITIA,PLAYER_JAP,Japan,1,0
MAKE_MILITIA,PLAYER_NEU,Portugal,1,0
MAKE_MILITIA,PLAYER_NEU,Spain,1,0

// When attacked (for this first time) this player creates N free militia per pop point
MOBILIZE,PLAYER_SOV,Russia,2,PLAYER_GER

// factory production is slowed for this player
//SLOW_PROD,<player>,<delay between production turns>
SLOW_PROD,PLAYER_CHI,2

// Surrender conditions ... if all these areas are lost ... loser has al units remvoed from map
// SURRENDER,<player>,<surrenders to player>,(<area>,<group>),(<area>,<group>)...
// KDB 04-04-2006 changes now surrender in groups
//SURRENDER,PLAYER_GER,PLAYER_UN,66,0,67,1,
//SURRENDER,PLAYER_GER,PLAYER_UN,67,
SURRENDER,PLAYER_JAP,PLAYER_UN,209,0,
SURRENDER_ABOMB,PLAYER_JAP,PLAYER_UN,10,

SURRENDER_COMPLEX,PLAYER_GER,PLAYER_UN,103,66,0,67,0,-69,-1,-70,-1,-343,-1,

DATA,VIC_DRAW,0
DATA,VIC_MINOR,1
DATA,VIC_SUBSTANTIVE,2
DATA,VIC_DECISIVE,3

DATA,VIC_TYPE_AMOUNT,0
DATA,VIC_TYPE_SURRENDER,1
DATA,VIC_TYPE_NUC,2
DATA,VIC_TYPE_TIME,3
DATA,VIC_TYPE_BEFORETIME,4
DATA,VIC_TYPE_SHIFT,5,

// Victory conditions
// VICTORY,<alliance>,<level>,<VicType>...
// types are:
// VIC_TYPE_AMOUNT,<prod points>,<group*1000+area>
// VIC_TYPE_SURRENDER,<player>...<player>,<year month -YYYYmm> if date, time must be BEFORE this date
// VIC_TYPE_NUC,<type>,<data type>,<level>
// VIC_TYPE_TIME,<year>,<month>,<prod % greater than (order is important)>, Triggers if on or after date
// VIC_TYPE_BEFORETIME,<year>,<month>,<prod % greater than (order is important)>, Triggers if before date
// Note game formula is player * 100 >= other player * n, where n is <prod %>
// VIC_TYPE_SHIFT,<alliance>,1=greather than -1= less than,<vp>,<alliance>,<shift>

// KDB 03-31-2006
// new victory conditions

//VICTORY,AXIS_ALLIANCE,VIC_DECISIVE,VIC_TYPE_AMOUNT,70,1025 
//VICTORY,AXIS_ALLIANCE,VIC_DECISIVE,VIC_TYPE_AMOUNT,70,2114 
//VICTORY,AXIS_ALLIANCE,VIC_DECISIVE,VIC_TYPE_AMOUNT,70,3103,3116 
//VICTORY,ALLIES_ALLIANCE,VIC_DECISIVE,VIC_TYPE_SURRENDER,PLAYER_GER,PLAYER_JAP
//VICTORY,ALLIES_ALLIANCE,VIC_DECISIVE,VIC_TYPE_NUC,5000,HEAVY AIR,TD_LA,10,1946,1
//VICTORY,ALLIES_ALLIANCE,VIC_MINOR,VIC_TYPE_NUC,5000,HEAVY AIR,TD_LA,10
//VICTORY,ALLIES_ALLIANCE,VIC_DRAW,VIC_TYPE_TIME,1947,1,5000
//VICTORY,AXIS_ALLIANCE,VIC_MINOR,VIC_TYPE_TIME,1947,1,0

VICTORY,ALLIES_ALLIANCE,VIC_DECISIVE,VIC_TYPE_SURRENDER,PLAYER_GER,PLAYER_JAP,-194508,
VICTORY,ALLIES_ALLIANCE,VIC_SUBSTANTIVE,VIC_TYPE_SURRENDER,PLAYER_GER,PLAYER_JAP,-194511,
VICTORY,ALLIES_ALLIANCE,VIC_MINOR,VIC_TYPE_SURRENDER,PLAYER_GER,PLAYER_JAP,-194602,
VICTORY,AXIS_ALLIANCE,VIC_DRAW,VIC_TYPE_SURRENDER,PLAYER_GER,PLAYER_JAP,-194605,
VICTORY,AXIS_ALLIANCE,VIC_MINOR,VIC_TYPE_SURRENDER,PLAYER_GER,PLAYER_JAP,-194608,
VICTORY,AXIS_ALLIANCE,VIC_SUBSTANTIVE,VIC_TYPE_SURRENDER,PLAYER_GER,PLAYER_JAP,-194611,
VICTORY,AXIS_ALLIANCE,VIC_DECISIVE,VIC_TYPE_TIME,1947,1,0,	// KDB 05-01-2006 end game at 1947 regardless
VICTORY,AXIS_ALLIANCE,VIC_DECISIVE,VIC_TYPE_AMOUNT,83,         // =78 in AWD
VICTORY,AXIS_ALLIANCE,0,VIC_TYPE_SHIFT,1,76,AXIS_ALLIANCE,1,   // =71 in AWD
VICTORY,AXIS_ALLIANCE,0,VIC_TYPE_SHIFT,-1,71,AXIS_ALLIANCE,-1, // =67 in AWD

VICTORY,AXIS_ALLIANCE,VIC_DECISIVE,VIC_TYPE_SURRENDER,PLAYER_GER,PLAYER_JAP, -999911 // JAB Jan requested addition 11-19-06

// level needed for abomb (h air)
ABOMB,HEAVY AIR,TD_LA,9,

// KDB 03-31-2006
// VIC_AREA_VAL,<area>,<value>

VIC_AREA_VALUE,114,5,	// moscow (SP=6 for AWD)
VIC_AREA_VALUE,318,5,	// NE Usa 
VIC_AREA_VALUE,25,5,	// england
VIC_AREA_VALUE,103,1,	// leningrad
VIC_AREA_VALUE,116,1,	// stalingrad
VIC_AREA_VALUE,362,1,	// Gorki
VIC_AREA_VALUE,344,3,	// Chungking
VIC_AREA_VALUE,230,2,	// victoria (SP=4 for AWD)
VIC_AREA_VALUE,145,1,	// east india (SP=2 for AWD)
VIC_AREA_VALUE,158,1,	// South india
VIC_AREA_VALUE,80,1,	// Cairo
VIC_AREA_VALUE,231,1,	// New South Wales (SP=2 for AWD)

VIC_AREA_VALUE,285,1,	// 285 = Hawaii
VIC_AREA_VALUE,263,1,	// 263 = New Zealand
VIC_AREA_VALUE,234,1,	// 234 = Queensland
VIC_AREA_VALUE,237,1,	// 237 = Bismarck Arch
VIC_AREA_VALUE,261,1,	// 261 = New Caledonia
VIC_AREA_VALUE,219,1    // 219 = Luzon
VIC_AREA_VALUE,201,1    // 201 = Vladivostok
VIC_AREA_VALUE,174,1    // 174 = Malaya

// VIC_AREA_VAL,<area>,<movetype>,<amount>,<maximum>,<can't own area>
// if this movetype is within range
VIC_AREA_MOVETYPE,263,1,1,4,230,



NO_FORT,66,67

// Security force values
// SECURITY,Player,value
SECURITY,PLAYER_GER,10
SECURITY,PLAYER_JAP,8
SECURITY,PLAYER_SOV,15
SECURITY,PLAYER_UN,8
SECURITY,PLAYER_CHI,5

// SigInt force values
// SIGINT,Player,value
SIGINT,PLAYER_GER,6
SIGINT,PLAYER_JAP,4
SIGINT,PLAYER_SOV,5
SIGINT,PLAYER_UN,10
SIGINT,PLAYER_CHI,1

// Spy values
// SPY,Owner,Target,Value
SPY,PLAYER_GER,PLAYER_JAP,0
SPY,PLAYER_GER,PLAYER_SOV,4
SPY,PLAYER_GER,PLAYER_UN,6
SPY,PLAYER_GER,PLAYER_CHI,0

SPY,PLAYER_JAP,PLAYER_GER,0
SPY,PLAYER_JAP,PLAYER_SOV,3
SPY,PLAYER_JAP,PLAYER_UN,6
SPY,PLAYER_JAP,PLAYER_CHI,6

SPY,PLAYER_SOV,PLAYER_GER,9
SPY,PLAYER_SOV,PLAYER_JAP,9
SPY,PLAYER_SOV,PLAYER_UN,9
SPY,PLAYER_SOV,PLAYER_CHI,9

SPY,PLAYER_UN,PLAYER_GER,3
SPY,PLAYER_UN,PLAYER_JAP,2
SPY,PLAYER_UN,PLAYER_SOV,3
SPY,PLAYER_UN,PLAYER_CHI,2

SPY,PLAYER_CHI,PLAYER_GER,0
SPY,PLAYER_CHI,PLAYER_JAP,4
SPY,PLAYER_CHI,PLAYER_SOV,3
SPY,PLAYER_CHI,PLAYER_UN,2

// WAR_READINESS_STARTING_VALUE numbers (the readiness value of each nation at the start of the scenario)
WAR_READINESS_START_USA,0
WAR_READINESS_START_SOV,0

// VICHY_CREATED (0=it has not been created, 1=it has been created)
VICHY_CREATED,0

// PARTITION_VIOLATED (0=it has not been violated, 1=it has been violated)
PARTITION_VIOLATED,0

// Neutral STATUS values 
// NEUTRAL_STATUS,Nation,Stability (0=cannot be moved, 9=90% chance to move), Starting Status (0=Axis Ally... 6=Allied Ally)
DATA,Full_Axis,0
DATA,Pro_Axis,1
DATA,Leaning_Axis,2
DATA,Balanced,3
DATA,Leaning_Allied,4
DATA,Pro_Allied,5
DATA,Full_Allied,6

// Neutral STATUS changes for political events
DATA,Shift_Axis,-3
DATA,No_Change,-2
DATA,Shift_Allied,-1




NEUTRAL_STATUS,Germany,Full_Axis 			
NEUTRAL_STATUS,Japan,Full_Axis
NEUTRAL_STATUS,Italy,9,Pro_Axis 	
NEUTRAL_STATUS,Rumania,10,Leaning_Axis
		
NEUTRAL_STATUS,Hungary,9,Leaning_Axis
NEUTRAL_STATUS,Bulgaria,9,Leaning_Axis
NEUTRAL_STATUS,Finland,7,Leaning_Axis
NEUTRAL_STATUS,Russia,0,Full_Allied
NEUTRAL_STATUS,Commonwealth,0,Full_Allied

NEUTRAL_STATUS,United States,0,Full_Allied
NEUTRAL_STATUS,France,0,Full_Allied
NEUTRAL_STATUS,Netherlands,6,Pro_Allied
NEUTRAL_STATUS,China,0,Full_Allied
NEUTRAL_STATUS,Sweden,2,Leaning_Axis

NEUTRAL_STATUS,Denmark,5,Balanced
NEUTRAL_STATUS,Portugal,5,Balanced
NEUTRAL_STATUS,Spain,5,Leaning_Axis
NEUTRAL_STATUS,Poland,0,Full_Allied
NEUTRAL_STATUS,Greece,3,Balanced	

NEUTRAL_STATUS,Turkey,2,Balanced
NEUTRAL_STATUS,Vichy,0,Full_Axis
NEUTRAL_STATUS,Neutral,0,Balanced
NEUTRAL_STATUS,Tibet,1,Balanced
NEUTRAL_STATUS,Siam,5,Balanced

NEUTRAL_STATUS,Afganistan,2,Balanced
NEUTRAL_STATUS,Persia,2,Balanced
NEUTRAL_STATUS,Saudi Arabia,3,Balanced
NEUTRAL_STATUS,Venezuela,4,Balanced
NEUTRAL_STATUS,Chile,5,Balanced

NEUTRAL_STATUS,Columbia,5,Balanced
NEUTRAL_STATUS,Argentina,2,Leaning_Axis
NEUTRAL_STATUS,Uruguay,3,Balanced
NEUTRAL_STATUS,Mexico,7,Leaning_Allied
NEUTRAL_STATUS,Ireland,1,Balanced

NEUTRAL_STATUS,Yugoslavia,6,Balanced
NEUTRAL_STATUS,Norway,3,Balanced
NEUTRAL_STATUS,UK,0,Full_Allied
NEUTRAL_STATUS,Canada,0,Full_Allied
NEUTRAL_STATUS,Switzerland,1,Balanced

NEUTRAL_STATUS,Brazil,7,Pro_Allied
NEUTRAL_STATUS,Baltic States,5,Balanced

// Event - notes which events have already taken place
// EVENT, event number (do not change), 0=has not occurred or 1=has occurred
// NOTE: the political events here are now obsoleted, use the mod-able version below. BCB 2007-02-08
EVENT,1,0 	// Italy joins the Axis
EVENT,2,0 	// Finnish border war
EVENT,3,0 	// Rumanian border war
EVENT,4,0 	// Greek border war
EVENT,5,0 	// Yugo Coup
EVENT,6,0 	// Netherlands joins WA
EVENT,7,0 	// Iraqi Coup
EVENT,8,0 	// Portugal joins WA
EVENT,9,0 	// Spanish Coup
EVENT,10,0 	// Swedish Coup
EVENT,11,0 	// Finnish Coup
EVENT,12,0 	// Greece joins WA

EVENT,81,0 	// German Jets
EVENT,82,0 	// Wa Proxi fuses
EVENT,83,0	// Soviet rocket
EVENT,84,0	// Panzerfaust
EVENT,85,0	// German Snorkel
EVENT,86,0	// Allied ASW Torpedo
EVENT,87,0	// Allied Higgins Boat
EVENT,88,0	// Allied LST

// strategic move limits: STRAT_MOVE_LIMIT,player_id,year1,limit1,year2,limit2,year3,limit3,year4,limit4
// Maximum of 4 rules (year/limit pair). Limits are expressed in units of 1/4 moves per turn, so that 
// limit=4 is exactly 1 unit/turn, limit=1 is a 25% chance of moving 1 unit/turn
STRAT_MOVE_LIMIT,PLAYER_SOV,1939,8,1941,6,1942,8,1944,12
STRAT_MOVE_LIMIT,PLAYER_UN,1939,0,1941,1,1942,5,1943,10

TRANSPORT_PENALTY_2MP,0     // capacity penalty assessed to transports in 2MP seazones
TRANSPORT_PENALTY_HOSTILE,10 // capacity penalty assessed to transports adjacent to hostile land regions
TRANSPORT_BONUS_PORT1,15      // capacity bonus given to transports adjacent to a friendly port
TRANSPORT_BONUS_PORT2,10      // capacity bonus given to transports one removed from adjacent to a friendly port

// ====================================
// ====   mod-able events  ============
// ====================================
//
// Here is a description of the way the data is structured. 
//
// A "[]"  before a parameter name means that it is a flexible length list, from length 
// 0 to however many are entered. The characters "[]" are not to be actually included, 
// it merely represents that the parameter is part of the list. Each list entry is on a 
// new line with the repeated parameter name (multiple list entries ARE NOT made on a 
// single line).
//
// For the description below, indenting groups parameters that are a component of a
// higher level parameter,  but actual entry must have parameters with no pre-pended 
// spaces.
//
// Default values given in the comments below are asserted if the parameter is not 
// specified. Other than EVENT_POLI, EVENT_POLI_DESCR, and EVENT_POLI_NOTICE all 
// parameters may be omitted in an event description. Lists can generally be empty (e.g. 
// if no EVENT_FROZEN_REG_LIST entries are specified, then there are no requirements for
// frozen regions).
//
// // --- start event definition --- 
// []EVENT_POLI,event_ID,nation_name,has_occurred,event_name // starts entry for new event definition
//    EVENT_POLI_DESCR,text_description                      // description that appears in political screen
//    EVENT_POLI_NOTICE,text_notice                          // notice that appears in pop-up when event occurs
//    EVENT_POLI_VIDEO,value                                 // (default: 0) if value is true (nonzero) play video for this event (using EVENT_POLI:event_ID)
//                                                      
//
//    // --- pre-requisites for event --- 
//
//    EVENT_POLI_PLYR_NOT_SURR,player_id                // (default: PLAYER_NONE) given player must not have surrendered
//    EVENT_POLI_MINMAX_STATUS,min_status,max_status    // (default: Pro_Axis,Pro_Allied) defines political range the nation must be within [Full_Axis=0, Full_Allied=6]
//    EVENT_FROZEN_MINNUM,number                        // prerequisite: at least this many are frozen of the following list
//    []EVENT_FROZEN_REG_LIST,region_number             // list of regions that must include EVENT_FROZEN_MINNUM frozen zones
//    EVENT_NOTFROZEN_MINNUM,number                     // prerequisite: at least this many are not frozen of the following list
//    []EVENT_NOTFROZEN_REG_LIST,region_number          // list of regions that must include EVENT_NOTFROZEN_MINNUM non-frozen zones
//    []EVENT_PLAYERCTL_MINNUM,number                   // list of player control prerequisites
//       []EVENT_PLAYERCTL_PLYR_LIST,player_id          // list of acceptable players to satisfy EVENT_PLAYERCTL_MINNUM
//       []EVENT_PLAYERCTL_REG_LIST,region_id           // list of regions, of which EVENT_PLAYERCTL_MINNUM must be controlled by one of EVENT_PLAYERCTL_PLYR_LIST
//    []EVENT_NOUNITS_REG_LIST,region_id                // list of regions that must contain no units
//                                                      
//    // --- probability of event --- 
//
//    EVENT_BASE_PROB,percentage                        // base probability of the event
//    []EVENT_INCR_PROB,percentage,region_id,player_id  // increment probability by this amount if this player owns this region
//    EVENT_HISTORY_RULE,last_adj,max_adj               // (default: 0,0) percentage weighting of historical probability adjustments (sum EVENT_INCR_PROB) that is 
//                                                      // subtracted from the probability. The adjustments applied are those from the prior event check
//                                                      // "last_adj", and the maximum ever attained "max_adj". 
//                                                      // E.g. last_adj=75, max_adj=25: probability = base + sum(increments(evaluated_now)) - 0.75*sum(increments(evaluated_last_turn)) - 0.25*max(sum(increments(all prior turns)))
//                                                      // This allows the "momentum" of capturing territories to be somewhat captured.
//
//    // --- effects of the event --- 
//
//    []EVENT_NATION_STATUS,nation,min_status,max_status,status_effect // conditional new neutral status, 0 (Full_Axis) through 6 (Full_Allied), or 
//                                                                     // -3 (Shift_Axis), -2 (No_Change), -1 (Shift_Allied)
//                                                                     // the nation must be within the min to max range to be effected
//    EVENT_BUILD_MIL,region_id,quantity                     // (default: 0 militia) build militia (note: this cannot be a list, only one region)
//    EVENT_BUILD_SUP,region_id,quantity                     // (default: 0 supplies) build supplies (note: this cannot be a list, only one region)
//    EVENT_REGION_CTL_PLAYER,new_player_id,[]region_id,end  // (default: no regions) change which player controls the regions listed (can be one or more regions). "end" is the actual word "end",
//                                                           // telling the parser that the end of the []region_id list has been reached (this is used because the parser could continue into subsequent comments)
//                                                           // if PLAYER_NONE then scan EVENT_PLAYERCTL_REG_LIST regions and apply player in control of those regions
//    EVENT_USA_WR_INCREASE,value                            // (default: 0) amount by which USA WR is increased by this event
//    EVENT_USA_WR_SET,minval,maxval                         // (default: -1,-1) if >-1, set USA WR to random value between min and max (inclusive)
//    EVENT_USSR_WR_INCREASE,value                           // (default: 0) amount by which USSR WR is increased by this event
//    EVENT_USSR_WR_SET,minval,maxval                        // (default: -1,-1) if >-1, set USSR WR to random value between min and max (inclusive)
//    EVENT_REGION_SURRENDER,level,no_units,rule,[]region_id,end // (default: level = 0, rule=0, no surrender) if level = 0, no surrender (default), otherwise 
//                                                           // "surrender" nonfrozen regions that are within level spaces of the enemy. Control passes to the 
//                                                           // adjacent enemy player. If no_units is true (non-zero), then regions with land units will not
//                                                           // be surrendered. "end" is the actual word "end", denoting the end of the list to the parser.
//                                                           //   rule=0: all regions are eligible to surrender _except_ those in the region_id list.
//                                                           //   rule=1: only regions in the []region_id list are eligible to surrender.
//    EVENT_FREEZE,value                                                 // (default: 0) if 1, freeze all regions controlled by the player for the event nation and undo DOW
//    EVENT_FREEZE_WAR_READINESS,thr1,thr2,thr3,fm_year,fm1,n/u,fm3,fm_max // new war readiness values applied if player is frozen. The same format as WAR_READINESS_SOV, 
//                                                                         // except that here the fm_year is relative to the year of the event occurring.
//    EVENT_FREEZE_NOTHOSTILE,[]player                                   // if freezing, newly frozen zones apply these players for "not hostile" freeze rules (i.e. will 
//                                                                       // unfreeze again if the event nation becomes hostile to any of these players)
//    EVENT_GIFT,from_player,to_player,to_area,amount,end_year,end_month,[]rules // (default from_player=PLAYER_NONE) new gift rules. This is almost the same format as GIFT 
//                                                                               // in wawgoldfrozen, except here end_year and end_month are __relative__ to the date on 
//                                                                               // which the event takes place. Generally, the rules are "Gift_Hostile,from_player", but 
//                                                                               // use "1" for Gift_Hostile



EVENT_VERBOSE_EVALUATION,0  // If true, will display verbose information about event evaluation during the game.
                            // This is useful for debugging events, but should ultimately be turned off for play.

EVENT_FORCE_PROBABILITY,0   // If true, actually add +200% to the event probability, making every event certain.
                            // This is useful for debugging events, but should ultimately be turned off for play.

// --------------------------
// --- Italy joins Axis   --- 
// --------------------------
EVENT_POLI,1,Italy,0,Italy joins Axis
EVENT_POLI_DESCR,@4256@Italy declares war on the Western Alliance.
EVENT_POLI_NOTICE,@4061@Italy declares war on the Western Alliance

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Axis,Pro_Axis  // Italy must be ProAxis

// player control requirements
EVENT_PLAYERCTL_MINNUM,1                    // (remove this one for early activation version)
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,63                 // region 63 (W France) must be German controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,72                 // region 72 (N Italy) must be neutral controlled

// frozen requirement (add this one for early activation version)
//COMMENT EVENT_FROZEN_MINNUM,1
//COMMENT EVENT_FROZEN_REG_LIST,317                  // region 317 (SE USA) must be frozen (i.e. USA not at war)

// event probability
EVENT_BASE_PROB,75

// event effects
EVENT_NATION_STATUS,Italy,Full_Axis,Full_Allied,Full_Axis


// ----------------------------
// --- Finland Border War   --- 
// ----------------------------
EVENT_POLI,2,Finland,0,Finland border war
EVENT_POLI_DESCR,@4256@Soviet forces attack Finnish border regions.
EVENT_POLI_NOTICE,@4062@Soviet forces attack Finnish border regions

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Axis,Leaning_Axis  // Finland must be leaning or pro Axis

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_SOV
EVENT_PLAYERCTL_REG_LIST,103                // region 103 (Leningrad) must be Soviet controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,100                // region 100 (Finland) must be neutral controlled

// event probability
EVENT_BASE_PROB,75

// event effects
EVENT_NATION_STATUS,Finland,Pro_Axis,Pro_Allied,Pro_Axis
EVENT_BUILD_MIL,100,4


// ----------------------------
// --- Rumania Border War   --- 
// ----------------------------
EVENT_POLI,3,Rumania,0,Rumania border war
EVENT_POLI_DESCR,@4256@Soviet forces attack Rumanian border regions.
EVENT_POLI_NOTICE,@4063@Soviet forces attack Rumanian border regions

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Axis,Leaning_Axis

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_SOV
EVENT_PLAYERCTL_REG_LIST,106               // region 106 (Kiev) must be Soviet controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,91                // region 91 (Rumania) must be neutral controlled

// event probability
EVENT_BASE_PROB,75

// event effects
EVENT_NATION_STATUS,Rumania,Pro_Axis,Pro_Allied,Pro_Axis
EVENT_NATION_STATUS,Hungary,Leaning_Axis,Balanced,Shift_Axis
EVENT_NATION_STATUS,Bulgaria,Leaning_Axis,Balanced,Shift_Axis
EVENT_BUILD_MIL,91,4

// ----------------------------
// ---  Greece Border War   --- 
// ----------------------------
EVENT_POLI,4,Greece,0,Greece border war
EVENT_POLI_DESCR,@4256@Italian forces attack Greek border regions.
EVENT_POLI_NOTICE,@4064@Italian forces attack Greek border regions

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Balanced,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,2
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,72
EVENT_PLAYERCTL_REG_LIST,324            // region 72+324 (N Italy + Albania) must be German controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,88                // region 88 (Greece) must be neutral controlled

// event probability
EVENT_BASE_PROB,25

// event effects
EVENT_NATION_STATUS,Greece,Pro_Axis,Pro_Allied,Pro_Allied
EVENT_BUILD_MIL,88,3

// ----------------------------
// ---    Yugoslavia Coup   --- 
// ----------------------------
EVENT_POLI,5,Yugoslavia,0,Yugoslavia coup
EVENT_POLI_DESCR,@4257@Coup in Yugoslavia - pro-Allied government takes power.
EVENT_POLI_NOTICE,@4065@Coup in Yugoslavia - pro-Allied government takes power

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Balanced,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,89                // region 89 (Yugo) must be neutral controlled

// event probability
EVENT_BASE_PROB,50

// event effects
EVENT_NATION_STATUS,Yugoslavia,Pro_Axis,Pro_Allied,Pro_Allied

// ----------------------------
// --- Netherlands Join WA  --- 
// ----------------------------
EVENT_POLI,6,Netherlands,0,Netherlands and Belgium join WA
EVENT_POLI_DESCR,@4258@Netherlands and Belgium join Western Alliance - declare war on Germany.
EVENT_POLI_NOTICE,@4066@Netherlands and Belgium join Western Alliance - declare war on Germany

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Balanced,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,65                // region 65 (TLC) must be neutral controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_UN
EVENT_PLAYERCTL_REG_LIST,63                // region 63 (W France) must be WA controlled

// event probability
EVENT_BASE_PROB,10

// event effects
EVENT_NATION_STATUS,Netherlands,Pro_Axis,Pro_Allied,Full_Allied

// ----------------------------
// ---       Iraq Coup      --- 
// ----------------------------
EVENT_POLI,7,Commonwealth,0,Iraq Coup
EVENT_POLI_DESCR,@4259@Coup in Iraq - new government declares war on the Western Allies.
EVENT_POLI_NOTICE,@4067@Coup in Iraq - new government declares war on the Western Allies

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Balanced,Full_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_UN
EVENT_PLAYERCTL_REG_LIST,85                // region 85 (Iraq) must be WA controlled

EVENT_NOUNITS_REG_LIST,85                  // region 85 (Iraq) must have no units

// event probability
EVENT_BASE_PROB,5
EVENT_INCR_PROB,5,84,PLAYER_GER            // +5% for control of region 84 (Syria)

// event effects
EVENT_REGION_CTL_PLAYER,PLAYER_GER,85,end
EVENT_BUILD_MIL,85,1
EVENT_BUILD_SUP,85,1

// ----------------------------
// ---      Syria Coup      --- 
// ----------------------------
EVENT_POLI,7,Commonwealth,0,Syria coup
EVENT_POLI_DESCR,@4259@Syria joins Axis - Vichy government in Syria declares war on the Western Allies
EVENT_POLI_NOTICE,@4067@Vichy government in Syria declares war on the Western Allies

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Balanced,Full_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_UN
EVENT_PLAYERCTL_REG_LIST,84                // region 84 (Syria) must be WA controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,62                // region 62 (E France) must be Neutral (Vichy) controlled

EVENT_NOUNITS_REG_LIST,84                  // region 84 (Syria) must have no units

// event probability
EVENT_BASE_PROB,5
EVENT_INCR_PROB,5,85,PLAYER_GER            // +5% for control of region 85 (Iraq)

// event effects
EVENT_REGION_CTL_PLAYER,PLAYER_GER,84,end
EVENT_BUILD_MIL,84,1
EVENT_BUILD_SUP,84,1


// ----------------------------
// ---   Portugal Joins WA  --- 
// ----------------------------
EVENT_POLI,8,Portugal,0,Portugal joins WA
EVENT_POLI_DESCR,@4260@Portugal joins Western Alliance - declares war on Germany.
EVENT_POLI_NOTICE,@4068@Portugal joins Western Alliance - declares war on Germany

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Leaning_Allied,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,2            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,57                // region 57 (Portugal) must be Neutral controlled
EVENT_PLAYERCTL_REG_LIST,58                // region 58 (Spain) must be Neutral controlled

// event probability
EVENT_BASE_PROB,5

// event effects
EVENT_NATION_STATUS,Portugal,Pro_Axis,Pro_Allied,Full_Allied

// ----------------------------
// ---     Spanish Coup     --- 
// ----------------------------
EVENT_POLI,9,Spain,0,Spanish Coup
EVENT_POLI_DESCR,@4261@Coup in Spain - new government declares war on the Western Allies.
EVENT_POLI_NOTICE,@4069@Coup in Spain - new government declares war on the Western Allies

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Axis,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,58                // region 58 (Spain) must be WA controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,63                // region 63 (W France) must be German controlled

// frozen requirement
EVENT_FROZEN_MINNUM,1
EVENT_FROZEN_REG_LIST,317                  // region 317 (SE USA) must be frozen (i.e. USA not at war)

// event probability
EVENT_BASE_PROB,1
EVENT_INCR_PROB,4,25,PLAYER_GER            // +4% for control of region 25 (England)
EVENT_INCR_PROB,4,56,PLAYER_GER            // +4% for control of region 56 (Gibraltar)
EVENT_INCR_PROB,2,76,PLAYER_GER            // +2% for control of region 76 (Malta)

// event effects
EVENT_NATION_STATUS,Spain,Pro_Axis,Pro_Allied,Full_Axis
EVENT_USA_WR_INCREASE,3

// ----------------------------
// ---     Sweden Coup      --- 
// ----------------------------
EVENT_POLI,10,Sweden,0,Swedish Coup
EVENT_POLI_DESCR,@4262@Coup in Sweden - new government declares war on the Western Allies.
EVENT_POLI_NOTICE,@4070@Coup in Sweden - new government declares war on the Western Allies

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Axis,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,98                // region 98 (Sweden) must be neutral controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,99                // region 99 (Norway) must be German controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_G
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,100                // region 100 (Finland) must be German or Neutral controlled

// frozen requirement
EVENT_FROZEN_MINNUM,1
EVENT_FROZEN_REG_LIST,317                  // region 317 (SE USA) must be frozen (i.e. USA not at war)

EVENT_NOTFROZEN_MINNUM,1
EVENT_NOTFROZEN_REG_LIST,114               // region 114 (Moscow) must be unfrozen (i.e. Russia at war with Germany)

// event probability
EVENT_BASE_PROB,2

// event effects
EVENT_NATION_STATUS,Sweden,Pro_Axis,Pro_Allied,Full_Axis

// ----------------------------
// ---     Finland Coup     --- 
// ----------------------------
EVENT_POLI,11,Finland,0,Finnish Coup
EVENT_POLI_DESCR,@4263@Coup in Finland - new government declares war on the Allies.
EVENT_POLI_NOTICE,@4071@Coup in Finland - new government declares war on the Allies

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Axis,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,100                // region 100 (Finland) must be neutral controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,99                // region 99 (Norway) must be German controlled

// frozen requirement
EVENT_FROZEN_MINNUM,1
EVENT_FROZEN_REG_LIST,317                  // region 317 (SE USA) must be frozen (i.e. USA not at war)

EVENT_NOTFROZEN_MINNUM,1
EVENT_NOTFROZEN_REG_LIST,114               // region 114 (Moscow) must be unfrozen (i.e. Russia at war with Germany)

// event probability
EVENT_BASE_PROB,2

// event effects
EVENT_NATION_STATUS,Finland,Pro_Axis,Pro_Allied,Full_Axis

// ----------------------------
// ---    Greece Joins WA   --- 
// ----------------------------
EVENT_POLI,12,Greece,0,Greece joins WA
EVENT_POLI_DESCR,@4264@Greece joins Western Alliance - declares war on Germany.
EVENT_POLI_NOTICE,@4074@Greece joins Western Alliance - declares war on Germany

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,88                // region 88 (Greece) must be neutral controlled

// event probability
EVENT_BASE_PROB,10

// event effects
EVENT_NATION_STATUS,Greece,Pro_Axis,Pro_Allied,Full_Allied


// ----- THE FOLLOWING ARE NEW EVENTS -----

// ----------------------------
// ---   Russia Surrenders  --- 
// ----------------------------
EVENT_POLI,13,Russia,0,Russian surrender
EVENT_POLI_DESCR,Russian surrender, cession of territory
EVENT_POLI_NOTICE,Russia offers conditional surrender - yields territory

 event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Full_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,114         // 114=Moscow
EVENT_PLAYERCTL_MINNUM,2            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,103         // 103=Leningrad,116=Stalingrad,362=Gorki
EVENT_PLAYERCTL_REG_LIST,116
EVENT_PLAYERCTL_REG_LIST,362

// event probability
EVENT_BASE_PROB,-20
EVENT_INCR_PROB,25,103,PLAYER_GER  // 103=Leningrad
EVENT_INCR_PROB,25,114,PLAYER_GER  // 114=Moscow
EVENT_INCR_PROB,25,116,PLAYER_GER  // 116=Stalingrad
EVENT_INCR_PROB,25,362,PLAYER_GER  // 362=Gorki
EVENT_INCR_PROB,25,115,PLAYER_GER  // 115=Kazan
EVENT_INCR_PROB,25,360,PLAYER_GER  // 360=Grozni
EVENT_INCR_PROB,25,307,PLAYER_GER  // 307=Caucasus
EVENT_HISTORY_RULE,40,40           // 40%,40%: computed probability subtracts the 4/5 of the mean of last turn and max turn probability
                                   // adjustments, so that the Germans need some forward momentum to cause surrender, and if
                                   // the Russians are pushing back then surrender is unlikely.

// event effects
EVENT_REGION_SURRENDER,1,0,0,115,119,120,121,122,123,124,125,368,162,163,366,365,367,end // level,no_units,rule,[]region_id
                                                                     // effect: surrender all nonfrozen regions adjacent to enemy, except in Urals and Central Asia
EVENT_USA_WR_INCREASE,4
EVENT_USSR_WR_SET,0,40
EVENT_FREEZE,1
EVENT_FREEZE_WAR_READINESS,0,50,50,3,2,0,3,5      // thr1,thr2,thr3,fm_year,fm1,n/u,fm3,fm_max
                                                  // baseline from WAR_READINESS_SOV: 28,37,52,1944,2,0,3,5
EVENT_FREEZE_NOTHOSTILE,PLAYER_GER,PLAYER_JAP
EVENT_GIFT,PLAYER_SOV,PLAYER_GER,67,4,3,0,1,Russia

// ------------------------------
// --- surrender of Australia --- 
// ------------------------------
EVENT_POLI,14,Commonwealth,0,Australian surrender
EVENT_POLI_DESCR,Australian surrender - territories surrender.
EVENT_POLI_NOTICE,Australian government collapses - territories surrender.

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_JAP
EVENT_POLI_MINMAX_STATUS,Balanced,Full_Allied // EVENT_POLI_MIN_STATUS,min_poli_status,max_poli_status [Full_Axis=0, Full_Allied=6]

// player control requirements
EVENT_PLAYERCTL_MINNUM,1
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_JAP
EVENT_PLAYERCTL_REG_LIST,230         // 230=Victoria
EVENT_PLAYERCTL_REG_LIST,231         // 231=New South Wales

 event probability
EVENT_BASE_PROB,5
EVENT_INCR_PROB,60,230,PLAYER_JAP  // 230=Victoria
EVENT_INCR_PROB,20,231,PLAYER_JAP  // 231=NSW
EVENT_HISTORY_RULE,50,50           // 50%,50%: computed probability subtracts the mean of last turn and max turn probability
                                   // adjustments, so that the Germans need some forward momentum to cause surrender, and if
                                   // the Russians are pushing back then surrender is unlikely.

// event effects
EVENT_REGION_SURRENDER,4,1,1,230,231,234,342,341,223,224,end        // level,no_units,rule,[]region_id
EVENT_REGION_CTL_PLAYER,PLAYER_NONE,230,231,234,342,341,223,224,end // PLAYER_NONE==> control passes to whoever controls S/E India
                                                                    // including both EVENT_REGION_SURRENDER and EVENT_REGION_CTL_PLAYER 
                                                                    // ensures that both (a) adjacent powers take over the surrendered 
                                                                    // territories, and (b) all territories have a chance to surrender, 
                                                                    // even if "blocked" by a garrisoned region.

// --------------------------
// --- surrender of India --- 
// --------------------------
EVENT_POLI,15,Commonwealth,0,India surrenders
EVENT_POLI_DESCR,Indian nationalist uprising,  Indian territories surrender.
EVENT_POLI_NOTICE,Indian nationalist uprising - Indian territories surrender.

 event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_JAP
EVENT_POLI_MINMAX_STATUS,Balanced,Full_Allied // EVENT_POLI_MIN_STATUS,min_poli_status,max_poli_status [Full_Axis=0, Full_Allied=6]

// player control requirements
EVENT_PLAYERCTL_MINNUM,1
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_JAP
EVENT_PLAYERCTL_REG_LIST,145           // 145=E India
EVENT_PLAYERCTL_REG_LIST,158           // 158=S India
EVENT_PLAYERCTL_REG_LIST,159           // 159=W India

// event probability
EVENT_BASE_PROB,20
EVENT_INCR_PROB,20,145,PLAYER_JAP  // 145=E India
EVENT_INCR_PROB,30,158,PLAYER_JAP  // 158=S India
EVENT_HISTORY_RULE,50,50            // 50%,50%: computed probability subtracts the mean of last turn and max turn probability
                                   // adjustments, so that the Germans need some forward momentum to cause surrender, and if
                                   // the Russians are pushing back then surrender is unlikely.

// event effects
EVENT_REGION_SURRENDER,4,1,1,145,158,159,160,170,171,end        // level,no_units,rule,[]region_id
EVENT_REGION_CTL_PLAYER,PLAYER_NONE,145,158,159,160,170,171,end // PLAYER_NONE==> control passes to whoever controls S/E India
                                                                // 145,158,159,160=E/S/W/N India, 170=Mandalay, 171=Rangoon
                                                                // including both EVENT_REGION_SURRENDER and EVENT_REGION_CTL_PLAYER 
                                                                // ensures that both (a) _adjacent_ powers take over the surrendered 
                                                                // territories first, and (b) all territories have a chance to surrender, 
                                                                // even if "blocked" by a garrisoned region.

// ----------------------------
// ---   Turkey Crisis  --- 
// ----------------------------
EVENT_POLI,16,Russia,0,Caucasus border tensions
EVENT_POLI_DESCR,Russian tensions along the Caucasus frontier, preparations increase
EVENT_POLI_NOTICE,Political crisis on Caucasus frontier, Russia prepares for war

 event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Full_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,87         // 87=Istanbul
EVENT_PLAYERCTL_REG_LIST,86         // 86=Turkey
EVENT_PLAYERCTL_REG_LIST,364        // 364=N Persia

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_SOV
EVENT_PLAYERCTL_REG_LIST,307         // 307=Caucasus

// frozen requirement
EVENT_FROZEN_MINNUM,1
EVENT_FROZEN_REG_LIST,307            // 307=Caucasus


// event probability
EVENT_BASE_PROB,30
EVENT_INCR_PROB,30,86,PLAYER_GER   // 86=Turkey (East)
EVENT_INCR_PROB,10,364,PLAYER_GER  // 364=N Persia

// event effects
EVENT_USSR_WR_INCREASE,4
EVENT_BUILD_MIL,307,3
EVENT_BUILD_SUP,114,5

// ----------------------------
// ---   USA Asian Crises  --- 
// ----------------------------
EVENT_POLI,17,United States,0,USA Asian crises response
EVENT_POLI_DESCR,USA responds to Asian crises, bolsters Philippines
EVENT_POLI_NOTICE,USA responds to Asian crises, bolsters Philippines garrison

 event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_JAP
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Full_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_JAP
EVENT_PLAYERCTL_REG_LIST,201        // 201=Vladivostok
EVENT_PLAYERCTL_REG_LIST,197        // 197=Changsa
EVENT_PLAYERCTL_REG_LIST,344        // 344=Chungking
EVENT_PLAYERCTL_REG_LIST,169        // 169=Kunming

// frozen requirement
EVENT_FROZEN_MINNUM,1
EVENT_FROZEN_REG_LIST,318            // 318=NE USA


// event probability
EVENT_BASE_PROB,0
EVENT_INCR_PROB,10,201,PLAYER_JAP   // 201=Vladivostok 
EVENT_INCR_PROB,4,344,PLAYER_JAP    // 344=Chungking   
EVENT_INCR_PROB,2,197,PLAYER_JAP    // 197=Changsa     
EVENT_INCR_PROB,2,169,PLAYER_JAP    // 169=Kunming     

// event effects
EVENT_USSR_WR_INCREASE,2
EVENT_BUILD_MIL,219,3
EVENT_BUILD_SUP,295,5        // 295 = SW USA

// ------------------------------
// --- Portugal leases Azores --- 
// ------------------------------
EVENT_POLI,18,Portugal,0,Azores lease
EVENT_POLI_DESCR,Portugal leases Azores bases to the British
EVENT_POLI_NOTICE,Portugal leases Azores bases to the British

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Leaning_Allied,Pro_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,3            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,15         // 15=Azores
EVENT_PLAYERCTL_REG_LIST,57         // 57=Portugal
EVENT_PLAYERCTL_REG_LIST,58         // 58=Spain

EVENT_PLAYERCTL_MINNUM,3            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_UN
EVENT_PLAYERCTL_REG_LIST,24         // 24=Scotland
EVENT_PLAYERCTL_REG_LIST,25         // 25=England
EVENT_PLAYERCTL_REG_LIST,56         // 56=Gibraltar

// frozen requirement
EVENT_NOTFROZEN_MINNUM,1
EVENT_NOTFROZEN_REG_LIST,318               // region 318 (NE USA) must be unfrozen (i.e. USA at war)

// event probability
EVENT_BASE_PROB,25

// event effects
EVENT_BUILD_MIL,57,2
EVENT_REGION_CTL_PLAYER,PLAYER_UN,15,end


// ------------------------------------
// --- Spanish invasion preparation --- 
// ------------------------------------

// note: the nation is Portugal because we're checking that Portugal was invaded, instead of
//       voluntarily joined the WA
EVENT_POLI,19,Portugal,0,Spanish response to occupation
EVENT_POLI_DESCR,Spanish response to occupation of Portugal, defensive forces bolstered
EVENT_POLI_NOTICE,Diplomatic crisis over Portugal occupation, Spain bolsters defensive forces

 event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Full_Axis,Pro_Axis

// player control requirements
EVENT_PLAYERCTL_MINNUM,1   
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_UN
EVENT_PLAYERCTL_REG_LIST,57         // 57=Portugal

EVENT_PLAYERCTL_MINNUM,1   
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,58         // 58=Spain

EVENT_PLAYERCTL_MINNUM,1   
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,63         // 63=W France

// event probability
EVENT_BASE_PROB,15
EVENT_INCR_PROB,60,57,PLAYER_UN   // 57=Portugal
EVENT_HISTORY_RULE,50,50

// event effects
EVENT_BUILD_MIL,58,4
EVENT_NATION_STATUS,Spain,Pro_Axis,Balanced,Shift_Axis


---------------------------------- END OF EVENTS ----------------------------



// KDB 05-17-2006
KAMIKAZE,CARRIER AIR,6,TAC AIR,6,HEAVY AIR,6,FIGHTER AIR,5,
KAMIKAZE_PLAYER,PLAYER_JAP,1944,


// more stuff in new format (art varient)
//INCLUDE_NEW,WawGoldScenExtra.txt,
INCLUDE_NEW,WawGoldScenExtra_GGWAWGG.txt,

