//
// Extra information for scenarios. Art override stuff goes in here
// KDB 03-03-2006
//


Label(PLAYER_GER,1)
Label(PLAYER_JAP,2)
Label(PLAYER_SOV,3)
Label(PLAYER_UN,4)
Label(PLAYER_CHI,5)
Label(PLAYER_NEU,6)

Label(CARRIER AIR,1)
Label(TAC AIR,2)
Label(HEAVY AIR,3)
Label(FIGHTER AIR,4)
Label(INFANTRY,5)
Label(MILITIA,6)
Label(AIRBORNE,7)
Label(MECHANIZED,8)
Label(ARTILLERY,9)
Label(FLAK,10)
Label(SUPPLY,11)
Label(CARRIER FLEET,12)
Label(HEAVY FLEET,13)
Label(LIGHT FLEET,14)
Label(TRANSPORT FLEET,15)
Label(SUB FLEET,16)
Label(RAIL,17)
Label(FACTORY,18)
Label(RESOURCE,19)

Label(TD_TYPE,0)
Label(TD_AA,1)
Label(TD_SA,2)
Label(TD_UA,3)
Label(TD_LA,4)
Label(TD_TORP,5)
Label(TD_SPEED,6)
Label(TD_RANGE,7)
Label(TD_EVADE,8)
Label(TD_ARMOR,9)
Label(TD_DURAB,10)
Label(TD_CAP,11)
Label(TD_AMPHIB,12)
Label(TD_COST,13)
Label(TD_CLASS,14)
Label(TD_SUP_USE,15)
Label(TD_FUEL_USE,16)

Label(VARIENT0,0)	// regular unit
Label(VARIENT1,1)	// loaded
Label(VARIENT2,2)	// pop-up
Label(VARIENT3,3)	// pop-up loaded
Label(VARIENT_NATO,4)		// nato
Label(VARIENT_NATO_POP,5)	// nato pop-up
Label(VARIENT_A1,6)	// map unit alt 1
Label(VARIENT_A2,7)	// map unit alt 2
Label(VARIENT_A3,8)	// map unit alt 3
Label(VARIENT_A4,9)	// map unit alt 4
Label(VARIENT_P1,10)	// pop-up alt 1
Label(VARIENT_P2,11)	// pop-up alt 2
Label(VARIENT_P3,12)	// pop-up alt 3
Label(VARIENT_P4,13)	// pop-up alt 4

// test for image change (infantry)
// UnitImageVarient(player,type,data type,change if >= to,varient index (0-7),
// checks from varient index 0 to 7, highest level image should be first as first image found is taken


UnitImageVarient($PLAYER_GER,$MECHANIZED,$TD_LA,11,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$MECHANIZED,$TD_LA,10,$TD_EVADE,9,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$MECHANIZED,$TD_LA,10,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_GER,$MECHANIZED,$TD_LA,9,$TD_EVADE,9,$VARIENT_A1)
UnitImageVarient($PLAYER_GER,$FIGHTER AIR,$TD_AA,8,$TD_EVADE,8,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$FIGHTER AIR,$TD_EVADE,9,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$FIGHTER AIR,$TD_AA,7,$TD_EVADE,7,$VARIENT_A1)
UnitImageVarient($PLAYER_GER,$FIGHTER AIR,$TD_EVADE,8,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_GER,$HEAVY AIR,$TD_LA,6,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$HEAVY AIR,$TD_LA,5,$TD_EVADE,7,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$HEAVY AIR,$TD_LA,5,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_LA,8,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_EVADE,9,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_LA,7,$TD_EVADE,8,$VARIENT_A2)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_LA,6,$TD_EVADE,7,$VARIENT_A1)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_EVADE,8,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_GER,$ARTILLERY,$TD_LA,8,0,0,$VARIENT_A1)

UnitImageVarient($PLAYER_SOV,$MECHANIZED,$TD_EVADE,11,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_SOV,$MECHANIZED,$TD_LA,10,$TD_EVADE,9,$VARIENT_A2)
UnitImageVarient($PLAYER_SOV,$MECHANIZED,$TD_LA,10,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_SOV,$MECHANIZED,$TD_LA,9,$TD_EVADE,9,$VARIENT_A1)
UnitImageVarient($PLAYER_SOV,$FIGHTER AIR,$TD_AA,7,$TD_EVADE,7,$VARIENT_A1)
UnitImageVarient($PLAYER_SOV,$FIGHTER AIR,$TD_EVADE,8,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_SOV,$ARTILLERY,$TD_LA,8,0,0,$VARIENT_A1)

UnitImageVarient($PLAYER_UN,$MECHANIZED,$TD_EVADE,9,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_UN,$MECHANIZED,$TD_LA,10,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_UN,$MECHANIZED,$TD_LA,9,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$MECHANIZED,$TD_LA,8,$TD_EVADE,8,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$ARTILLERY,$TD_LA,8,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$FIGHTER AIR,$TD_EVADE,8,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_UN,$FIGHTER AIR,$TD_AA,8,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_UN,$FIGHTER AIR,$TD_SPEED,3,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_UN,$FIGHTER AIR,$TD_AA,7,$TD_EVADE,7,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$HEAVY AIR,$TD_LA,8,$TD_EVADE,6,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$HEAVY AIR,$TD_LA,9,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$TAC AIR,$TD_LA,6,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$TAC AIR,$TD_EVADE,7,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$CARRIER AIR,$TD_TORP,5,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_UN,$CARRIER AIR,$TD_UA,3,0,0,$VARIENT_A1)

UnitImageVarient($PLAYER_JAP,$FIGHTER AIR,$TD_AA,7,$TD_EVADE,7,$VARIENT_A2)
UnitImageVarient($PLAYER_JAP,$FIGHTER AIR,$TD_AA,8,0,0,$VARIENT_A2)
UnitImageVarient($PLAYER_JAP,$FIGHTER AIR,$TD_SPEED,3,0,0,$VARIENT_A1)
UnitImageVarient($PLAYER_JAP,$FIGHTER AIR,$TD_AA,7,0,0,$VARIENT_A1)


// KDB need these for pop-ups 04-05-2006

UnitImageVarient($PLAYER_GER,$MECHANIZED,$TD_LA,11,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$MECHANIZED,$TD_LA,10,$TD_EVADE,9,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$MECHANIZED,$TD_LA,10,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_GER,$MECHANIZED,$TD_LA,9,$TD_EVADE,9,$VARIENT_P1)
UnitImageVarient($PLAYER_GER,$FIGHTER AIR,$TD_AA,8,$TD_EVADE,8,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$FIGHTER AIR,$TD_EVADE,9,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$FIGHTER AIR,$TD_AA,7,$TD_EVADE,7,$VARIENT_P1)
UnitImageVarient($PLAYER_GER,$FIGHTER AIR,$TD_EVADE,8,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_GER,$HEAVY AIR,$TD_LA,6,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$HEAVY AIR,$TD_LA,5,$TD_EVADE,7,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$HEAVY AIR,$TD_LA,5,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_LA,8,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_EVADE,9,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_LA,7,$TD_EVADE,8,$VARIENT_P2)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_LA,6,$TD_EVADE,7,$VARIENT_P1)
UnitImageVarient($PLAYER_GER,$TAC AIR,$TD_EVADE,8,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_GER,$ARTILLERY,$TD_LA,8,0,0,$VARIENT_P1)

UnitImageVarient($PLAYER_SOV,$MECHANIZED,$TD_LA,11,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_SOV,$MECHANIZED,$TD_LA,10,$TD_EVADE,9,$VARIENT_P2)
UnitImageVarient($PLAYER_SOV,$MECHANIZED,$TD_LA,10,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_SOV,$MECHANIZED,$TD_LA,9,$TD_EVADE,9,$VARIENT_P1)
UnitImageVarient($PLAYER_SOV,$FIGHTER AIR,$TD_AA,7,$TD_EVADE,7,$VARIENT_P1)
UnitImageVarient($PLAYER_SOV,$FIGHTER AIR,$TD_EVADE,8,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_SOV,$ARTILLERY,$TD_LA,8,0,0,$VARIENT_P1)


UnitImageVarient($PLAYER_UN,$MECHANIZED,$TD_EVADE,9,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_UN,$MECHANIZED,$TD_LA,10,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_UN,$MECHANIZED,$TD_LA,9,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$MECHANIZED,$TD_LA,8,$TD_EVADE,8,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$ARTILLERY,$TD_LA,8,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$FIGHTER AIR,$TD_EVADE,8,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_UN,$FIGHTER AIR,$TD_AA,8,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_UN,$FIGHTER AIR,$TD_SPEED,3,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_UN,$FIGHTER AIR,$TD_AA,7,$TD_EVADE,7,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$HEAVY AIR,$TD_LA,8,$TD_EVADE,6,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$HEAVY AIR,$TD_LA,9,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$TAC AIR,$TD_LA,6,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$TAC AIR,$TD_EVADE,7,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$CARRIER AIR,$TD_TORP,5,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_UN,$CARRIER AIR,$TD_UA,3,0,0,$VARIENT_P1)


UnitImageVarient($PLAYER_JAP,$FIGHTER AIR,$TD_AA,7,$TD_EVADE,7,$VARIENT_P2)
UnitImageVarient($PLAYER_JAP,$FIGHTER AIR,$TD_AA,8,0,0,$VARIENT_P2)
UnitImageVarient($PLAYER_JAP,$FIGHTER AIR,$TD_SPEED,3,0,0,$VARIENT_P1)
UnitImageVarient($PLAYER_JAP,$FIGHTER AIR,$TD_AA,7,0,0,$VARIENT_P1)


//
// MapCoordinates(filename)
// This allows a different set of coordinates for the map
//


ResourceReduction($PLAYER_UN,0,65)
ResourceReduction($PLAYER_UN,1,40)
ResourceReduction($PLAYER_UN,2,25)   
ResourceReduction($PLAYER_GER,2,5)  // German NMRC
ResourceReduction($PLAYER_GER,3,0)  // German NMRC

// optional rules for bombardment suppression
// if 1st param not zero use as a % of evade value and ignore last param and
// all die rolls are averaged
// 
// if 1st parm zero die and add are absolute, all dice are added together
//
// syntax:  
//    BombardSuppressionRule(<rand_evade (%)>,<nonrand_add (%)>,<num_evade_rolls>,<divide_die><damage_from_dur (%)>,<use_suppr>,<naval_pen>,<evade_adj_mod>,<evade_mod>)
//
//           rand_evade      if not zero, then compute suppresion roll divisor from evasion, with this percentage
//                           weight applied to evasion to determine the "die" for the random part of the divisor.
//           nonrand_add     if rand_evade!=0, then add this fixed % multiple of the evasion to the divisor. 
//                           if rand_evade==0, then add this fixed number (__not__ %) to the divisor roll (from divide_die_sides)
//           num_evade_rolls if rand_evade!=0, average this many die rolls (using rand_evade) to compute the 
//                           random component of the suppression divisor
//           divide_die      if rand_evade!=0, then compute divisor using die of this many sides (instead of using evasion)
//           damage_from_dur threshold at which damage is inflicted, percentage of durability
//           use_suppr       if true (nonzero), then bombardment attacks benefit from prior suppression
//           naval_pen       naval bombardment penalty for no land units in defending area.
//           evade_adj_mod   suppression attack die modification for evasion **adjustments** (previously fired on, winter, out 
//                           of supply, etc). Multiply the evasion modifiers by this amount and subtract from die roll.
//                           Applies to all suppression except op-fire.
//           evade_adj_mod   suppression attack die modification for evasion value. Multiply target evasion by this amount
//                           and subtract from die roll.
BombardSuppressionRule(100,0,1,0,500,0,4,3,0)

// syntax:  
//   CombatRules(<firing_air_mx_range_pen>, <fired_at_air_mx_range_bonus>,<opfire_unsupplied_rule>,<cag_cstrike_rule>)
//
//     firing_air_mx_range_pen     die roll modifier subtracted from any air attack roll (->air, ->land, ->sea)
//                                 performed at maximum range, unless the air is 1-step away from its base
//     fired_at_air_mx_range_bonus die roll modifier added from any attack roll (from any unit against the air unit)
//                                 against an air unit that is at maximum range, unless the air is 1-step away from its base
//     opfire_unsupplied_rule      if opfiring unit cannot access supply, then for this value as follows we get   
//                                     if =0: opfire is normal (like basic AWD v1.011 and before)
//                                         1: opfire suffers the usual evasion penalty for unsupplied firer
//                                         2: opfire will not occur
//     cag_cstrike_rule            if 0: then counterstrikes will always occur, if a CV based CAG is present at defender seazone
//                                    1: counterstrike will occur unless cstrike air units are outnumbered by cstrike region's 
//                                       fighter plus CAG air units (i.e. unless the cstrike would be outnumbered in the air).
//                                    2: similar to 1, but with some randomized uncertainty as to the number of defending ftr+CAG
//                                       defending units. "Observed" ftr+CAG is determing as:
//                                                    floor((1 + sum_over_num_ftr_CAG(die(3)))/2
//                                       which is then compared to the number of cstrike units as in option 1.
CombatRules(2,1,1,2) //(3,1,1,2)

//    ResourceRules(maxTurnDev)
//
//           maxTurnDev      maximum stages of development of "unexploited" resources per turn
ResourceRules(1)


// 
// the following two live text funtions can be placed in wawgoldgamedata.txt if needed for startmenu
// or in an include file (could be used in both then)
//
// LiveTextExtraTime(time in millisecods) for 2nd text popup
//
LiveTextExtraTime(5000)	// 5 seconds

//
// live text changes
//
// LixtText(wix,id,set,text)
// set 0 is standardgame set, set 1 is extra
//
//*************************************
//************TOP BAR TEXT*************

LiveText(8,30,0,"Map Screen [F1]")
LiveText(8,30,1,"This is the main map view in WaW. Use this screen to order attacks and to move units.")

LiveText(8,20,0,"Combat Report Screen [F2]")
LiveText(8,20,1,"This screen provides details about the last combat. Dice rolls, combat modifiers, and combat results are all illustrated here.")

LiveText(8,21,0,"Military Forces Screen [F3]")
LiveText(8,21,1,"This screen lists the estimated number of units possessed by each nation, the number of units damaged, and the number of units destroyed. It also contains the SigInt/Spy screen from which players can purchase security/intelligence assets.")

LiveText(8,23,0,"Unit Intelligence Screen [F4]")
LiveText(8,23,1,"This screen displays estimated technology levels for units and tech fields being researched by other countries (if awarded by a spy bonus).")

LiveText(8,13,0,"Production Screen [F5]")
LiveText(8,13,1,"Use this screen to produce new units, supplies, and research points. This screen will also display general industrial capacity information on all production regions under player control.")

LiveText(8,16,0,"Research Screen [F6]")
LiveText(8,16,1,"This screen allows players to monitor research progress and spend research points. A log of technology events can be found here as well.")

LiveText(8,128,0,"Production Summary Screen [F7]")
LiveText(8,128,1,"This screen displays resource center and pool points as well as a list of production regions under player control. This screen will also display the factory output and number of units produced in each production region under player control.")

LiveText(8,17,0,"Repair Screen [F8]")
LiveText(8,17,1,"This screen displays player controlled regions with damaged rail lines, factories, and resources. Players can repair these items with supply points from this screen as well.")

LiveText(8,120,0,"Strategic Map [F9]")
LiveText(8,120,1,"This screen displays the number of factories as well as output bonuses of each country as well as their respective alliance. There is also a world map which shows an estimation of troop concentration in each region.")

LiveText(8,24,0,"Region Info Screen [F10]")
LiveText(8,24,1,"This screen displays a variety information on all the land regions in the world. The screen can be filtered by nationality or sorted by the dozen info fields displayed. ")

LiveText(8,25,0,"Political Status Screen [F11]")
LiveText(8,25,1,"This screen displays the alliance status or diplomatic sentiment in every country on the map. It also displays which countries have declared war on one another, potential or current trading partners, and the current war readiness levels of the USSR and WA. Players can initiate trade requests from this screen.")

LiveText(8,114,0,"View Combat Units [C]")
LiveText(8,114,1,"Toggle viewing combat units on the main map.")

LiveText(8,1003,0, "View Supply Lines [U]")
LiveText(8,1003,1,"View the location and number of supply points in player controlled regions.")

LiveText(8,113,0,"View Nationality [G]")
LiveText(8,113,1,"View the nationality of a region as well as partisan levels if the region was captured in battle.")

LiveText(8,115,0,"View Infrastructure [I]")
LiveText(8,115,1,"View population, resources, number of factories, and rail line level for every region on the map.")

LiveText(8,126,0,"Lend Lease Menu [L]")
LiveText(8,126,1,"Send supplies to an allied player that is contiguous by land. Land lines without a constant rail connection have a supply lease limit of 10 per turn whereas a constant rail connection between countries has a limit of 50.")

LiveText(8,6,0,"Change the map zoom [Z]")


LiveText(8,118,0,"Toggle Minimap [J]")


LiveText(8,22,0,"Replay last turn [R]")
LiveText(8,22,1,"Replay the combat and unit movement of the last turn.")

LiveText(8,127,0,"Game Options [O]")


LiveText(8,18,0,"Preferences Screen [P]")


LiveText(8,100000000,0,"Exit to start menu [X]")


LiveText(8,14,0,"Save the game [S]")


LiveText(8,1,0,"End this phase [N]")



//***********************************************
//************Military Forces Screen*************

LiveText(21,2,0,"Total Units On Map and Under Construction")
LiveText(21,2,1,"")

LiveText(21,3,0,"Total Units Damaged and Destroyed")
LiveText(21,3,1,"")

LiveText(21,4,0,"SigInt/Spy Screen")
LiveText(21,4,1,"")

LiveText(47,100,0,"Purchase Security Points")
LiveText(47,100,1,"Purchasing additional security points will increase the chances of destroying spies or sigint points at the end of each turn.")

LiveText(47,200,0,"")
LiveText(47,200,1,"Purchasing additional sigint points will increase the chances of gaining a "sigint advantage" (+1 combat modifier to an attack roll).")

LiveText(47,1001,0,"")
LiveText(47,1001,1,"Purchasing additional points to spy on this country will increase the chances of obtaining spy bonuses such as revealing enemy production/research and stealing research points.")

LiveText(47,1002,0,"")
LiveText(47,1002,1,"Purchasing additional points to spy on this country will increase the chances of obtaining spy bonuses such as revealing enemy production/research and stealing research points.")

LiveText(47,1003,0,"")
LiveText(47,1003,1,"Purchasing additional points to spy on this country will increase the chances of obtaining spy bonuses such as revealing enemy production/research and stealing research points.")

LiveText(47,1004,0,"")
LiveText(47,1004,1,"Purchasing additional points to spy on this country will increase the chances of obtaining spy bonuses such as revealing enemy production/research and stealing research points.")

LiveText(47,1005,0,"")
LiveText(47,1005,1,"Purchasing additional points to spy on this country will increase the chances of obtaining spy bonuses such as revealing enemy production/research and stealing research points.")


//***********************************************
//************Production Summary Screen**********

LiveText(20,100000,0,"Total Resource Centers")
LiveText(20,100000,1,"These are the number of Resource Centers that are linked with Factories (through uninterrupted land or sea region connections).")

//LiveText(20,100003,0,"Isolated (Unlinked) Resource Centers")
//LiveText(20,100003,1,"These are the number of Resource Centers that do not have direct links to a Factory.")

LiveText(20,100001,0,"Linked Resources in Resource Pools")
LiveText(20,100001,1,"The number of Resource Points in region Resource Pools that are linked to a region with a Factory. These are available for production.")

LiveText(20,100004,0,"Isolated (Unlinked) Resources in Pools")
LiveText(20,100004,1,"The number of Resource Points in region Resource Pools that are not linked to a region with a Factory. These are unavailable for production.")

LiveText(20,100002,0,"Free Trade Resources")
LiveText(20,100002,1,"The number of Resource Points gained from Free Trade this Turn.")

LiveText(20,100005,0,"Gift Resources")
LiveText(20,100005,1,"The number of Resource Points gained through gifts this Turn.")

LiveText(20,100006,0,"Captured Resources")
LiveText(20,100006,1,"The number of Resource Points captured to date in the current game.")


//***********************************************
//************Political Status Screen************





//
// CombatGroups (for targeting in combat)
// 0 == none
//

CombatGroup($INFANTRY,1)
CombatGroup($MILITIA,1)
CombatGroup($AIRBORNE,1)

