// 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


RESPOOL,67,1
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

// insta-militia for all neutrals
MAKE_MILITIA,PLAYER_NEU,Rumania,1,0
MAKE_MILITIA,PLAYER_NEU,Hungary,1,0
MAKE_MILITIA,PLAYER_NEU,Bulgaria,1,0
MAKE_MILITIA,PLAYER_NEU,Finland,1,0

MAKE_MILITIA,PLAYER_NEU,Rumania,1,0
MAKE_MILITIA,PLAYER_NEU,Netherlands,1,0
MAKE_MILITIA,PLAYER_NEU,Sweden,1,0
MAKE_MILITIA,PLAYER_NEU,Denmark,1,0

MAKE_MILITIA,PLAYER_NEU,Portugal,1,0
MAKE_MILITIA,PLAYER_NEU,Spain,1,0
MAKE_MILITIA,PLAYER_NEU,Greece,1,0
MAKE_MILITIA,PLAYER_NEU,Turkey,1,0

MAKE_MILITIA,PLAYER_NEU,Tibet,1,0
MAKE_MILITIA,PLAYER_NEU,Siam,1,0
MAKE_MILITIA,PLAYER_NEU,Afganistan,1,0
MAKE_MILITIA,PLAYER_NEU,Saudi Arabia,1,0

MAKE_MILITIA,PLAYER_NEU,Venezuela,1,0
MAKE_MILITIA,PLAYER_NEU,Chile,1,0
MAKE_MILITIA,PLAYER_NEU,Columbia,1,0
MAKE_MILITIA,PLAYER_NEU,Argentina,1,0

MAKE_MILITIA,PLAYER_NEU,Uruguay,1,0
MAKE_MILITIA,PLAYER_NEU,Mexico,1,0
MAKE_MILITIA,PLAYER_NEU,Ireland,1,0
MAKE_MILITIA,PLAYER_NEU,Yugoslavia,1,0

MAKE_MILITIA,PLAYER_NEU,Norway,1,0
MAKE_MILITIA,PLAYER_NEU,Switzerland,1,0
MAKE_MILITIA,PLAYER_NEU,Brazil,1,0
MAKE_MILITIA,PLAYER_NEU,Baltic States,1,0

MAKE_MILITIA,PLAYER_NEU,Italy,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,1  //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>,<surrenders if this player has abomb>,<VP less than this>,<rule: 0=just have bomb, 1=dropped bomb, 2=dropped bomb this turn>
SURRENDER_ABOMB,PLAYER_JAP,PLAYER_UN,7,2

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,344,2,	// Chungking (SP=3 for AWD)
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_VALUE,167,1    // 167 = Lanchow

// VIC_AREA_VAL,<area>,<movetype>,<amount>,<maximum>,<can't own area>
// if this movetype is within range
VIC_AREA_MOVETYPE,263,1,1,2,230,



NO_FORT,66,67

// Security force values
// SECURITY,Player,value
SECURITY,PLAYER_GER,10
SECURITY,PLAYER_JAP,15
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,9,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,7,Leaning_Axis
NEUTRAL_STATUS,Poland,0,Full_Allied
NEUTRAL_STATUS,Greece,3,Balanced	

NEUTRAL_STATUS,Turkey,7,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,7,Leaning_Allied
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,1939,4,1941,6,1942,8,1944,12
STRAT_MOVE_LIMIT,PLAYER_UN,1939,0,1941,1,1942,7,1943,13


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,max_occurrence,event_name // starts entry for new event definition
//                                                                          // event_ID:       numerical identifier (not really used anywhere actually)
//                                                                          // nation_name:    name of the impacted nation
//                                                                          // has_occurred:   number of times the event has occurred (set >=max_occurence if cannot happen again, e.g. late war scenarios)
//                                                                          // max_occurrence: number of times the event may occur
//                                                                          // event_name:     name of the event (e.g. used if the event is referred to for a WR increase)
//    EVENT_POLI_IGNORE_PRIOR,value                          // (default: 0 [false]) if true (nonzero), then the event may occur even if prior events have occurred in the same turn
//    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_POLI_MINMAX_DATE,min_yr,min_seas,max_yr,max_seas // (default: 0,0,9999,0) date range in which it can occur, year and season (winter = 0, spring=1, etc)
//    EVENT_POLI_MINMAX_VP,player_id,min_VP,max_VP           // (default: PLAYER_NONE,0,9999) Victory Point range within which the event can occur, checked for specified player's alliance
//    EVENT_POLI_MINMAX_GIFT,player_id,min_g,max_g           // (default: PLAYER_NONE,0,9999) Gift _to_ this player, range within which the event can occur
//    EVENT_FROZEN_MINNUM,number                             // prerequisite: at least this many are frozen of the following list. "-1" means all regions.
//    []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.  "-1" means all regions.
//    []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_FACTBOMB_INCR_PROB,percent_per_hit,reset_hits,player_id,nat_id  // (default: 0,0,0,0) modify probability of event based on number of strat bomb hits against factories of
//                                                                          // player=player_id and nat_id=nation (summed over both player and nation, player=PLAYER_NONE or nat_id=0 to omit)
//                                                                          // if reset_hits is true (non-zero) then only hits over the last turn cycle are considered.
//                                                                          // For nat_id=nation, it does check that the bomb region is controlled by the nation's player, i.e. the region 
//                                                                          // is not conquered. E.g. nat_id=UK won't be used here if Germany controls England and England is bombed.
//    []EVENT_GARRISON_INCR_PROB,reg,plyr,perc_per_unit,unit_class,excl_mil // (default: 0,0,0,0,0) modify probability of event based on garrison
//                                                                          // reg:           region number of garrison
//                                                                          // plyr:          player whose units are counted
//                                                                          // perc_per_unit: percent probability increase for each matching unit
//                                                                          // unit_class:    0 - regular garrison (mil/inf/para/arm)
//                                                                          //                1 - land unit (mil/inf/para/arm/art/flak)
//                                                                          //                2 - land or air unit (mil/inf/para/arm/art/flak/ftr/CAG/tac/HB)
//                                                                          // excl_mil:      if true (non-zero) exclude militia from unit type match (even though it is in every unit class)
//    []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_ADD_UNITS,[]{region,player,type,quantity},end    // (default: empty) list of units to add. Can specify several units in several regions
//                                                           //  Each specification is a {region,player,type,quantity} quartet. If player=PLAYER_NONE, will use the owner of the 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,val,die                          // (default: val=0,die=0) amount by which USA WR is increased by this event. <val> is nonrandom, added to <die> which is random
//    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,val,die                         // (default: val=0,die=0) amount by which USSR WR is increased by this event. <val> is nonrandom, added to <die> which is random
//    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,damage,rule,[]region_id,end    // (default: level = 0, damage=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. 
//                                                                         // level:       number of regions "deep" to surrender (i.e. level=1 means those that are adjacent to enemy)
//                                                                         // no_units:    if true (non-zero), then regions with land units will not be surrendered. 
//                                                                         // damage:      =0: pass infra undamaged
//                                                                         //              =1: damage all infrastructure
//                                                                         //              =2: no damage, occupy (land units from non-frontier adjacent regions of recipient player move in)
//                                                                         //              =3: damage infra, occupy
//                                                                         // rule:        =0: all regions are eligible to surrender _except_ those in the region_id list.
//                                                                         //              =1: only regions in the []region_id list are eligible to surrender.
//                                                                         // []region_id: list of regions, processed according to "rule"
//                                                                         // end:      is the actual word "end", denoting the end of the list to the parser.
//    EVENT_FREEZE_WR_RULE,value                                           // (default: 0) rule for freezing and WR threshold adjustments
//                                                                         //              =0: do nothing
//                                                                         //              =1: freeze the player of EVENT_PLAYER_WR_THRESH, set (=) WR thresholds using EVENT_FREEZE_WAR_READINESS
//                                                                         //              =2: do not freeze player of EVENT_PLAYER_WR_THRESH, adjust (+=) WR thresholds using EVENT_FREEZE_WAR_READINESS
//                                                                         //              =3: do not freeze player of EVENT_PLAYER_WR_THRESH, adjust (+= max()) WR thresholds using EVENT_FREEZE_WAR_READINESS, adding to max of WR state or threshold
//    EVENT_STRAT_LIMIT_ADJ,value                                          // (default: 0) adjustment to the frozen strat move limit of the player of EVENT_PLAYER_WR_THRESH
//                                                                         //     Units of integer strat moves (the 1/4 fractional not supported here)
//    EVENT_PLAYER_WR_THRESH,player                                        // (default: 0) player for which EVENT_STRAT_LIMIT_ADJ, EVENT_FREEZE_WAR_READINESS and EVENT_FREEZE_WAR_READINESS apply. If =0, use player of the event nation.
//    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 if EVENT_FREEZE_WR_RULE=1 then  fm_year is relative to the year of the event occurring.
//    EVENT_NATION_FACMULT,nation,facmult                                  // set a minimum production factory multiplier for a given nation (that can only _increase_ production)
//    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_GIFT_ADJUST,player,adjustment                                        // modify an existing gift given to the specified player



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.

// ------------------------------
// --- Australia surrenders   --- 
// ------------------------------
EVENT_POLI,14,Commonwealth,0,1,Australia surrenders
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Australia surrenders, territories ceded.
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,4,1,0,1,230,231,234,342,341,223,224,end        // level,no_units,damage,rule,[]region_id
EVENT_REGION_CTL_PLAYER,PLAYER_NONE,230,231,234,342,341,223,224,end // PLAYER_NONE==> control passes to whoever controls Victoria/NSW
                                                                    // 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.


// ----------------------------
// --- Finland Border War   --- 
// ----------------------------
EVENT_POLI,2,Finland,0,1,Finland border war
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Finland border war, conflict with Soviet forces
EVENT_POLI_NOTICE,Finland border war, conflict with Soviet forces

// 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,60

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


// ----------------------------
// ---     Finland Coup     --- 
// ----------------------------
EVENT_POLI,11,Finland,0,1,Finnish Coup
EVENT_POLI_IGNORE_PRIOR,0
EVENT_POLI_DESCR,Finland coup, new government joins Axis
EVENT_POLI_NOTICE,Finland coup, 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 Border War   --- 
// ----------------------------
EVENT_POLI,4,Greece,0,1,Greece border war
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Greek border war, conflict with Italian forces
EVENT_POLI_NOTICE,Greek border war, conflict with Italian forces

// 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             // 72 = N Italy
EVENT_PLAYERCTL_REG_LIST,324            // 324 =Albania

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,50

// event effects
EVENT_NATION_STATUS,Greece,Pro_Axis,Pro_Allied,Pro_Allied
EVENT_NATION_STATUS,Bulgaria,Pro_Axis,Balanced,Shift_Axis
EVENT_BUILD_MIL,88,1


// ----------------------------
// ---    Greece Joins WA   --- 
// ----------------------------
EVENT_POLI,12,Greece,0,1,Greece joins WA
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Greece joins WA, declares war on Germany.
EVENT_POLI_NOTICE,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
EVENT_BUILD_MIL,88,1


// ------------------------------------
// --- Madagascar supplies the Japs --- 
// ------------------------------------
EVENT_POLI,11,France,0,1,Madagascar aid
EVENT_POLI_IGNORE_PRIOR,0
EVENT_POLI_DESCR,Vichy controlled Madagascar agrees to resupply Japanese naval forces.
EVENT_POLI_NOTICE,Vichy controlled Madagascar agrees to resupply Japanese naval forces

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_JAP
EVENT_POLI_MINMAX_STATUS,Pro_Axis,Full_Allied

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_UN
EVENT_PLAYERCTL_REG_LIST,139                // region 139 Madagascar must be UN controlled

// frozen requirement
EVENT_NOTFROZEN_MINNUM,1
EVENT_NOTFROZEN_REG_LIST,175              // region 175 Java Sea must be unfrozen (i.e. UN at war with Japan)

// event probability
EVENT_BASE_PROB,50

// event effects
EVENT_REGION_CTL_PLAYER,PLAYER_JAP,139,end
EVENT_BUILD_MIL,139,2
EVENT_BUILD_SUP,139,5


// --------------------------
// ---  India surrenders  --- 
// --------------------------
EVENT_POLI,15,Commonwealth,0,1,India surrenders
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Indian nationalist uprising, territories surrender.
EVENT_POLI_NOTICE,Indian nationalist uprising, 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,4,1,0,1,145,158,159,160,170,171,end        // level,no_units,damage,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.


// ----------------------------
// ---       Iraq Coup      --- 
// ----------------------------
EVENT_POLI,7,Commonwealth,0,1,Iraq Coup
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Iraq coup, new government declares war on the Western Allies.
EVENT_POLI_NOTICE,Iraq coup, 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_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,73               // region 73 (S Italy)

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

// event probability
EVENT_BASE_PROB,0
EVENT_INCR_PROB,10,76,PLAYER_GER            // 76 (Malta)
EVENT_INCR_PROB,10,48,PLAYER_GER            // 48 (Egypt)
EVENT_INCR_PROB,10,80,PLAYER_GER            // 80 (Cairo)
EVENT_INCR_PROB,10,79,PLAYER_GER            // 79 (Cyprus)
EVENT_INCR_PROB,10,87,PLAYER_GER            // 87 (Istanbul)
EVENT_INCR_PROB,20,86,PLAYER_GER            // 86 (E Turkey)
EVENT_INCR_PROB,20,83,PLAYER_GER            // 83 (TransJordan)
EVENT_INCR_PROB,20,84,PLAYER_GER            // 84 (Syria)

EVENT_HISTORY_RULE,40,20           // last,max

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


// --------------------------
// --- Italy joins Axis   --- 
// --------------------------
EVENT_POLI,1,Italy,0,1,Italy joins Axis
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,@4256@Italy joins Axis, declares war on the Western Alliance
EVENT_POLI_NOTICE,@4061@Italy joins Axis, 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            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,72                 // region 72 (N Italy) must be neutral controlled

// frozen requirement
EVENT_FROZEN_MINNUM,2
EVENT_FROZEN_REG_LIST,317                  // 317 = SE USA (i.e. USA not at war)
EVENT_FROZEN_REG_LIST,114                  // 114 = Moscow (i.e. Russia not at war)

// event probability
EVENT_BASE_PROB,4
EVENT_INCR_PROB,6,65,PLAYER_GER            // for control of region 65 (Low Countries)
EVENT_INCR_PROB,60,63,PLAYER_GER           // for control of region 63 (W France)
EVENT_INCR_PROB,10,89,PLAYER_GER            // for control of region 89 (Yugo)
EVENT_INCR_PROB,10,88,PLAYER_GER            // for control of region 88 (Greece)

// event effects
EVENT_NATION_STATUS,Italy,Full_Axis,Pro_Allied,Full_Axis


// ----------------------------
// --- Netherlands Join WA  --- 
// ----------------------------
EVENT_POLI,6,Netherlands,0,1,Netherlands and Belgium join WA
EVENT_POLI_IGNORE_PRIOR,1
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


// ------------------------------
// --- Portugal leases Azores --- 
// ------------------------------
EVENT_POLI,19,Portugal,0,1,Portugal leases Azores
EVENT_POLI_IGNORE_PRIOR,1
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
EVENT_NATION_STATUS,Portugal,Leaning_Allied,Pro_Allied,Shift_Allied


// ----------------------------
// --- Rumania joins Axis   --- 
// ----------------------------
EVENT_POLI,3,Rumania,0,1,Rumania joins Axis
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Rumania joins Axis
EVENT_POLI_NOTICE,Rumania joins Axis

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

EVENT_FROZEN_MINNUM,1
EVENT_FROZEN_REG_LIST,114                  // region 114 (Moscow) must be frozen (i.e. Russia not at war with Germany)

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

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,63                // 63=W France (France already surrendered)

// event probability
EVENT_BASE_PROB,25
EVENT_INCR_PROB,40,89,PLAYER_GER            // 89=Yugoslavia

// event effects
EVENT_NATION_STATUS,Rumania,Pro_Axis,Pro_Allied,Full_Axis
EVENT_USSR_WR_INCREASE,2,0


// ---------------------------------
// --- Rumania Soviet Occupation --- 
// ---------------------------------
EVENT_POLI,3,Rumania,0,1,Rumanian border war, Soviet occupation
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Rumania border war, occupation by USSR
EVENT_POLI_NOTICE,Rumania border war, occupied by Soviet Union

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Leaning_Axis,Balanced
EVENT_POLI_MINMAX_DATE,1939,0,1941,3

EVENT_FROZEN_MINNUM,1
EVENT_FROZEN_REG_LIST,114                  // region 114 (Moscow) must be frozen (i.e. Russia not at war with Germany)

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_SOV
EVENT_PLAYERCTL_REG_LIST,106               // 106=Kiev

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_UN
EVENT_PLAYERCTL_REG_LIST,63               // 63=W France (i.e. France hasn't fallen yet)

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,91                // 91=Rumania

// event probability
EVENT_BASE_PROB,2

// event effects
// Soviets conquer Rumania
EVENT_NATION_STATUS,Rumania,Pro_Axis,Pro_Allied,Full_Axis
EVENT_REGION_SURRENDER,1,0,3,1,91,end  // level,no_units,damage,rule,[]region_id,end    // (default: level = 0, damage=0,rule=0, no surrender) if level = 0, no surrender (default), otherwise 
// Balkans and Middle East respond in fear
EVENT_NATION_STATUS,Hungary,Pro_Axis,Pro_Allied,Full_Axis
EVENT_NATION_STATUS,Bulgaria,Pro_Axis,Pro_Allied,Full_Axis
EVENT_NATION_STATUS,Yugoslavia,Pro_Axis,Pro_Allied,Full_Axis
EVENT_USSR_WR_INCREASE,-4,0
EVENT_USA_WR_INCREASE,-1,0

EVENT_PLAYER_WR_THRESH,PLAYER_SOV
//rem- EVENT_FREEZE_WR_RULE,3                          // 3 --> EVENT_FREEZE_WAR_READINESS provides adjustment with thresh+=max(adj+WR-thresh,adj)
//rem- EVENT_FREEZE_WAR_READINESS,2,0,10,0,0,0,0,0 // thr1,thr2,thr3,fm_year,fm1,n/u,fm3,fm_max
//rem-                                             // baseline from WAR_READINESS_SOV: 10,41,45,1944,2,0,3,4
EVENT_STRAT_LIMIT_ADJ,1
EVENT_NATION_FACMULT,Germany,3              // increase German production
EVENT_GIFT_ADJUST,PLAYER_GER,3              // increase Russian->German gift

// ---------------------------------------------
// --- Rumania Cedes Bessarabia  --- 
// ---------------------------------------------
EVENT_POLI,3,Rumania,0,1,Rumanian territorial concessions
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Rumanian territorial concessions, Bessarabia is ceded to USSR
EVENT_POLI_NOTICE,Rumanian territorial concessions, Bessarabia is ceded to USSR

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

EVENT_FROZEN_MINNUM,1
EVENT_FROZEN_REG_LIST,114                  // region 114 (Moscow) must be frozen (i.e. Russia not at war with Germany)

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_SOV
EVENT_PLAYERCTL_REG_LIST,106               // 106=Kiev

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,91                // 91=Rumania

// event probability
EVENT_BASE_PROB,15
EVENT_INCR_PROB,15,65,PLAYER_GER            // 65=TLC
EVENT_INCR_PROB,50,63,PLAYER_GER            // 63=W France

// 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


// -------------------------------------------
// ---   Russian Caucasus Frontier Crises  --- 
// -------------------------------------------
EVENT_POLI,16,Russia,0,2,Russian Caucasus border tensions
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Russian tensions on the Caucasus frontier, heightened preparedness
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=E 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,10
EVENT_GARRISON_INCR_PROB,87,PLAYER_GER,20,2,0  // 87=Istanbul (reg,plyr,perc_per_unit,unit_class,excl_mil)
EVENT_GARRISON_INCR_PROB,86,PLAYER_GER,20,2,0  // 86=E Turkey (reg,plyr,perc_per_unit,unit_class,excl_mil)
EVENT_GARRISON_INCR_PROB,364,PLAYER_GER,20,2,0  // 364=N Persia (reg,plyr,perc_per_unit,unit_class,excl_mil)
EVENT_HISTORY_RULE,75,0

// event effects
EVENT_STRAT_LIMIT_ADJ,2
EVENT_ADD_UNITS,307,PLAYER_SOV,MILITIA,1,end  // 307=Caucasus


// ------------------------
// ---   Russia Rearms  --- 
// ------------------------
EVENT_POLI,13,Russia,0,20,Russia rearms
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Russia rearms, after surrender (VP<100)
EVENT_POLI_NOTICE,Russia rearms

// event pre-requisites
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Full_Allied
EVENT_POLI_MINMAX_VP,PLAYER_GER,0,99
EVENT_FROZEN_MINNUM,-1     // all Russian regions are frozen

// event probability
EVENT_BASE_PROB,0
//    []EVENT_GARRISON_INCR_PROB,reg,plyr,perc_per_unit,unit_class,excl_mil // (default: 0,0,0,0,0) modify probability of event based on garrison
//                                                                          // reg:           region number of garrison
//                                                                          // plyr:          player whose units are counted
//                                                                          // perc_per_unit: percent probability increase for each matching unit
//                                                                          // unit_class:    0 - regular garrison (mil/inf/para/arm)
//                                                                          //                1 - land unit (mil/inf/para/arm/art/flak)
//                                                                          //                2 - land or air unit (mil/inf/para/arm/art/flak/ftr/CAG/tac/HB)
//                                                                          // excl_mil:      if true (non-zero) exclude militia from unit type match (even though it is in every unit class)

// --- German garrisons
// regular Russian starting factories (western + central regions)
EVENT_GARRISON_INCR_PROB,103,PLAYER_GER,-2,1,1 // 103=Leningrad 
EVENT_GARRISON_INCR_PROB,105,PLAYER_GER,-2,1,1 // 105=Belorussia
EVENT_GARRISON_INCR_PROB,106,PLAYER_GER,-2,1,1 // 106=Kiev      
EVENT_GARRISON_INCR_PROB,110,PLAYER_GER,-2,1,1 // 110=Smolensk  
EVENT_GARRISON_INCR_PROB,108,PLAYER_GER,-2,1,1 // 108=Kharkov   
EVENT_GARRISON_INCR_PROB,114,PLAYER_GER,-2,1,1 // 114=Moscow    
EVENT_GARRISON_INCR_PROB,117,PLAYER_GER,-2,1,1 // 117=Rostov    
EVENT_GARRISON_INCR_PROB,362,PLAYER_GER,-2,1,1 // 362=Gorki     
EVENT_GARRISON_INCR_PROB,116,PLAYER_GER,-2,1,1 // 116=Stalingrad
// "non-surrendering" Russian starting factories
EVENT_GARRISON_INCR_PROB,115,PLAYER_GER,-3,1,1 // 115=Kazan     
EVENT_GARRISON_INCR_PROB,121,PLAYER_GER,-3,1,1 // 121=C Urals   
EVENT_GARRISON_INCR_PROB,120,PLAYER_GER,-3,1,1 // 120=S Urals   

// --- Russian garrisons
// regular Russian starting factories (western + central regions)
EVENT_GARRISON_INCR_PROB,103,PLAYER_SOV,3,1,1 // 103=Leningrad
EVENT_GARRISON_INCR_PROB,105,PLAYER_SOV,3,1,1 // 105=Belorussia
EVENT_GARRISON_INCR_PROB,106,PLAYER_SOV,3,1,1 // 106=Kiev      
EVENT_GARRISON_INCR_PROB,110,PLAYER_SOV,3,1,1 // 110=Smolensk  
EVENT_GARRISON_INCR_PROB,108,PLAYER_SOV,3,1,1 // 108=Kharkov   
EVENT_GARRISON_INCR_PROB,114,PLAYER_SOV,3,1,1 // 114=Moscow    
EVENT_GARRISON_INCR_PROB,117,PLAYER_SOV,3,1,1 // 117=Rostov    
EVENT_GARRISON_INCR_PROB,362,PLAYER_SOV,3,1,1 // 362=Gorki     
EVENT_GARRISON_INCR_PROB,116,PLAYER_SOV,3,1,1 // 116=Stalingrad
// "non-surrendering" Russian starting factories
EVENT_GARRISON_INCR_PROB,115,PLAYER_SOV,2,1,1 // 115=Kazan     
EVENT_GARRISON_INCR_PROB,121,PLAYER_SOV,2,1,1 // 121=C Urals   
EVENT_GARRISON_INCR_PROB,120,PLAYER_SOV,2,1,1 // 120=S Urals   

// event effects
EVENT_USSR_WR_INCREASE,0,16
EVENT_GIFT_ADJUST,PLAYER_GER,-1


// ----------------------------
// ---   Russia Surrenders  --- 
// ----------------------------
EVENT_POLI,13,Russia,0,1,Russia surrenders
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Russia surrenders, cedes territory (VP>=83)
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

EVENT_POLI_MINMAX_VP,PLAYER_GER,83,999

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,114         // 114=Moscow
EVENT_PLAYERCTL_REG_LIST,362         // 362=Gorki

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,114         // 114=Moscow
EVENT_PLAYERCTL_REG_LIST,113         // 113=Yaroslavl

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,114         // 114=Moscow
EVENT_PLAYERCTL_REG_LIST,109         // 109=Kursk

EVENT_PLAYERCTL_MINNUM,2            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,114         // 114=Moscow
EVENT_PLAYERCTL_REG_LIST,103         // 103=Leningrad
EVENT_PLAYERCTL_REG_LIST,116         // 116=Stalingrad

// event probability
EVENT_BASE_PROB,-100
// VP regions
EVENT_INCR_PROB,50,103,PLAYER_GER  // 103=Leningrad
EVENT_INCR_PROB,50,114,PLAYER_GER  // 114=Moscow
EVENT_INCR_PROB,50,362,PLAYER_GER  // 362=Gorki
EVENT_INCR_PROB,50,116,PLAYER_GER  // 116=Stalingrad
// non-VP regions
EVENT_INCR_PROB,25,105,PLAYER_GER  // 105=Belorussia
EVENT_INCR_PROB,25,106,PLAYER_GER  // 106=Kiev
EVENT_INCR_PROB,25,110,PLAYER_GER  // 110=Smolensk
EVENT_INCR_PROB,25,108,PLAYER_GER  // 108=Kharkov
EVENT_INCR_PROB,25,117,PLAYER_GER  // 117=Rostov
EVENT_INCR_PROB,25,115,PLAYER_GER  // 115=Kazan
EVENT_INCR_PROB,25,121,PLAYER_GER  // 121=C Urals
EVENT_INCR_PROB,25,120,PLAYER_GER  // 120=S Urals

EVENT_HISTORY_RULE,20,40           // 20%,40%: computed probability subtracts the 1/5 of the last turn and 2/5 of the max historical probabilities
                                   // 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,1,0,0,0, 361,115,119,120,121,123,124,125,368,162,163,366,365,367,118,end 
                                   // level,no_units,damage,rule,[]region_id
                                   // effect: surrender all nonfrozen regions adjacent to enemy, except in Urals and Central Asia
EVENT_USA_WR_INCREASE,4,0
EVENT_USSR_WR_SET,0,20
EVENT_FREEZE_WR_RULE,1             // 1 --> freeze the player and set new thresholds
EVENT_PLAYER_WR_THRESH,PLAYER_NONE
EVENT_FREEZE_WAR_READINESS, 20,70,70, 5,2,0,3,5   // thr1,thr2,thr3,fm_year,fm1,n/u,fm3,fm_max
                                                  // baseline from WAR_READINESS_SOV: 10,41,45,1944,2,0,3,4
EVENT_GIFT,PLAYER_SOV,PLAYER_GER,67,6,3,0,1,Russia


// ----------------------------
// ---     Spanish Coup     --- 
// ----------------------------
EVENT_POLI,9,Spain,0,1,Spain Coup
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Spain coup, new government declares war on the Western Allies.
EVENT_POLI_NOTICE,Spain coup, 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 neutral 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,5                          // 1% for base (England) Modified by Ning XIA
EVENT_INCR_PROB,8,25,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,3,0


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

// note: the nation is Portugal because we're checking that Portugal was invaded, instead of
//       voluntarily joined the WA
EVENT_POLI,20,Portugal,0,1,Spain responds to occupation
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Spain responds 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_ADD_UNITS,58,PLAYER_NONE,INFANTRY,1,end  // 58=Spain
EVENT_ADD_UNITS,58,PLAYER_NONE,ARTILLERY,1,end
EVENT_ADD_UNITS,58,PLAYER_NONE,MILITIA,2,end
EVENT_NATION_STATUS,Spain,Pro_Axis,Balanced,Shift_Axis


// ----------------------------
// ---     Sweden Coup      --- 
// ----------------------------
EVENT_POLI,10,Sweden,0,1,Sweden Coup
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Sweden coup, new government declares war on the Western Allies.
EVENT_POLI_NOTICE,Sweden coup, 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_GER
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,4                          // 2% for base. modified by Ning XIA

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


// ----------------------------
// ---      Syria Coup      --- 
// ----------------------------
EVENT_POLI,7,Commonwealth,0,1,Syria coup
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Syria joins Axis, Vichy government in Syria declares war on the Western Allies
EVENT_POLI_NOTICE,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 (S France) must be Neutral (Vichy) controlled

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,73               // region 73 (S Italy)

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

// event probability
EVENT_BASE_PROB,0
EVENT_INCR_PROB,10,76,PLAYER_GER            // 76 (Malta)
EVENT_INCR_PROB,10,48,PLAYER_GER            // 48 (Egypt)
EVENT_INCR_PROB,10,80,PLAYER_GER            // 80 (Cairo)
EVENT_INCR_PROB,10,79,PLAYER_GER            // 79 (Cyprus)
EVENT_INCR_PROB,10,87,PLAYER_GER            // 87 (Istanbul)
EVENT_INCR_PROB,20,86,PLAYER_GER            // 86 (E Turkey)
EVENT_INCR_PROB,20,83,PLAYER_GER            // 83 (TransJordan)
EVENT_INCR_PROB,20,85,PLAYER_GER            // 85 (Iraq)

EVENT_HISTORY_RULE,40,20           // (last,max)

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


// ---------------------------------------------------
// --- USA response to Japanese invasion of Russia --- 
// ---------------------------------------------------
EVENT_POLI,17,United States,0,2,US response to Japanese invasion of Russia
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,USA responds to Japanese invasion of Russia, garrisons the Philippines
EVENT_POLI_NOTICE,USA responds to Japanese invasion of Russia, garrisons the Philippines

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_JAP
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Full_Allied
EVENT_POLI_MINMAX_DATE,1939,0,1999,3

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_JAP
EVENT_PLAYERCTL_REG_LIST,165         // 165=Irkutsk (Russia)
EVENT_PLAYERCTL_REG_LIST,201         // 201=Vladivostok 
EVENT_PLAYERCTL_REG_LIST,365         // 365=E Siberia 

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

// event probability
EVENT_BASE_PROB,25

// event effects
EVENT_USA_WR_INCREASE,1,0
EVENT_BUILD_MIL,219,1        // 219 = Philippines
EVENT_BUILD_SUP,295,5        // 295 = SW USA


// -----------------------------------------
// --- USA Response to Japanese in China --- 
// -----------------------------------------
EVENT_POLI,17,United States,0,3,US response to Japanese aggression in China
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,USA responds to Japanese aggression in China, imposing partial sanctions
EVENT_POLI_NOTICE,USA responds to Japanese aggression in China, imposes partial sanctions

 event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_JAP
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Full_Allied
EVENT_POLI_MINMAX_DATE,1940,0,1999,3

// player control requirements

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

// event probability
EVENT_BASE_PROB,-10
EVENT_FACTBOMB_INCR_PROB,10,0,PLAYER_CHI,0 // 
EVENT_INCR_PROB,20,196,PLAYER_JAP          // 196=Foochow (coastal)
EVENT_INCR_PROB,20,194,PLAYER_JAP          // 194=Liuchow
EVENT_INCR_PROB,40,197,PLAYER_JAP          // 197=Changsa (layer 1)
EVENT_INCR_PROB,40,195,PLAYER_JAP          // 195=Paotow
EVENT_INCR_PROB,40,169,PLAYER_JAP          // 169=Kunming     
EVENT_INCR_PROB,40,344,PLAYER_JAP          // 344=Chungking (layer 2)
EVENT_INCR_PROB,40,167,PLAYER_JAP          // 167=Lanchow
EVENT_INCR_PROB,-100,193,PLAYER_CHI        // 193=Indochina
EVENT_HISTORY_RULE,50,0                    // 

// event effects
EVENT_GIFT_ADJUST,PLAYER_JAP,-2


// ------------------------------------
// ---   USA Fully Embargos Japan   --- 
// ------------------------------------
EVENT_POLI,21,United States,0,1,USA embargos Japan
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,USA responds to Japanese bases in Indochina, embargos Japan
EVENT_POLI_NOTICE,USA embargos Japan, cuts all fuel exports

 event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_JAP
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Full_Allied
EVENT_POLI_MINMAX_GIFT,PLAYER_JAP,1,99

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_JAP
EVENT_PLAYERCTL_REG_LIST,193         // 193=French Indochina

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

// event probability
EVENT_BASE_PROB,-40
EVENT_GARRISON_INCR_PROB,193,PLAYER_JAP,40,2,0  // Fr Indochina (reg,plyr,perc_per_unit,unit_class,excl_mil)
EVENT_GARRISON_INCR_PROB,173,PLAYER_JAP,40,2,0  // Siam (reg,plyr,perc_per_unit,unit_class,excl_mil)
EVENT_HISTORY_RULE,50,0                 // 

// event effects
EVENT_GIFT_ADJUST,PLAYER_JAP,-6


// ------------------------------------------
// --- Vichy France joins Germany --- 
// ------------------------------------------
EVENT_POLI,1,Vichy,0,1,Vichy joins Germany
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Vichy France declares war on WA, joins Axis
EVENT_POLI_NOTICE,Vichy France declares war on Allies, joins Axis

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

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

EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_UN
EVENT_PLAYERCTL_REG_LIST,72                 // 72=N Italy
EVENT_PLAYERCTL_REG_LIST,73                 // 73=S Italy
EVENT_PLAYERCTL_REG_LIST,58                 // 58=Spain
EVENT_PLAYERCTL_REG_LIST,61                 // 61=Sardinia

// event probability
EVENT_BASE_PROB,100

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


// -------------------------------
// ---   Western Allies Rearm  --- 
// -------------------------------
EVENT_POLI,13,United States,0,20,Western Allies rearm
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Western Allies rearm, after surrender (VP<100)
EVENT_POLI_NOTICE,Western Allies rearm

// event pre-requisites
EVENT_POLI_MINMAX_STATUS,Pro_Allied,Full_Allied
EVENT_POLI_MINMAX_VP,PLAYER_GER,0,99
EVENT_FROZEN_MINNUM,-1     // all WA regions are frozen

// event probability
EVENT_BASE_PROB,0
//    []EVENT_GARRISON_INCR_PROB,reg,plyr,perc_per_unit,unit_class,excl_mil // (default: 0,0,0,0,0) modify probability of event based on garrison
//                                                                          // reg:           region number of garrison
//                                                                          // plyr:          player whose units are counted
//                                                                          // perc_per_unit: percent probability increase for each matching unit
//                                                                          // unit_class:    0 - regular garrison (mil/inf/para/arm)
//                                                                          //                1 - land unit (mil/inf/para/arm/art/flak)
//                                                                          //                2 - land or air unit (mil/inf/para/arm/art/flak/ftr/CAG/tac/HB)
//                                                                          // excl_mil:      if true (non-zero) exclude militia from unit type match (even though it is in every unit class)

// --- Axis garrisons
// American + British capitals
EVENT_GARRISON_INCR_PROB,318,PLAYER_NOT_UN,-3,2,0 // 318=NE USA 
EVENT_GARRISON_INCR_PROB,25,PLAYER_NOT_UN,-3,2,0 // 25=England 
EVENT_GARRISON_INCR_PROB,319,PLAYER_NOT_UN,-3,2,0 // 319=E Canada 
// European + Asian + Pacific capitals
EVENT_GARRISON_INCR_PROB,63,PLAYER_NOT_UN,-2,2,0 // 63=W France 
EVENT_GARRISON_INCR_PROB,158,PLAYER_NOT_UN,-2,2,0 // 158=S India 
EVENT_GARRISON_INCR_PROB,230,PLAYER_NOT_UN,-2,2,0 // 230=Victoria 

// --- WA garrisons
// American + British capitals
EVENT_GARRISON_INCR_PROB,318,PLAYER_UN,2,2,1 // 318=NE USA 
EVENT_GARRISON_INCR_PROB,25,PLAYER_UN,2,2,1 // 25=England 
EVENT_GARRISON_INCR_PROB,319,PLAYER_UN,2,2,1 // 319=E Canada 
// European + Asian + Pacific capitals
EVENT_GARRISON_INCR_PROB,63,PLAYER_UN,3,2,1 // 63=W France 
EVENT_GARRISON_INCR_PROB,158,PLAYER_UN,3,2,1 // 158=S India 
EVENT_GARRISON_INCR_PROB,230,PLAYER_UN,3,2,1 // 230=Victoria 

// event effects
EVENT_USA_WR_INCREASE,0,16
EVENT_GIFT_ADJUST,PLAYER_JAP,-1


// -----------------------------------
// ---   Western Allies Surrender  --- 
// -----------------------------------
EVENT_POLI,13,UK,0,1,Western Allies surrender
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Western Allies armistice, territorial concession (VP>=83)
EVENT_POLI_NOTICE,Western Allies sue for armistice, yield territory

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

EVENT_POLI_MINMAX_VP,PLAYER_GER,83,999

// player control requirements
EVENT_PLAYERCTL_MINNUM,3
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_JAP
EVENT_PLAYERCTL_REG_LIST,318           // 318=NE USA
EVENT_PLAYERCTL_REG_LIST,25            // 25=England
EVENT_PLAYERCTL_REG_LIST,24            // 24=Scotland
EVENT_PLAYERCTL_REG_LIST,63            // 63=W France
EVENT_PLAYERCTL_REG_LIST,158           // 158=S India
EVENT_PLAYERCTL_REG_LIST,230           // 230=Victoria
EVENT_PLAYERCTL_REG_LIST,80            // 80=Cairo

// event probability
EVENT_BASE_PROB,-200

// adjustments - bombing UK factories, the blitz!
EVENT_FACTBOMB_INCR_PROB,10,0,PLAYER_NOT_GER,UK   // percent_per_hit,reset_hits,player_id, nat_id ("PLAYER_NOT_GER" inverts the probability)

// adjustments - major capitals
EVENT_INCR_PROB,75,25,PLAYER_NOT_UN    //  25 = England
EVENT_INCR_PROB,75,318,PLAYER_NOT_UN   // 318 = NE USA
EVENT_INCR_PROB,75,63,PLAYER_NOT_UN    //  63 = W France

// adjustments - minor capitals
EVENT_INCR_PROB,50,319,PLAYER_NOT_UN   // 319 = E Canada
EVENT_INCR_PROB,50,158,PLAYER_NOT_UN   // 158 = S India
EVENT_INCR_PROB,50,230,PLAYER_NOT_UN   // 230 = Victoria

// adjustments - every other factory region that starts as WA or Neutral
// Central and Eastern Europe, could be taken by Rus
EVENT_INCR_PROB,25,72,PLAYER_GER       //  72 = N Italy
EVENT_INCR_PROB,25,73,PLAYER_GER       //  73 = S Italy
EVENT_INCR_PROB,25,92,PLAYER_GER       //  92 = Hungary
EVENT_INCR_PROB,25,68,PLAYER_GER       //  68 = W Poland
EVENT_INCR_PROB,25,91,PLAYER_GER       //  91 = Rumania
EVENT_INCR_PROB,25,87,PLAYER_GER       //  87 = Istanbul

// Britain
EVENT_INCR_PROB,25,24,PLAYER_NOT_UN    //  24 = Scotland
// Europe
EVENT_INCR_PROB,25,58,PLAYER_NOT_UN    //  58 = Spain
EVENT_INCR_PROB,25,62,PLAYER_NOT_UN    //  62 = S France
EVENT_INCR_PROB,25,64,PLAYER_NOT_UN    //  64 = E France
EVENT_INCR_PROB,25,65,PLAYER_NOT_UN    //  65 = TLC
// Middle East
EVENT_INCR_PROB,25,83,PLAYER_NOT_UN    //  83 = Trans-Jordan
// India
EVENT_INCR_PROB,25,145,PLAYER_NOT_UN   // 145 = E India
// Australia
EVENT_INCR_PROB,25,231,PLAYER_NOT_UN   // 231 = NSW
// Pacific
EVENT_INCR_PROB,25,176,PLAYER_NOT_UN   // 176 = Sumatra
EVENT_INCR_PROB,25,187,PLAYER_NOT_UN   // 187 = Borneo
// USA & Canada
EVENT_INCR_PROB,25,293,PLAYER_NOT_UN   // 293 = NW USA
EVENT_INCR_PROB,25,295,PLAYER_NOT_UN   // 295 = SW USA
EVENT_INCR_PROB,25,294,PLAYER_NOT_UN   // 294 = NC USA
EVENT_INCR_PROB,25,296,PLAYER_NOT_UN   // 296 = SC USA
EVENT_INCR_PROB,25,317,PLAYER_NOT_UN   // 317 = SE USA

EVENT_HISTORY_RULE,20,40           // 20%,40%: computed probability subtracts the 1/5 of the last turn and 2/5 of the max turn probability adjustments

// event effects
// EVENT_REGION_SURRENDER, level,no_units,damage,rule,[]region_id
// Surrender _exclusion_ regions. Max 64 words in engine, need to concatenate (1st 4 values overwritten, vectors concatenate)
EVENT_REGION_SURRENDER,1,0,0,0, 25,63,318,end                                            // major capitals
EVENT_REGION_SURRENDER,1,0,0,0, 24,291,293,294,295,296,317,end                                       // other important land regions (Britain, Canada, USA)
EVENT_REGION_SURRENDER,1,0,0,0, 2,16,21,320,3,14,26,27,316,321,4,13,325,5,6,12,29,30,37,31,36,35,end // Atlantic Ocean
EVENT_REGION_SURRENDER,1,0,0,0, 133,132,131,130,128,81,142,143,144,end                               // Indian Ocean
EVENT_REGION_SURRENDER,1,0,0,0, 288,250,284,287,279,286,298,300,314,end                              // Pacific Ocean

EVENT_USSR_WR_INCREASE,4,0
EVENT_USA_WR_SET,0,20
EVENT_FREEZE_WR_RULE,1         // 1 --> freeze the player and set new thresholds
EVENT_PLAYER_WR_THRESH,PLAYER_NONE
EVENT_FREEZE_WAR_READINESS,20,70,70,3,2,0,3,5      // thr1,thr2,thr3,fm_year,fm1,n/u,fm3,fm_max
                                                  // baseline from WAR_READINESS_USA: 28,40,52,1944,2,0,3,5
EVENT_GIFT,PLAYER_UN,PLAYER_JAP,67,6,3,0,1,United States

// ----------------------------------
// --- Yugoslavia Pro-Axis Coup --- 
// ----------------------------------
EVENT_POLI,5,Yugoslavia,0,1,Yugoslavia pro-Axis coup
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Yugoslavia pro-Axis coup, new government joins Axis.
EVENT_POLI_NOTICE,Yugoslavia pro-Axis coup, new government joins Axis.

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

// player control requirements
EVENT_PLAYERCTL_MINNUM,1            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_NEU
EVENT_PLAYERCTL_REG_LIST,89                // 89=Yugo

EVENT_PLAYERCTL_MINNUM,2            
EVENT_PLAYERCTL_PLYR_LIST,PLAYER_GER
EVENT_PLAYERCTL_REG_LIST,72                // 72=N Italy
EVENT_PLAYERCTL_REG_LIST,88                // 88=Greece

// event probability
EVENT_BASE_PROB,75

// event effects
EVENT_NATION_STATUS,Yugoslavia,Pro_Axis,Leaning_Allied,Full_Axis

// ----------------------------------
// --- Yugoslavia Pro-Allied Coup --- 
// ----------------------------------
EVENT_POLI,5,Yugoslavia,0,1,Yugoslavia pro-Allied coup
EVENT_POLI_IGNORE_PRIOR,1
EVENT_POLI_DESCR,Yugoslavia pro-Allied coup, pro-Allied government takes power
EVENT_POLI_NOTICE,Yugoslavia pro-Allied coup, pro-Allied government takes power.

// event pre-requisites
EVENT_POLI_PLYR_NOT_SURR,PLAYER_GER
EVENT_POLI_MINMAX_STATUS,Leaning_Axis,Leaning_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,5
EVENT_INCR_PROB,20,72,PLAYER_GER           // for control of region 72 (N Italy)
EVENT_INCR_PROB,50,88,PLAYER_GER           // for control of region 88 (Greece)

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

---------------------------------- 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_ggaem.txt,

