
Event syntax:

event = { id = [number] 	# Unike event ID number from 0 up to several billions
	random = [yes/no] 	# Is the event a random event or not. Default is set to NO. Number of random events per year is set in misc file in db folder 
	country = [tag] 	# Event can only trigger for this country. Is not mandatory
	persistent = [yes/no] 	# Can the event fire more than once. Default is set to NO
	inventions = [yes/no]  	# Can only trigger once per country. Default is set to NO

	date = { hour = [0-23] day = [0-29] month = [0-11] year = [1936-1964] } 	# The earliest date this event can fire
	offset = X									# X = number of days. Means the event vil trigger once in the x days period which day is random
	deathdate = { hour = [0-23] day = [0-29] month = [0-11] year = [1936-1964] }	# The last possible date the event can trigger. Note day = 30 or higher will set deathdate at end of year.

	trigger = { [trigger conditions] } 			# possible triggers listed and explained below

	name = "[nameofevent]" or name = "EVT_4000_NAME"	# Name of event that will be displayed in message logs or boxes. It can either be directly written in the name field or be called from event.txt files with string names like "EVT_4000_NAME" multible events can use same name 							
	Desc = "[Description]" or Desc = "EVT_4000_DESC"	# Description of event that will be displayed in message box. se above for explanation
	Picture = "[nameof picture]"				# Name of the event picture. Must be located in event_pics folder in gfx folder 
	style = 0						# not currently used can be omitted

	action_a = { 	name = "[action name]" or name = "ACTIONNAME4000A" 	# name or description of action a either directly wriiten or placed in event.txt file in config folder like above. 
			ai_chance = X 						# X between 0 - 100% 
			command = { [commands] } 				# Valid commands listed and explained below, number of commands in one action is unlimited for any practical purpose as far as i know
			}
	action_b = { [se above] }						# 4 action sections is max allowed action selections.
										# must be named action_a - action_d
	action_c = { [se above] }

	action_d = { [se above] } 			
	
	} # dont forget this at end of event.			

Trigger syntax:
	
	and = { [trigger conditions a to z] } 	# All of the conditions need to be true for the event to fire
	or = { [trigger conditions a to z] }	# Only one of the conditions need to be true for the event to fire
	not = { [trigger conditions a to z] } 	# None of the conditions, can be true for the event to fire

TRIGGERS:
	Hour = [0-23]			#true if the hour (of the day) is at least this, In general dont use Hour, can be used without issues, for first day in a campaign. (Example:hour = 1 day = 0 month = january year = 1936)
	day = [0-29]			#true if the day (of the month) is at least this
	month = [name] or [0-11]	#true if the month is at least this
	year = X 			#true if the year is at least this
	
	difficulty = X 			# Difficulty at level X or harder. [0-4],0 is Very Easy.
	event = x  			# event has happened.
	random = x ( % )		# not to be confused with the above random = yes/no this sets a percentage chance for the event to trigger

	flag = [name]  			#true if the global flag exists and is set to true.
	local_flag = [name]		#true if the local flag exists and is set to true.
	
	headofstate = [minister id]			# True if minister id is HOS
	headofgovernment = [minister id]		# True if minister id is HOG
	incabinet = [id] 				# True if minister id is in the ruling cabinet
	minister = [minister id] 			# True if minister are alive?
	leader = [leader id] 				# True if leader id are alive
	government = [communist/fascist/democratic]	# Checks for government type
	ideology = [name of ideology type]		# Checks for ideology of nation valid types below
	
	exists = country 				# True if country exists.
	country = [tag] 				# True if this is country
	major = [yes/no]				# True if the country is ENG, FRA, GER, JAP, USA, ITA or SOV
	ai = [yes/no/country tag] 			# Is the country AI controlled?
	atwar = [yes/no/country tag] 			# Is this country atwar yes/no or country tag added to see if other countries are at war
	war = { country =a  country = b }		# Checks if a and b is at war
	under_attack = [tag]				# Country is under attack
	attack = [tag]					# Country [tag] has attacked this country.
	ispuppet = [Country Tag]			# True if TAG is a puppet
	puppet = { country = [tag 1] country = [tag 2] }# True if tag 1 is puppet of tag 2
	owned = { province = a data = tag }		# checks if province is owned by country x (if data == -1 then its for country receievin event)
	control = { province = a data = tag }		# checks if province is controlled by country x (if data == -1 then its for country receievin event)
	
	alliance = { country = a country = b }			# checks if a and b is in the same military alliance
	access = { country = [tag1] country = [tag2] } 		# checks if tag1 is granting military access to tag2
	non_aggression = { country = [tag1] country = [tag2] } 	# checks if tag & tag have a non_agg_pact active
	trade = { country = [tag1] country = [tag2] } 		# checks if tag1 and tag2 have an active trade agreement
	guarantee = { country = [tag1] country = [tag2] } 	# checks if tag1 is guaranteeing the independence of tag2
	domestic = { type = field value = x }			# checks if domestic slider is a specific value se valid type fields below
	belligerence = { country = [tag] value = X }		# No country field means "this country". True if Belligerence >= X.
	can_change_policy = { type = [policy] value = [delta] } # true if the policy can be changed by delta
	relation = { which = [tag] value = [value] } 		# true if relations to country which is at least value

	lost_VP = { country = [tag] value = X }		# X% or more of _owned_ VPs in enemy hands
	lost_national = { country = [tag] value = X }	# X% or more of national provs in enemy hands
	lost_IC = { country = [tag] value = X }		# X% or more of national IC in enemy hands
	axis = X 					# axis holds at least X vp
	allies = X 					# allies holds at least X vp
	comintern = X 					# comintern holds at least X vp
	vp = X						# Currently held Key Points + extra VP >= X
	range = { min = x max = x }			# true if vp is within (>= && <= the range)	

	technology = x 			 		# True if a certain tech is known.
	technology = { country = TAG value = x }	# True if a certain tech is known by the given country.
	is_tech_active = [tech id]			# True if the tech is researchable.

	energy = x		(>=x)	#true if a nation have at least that amount of energy.
	metal = x		(>=x)	#true if a nation have at least that amount of metal.
	rare_materials = x	(>=x)	#true if a nation have at least that amount of rare materials.
	oil = x			(>=x)	#true if a nation have at least that amount of oil.
	supplies = x		(>=x)	#true if a nation have at least that amount of supplies.
	manpower = x 		(>=x)	#true if a nation have at least that amount of manpower.
	dissent = x  		(>=x)	#true if a nation have at least that amount of dissent.	
	money = x		(>=x)	#true if a nation have at least that amount of Money
	escortpool = x		(>=x)	#true if a nation have at least that amount of escorts
	convoypool = x		(>=x)	#true if a nation have at least that amount of convoys

	division_exists = { type = [id type] id = [id id] }				# checks for Specific division exists land/sea or air 
	division_in_province = { id = { type = [id type] id = [id id] } province = X } 	# checks for Specific division in specific province land/sea or air 
	[div type] = X									# X or more of that type of division.
	[div type] = { country = TAG value = X }					# country TAG has X or more of that type of division
	army = [divisions] 					#true if we have at least this many land divisions
	nuke = [number] 					#true if we have at least this many nukes ready
	land_percentage = { country = [tag] value = [value] }  	#true if we have at least value times the land forces of country TAG
	naval_percentage = { country = [tag] value = [value] } 	#true if we have at least value times the naval forces of country TAG
	air_percentage = { country = [tag] value = [value] }   	#true if we have at least value times the air forces of country TAG

	garrison = { country = [tag] province = [province] type = [air/land/naval] size = [number of divisions] area = [yes/no] } 
	# No type field means "all division types". "area = yes" means "count divisions in all provinces in this controlled Area". Do not use "area = yes" for sea provinces!	

	intel_diff = x 								#[>=X, X = our intell - enemy intell]
	province_revoltrisk = { province = [id] value = [value] } 		# true if revolt risk in province is at least value

COMMANDS:
	type = endgame value = [type]   	# Sets conditions for when the scenario ends valid types listed below

Misc:	type = setflag which = [keyname]	# Sets Global flag, visible for all countries
	type = clrflag which = [keyname]	# Clears Global flag, visible for all countries
	type = local_setflag which = [keyname]	# Sets Local flag, visible only for this country
	type = local_clrflag which = [keyname]	# Clears Local flag, visible only for this country	

Policy:	type =  regime_falls						# 
	type =	inherit which = [tag] 					# This country inherits country Tag, [-1] for random.
	type =	country which = [tag] 					# Change the tag of the country the event fires for.
	type =	addcore   which = [prov id]				# Add new national province to country
	type =	removecore which = [prov id]				# Remove national provinces
	type =	secedeprovince which = [tag] value = [prov id]		# Secede province value =[prov id] to country which=[TAG]
	type =	control which = [tag]  value = [prov id]		# Checks for if a specific country [TAG] controls province [prov id] 
	type =	capital which = [prov id]		 		# Change capital for the country to [prov id]
	type = 	civil_war 				 		# Civil war with any possible revolter that has shared national provinces
	type = 	civil_war which = [rebel country tag]	 		# Civil war with specific revolter that has shared national provinces. NOTE: This MUST be a tag which has regular_id set to this country, or vice versa.
	type = 	belligerence which = [country] value = X 		# adds value = [x] Belligerence to country = [tag], No which field means "this country".
	type = 	dissent value = [value to add]				# adds value = [x] Dissent to country = [tag], No which field means "this country".
	type = 	province_revoltrisk which = [Province ID] value = X 	# Adds value = [x%] revoltrisk to province = [prov id]
	type = 	domestic which = [domestic policy type] value = X 	# Change a domestic policy slider by value = [X] between 1-10
	type = 	set_domestic which = [domestic policy type] value = X	# Set a domestic policy slider to value = [X] between 1-10
	type = 	change_policy which = [domestic policy type] value = X	# Change a domestic policy by value = [X] if it could normally be changed and also sets the cooldown period (found in misc file in the DB folder) for changing policy
	type = 	independence which = [country tag] value = [0/1] when = [0/1] # Country [tag] gains independence. value: [0]-units in the area change allegiance, [1]-they don't. When 0=normal, 1=force them to be democratic

Diplo :	type =	alliance which = [tag] 				# This country enters in an alliance with country = [tag], [-1] for random country.
	type = 	leave_alliance					# This country leaves alliance
	type = 	relation which = [country] value = X		# Add value = [X] to the relation with country = [tag]
	type = 	set_relation which = [country] value = X	# Sets relation to [X] with this country
	type = 	peace which = [country tag] value = [0/1] 	# Makes peace with [tag] Value = [1] means separate peace-i.e. pull out of alliance. [0] is full peace, for the whole alliance.
	type = 	war which = [country tag]			# This country Dows country = [tag], note you will get normal Belligerence for dow whit this event
	type = 	end_puppet					# End puppet status
	type = 	end_mastery which = [country tag]		# End puppet mastery over another nation
	type = 	make_puppet which = [country tag]		# Make country [TAG] a puppet to country this country
	type = 	coup_nation which = [country tag]		# This country Coups nation [TAG]
	type = 	access which = [country tag] 				# Grant military access _to_ a country
	type = 	end_access which = [country tag]			# Revoke military access for nation
	type = 	end_non_aggression which = [country] where = [country] 	# end a non aggression pact between these countries
	type = 	non_aggression which = [country] where = [country]	# create a non aggression pact between these countries
	type = 	end_trades which = [country] where = [country] 		# end all trade agreements between these countries
	type = 	end_guarantee which = [country] where = [country] 	# country 1 no longer guarantees independence of country 2
	type = 	guarantee which = [country] where = [country] 		# country 1 now guarantees independence of country 2

Teams:	type = sleepteam which = [tech team id]				# Makes this team unavailable (sets "start year" to 2001. Will complete current project though.)
	type = waketeam which = [tech team id]				# Makes this team available (sets "start year" to previous year.)
	type = sleepminister which = [minister id/-1]			# Kills this minister, permanently unavailable
	type = sleepleader which = [leader id/-1]			# Kills this leader, permanently unavailable
	type = wakeleader which = [leader id]				# wakes this dormant leader
	type = set_leader_skill which = [leader id/-1] value = [X] 	# Sets a leaders skill to [X], which = [-1] random leader. 

Units:	type = allow_dig_in						# Troops may now dig in
	type = build_division which = [division type] value = [brigade type]
	type = add_corps which = [name] value = [land/air/naval] when = [leader ID] where = [province_ID]
	type = activate_division which = [div id type] value = [div id id]  [where = province] when = [0/1] # Activates a dormant division. If "when = 0" the division will deploy to the force pool if the target province is enemy controlled. If a preceding add_corps command has been used, the division will go to that unit, ignoring the 'when' and 'where' directives.
	type = add_division which = [name] value = [div type] when = model where = [brigade type] # Brigade model is always the latest. If a preceding add_corps command has been used, the division will go to that unit, otherwise to the force pool.
	type = remove_division which = [div id type/-1] value = [div id id]			# Remove a division from the scenario. -1 is a random division (the value field will be ignored).
	type = remove_division which = "Exact Name" value = [country tag]			# Remove a named division from the scenario (for a certain country.)
	type = damage_division which = [div id type/-1] value = [div id id] where = X		# where = Percent of Max Strength. Negative value is strength gain.
	type = disorg_division which = [div id type/-1] value = [div id id] where = X		# where = Percent of Max Strength. Negative value is org gain.
	type = delete_unit which = [unit id type/-1/-2/-3] value = [unit id id] 		# -1 is a random land unit -2 random naval unit -3 random air unit (value will be ignored).
	type = switch_allegiance which = [unit id type/-1] value = [unit id id]	where = [country tag]	# -1 is a random land unit -2 random naval unit -3 random air unit (value will be ignored).
	type = scrap_model which = [div type] value = [model]					# Make a model obsolete (no longer possible to build).
	type = lock_division which = [id type] value = [id id] 					# Lock this division (it may no longer move.)
	type = unlock_division which = [id type] value = [id id] 				# Unlock this division (it may now move.)
	type = new_model which = [division or brigade type] value = [The model number] } 	# New models updates the current template for a division or brigade type.
	type = activate_unit_type which = [division or brigade type] } 				# Make a division or brigade type available for construction.
	type = deactivate_unit_type which = [division or brigade type] } 			# Make a division or brigade type unavailable for construction.
	
Techs:	type = research_sabotaged			# Research is set back with X%.
	type = deactivate which = [tech id] 		# Make this technology permanently unavailable for the country.
	type = activate which = [tech id] 		# Activate specific techs
	type = info_may_cause which = [tech id]		# No effect, but informs player that this tech/event can open up new avenues of research.
	type = steal_tech which = [country tag/-1] 	# Steals a random tech. from country = [tag] or  [-1] for random non-ally, Results in a blueprint.
	type = gain_tech which = [tech id/-1/-2]	# Gains a blueprint, [-1] for random tech, [-2] for a random tech currently being researched not a technology.

R.Pool: type = resource which =[resource type] value = X 	# % of theoretical maximum daily production added to national resource pool.
	type = supplies value = [value to add] where = [prov] 	# If no "where" field is used, it goes to the national pool.
	type = oilpool value = [value to add] where = [prov] 	
	type = metalpool value = [value to add] where = [prov]
	type = energypool value = [value to add] where = [prov]
	type = rarematerialspool value = [value to add] where = [prov]
	type = money value = [value to add] where = [prov]
	type = manpowerpool value = [value to add]
	type = relative_manpower value = [%] 			# Add a percentage of [yearly national manpower income * 50] to the pool
	type = province_manpower which = [prov] value = [value to add] # Add manpower to province	
	type = free_ic/free_oil/free_supplies/free_money/free_metal/free_energy/free_rare_material/free_transport/free_convoy/free_manpower	#change offmap daily prod
	type = add_prov_resource which = [prov id/-1/-4] value = X where = [energy/metal/oil/rare_materials]  # -1 is random province, -4 is province with nuclear reactor.

Constr:	type = allow_building which = [building type]	# Allow the construction of a certain building type.
	type = construct which = [building type] where = [prov id/-1/-4] value = [additional size] # -1 is random valid province. -4 is random national province that already has a building of the same type of at least size 1.
	type = allow_convoy_escorts			# Allowed to build convoy escorts
	type = transport_pool which = [country] value = X (adds/removes transports from pool)
	type = escort_pool which = [country] value = X (adds/removes escorts from pool)
	type = convoy which = [startprov] value = [endprov] when = [resource_bits] 1=oil, 2=metal, 4=energy, 8=rare_materials, 16=supplies
	
Mod:	type = peacetime_ic_mod value = X(%) 	# Additive, and ONLY applied when a country is at peace. Default base value is 100%.
	type = tc_mod value = X(%)		# Modify National Transport Capacity. Positive value = good.
	type = tc_occupied_mod value = X(%)	# Modify Occupied Province Transport Capacity Drain. Positive value = good.
	type = attrition_mod value = X(%)	# Modify the Attrition Penalty. Positive value = good.
	type = supply_dist_mod value = X(%)	# Modify the Supply Distance Penalty. Positive value = good.
	type = repair_mod value = X(%)		# Modify Reinforcement Efficiency Positive value = good.
	type = research_mod value = X(%)	# Modify research efficiency. Positive value = good.
	type = building_prod_mod which = [building type] value = X%	# Bonus to production time. Additive. NOTE: Positive value = reduced time.
	type = convoy_prod_mod which = [escorts/transports] value = X%	# Bonus to production time. Additive. NOTE: Positive value = reduced time.
	type = radar_eff value = X(%) 		# Modify the efficiency of radar stations (bonus to friendly aircraft in the province.) Positive value = good.

Eff: 	type = enable_task which = [task type]			# Enable a certain type of mission
	type = task_efficiency which = [task type] value = X 	#Additive: 0.05 - 1.0
	type = max_positioning which = [div type] value = X 	#Additive: 0.05 - 1.0
	type = min_positioning which = [div type] value = X 	#Additive: 0.05 - 1.0

Misc:	type = province_keypoints which = [province id/-1] value = [keypoints to add]
	type = ai which = [file name]	# Switches the ai file of a country.
	type = extra_tc value = X
	type = vp value = X 		# Offmap Victory Points
	type = songs
	type = trigger which = [event id]	# Immediately trigger another event
	type = sleepevent which = [event id]

Nuclear:type = max_reactor_size value = X # Set the max size of nuclear reactor buildings.
	type = abomb_production 	  # Allow A-Bombs
	type = double_nuke_prod		  # Double A-Bomb production rate.

	type = gas_attack            	# Enable gas attacks 
	type = gas_protection        	# Enable gas protection

Untested commands
	command = { type = revolt which = X }


# AI event commands (no effect for human controlled nations)
	type = ai_prepare_war	which = [tag]		# Tells the AI to move troops to the border with a country.

# Weather event commands
	type = start_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard]	# Start a new weather pattern centered on a given province
	type = add_to_pattern which = [id type] value = [id id] where = [prov id] when = [raining/snowing/storm/blizzard]	# Add a province to an existing weather pattern.	
	type = end_pattern which = [id type] value = [id id] # This weather pattern will begin to dissipate
	type = set_ground which = [prov id] value = [clear/muddy/winter]

# Commands to affect the chance of "combat events" occurring. Additive (%).
	type = counterattack value = x
	type = assault value = x
	type = encirclement value = x
	type = ambush value = x
	type = delay value = x
	type = tactical_withdrawal value = x
	type = breakthrough value = x

# HQ effects
	type = hq_supply_eff value = X(%)	# Additive
	type = sce_frequency value = X	 	# Combat event chance multiplier. Default: 1.0	

# ACTIVATE NUCLEAR CAPABILITY OF MISSILES
 	type = nuclear_carrier which = [flying_bomb/flying_rocket] }

# ACTIVATE MISSILE CAPABILITY OF SUBMARINES
 	type = missile_carrier which = [submarine] }

# UNIT VALUES
# [unit value] = soft_attack/hard_attack/ground_defense/air_attack/air_defense/build_cost/build_time/manpower/speed/max_organization/transport_weight/supply_consumption/fuel_consumption/speed_cap_art/speed_cap_eng/speed_cap_at/speed_cap_aa
#
# Land unit bonuses
	type = [unit value] which = [land/division type/brigade type] value = [additive value modifier] }

# Air unit bonuses
	type = [air_attack/strategic_attack/tactical_attack/naval_attack/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/transport_capacity/supply_consumption/fuel_consumption/range] which = [air/division type/brigade type] value = [additive value modifier] }

# Naval unit bonuses
	type = [naval_attack/air_attack/shore_attack/naval_defense/air_defense/build_cost/build_time/manpower/speed/surface_detection/air detection/visibility/transport_capacity/supply_consumption/fuel_consumption/range] which = [naval/division type/brigade type] value = [additive value modifier]
}
# NOTE: For "build_time" and "build_cost", it is possible to add the field "where = relative".
# This means that the value is parsed as a relative modifier (%) instead of an absolute addition.
# When doing this, THE BASE VALUE OF MODEL 0 IS USED FOR _ALL_ MODELS. So "value = -10" means
# "-10% of the value of model 0".

#
# UNIT COMBAT MODIFIERS
#
# Terrain combat modifiers
	type = [desert_attack/desert_defense/mountain_attack/mountain_defense/hill_attack/hill_defense/forest_attack/forest_defense/swamp_attack/swamp_defense/urban_attack/urban_defense/river_attack/shore_attack/paradrop_attack] which = [division type/brigade type] value = [X] } # Modifier in percent (+10 = 10%)

# Terrain movement modifiers
 	type = [desert_move/mountain_move/hill_move/forest_move/swamp_move/urban_move/river_crossing] which = [division type/brigade type] value = [X] } # Modifier in percent (+10 = 10%)

# Weather land-combat modifiers
	type = [frozen_attack/frozen_defense/snow_attack/snow_defense/blizzard_attack/blizzard_defense/rain_attack/rain_defense/storm_attack/storm_defense/muddy_attack/muddy_defense] which = [division type/brigade type] value = [X] } # Modifier in percent (+10 = 10%)

# Weather land-movement modifiers
 	type = [frozen_move/snow_move/blizzard_move/rain_move/storm_move/muddy_move] which = [division type/brigade type] value = [X] } # Modifier in percent (+10 = 10%)

# Weather air-combat modifiers
	type = [snow_attack/rain_attack] which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane] value = [X] }# Modifier in percent (+10 = 10%)

# Weather air-movement modifiers
	type = [snow_move/blizzard_move/rain_move/storm_move] which = [interceptor/escort/multi_role/strategic_bomber/tactical_bomber/torpedo_plane/transport_plane] value = [X] } # Modifier in percent (+10 = 10%)

# Weather naval-combat modifiers
	type = [snow_attack/rain_attack] which = [battleship/cruiser/destroyer/carrier/submarine/transports] value = [X] } # Modifier in percent (+10 = 10%) 

# Weather naval-movement modifiers
	type = [snow_move/blizzard_move/rain_move/storm_move] which = [battleship/cruiser/destroyer/carrier/submarine/transports] value = [X] # Modifier in percent (+10 = 10%) } # Night modifiers
	type = night_move/night_attack/night_defense which = [division type/brigade type] value = [X] } # Modifier in percent (+10 = 10%)
#
# SPECIAL UNIT BONUSES
#
# Minisubs (BBs and CVs attack ships in harbors with this bonus added to their sea attack value)
	type = minisub_bonus value = [X] }# NOT INCREMENTAL. This is the new value.
#
# GLOBAL MODIFIERS
#
# Surprise modifiers
	type = surprise which = [naval/land/air] value = [X] } # Modifier in percents

# Intelligence Operation modifiers
	type = intelligence which = [us/them] value = [X] } # Modifier in percents

# Army Detection modifiers
	type = army_detection which = [us/them] value = [X] } # Modifier in percents

# Provincial AA batteries
	type = AA_batteries value = [X] } # Modifier in percents
#
# INDUSTRIAL MODIFIERS
#
# Industrial multipliers
# E.g. energy_to_oil 4 means four energy are needed to produce one oil. 0.5 means 1 energy produces 2 oil.
	type = industrial_multiplier which = [energy_to_oil/oil_to_rare_materials] value = [X] }

# Industrial modifiers (additive)
# 'total' is the conversion factor from every built industry point into Industrial Capacity.
# 'supplies' is a modifier for the amount of supplies produced by every reserved IC unit.
	type = industrial_modifer which = [total/supplies] value = [X] } # Percents
#Government types:
#[Democratic/Fascist/communist]

#Ideology types:
#[nazi/fascist/paternal_autocrat/social_conservative/market_liberal/social_liberal/social_democrat/left_wing_radical/leninist/stalinist]

#Domestic policy types:
#[democratic/political_left/free_market/freedom/professional_army/defense_lobby/interventionism]

#Building Types:
#[ic, coastal_fort, land_fort, flak, infrastructure, air_base, naval_base, radar_station, nuclear_reactor, rocket_test]

#Task Types:
#[attack, rebase, strat_redeploy, support_attack, support_defense, reserves, anti_partisan_duty, air_superiority, ground_attack, runway_cratering, installation_strike, interdiction, naval_strike, port_strike, logistical_strike, strategic_bombardment, air_supply, airborne_assault, convoy_raiding, asw, naval_interdiction, shore_bombardment, amphibous_assault, sea_transport, naval_combat_patrol]

#Resource Types: 
#[oil, metal, energy, rare_materials, supplies, money, manpower]

#Division types
#[infantry/,.......]

#Endgame types
#[0=quit, 1=eliminated, 2=draw, 3=axis victory, 4=axis total vic, 5=allies-victory, 6=alliestotal, 7=commie, 8=commietotal]