<!DOCTYPE HTML><html><head><meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
<!-- # XML DATA # -->
<script type="application/json" id="json_data">
{
"territoryAttachment":{
"parent":"attachmentList"
,"type":"attachment"
,"desc":"Options for territories"
,"params":{
"attachTo":"Any territory name in 'map' List"
,"type":"territory"
,"javaClass":"TerritoryAttachment"
}
,"example":[
"<attachment name='territoryAttachment' attachTo='Greece' javaClass='TerritoryAttachment' type='territory'>"
,"\n\t<option name='production' value='2'/>"
,"\n\t..."
,"\n</attachment>"
]
,"vers":[
"Prior to engine version 1.9.0.0.9142, 'javaClass' required the package name in front of the attachment class name"
,"javaClass='games.strategy.triplea.attachments.TerritoryAttachment'"
]
,"chiluns":"Option List"
}

,"airBase":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Enables airbase rules for territory"
,"params":{"value":"true / false, <b>Default</b>:&nbsp;false"}
,"info":[
"Works according to original pacific rules: it allows free movement between the land territory and any connecting water territories"
,"This potentially gives air units +2 movement if they move from airbase to airbase and both airbases have water connecting to them on the route (or are islands)"
]
,"example":["<option name='airBase' value='true'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='airBase' value='true'/>"
,"\n\t..."
,"\n</attachment>"
]
}

,"blockadeZone":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Territory may be blockaded"
,"params":{"value":"true / false, <b>Default</b>:&nbsp;false"}
,"info":[
"Determines if this territory may be blockaded by neighboring sea zones"
,"Blockade Zones are areas where, if the enemy has ships there, they subtract the unit 'blockade' value from each of the connecting land territories up to the value of the territory."
,"If there are many enemy ships, you will collect no income from the connecting land territories."
,"Should be set to zero production otherwise they become convoy zones too"
,""
]
,"example":["<option name='blockadeZone' value='true'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='37 Sea Zone' ..."
,"\n\t<option name='production' value='0'/>"
,"\n\t<option name='blockadeZone' value='true'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"blockade"
,"immuneToBlockade"
]
}
,"capital":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Territory is a capital"
,"params":{"value":"Any player name in the playerList"}
,"info":[
"If the capital falls, all PUs held by the original owner are transferred to the conquerer."
,"No income is collected until the capital is liberated."
,"A player may have multiple capitals."
,"All players except for optional players require a capital. (See optional in 'related links')"
,"Uses an image located in the 'flags' folder of a map, image name: '<player>_large.png'<br> - The image positioning is set in a file called 'capitols.txt' in the map's root directory"
]
,"example":["<option name='capital' value='British'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='capital' value='British'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"playerList"
,"option"
,"isCapital"
,"retainCapitalNumber"
,"retainCapitalProduceNumber"
]
}
,"captureUnitOnEnteringBy territory":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Unit captured on territory capture"
,"params":{"value":"A colon delimited list of players"}
,"info":[
"The players in the list will capture units in this territory if they gain control of the territory."
,"Requires 'changeUnitOwners'"
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"example":["<option name='captureUnitOnEnteringBy' value='Russians:Germans'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='captureUnitOnEnteringBy' value='Russians:Germans'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"captureUnitOnEnteringBy player"
,"changeUnitOwners"
,"Capture Units On Entering Territory"
]
}
,"changeUnitOwners":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Unit loss on capture of territory"
,"params":{"value":"A colon delimited list of players"}
,"info":[
"The players in the list will have their units in this territory captured when they lose control of the territory."
,"Requires 'captureUnitOnEnteringBy'"
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"example":["<option name='changeUnitOwners' value='Russians:Germans'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='changeUnitOwners' value='Russians:Germans'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":["captureUnitOnEnteringBy territory","",""]
}
,"convoyAttached":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Territory is convoy related"
,"params":{"value":"A colon delimited list of territories"}
,"info":[
"At least one territory in the list must be owned by a friendly to collect income from the 'attachTo' territory."
,"The list may be empty if this territory does not require any other territories but is required by other territory."
,"See the context section below, Sea zone 5 is part of the convoyRoute of Norway (Norway has it listed under convoyAttached), so Sea zone 5 must have convoyRoute = true<br>Sea zone 5 has an income of 2 for Germany, but it does not Require ownership of another territory in order to get the income, so convoyAttached is blank."
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"example":["<option name='convoyAttached' value='Quebec:Iceland:South Africa'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='5 Sea Zone' javaClass='TerritoryAttachment' type='territory'>"
,"\n\t<option name='production' value='2'/>"
,"\n\t<option name='convoyRoute' value='true'/>"
,"\n\t<option name='convoyAttached' value=''/>"
,"\n\t..."
,"\n</attachment>"
,"\n..."
,"\n<attachment name='territoryAttachment' attachTo='Norway' javaClass='TerritoryAttachment' type='territory'>"
,"\n\t<option name='production' value='3'/>"
,"\n\t<option name='convoyRoute' value='true'/>"
,"\n\t<option name='convoyAttached' value='5 Sea Zone:6 Sea Zone'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"convoyRoute"
,"Convoy Route"
,"Sub Control Sea Zone Restricted"
]
}
,"convoyRoute":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Territory is part of a convoy route."
,"params":{"value":"true / false, <b>Default</b>:&nbsp;false"}
,"info":[
"Convoy Centers are simply sea zones with income."
,"If you control your convoy zone, you get the income from it, but if an enemy takes the zone they do not get any income, they just deny you the income."
,"Can only be entered during combat movement."
,"This territory either REQUIRES other territories to be owned, or is REQUIRED BY other territories to be owned)."
,"See the context section below, Sea zone 5 is part of the convoyRoute of Norway (Norway has it listed under convoyAttached), so Sea zone 5 must have convoyRoute = true<br>Sea zone 5 has an income of 2 for Germany, but it does not Require ownership of another territory in order to get the income, so convoyAttached is blank."
]
,"example":[
"<option name='convoyRoute' value='true'/"
]
,"context":[
"<attachment name='territoryAttachment' attachTo='5 Sea Zone' javaClass='TerritoryAttachment' type='territory'>"
,"\n\t<option name='production' value='2'/>"
,"\n\t<option name='convoyRoute' value='true'/>"
,"\n\t<option name='convoyAttached' value=''/>"
,"\n\t..."
,"\n</attachment>"
,"\n..."
,"\n<attachment name='territoryAttachment' attachTo='Norway' javaClass='TerritoryAttachment' type='territory'>"
,"\n\t<option name='production' value='3'/>"
,"\n\t<option name='convoyRoute' value='true'/>"
,"\n\t<option name='convoyAttached' value='5 Sea Zone:6 Sea Zone'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"convoyAttached"
,"Convoy Route"
,"Sub Control Sea Zone Restricted"
]
}

,"Convoy Center":{
"parent":"Terms"
,"type":"definition"
,"desc":"Description of term"
,"info":[
"Convoy centers are sea zones with prodution value."
,"If an enemy controls the zone the original owner loses the prodution value."
,"Enemy control of the zone does not give the enemy the prodution value."
,"Only the original owner may receive the income for Convoy Centers."
,"These sea zones may only be entered during combat movement."
]

,"links":[
"Convoy Route"
,"convoyAttached"
,"Sub Control Sea Zone Restricted"
]
}

,"Convoy Route":{
"parent":"Terms"
,"type":"definition"
,"desc":"Description of term"
,"info":[
"Convoy Routes are sea zones adjacent to territories with an income."
,"In order for the owner of the land territory to receive the income, the Convoy Route must be allied controlled."
,"Any player may receive the income for land territories associated with Convoy Routes."
]

,"links":[
"Convoy Center"
,"convoyAttached"
,"Sub Control Sea Zone Restricted"
]
}

,"isImpassable":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Prevents units from passing through or over the territory"
,"params":{"value":"true / false, <b>Default</b>:&nbsp;false"}
,"example":["<option name='isImpassable' value='true'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='isImpassable' value='true'/>"
,"\n\t..."
,"\n</attachment>"
]
}
,"kamikazeZone":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Places image on map"
,"params":{"value":"true / false, <b>Default</b>:&nbsp;false"}
,"info":"Does nothing right now, but it will put a symbol on the map (the kamikazeZone symbol must be in the flags folder and be named '<owner_name>_fade'"
,"example":["<option name='kamikazeZone' value='true'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='kamikazeZone' value='true'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"Kamikaze Suicide Attacks Done By Current Territory Owner"
,"suicideAttackResources"
,"suicideAttackTargets"
]
}
,"navalBase":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Enable naval base rules for territory"
,"params":{"value":"true / false, <b>Default</b>:&nbsp;false"}
,"info":"Works according to original pacific rules: it increases the non-combat movement of naval units by +1 IF they go from friendly naval base TO a friendly naval base"
,"example":["option name='navalBase' value='true'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='navalBase' value='true'/>"
,"\n\t..."
,"\n</attachment>"
]
}
,"originalFactory":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Unlimited production in territory"
,"params":{"value":"Any player name in the playerList"}
,"info":"Indicates the original controller of the territory may place infinite units in the territory.<br>However if it is captured the opponent may only place as normal."
,"example":["<option name='originalFactory' value='British'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='originalFactory' value='British'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"playerList"
,"Placement Restricted By Factory"
]
}
,"originalOwner":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Territory reverts to player if liberated."
,"params":{"value":"Any player name in the playerList"}
,"info":"Enables a territory to revert to this player's control if liberated by an ally."
,"example":["<option name='originalOwner' value='British'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='originalOwner' value='British'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":["playerList","",""]
}

,"production value":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"PU value of territory"
,"params":{"value":">=0, <b>Default</b>:&nbsp; 0"}
,"info":[
"The PU production value of the territory."
,"Also sets unitProduction to the same value."
,"If setting unitProduction separately, please set 'production' before setting 'unitProduction')<br><br><b>WARNING: In the XML this option name is actually 'production'</b><br>It is refered to in this document as 'production value' so not to be confused with 'production' (the list of production rules)"
]
,"example":["<option name='production' value='4'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='production' value='4'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":["Production","unitProduction","productionOnly","production rules","Economic Victory"]
}

,"productionOnly":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Set territory production without affecting unitProduction"
,"params":{"value":">=0"}
,"info":"This sets 'production' without setting 'unitProduction'"
,"example":["<option name='productionOnly' value='5'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='productionOnly' value='5'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":["Production","unitProduction"]
}
,"resources":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Describes resource generation for territory"
,"params":{"value":"A colon delimited pair consisting of an amount then a resource from the resourceList.<br><b>Default</b>:&nbsp;Zero if option not set for the territory."}
,"info":[
"For multiple resources, create separate elements."
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"example":["<option name='resources' value='2:steel'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='resources' value='2:steel'/>"
,"\n\t<option name='resources' value='3:food'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":["resource type","resourceList",""]
}
,"territoryEffect":{
"parent":"game"
,"desc":"option OR name"
,"info":[
"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
,"<b>Warning</b>: territoryEffect has 2 occurances :<ul><li>As an option in territoryEffectAttachment<li>In the territoryEffectList as an effect definition</ul>"
]
,"links":[
"territoryEffectAttachment"
,"territoryEffect option"
,"territoryEffectList"
,"territoryEffect name"
]
}
,"territoryEffect option":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Terrain type for territory"
,"params":{"value":"Any territoryEffect in territoryEffectList"}
,"info":"For multiple effects, set separate options"
,"example":["<option name='territoryEffect' value='costal'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='territoryEffect' value='Hills'/>"
,"\n\t<option name='territoryEffect' value='Coast'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":["territoryEffectAttachment"]
}
,"territoryEffectAttachment":{
"parent":"attachmentList"
,"type":"attachment"
,"desc":"Options for territory Effects"
,"params":{
"attachTo":"Any territoryEffect name in territoryEffectList"
,"type":"territoryEffect"
,"javaClass":"TerritoryEffectAttachment"
}
,"example":[
"<attachment name='territoryEffectAttachment' attachTo='mountain' javaClass='TerritoryEffectAttachment' type='territoryEffect'>"
,"\n\t<option name='combatOffenseEffect' value='infantry' count='1'/>"
,"\n\t<option name='combatDefenseEffect' value='armour' count='-2'/>"
,"\n\t<option name='noBlitz' value='armour'/>"
,"\n\t<option name='unitsNotAllowed' value='armour'/>"
,"\n\t..."
,"\n</attachment>"
]
,"vers":[
"Prior to engine version 1.9.0.0.9142, 'javaClass' required the package name in front of the attachment class name"
,"javaClass='games.strategy.triplea.attachments.TerritoryAttachment'"
]
,"chiluns":"Option List"
}
,"combatOffenseEffect":{
"parent":"territoryEffectAttachment"
,"type":"option"
,"desc":"A territory effect"
,"params":{
"value":"A unit name."
,"count":"integer"
}
,"info":[
"Count modifies the die roll."
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"example":["<option name='combatOffenseEffect' value='infantry'/ count='1'>"]
,"context":[
"<attachment name='territoryEffectAttachment' attachTo='mountain' javaClass='TerritoryEffectAttachment' type='territory'>"
,"\n\t<option name='combatOffenseEffect' value='infantry' count='1'/>"
,"\n\t<option name='combatDefenseEffect' value='armour' count='-2'/>"
,"\n\t<option name='noBlitz' value='armour'/>"
,"\n\t<option name='unitsNotAllowed' value='armour'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"combatDefenseEffect"
,"noBlitz"
,"unitsNotAllowed"
]
}
,"combatDefenseEffect":{
"parent":"territoryEffectAttachment"
,"type":"option"
,"desc":"A territory effect"
,"params":{
"value":"A unit name."
,"count":"integer"
}
,"info":[
"Count modifies the die roll."
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"example":["<option name='combatDefenseEffect' value='armour' count='-2'/>"]
,"context":[
"<attachment name='territoryEffectAttachment' attachTo='mountain' javaClass='TerritoryEffectAttachment' type='territory'>"
,"\n\t<option name='combatOffenseEffect' value='infantry' count='1'/>"
,"\n\t<option name='combatDefenseEffect' value='armour' count='-2'/>"
,"\n\t<option name='noBlitz' value='armour'/>"
,"\n\t<option name='unitsNotAllowed' value='armour'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"combatOffenseEffect"
,"noBlitz"
,"unitsNotAllowed"
]
}
,"noBlitz":{
"parent":"territoryEffectAttachment"
,"type":"option"
,"desc":"A territory effect"
,"params":{
"value":"A colon delimited of units."
}
,"info":[
"List is of units that may not blitz through this territoryEffect."
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"example":["<option name='noBlitz' value='armour'/>"]
,"context":[
"<attachment name='territoryEffectAttachment' attachTo='mountain' javaClass='TerritoryEffectAttachment' type='territory'>"
,"\n\t<option name='combatOffenseEffect' value='infantry' count='1'/>"
,"\n\t<option name='combatDefenseEffect' value='armour' count='-2'/>"
,"\n\t<option name='noBlitz' value='armour'/>"
,"\n\t<option name='unitsNotAllowed' value='armour'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"combatOffenseEffect"
,"combatDefenseEffect"
,"unitsNotAllowed"
]
}

,"unitsNotAllowed":{
"parent":"territoryEffectAttachment"
,"type":"option"
,"desc":"A territory effect"
,"params":{
"value":"A colon delimited of units."
}
,"info":[
"List is of units that are not allowed into or through this territoryEffect."
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"example":["<option name='unitsNotAllowed' value='armour'/>"]
,"context":[
"<attachment name='territoryEffectAttachment' attachTo='mountain' javaClass='TerritoryEffectAttachment' type='territory'>"
,"\n\t<option name='combatOffenseEffect' value='infantry' count='1'/>"
,"\n\t<option name='combatDefenseEffect' value='armour' count='-2'/>"
,"\n\t<option name='noBlitz' value='armour'/>"
,"\n\t<option name='unitsNotAllowed' value='armour'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"combatOffenseEffect"
,"combatDefenseEffect"
,"noBlitz"
]
}

,"unitProduction":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Maximum units placed in territory"
,"params":{"value":">=0, <b>Default</b>:&nbsp; Whatever 'production' is (production value)"}
,"info":[
"Set this after (below) you set 'production' or it will have no effect."
,"If using 'Damage From Bombing Done To Units Instead Of Territories' property, damage will be done to an individual unit instead of a territory."
,"unitProduction lets you set the unit production potential of a territory, separate from the production. This means a territory with unitProduction = 2 will be able to place 2 units there, regardless of if production is 0 or 20."
,"(The damage potential of these units will normally be 2x the unitProduction, but this can be set individually by creative use of maxDamage and canProduceXUnits)"
,"If using ww2v3 factory damage rules 'SBR Affects Unit Production', which have damage done to a Territory, not to a Unit.<br>This decides the damage the territory starts at. If unitProduction is less than production, then the territory starts damaged. If they are equal, then the territory is not damaged."
]
,"example":["<option name='unitProduction' value='3'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='production' value='4'/>"
,"\n\t<option name='unitProduction' value='3'/>"
,"\n\t..."
]
,"links":["Production","productionOnly","production value"]
}
,"victoryCity":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Victory value of territory"
,"params":{"value":">=0, <b>Default</b>:&nbsp; Zero if option not set for territory"}
,"info":"Typically used for victory conditions.<br>Uses an image located in the 'misc' folder of a map, image name: 'vc.png'<br> - The image positioning is set in a file called 'vc.txt' in the map's root directory"
,"example":["<option name='victoryCity' value='1'/>"]
,"context":[
"<attachment name='territoryAttachment' attachTo='Greece' ..."
,"\n\t<option name='victoryCity'value='1'/>"
,"\n\t..."
,"\n</attachment>"
]
,"links":[
"Projection of Power VCs"
,"Honorable Surrender VCs"
,"Total Victory VCs"
]
}
,"whenCapturedByGoesTo":{
"parent":"territoryAttachment"
,"type":"option"
,"desc":"Changes ownership of territory"
,"params":{"value":"A colon delimited pair of player names from the playerList"}
,"info":[
"First name is the player that captures the territory<br>The second is the player that will get the territory<br>For multiple changes, set separate options"
,"This option may be cleared/reset by triggers if you want by prefixing with '-reset-'."
]
,"context":[
"<attachment name='territoryAttachment'attachTo='Greece' ..."
,"\n\t<option name='whenCapturedByGoesTo'value='Americans:Russians'/>","<option name='whenCapturedByGoesTo' value='Russians:Americans'/>"]
}

,"resourceList":{
"parent":"game"
,"type":"object"
,"desc":"A list of resource names in the scenario"
,"info":["PUs and techTokens are the default supported resources."
,"All maps should use PUs as the default money, as a map without PUs may fail."
,"'VPs' are only semi-supported by the code as of right now. They are used for special pacific rules."
]
,"context":[
"<resourceList>"
,"\n\t<resource name='PUs'/>"
,"\n\t<resource name='techTokens'/>"
,"\n\t<resource name='steel'/>"
,"\n\t<resource name='food'/>"
,"\n\t..."
,"\n<resourceList>"
]
,"chiluns":"Child Elements"
}
,"resource type":{
"parent":"resourceList"
,"type":"child"
,"desc":"Defines a resource"
,"params":{
"name":"The resource description."
}
,"info":[
"For multiple resources, create separate elements."
,"PUs and techTokens are the default supported resources."
,"All maps should use PUs as the default 'money', as a map without PUs may fail."
,"VPs are only semi-supported by the code as of right now. They are used for special pacific rules."
,"Note: There is also a triggerAttachment option named resource"
]
,"context":[
"<resourceList>"
,"\n\t<resource name='PUs'/>"
,"\n\t<resource name='techTokens'/>"
,"\n\t<resource name='steel'/>"
,"\n\t<resource name='food'/>"
,"\n\t<resource name='VPs'/>"
,"\n\t..."
,"\n<resourceList>"
]
,"links":["resource option"]
}

,"playerList":{
"parent":"game"
,"type":"object"
,"desc":"Player definitions."
,"chiluns":"Child Elements"
}

,"player":{
"parent":"playerList"
,"type":"object"
,"desc":"Player setup options"
,"params":{"name":"Designates a player"}
,"info":[
"Player is not the ideal term for this object or what it represents, it is an artefact of the original Axis & Allies game."
,"The term would be different for different maps/scenairos ie; country, nation, realm, state, faction etc."
,"Changing the term would require large changes within the TripleA engine, so probably not happen."
,"Player flag images may be .gif or .png"
]
,"example":[
"<player name='Russians' optional='false' canBeDisabled='false' defaultType='DoesNothing'/>"
]
,"switches":[
"canBeDisabled"
,"defaultType"
,"isHidden"
,"optional"
]
,"links":["alliance"]
}

,"canBeDisabled":{
"parent":"player"
,"type":"switch"
,"desc":"May remove player from game"
,"params":{"values":"true / false (Required)"}
,"info":"If true:<ul id='no_mgn'><li>The player will skip all of their phases.<li>Their delegates will be removed from the game. <li>Triggers will not happen during those delegates either.</ul>"
,"example":[
"<player name='Russians' optional='false' canBeDisabled='false' defaultType='DoesNothing'/>"
]
,"links":["player","playerList","optional"]
}

,"defaultType":{
"parent":"player"
,"type":"switch"
,"desc":"Set player as Human or AI"
,"params":{"values":"true / false"}
,"info":["Optional switch"
,"May be set to 'Human', 'AI' or 'DoesNothing'"
,"<b>Default</b>:&nbsp; 'Human' if switch not present"
,"Sets player to this type by default in the player selection window."]
,"example":[
"<player name='Russians' optional='false' canBeDisabled='false' defaultType='DoesNothing'/>"
]
,"links":["player","playerList"]
}

,"isHidden":{
"parent":"player"
,"type":"switch"
,"desc":"Player not selectable"
,"info":[
"Optional switch<br>If true, does not show in player selection window."
,"<b>Default</b>:&nbsp; 'false' if switch not present"
]
,"example":["<player name='Gremlins' optional='false' canBeDisabled='false' isHidden='true'/>"]
,"links":["player","playerList"]
}

,"optional":{
"parent":"player"
,"type":"switch"
,"desc":"Does player require capital"
,"params":{"value":"true / false (Required)"}
,"info":"<ul><li><b>False</b>: They require at least 1 capital.<li><b>True</b>: They may have zero or more capitals."
,"example":["<player name='Russians' optional='false' canBeDisabled='false'/>"]
,"links":["capital","playerList","canBeDisabled"]
}

,"alliance":{
"parent":"playerList"
,"type":"object"
,"desc":"Designate player alliance"
,"params":{
"player":"Any player name in the playerList"
,"alliance":"May have any string, those with identical values are allied"
}
,"info":"There may be more than 2 alliances."
,"context":[
"<playerList>"
,"\n\t<player name='Russians' optional='false' canBeDisabled='false'/>"
,"\n\t..."
,"\n\t<alliance player='Germans' alliance='Axis'/>"
,"\n\t<alliance player='Japanese' alliance='Axis'/>"
,"\n\t<alliance player='British' alliance='Allies'/>"
,"\n\t<alliance player='Russians' alliance='Allies'/>"
,"\n</playerList>"
]
,"vers":["Since triplea version 1.3.3.0 it is preferred to use relationships instead of or in addition to alliances.<br>If relationships are set, then alliances will only matter for the stats panel and any game option type victory conditions."]
,"links":["relationshipType","relationshipTypeAttachment"]
}

,"unitList":{
"parent":"game"
,"desc":"List of all units in the scenario."
,"chiluns":"Child Elements"
,"example":["<unitList>"
,"\n\t<unit name='infantry'/>"
,"\n\t<unit name='armour'/>"
,"\n\t..."
,"\n<unitList>"
]
}


,"unit":{
"parent":"unitList"
,"desc":"Defines a unit"
,"params":{"name":"The designation for the unit."}
,"context":[
"<unitList>"
,"\n\t<unit name='infantry'/>"
,"\n\t<unit name='armour'/>"
,"\n\t..."
,"\n<unitList>"
]
}

,"relationshipTypes":{
"parent":"game"
,"desc":"Player relationship definitions."
,"info":[
"You can name a relationshipType whatever you want."
,"Each relationshipType MUST have a RelationshipTypeAttachment to define the relationship."
]
,"example":[
"<relationshipTypes>"
,"\n\t<relationshipType name='Allied'/>"
,"\n\t<relationshipType name='War'/>"
,"\n\t<relationshipType name='Neutrality'/>"
,"\n\t<relationshipType name='NAP'/>"
,"\n\t<relationshipType name='ColdWar'/>"
,"\n<relationshipTypes>"
]
,"chiluns":"Child Elements"
,"links":["relationshipTypeAttachment","relationship type","alliance"]
}
,"relationshipType":{
"parent":"relationshipTypes"
,"type":"object"
,"desc":"Defines relationship types"
,"params":{"value":"Allied / War / Neutrality"}
,"info":"Each relationshipType MUST have a RelationshipTypeAttachment to define the relationship."
,"context":[
"<relationshipTypes>"
,"\n\t<relationshipType name='Allied'/>"
,"\n\t<relationshipType name='War'/>"
,"\n\t<relationshipType name='Neutrality'/>"
,"\n<relationshipTypes>"
]
,"links":["relationshipTypeAttachment","relationshipChange politics","relationship type","alliance"]
}
,"territoryEffectList":{
"parent":"game"
,"desc":"A list of modifiers based on the territory."
,"example":[
"<territoryEffectList>"
,"\n\t<territoryEffect name='city'/>"
,"\n\t<territoryEffect name='desert'/>"
,"\n\t<territoryEffect name='forest'/>"
,"\n\t<territoryEffect name='hill'/>"
,"\n\t<territoryEffect name='marsh'/>"
,"\n\t<territoryEffect name='mountain'/>"
,"\n\t<territoryEffect name='sahara'/>"
,"\n</territoryEffectList>"
]
,"chiluns":"Child Elements"
,"links":["territoryAttachment","territoryEffectAttachment"]
}
,"territoryEffect name":{
"parent":"territoryEffectList"
,"type":"object"
,"desc":"Defines territory effect"
,"params":{"name":"The designation for the effect."}
,"info":"Requires a territoryEffectAttachment."
,"context":[
"<territoryEffectList>"
,"\n\t<territoryEffect name='city'/>"
,"\n\t<territoryEffect name='desert'/>"
,"\n\t<territoryEffect name='forest'/>"
,"\n\t..."
,"\n</territoryEffectList>"
]
,"links":[
"territoryAttachment"
,"territoryEffectAttachment"
]
}

,"Terms":{
"desc":"A list of terminology"
,"info":"Terms is not an element within the XML."
,"chiluns":"List of terms"
}

,"LHTR":{
"parent":"Terms"
,"type":"definition"
,"desc":"Larry Harris tournament rules"
,"info":[
"Refers to rules that differ from AAR."
,"Most notable is that damage from strategic bombing can't exceed the value of the territory."
]
,"links":[
"AAR"
,"LHTR Heavy Bombers"
,"LHTR Carrier production rules"
]
}

,"AAR":{
"parent":"Terms"
,"type":"definition"
,"desc":"Axis and allies revised rules"
,"info":[
"Refers to the TripleA version of the 2004 Avalon-Hill edition, which depicts the world roughly in January 1, 1942."
]
,"links":[
"LHTR"
]
}

,"gamePlay":{
"parent":"game"
,"desc":"Turn processing objects"
,"info":"A set objects relating to turn processing."
,"chiluns":"Child Elements"
}

,"delegate":{
"parent":"gamePlay"
,"type":"object"
,"desc":"Routines for phases of the game."
,"info":[
"These are linked to steps within each player turn sequence."
,"Not all are needed for a regular game. It is not clear if any are explicitly required."
,"purchaseNoPU buys 1 infantry for X number of territories controlled, rounding down. set X in player rules attachments."
,"endTurnNoPU ends player's turn without giving them any PUs."
,"placeNoAirCheck does everything normal 'place' does, except it does not kill any aircraft at the end of the turn (you can also use step properties to do this with the normal delegate)"
,"SpecialMoveDelegate delegate is for the new Airborne forces tech (similar to paratroopers). The delegate name has to end with AirborneCombatMove for it to work properly."
,"RandomStartDelegate delegate is for randomly assigning territories, or letting users pick territories (like Risk) in turn order.<br>Any 'neutral' (non-owned), non-impassable, land territories are up for grabs. Any players with 'units held' are able to participate in the picking until their held units run out.<br>If any units remain after territories are assigned, they will be placed one by one in owned territories until empty."
]
,"example":[
"<gamePlay>"
,"\n\t<delegate name='initDelegate' javaClass='InitializationDelegate' display='Initializing Delegates'/>"
,"\n\t<delegate name='tech' javaClass='TechnologyDelegate' display='Research Technology'/>"
,"\n\t<delegate name='tech_activation' javaClass='TechActivationDelegate' display='Activate Technology'/>"
,"\n\t<delegate name='battle' javaClass='BattleDelegate' display='Combat'/>"
,"\n\t<delegate name='specialCombatMove' javaClass='SpecialMoveDelegate' display='Special Move'/>"
,"\n\t<delegate name='move' javaClass='MoveDelegate' display='Combat Move'/>"
,"\n\t<delegate name='place' javaClass='PlaceDelegate' display='Place Units'/>"
,"\n\t<delegate name='placeNoAirCheck' javaClass='NoAirCheckPlaceDelegate' display='Place Units'/>"
,"\n\t<delegate name='purchase' javaClass='PurchaseDelegate' display='Purchase Units'/>"
,"\n\t<delegate name='purchaseNoPU' javaClass='NoPUPurchaseDelegate' display='Purchase Units'/>"
,"\n\t<delegate name='endTurn' javaClass='EndTurnDelegate' display='Turn Complete'/>"
,"\n\t<delegate name='endTurnNoPU' javaClass='NoPUEndTurnDelegate' display='Turn Complete'/>"
,"\n\t<delegate name='endRound' javaClass='EndRoundDelegate' display='Round Complete'/>"
,"\n\t<delegate name='placeBid' javaClass='BidPlaceDelegate' display='Bid Placement'/>"
,"\n\t<delegate name='bid' javaClass='BidPurchaseDelegate' display='Bid Purchase'/>"
,"\n\t<delegate name='politics' javaClass='PoliticsDelegate' display='Politics'/>"
,"\n\t<delegate name='userActions' javaClass='UserActionDelegate' display='Actions And Operations'/>"
,"\n<gamePlay>"
]
,"vers":[
"Prior to engine version 1.9.0.0.9142, 'javaClass' required the package name in front of the attachment class name"
,"javaClass='games.strategy.triplea.delegate.InitializationDelegate'"
]
,"links":["sequence"]
}

,"sequence":{
"parent":"gamePlay"
,"type":"object"
,"desc":"List of turn steps"
,"info":[
"It is very important that the 'step name' ends with the correct phrase, or else the game will not work properly."
,"The 'name' must have the player name with the correct phrase appended."
,"NOTE: stepProperty elements are not validated at all, so if you have a typo it will not be caught."
]
,"example":"player sequence"
,"chiluns":"Steps"
,"links":["delegate"]
}

,"AirborneCombatMove":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'AirborneCombatMove' postfixed"
,"delegate":"specialCombatMove"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Player may move paratroopers."
,"Calls the SpecialMoveDelegate in gamePlay."
]
,"example":[
"<step name='italianAirborneCombatMove' delegate='specialCombatMove' player='Italians' display='Airborne Attack Move'>"
,"\n\t<stepProperty name='airborneMove' value='true'/>"
,"\n</step>"
]
,"context":"player sequence"
,"links":["gamePlay","delegate","specialCombatMove"]
}

,"userActions":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'UserActions' postfixed"
,"delegate":"userActions"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"This step resolves actions via userActionAttachments."
,"Calls the UserActionDelegate in gamePlay."
]
,"context":"player sequence"
,"links":["gamePlay","delegate","userActionAttachment"]
}

,"tech_activation":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'TechActivation' postfixed"
,"delegate":"tech_activation"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Step activates researched techs."
,"Calls the TechActivationDelegate in gamePlay."
]
,"context":"player sequence"
,"links":["gamePlay","delegate","TechActivationDelegate"]
}

,"EndTurn":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'EndTurn' postfixed"
,"delegate":"endTurn"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"This step ends the players turn."
,"stepProperties may apply to NoPUEndTurnDelegate as well."
,"The stepProperties skipPosting and repairUnits are listed under other steps (see links below)."
,"Calls the EndTurnDelegate in gamePlay."
]
,"context":"player sequence"
,"links":["gamePlay","delegate","skipPosting","repairUnits","EndTurnDelegate","NoPUEndTurnDelegate"]
,"chiluns":"Step Properties"
}

,"EndTurnNoPU":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'NoPUEndTurn' postfixed"
,"delegate":"endTurnNoPU"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"This step ends the players turn."
,"stepProperties may apply to NoPUEndTurnDelegate as well."
,"possible stepProperties turnSummaryPlayers, skipPosting and repairUnits are listed under other steps (see links below)."
,"Calls the NoPUEndTurnDelegate in gamePlay."
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='chineseEndTurn' delegate='endTurnNoPU' player='Chinese'>"
,"\n\t\t<stepProperty name='turnSummaryPlayers' value='Chinese'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":[
"gamePlay"
,"delegate"
,"turnSummaryPlayers"
,"skipPosting"
,"repairUnits"
,"NoPUEndTurnDelegate"]
}

,"Place":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'Place' postfixed"
,"delegate":"place"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Player may place produced units."
,"The stepProperties below are applicable to PlaceDelegate and NoAirCheckPlaceDelegate."
,"Has stepProperty removeAirThatCanNotLand."
,"Has stepProperty 'bid' that will make bid production available for placement."
,"stepProperty 'bid' defaults to true ifname ends with 'BidPlace'."
,"Calls the PlaceDelegate in gamePlay."
]
,"context":"player sequence"
,"links":["gamePlay","delegate","PlaceDelegate","removeAirThatCanNotLand"]
}

,"turnSummaryPlayers":{
"parent":"EndTurn"
,"type":"stepProperty"
,"desc":"List of recipients"
,"params":{
"name":"turnSummaryPlayers"
,"value":"A colon delimited list of players"
}
,"info":[
"List is players the summary will include (will only use all steps that touch this step, or touch the step that touches this step AND is owned by one of these listed players)."
]
,"example":[
"<stepProperty name='turnSummaryPlayers' value='Chinese'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='chineseEndTurn' delegate='endTurnNoPU' player='Chinese'>"
,"\n\t\t<stepProperty name='turnSummaryPlayers' value='Chinese'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["EndTurnDelegate","NoPUEndTurnDelegate"]
}


,"NonCombatMove":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'NonCombatMove' postfixed"
,"delegate":"move"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"This step calls the MoveDelegate, but will default to different settings than CombatMove."
,"NOTE: If NonCombatMove is not used, you need to place resetUnitStateAtEnd in the CombatMove step"
,"See the CombatMove step for the stepProperties affected."
]
,"context":"player sequence"
,"links":["gamePlay","delegate","MoveDelegate","CombatMove"]
,"chiluns":"Step Properties"
}

,"Battle":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'Battle' postfixed"
,"delegate":"battle"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"All combat is resolved in this step."
,"Calls the BattleDelegate in gamePlay."
]
,"context":"player sequence"
,"links":["gamePlay","delegate","BattleDelegate"]
,"chiluns":"Step Properties"
}

,"CombatMove":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'CombatMove' postfixed"
,"delegate":"move"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Player may move units into combat."
,"The stepProperties below are applicable to MoveDelegate and SpecialMoveDelegate."
,"Calls the MoveDelegate in gamePlay."
]
,"context":"player sequence"
,"chiluns":"Step Properties"
,"links":["gamePlay","delegate","MoveDelegate","combatMove"]
}

,"combinedTurns":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Use allied carriers etc"
,"params":{
"name":"combinedTurns"
,"value":"A colon delimited list of players"
}
,"info":[
"Determines things such as when to kill off air that can't land when an allied player could put a carrier under it first, etc."
,"Default is the step player only."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='combinedTurns' value='Russians:British'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='combinedTurns' value='Russians:British'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate"]
}

,"turnSummaryPlayers":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Sends summary to list"
,"params":{
"name":"turnSummaryPlayers"
,"value":"A colon delimited list of players"
}
,"info":[
"Determines which players this forum posting turn summary will include (will only use all steps that touch this step, or touch the step that touches this step AND is owned by one of these listed players)."
,"Default is the step player only."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='turnSummaryPlayers' value='Russians:British'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='turnSummaryPlayers' value='Russians:British'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate"]
}

,"skipPosting":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Stops posting"
,"params":{
"name":"skipPosting"
,"value":"true / false"
}
,"info":[
"Skips the Play-by-Email/Play-by-Forum turn summary and savegame Posting."
,"Defaults to false if not set."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='skipPosting' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='skipPosting' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate"]
}


,"removeAirThatCanNotLand":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step kills unlandable air units"
,"params":{
"name":"removeAirThatCanNotLand"
,"value":"true / false"
}
,"info":[
"Air units unable to land are destroyed."
,"Defaults to true, units destroyed at end of step."
,"Will make an exception if a carrier was purchased for maps using v3/lhtr rules."
,"Also applicable to NonCombatMove and 'place' step."
,"May also be used with SpecialMoveDelegate, PlaceDelegate or NoAirCheckPlaceDelegate."
]
,"example":[
"<stepProperty name='removeAirThatCanNotLand' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='removeAirThatCanNotLand' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate","PlaceDelegate","NoAirCheckPlaceDelegate"]
}

,"repairUnits":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step will repair units"
,"params":{
"name":"repairUnits"
,"value":"true / false"
}
,"info":[
"Step will repair owned units."
,"Normally happens at start of combat move."
,"Default depends on 'Units Repair Hits Start Turn' and 'Units Repair Hits End Turn'."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='repairUnits' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='repairUnits' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate"]
}

,"resetUnitStateAtStart":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step will reset units first"
,"params":{
"name":"resetUnitStateAtStart"
,"value":"true / false"
}
,"info":[
"Resets movement points at beginning of step."
,"Also resets submerged, amphibious, unload/load, wasInCombat, etc."
,"Defaults to false."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='resetUnitStateAtStart' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='resetUnitStateAtStart' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate"]
}

,"resetUnitStateAtEnd":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step will reset units last"
,"params":{
"name":"resetUnitStateAtEnd"
,"value":"true / false"
}
,"info":[
"Resets movement points at end of step."
,"Also resets submerged, amphibious, unload/load, wasInCombat, etc."
,"Defaults to true if delegate ends with NonCombatMove."
,"Defaults to false if delegate ends with CombatMove."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='resetUnitStateAtEnd' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='resetUnitStateAtEnd' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate"]
}

,"giveBonusMovement":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step provides bonus movement"
,"params":{
"name":"giveBonusMovement"
,"value":"true / false"
}
,"info":[
"Step provides bonus movement."
,"Defaults to true if delegate ends with CombatMove."
,"Defaults to false if delegate ends with NonCombatMove."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='giveBonusMovement' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='giveBonusMovement' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate"]
}

,"fireRockets":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step will fire rockets"
,"params":{
"name":"fireRockets"
,"value":"true / false"
}
,"info":[
"Default depends on game option."
,"ww2v2 and ww2v3 have this after delegates that end with CombatMove but not NonCombatMove."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='fireRockets' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='fireRockets' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate","ww2v2","ww2v3"]
}

,"nonCombatMove":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step is post combat"
,"params":{
"name":"nonCombatMove"
,"value":"true / false"
}
,"info":[
"Indicates combat occurrs prior to this step."
,"Affects movement validation."
,"Defaults to true if delegate ends with NonCombatMove."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='nonCombatMove' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianNonCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='nonCombatMove' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate","CombatMove"]
}

,"combatMove":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step is prior to combat"
,"params":{
"name":"combatMove"
,"value":"true / false"
}
,"info":[
"Indicates combat will occur after this step."
,"Also affects movement validation and certain unit property recordings such as submerged, amphibious, etc."
,"Defaults to true if delegate ends with CombatMove."
,"Defaults to false if delegate ends with NonCombatMove."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='combatMove' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='combatMove' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate","CombatMove","nonCombatMove"]
}

,"airborneMove":{
"parent":"CombatMove"
,"type":"stepProperty"
,"desc":"Step permits paratrooper move"
,"params":{
"name":"airborneMove"
,"value":"true / false"
}
,"info":[
"Player may move paratroopers."
,"Defaults true if delegate ends with AirborneCombatMove."
,"May also be used with SpecialMoveDelegate."
]
,"example":[
"<stepProperty name='airborneMove' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianCombatMove' delegate='move' player='Russians'>"
,"\n\t\t<stepProperty name='airborneMove' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["MoveDelegate","SpecialMoveDelegate"]
}


,"politics step":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'Politics' postfixed"
,"delegate":"politics"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Player may choose diplomatic opitions."
,"relationshipTypes determine what the choices are called."
,"relationshipTypeAttachments determine the behavior of the choices."
,"politicalActionAttachments are the choices, as presented to a player at any given time in the user interface."
,"Calls the PoliticsDelegate in gamePlay."
]
,"context":"player sequence"
,"links":[
"gamePlay"
,"delegate"
,"PoliticsDelegate"
,"relationshipTypes"
,"relationshipTypeAttachments"
,"politicalActionAttachments"
]
}

,"purchase step":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'Purchase' postfixed"
,"delegate":"purchase"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Player may purchase units."
,"Calls the PurchaseDelegate in gamePlay."
]
,"context":"player sequence"
,"chiluns":"Step Properties"
,"links":["gamePlay","delegate","PurchaseDelegate","NoPUPurchaseDelegate"]
}


,"repairPlayers":{
"parent":"purchase step"
,"type":"stepProperty"
,"desc":"Players may have repairs done"
,"params":{
"name":"repairPlayers"
,"value":"A colon delimited list of players"
}
,"info":[
"The list is players that have repairs done by 'step player'."
,"If not set, only 'step player' units will be repaired."
,"May also be used with NoPUPurchaseDelegate."
]
,"example":[
"<stepProperty name='repairPlayers' value='Chinese:British'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianPurchase' delegate='purchase' player='Russians'>"
,"\n\t\t<stepProperty name='repairPlayers' value='Chinese:British'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["PurchaseDelegate","NoPUPurchaseDelegate"]
}

,"bid step property":{
"parent":"purchase step"
,"type":"stepProperty"
,"desc":"Select type of purchase"
,"params":{
"name":"bid"
,"value":"true / false"
}
,"info":[
"Selects 'bid' or 'normal' purchase limitations."
,"May be redundant, as there is now a separate BidPurchaseDelegate"
,"Defaults to true if step name ends with Bid"
,"Defaults to true if step name ends with Purchase"
]
,"example":[
"<stepProperty name='bid' value='true'/>"
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='russianPurchase' delegate='purchase' player='Russians'>"
,"\n\t\t<stepProperty name='bid' value='true'/>"
,"\n\t</step>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["bid delegate","bid property","bid sequence","BidPurchaseDelegate"]
}

,"tech step":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'Tech' postfixed"
,"delegate":"tech"
,"player":"A player in the playerList"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Player may purchase tech."
,"Calls the TechnologyDelegate in gamePlay."
,"WARNING: There is also an option named 'tech' in triggerAttachment"
]
,"context":"player sequence"
,"links":["tech option","gamePlay","delegate","TechnologyDelegate"]
}

,"placeBid":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'BidPlace' postfixed"
,"delegate":"placeBid"
,"player":"A player in the playerList"
,"maxRunCount":"integer"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"If units were purchased in the bid step, they are placed in this step."
,"Placement in this step is not subject to the limitations of normal placement<br>ie; factory, territory limits etc."
,"Calls the BidPlaceDelegate in gamePlay."
]
,"context":[
"<sequence>"
,"\n\t<step name='italiansBid' delegate='bid' player='Italians' maxRunCount='1'/>"
,"\n\t<step name='italiansBidPlace' delegate='placeBid' player='Italians' maxRunCount='1'/>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["placeBid","delegate","gamePlay","BidPlaceDelegate"]
}

,"bid sequence":{
"parent":"sequence"
,"type":"step"
,"desc":"Turn sequence step"
,"params":{
"name":"The player name with 'Bid' postfixed"
,"delegate":"bid"
,"player":"A player in the playerList"
,"maxRunCount":"integer"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Player may purchase units with bid amount (if any)."
,"Bid amount is set with 'bid property'"
,"Calls the 'bid' delegate in gamePlay."
,"WARNING: bid also occurs as a 'purchase step property' and a bid property in propertyList"
]
,"context":[
"<sequence>"
,"\n\t<step name='italiansBid' delegate='bid' player='Italians' maxRunCount='1'/>"
,"\n\t<step name='italiansBidPlace' delegate='placeBid' player='Italians' maxRunCount='1'/>"
,"\n\t..."
,"\n</sequence>"
]
,"links":[
"bid delegate"
,"bid property"
,"bid step property"
,"placeBid"
,"gamePlay"
,"delegate"
,"BidPurchaseDelegate"
]
}

,"initDelegate":{
"parent":"sequence"
,"type":"step"
,"desc":"Begins the game"
,"params":{
"name":"gameInitDelegate"
,"delegate":"initDelegate"
,"maxRunCount":"1"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"It is unclear what this step does or why there would be a higher maxRunCount."
,"Calls the InitializationDelegate in gamePlay."
]
,"context":[
"<sequence>"
,"\n\t<step name='gameInitDelegate' delegate='initDelegate' maxRunCount='1'/>"
,"\n\t..."
,"\n</sequence>"
]
,"links":["gamePlay","delegate","InitializationDelegate"]
}
,"endRound":{
"parent":"sequence"
,"type":"step"
,"desc":"Ends the turn"
,"params":{
"name":"endRoundStep"
,"delegate":"endRound"
,"display":"(Optional) String to replace the delegate display attribute."
}
,"info":[
"Ends the turn for all players."
,"Calls the EndRoundDelegate in gamePlay."
]
,"context":[
"<sequence>"
,"\n\t..."
,"\n\t<step name='endRoundStep' delegate='endRound'/>"
,"\n</sequence>"
]
,"links":["gamePlay","delegate","EndRoundDelegate"]
}

,"offset":{
"parent":"gamePlay"
,"type":"object"
,"desc":"Set initial game round"
,"params":{"round":">=0, <b>Default</b>:&nbsp; 0"}
,"example":["<offset round='5'/>"]
}

,"Production":{
"parent":"Terms"
,"type":"definition"
,"desc":"Description of term"
,"info":"May refer to any of the following :<ul><li>'production' the production value of a territory.<li>The element 'production' a list of production rules, governing cost of units.<li></ul>"
,"links":["production rules","production value"]
}
,"production rules":{
"parent":"game"
,"desc":"A list of production and repair rules"
,"info":"WARNING: In the XML this element/tag is actually seen as 'production'</b><br>It is refered to in this document as 'production rules' so not to be confused with 'production' (the production value of a territory)"
,"context":[
"<production>"
,"\n\t<productionRule name='buyInfantry'>"
,"\n\t\t<cost resource='PUs' quantity='3'/>"
,"\n\t\t<result resourceOrUnit='infantry' quantity='1'/>"
,"\n\t</productionRule>"
,"\n\t..."
,"\n\t<productionRule name='buyInfantryIndustrialTechnology'>"
,"\n\t\t<cost resource='PUs' quantity='2'/>"
,"\n\t\t<result resourceOrUnit='infantry' quantity='1'/>"
,"\n\t</productionRule>"
,"\n\t..."
,"\n</production>"
]
,"chiluns":"Child Elements"
,"links":["Production","production value"]
}

,"productionRule rule":{
"parent":"production rules"
,"type":"object"
,"desc":"Defines production costs"
,"params":{
"name":"A unit name from unitList capitalized with 'buy' prepended ie; 'buyArmour'."
,"cost resource":"A resource name from resourceList."
,"cost quantity":"Amount of the resource to be used up."
,"result resourceOrUnit":"A resource from resourceList or a unit from the unitList."
,"result quantity":"Amount to be purchased."
}

,"info":[
"Contains 2 elements 'cost' and 'result'"
,"IndustrialTechnology production rules are only needed if you are using or plan to use the 'industrialTechnology' tech."
,"Note: There is a productionRule option for triggerAttachments."
]
,"context":[
"<production>"
,"\n\t<productionRule name='buyInfantry'>"
,"\n\t\t<cost resource='PUs' quantity='3'/>"
,"\n\t\t<result resourceOrUnit='infantry' quantity='1'/>"
,"\n\t</productionRule>"
,"\n\t..."
,"\n\t<productionRule name='buyInfantryIndustrialTechnology'>"
,"\n\t\t<cost resource='PUs' quantity='2'/>"
,"\n\t\t<result resourceOrUnit='infantry' quantity='1'/>"
,"\n\t</productionRule>"
,"\n\t..."
,"\n</production>"
]
,"links":["resource type","unit","productionFrontier","industrialTechnology","productionRule option"]
}


,"repairRule":{
"parent":"production rules"
,"type":"object"
,"desc":"Unit repair configuration"
,"params":{
"name":"A unit name from unitList capitalized with 'repair' prepended ie; 'repairFactory'."
,"cost resource":"A resource name from resourceList."
,"cost quantity":"Amount of the resource to be used up."
,"result resourceOrUnit":"A unit from the unitList."
,"result quantity":"Damage to be repaired."
}
,"info":[
"If you use ww2v3 style factory damage, you need repair rules"
]
,"context":[
"<production>"
,"\n\t<productionRules ..."
,"\n\t<repairRule name='repairFactory'>"
,"\n\t\t<cost resource='PUs' quantity='1'/>"
,"\n\t\t<result resourceOrUnit='factory' quantity='1'/>"
,"\n\t</productionRule>"
,"\n\t..."
,"\n</production>"
]
,"links":["repairFrontier","repairRules"]
}

,"repairFrontier":{
"parent":"production rules"
,"type":"object"
,"desc":"A group of repair rules"
,"context":[
"<production>"
,"\n\t<productionRules ..."
,"\n\t<repairRules ...>"
,"\n\t<repairFrontier name='repair'>"
,"\n\t\t<repairRules name='repairFactory'/>"
,"\n\t\t<repairRules name='repairBunker'/>"
,"\n\t\t<repairRules name='repairAirfield'/>"
,"\n\t\t<repairRules name='repairHarbour'/>"
,"\n\t</repairFrontier>"
,"\n\t..."
,"\n</production>"
]
,"chiluns":"Child Elements"
}


,"repairRules":{
"parent":"repairFrontier"
,"type":"object"
,"desc":"Link for unit repair"
,"info":[
"If you use ww2v3 style factory damage, you need repair rules"
]
,"params":{
"name":"A repairRule defined under 'production'."
}
,"context":[
"<production>"
,"\n\t<productionRules ..."
,"\n\t<repairRules ...>"
,"\n\t<repairFrontier name='repair'>"
,"\n\t\t<repairRules name='repairFactory'/>"
,"\n\t\t<repairRules name='repairBunker'/>"
,"\n\t\t<repairRules name='repairAirfield'/>"
,"\n\t\t<repairRules name='repairHarbour'/>"
,"\n\t</repairFrontier>"
,"\n\t<repairFrontier name='repairIndustrialTechnology'>"
,"\n\t\t<repairRules name='repairFactoryIndustrialTechnology'/>"
,"\n\t\t<repairRules name='repairBunkerIndustrialTechnology'/>"
,"\n\t\t<repairRules name='repairAirfieldIndustrialTechnology'/>"
,"\n\t\t<repairRules name='repairHarbourIndustrialTechnology'/>"
,"\n\t</repairFrontier>"
,"\n\t..."
,"\n</production>"
]
,"links":["repairFrontier",""]
}

,"productionFrontier":{
"parent":"production rules"
,"type":"object"
,"desc":"A list of frontierRules for the whole scenario or indiviual players"
,"info":[
"All players can use the same frontier, or you can have a different frontier for each player."
,"The order of units in the productionFrontier is used to determine the order in which they display in the battle calculator after grouping (land, air, can't combat move, bombardment)"
,"Only 'production' (a single production frontier) is needed for most maps."
,"If you use ww2v2 tech then you need a productionIndustrialTechnology productionFrontier."
,"If you use ww2v3 tech you need a productionShipyards productionFrontier."
,"productionShipyards is only needed if you are using the 'shipyards' tech AND have the shipyards game option ON."
,"If the shipyards game option is ON, then all players must use 1 frontier called 'production'."
,"If you want to use multiple production frontiers for different players, then it is highly recommended you use triggers to add or remove productionRules instead of using the shipyard frontier."
]
,"context":[
"<production>"
,"\n\t<productionRules ..."
,"\n\t<repairRules ..."
,"\n\t<repairFrontiers ..."
,"\n\t<productionFrontier name='production'>"
,"\n\t\t<frontierRules name='buyInfantry'/>"
,"\n\t\t<frontierRules name='buyArtillery'/>"
,"\n\t\t<frontierRules name='buyArmour'/>"
,"\n\t\t<frontierRules name='buyBomber'/>"
,"\n\t\t..."
,"\n\t</productionFrontier>"
,"\n\t<productionFrontier name='productionIndustrialTechnology'>"
,"\n\t\t<frontierRules name='buyInfantryIndustrialTechnology'/>"
,"\n\t\t<frontierRules name='buyArtilleryIndustrialTechnology'/>"
,"\n\t\t..."
,"\n\t</productionFrontier>"
,"\n\t<productionFrontier name='productionShipyards'>"
,"\n\t\t<frontierRules name='buyTransportShipyards'/>"
,"\n\t\t<frontierRules name='buySubmarineShipyards'/>"
,"\n\t\t..."
,"\n\t</productionFrontier>"
,"\n\t<productionFrontier name='Germans_production'>"
,"\n\t\t<frontierRules name='buyInfantry'/>"
,"\n\t\t<frontierRules name='buyArtillery'/>"
,"\n\t\t<frontierRules name='buyArmour'/>"
,"\n\t\t<frontierRules name='buyBomber'/>"
,"\n\t\t..."
,"\n\t</productionFrontier>"
,"\n\t..."
,"\n</production>"
]
}

,"playerProduction":{
"parent":"production rules"
,"type":"object"
,"desc":"Links players to their production frontiers"
,"params":{
"player":"A player name in the playerList"
,"frontier":"productionFrontier for the player."
}
,"info":[
"All players can use the same frontier, or you can have a different frontier for each player."
]
,"context":[
"<production>"
,"\n\t<productionRules ..."
,"\n\t<repairRules ..."
,"\n\t<repairFrontiers ..."
,"\n\t<productionFrontiers..."
,"\n\t<playerProduction player='Germans' frontier='Germans_production'/>"
,"\n\t<playerProduction player='Russians' frontier='Russians_production'/>"
,"\n\t<playerProduction player='Japanese' frontier='Japanese_production'/>"
,"\n\t..."
,"\n</production>"
]
,"links":["productionFrontier"]
}


,"playerRepair":{
"parent":"production rules"
,"type":"object"
,"desc":"Links players to their repair frontiers"
,"params":{
"player":"A player name in the playerList"
,"frontier":"repairFrontier for the player."
}
,"context":[
"<production>"
,"\n\t<productionRules ..."
,"\n\t<repairRules ..."
,"\n\t<repairFrontiers ..."
,"\n\t<productionFrontiers..."
,"\n\t<playerProductions ..."
,"\n\t<playerRepair player='Russians' frontier='repair'/>"
,"\n\t<playerRepair player='Japanese' frontier='repair'/>"
,"\n\t..."
,"\n</production>"
]
,"links":["repairFrontier"]
}


,"game":{
"desc":"XML root element"
,"info":"This is the root element of the XML."
,"chiluns":"Child Elements"
}
,"info":{
"parent":"game"
,"type":"object"
,"desc":"Info about the scenario derived from the XML"
,"params":{
"name":"Title of the scenario."
,"version":"Version of the scenario."
}
,"example":["<info name='Pact of Steel 2' version='3.8'/>"]
}
,"loader":{
"parent":"game"
,"type":"object"
,"desc":"Name of the main program"
,"params":{"javaClass":"The game engine"}
,"example":["<loader javaClass='games.strategy.triplea.TripleA'/>"]
}
,"triplea":{
"parent":"game"
,"type":"object"
,"desc":"Minimum engine version required"
,"params":{"minimumVersion":"Minimum required engine version to run the game"}
,"info":"Many new xmls require features not present in older versions of TripleA. Should be 'xx.xx.xx.xx', 'xx.xx.xx', 'xx.xx', or 'xx'. An example would be a map using 'isInfrastructure' unit property would need at least TripleA version '1.2.6', while a map using 'whenCapturedChangesInto' would need at least TripleA version '1.4'"
,"example":["<triplea minimumVersion='1.8'/>"]
}
,"diceSides":{
"parent":"game"
,"type":"object"
,"desc":"Set die type for game"
,"params":{"value":"1 ~ 200, <b>Default</b>:&nbsp; 6"}
,"info":"Setting diceSides to a number other than 6 can result in unexpected behavior."
,"example":["<diceSides value='6'/>"]
}
,"map":{
"parent":"game"
,"type":"object"
,"desc":"List of territories & connections"
,"info":"All territories & connections on the map must be defined here."
,"context":[
"<map>"
,"\n\t"
,"\n\t<territory name='Kenya'/>"
,"\n\t<territory name='Manchuria'/>"
,"\n\t<territory name='22 Sea Zone'/>"
,"\n\t..."
,"\n\t<connection t1='Brazil' t2='Peru'/>"
,"\n\t<connection t1='Brazil' t2='Argentina'/>"
,"\n\t<connection t1='Peru' t2='Argentina'/>"
,"\n\t..."
,"\n</map>"
]
,"chiluns":"Child Elements"
}

,"territory":{
"parent":"map"
,"type":"object"
,"desc":"Territory name definition"
,"example":["<territory name='Kenya'/>"]
,"context":[
"<map>"
,"\n\t"
,"\n\t<territory name='Kenya'/>"
,"\n\t<territory name='Manchuria'/>"
,"\n\t<territory name='22 Sea Zone'/>"
,"\n\t..."
,"\n\t<connection t1='Brazil' t2='Peru'/>"
,"\n\t<connection t1='Brazil' t2='Argentina'/>"
,"\n\t<connection t1='Peru' t2='Argentina'/>"
,"\n\t..."
,"\n</map>"
]
,"links":[
"connection"
,"territoryAttachment"
]
}
,"connection":{
"parent":"map"
,"type":"object"
,"desc":"Defines territory connections"
,"info":"The order of t1 and t2 does not matter at all"
,"example":["<connection t1='Brazil' t2='Peru'/>"]
,"context":[
"<map>"
,"\n\t"
,"\n\t<territory name='Kenya'/>"
,"\n\t<territory name='Manchuria'/>"
,"\n\t<territory name='Alaska'/>"
,"\n\t..."
,"\n\t<connection t1='Brazil' t2='Peru'/>"
,"\n\t<connection t1='Brazil' t2='Argentina'/>"
,"\n\t<connection t1='Peru' t2='Argentina'/>"
,"\n\t..."
,"\n</map>"
]
,"links":["territory"]
}
,"technology":{
"parent":"game"
,"type":"object"
,"desc":"List of tech in the game"
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='paratroopers'/>"
,"\n\t\t..."
,"\n\t</technologies>"
,"\n\t<playerTech player='Italians'>"
,"\n\t\t<category name='Italian Technology'>"
,"\n\t\t\t<tech name='destroyersCanBombard'/>"
,"\n\t\t\t..."
,"\n\t\t</category>"
,"\n\t\t<category name='Land and Production Advances'>"
,"\n\t\t\t<tech name='improvedArtillerySupport'/>"
,"\n\t\t\t..."
,"\n\t\t</category>"
,"\n\t\t..."
,"\n\t</playerTech>"
,"\n\t<playerTech player='Russians'>"
,"\n\t\t..."
,"\n\t</playerTech>"
,"\n\t..."
,"\n<technology>"
]
,"chiluns":"Child Elements"
}

,"technologies":{
"parent":"technology"
,"type":"object"
,"desc":"Defines technologies in the game"
,"info":[
"A list of all technames (technologies in the game)."
,"The order of the list is relevant and should not be changed."
,"You can rename hardcoded tech's, see the destroyersCanBombard link."
,"You can create custom tech's, see the reinforcedHulls link."
]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='paratroopers'/>"
,"\n\t\t..."
,"\n\t</technologies>"
,"\n\t..."
,"\n<technology>"
]
,"chiluns":"Child Elements"
,"links":[
"techAttachment"
,"techAbilityAttachment"
]
}

,"superSub":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: +1 attack to isSub"
,"info":[
"This tech gives +1 attack to isSub"
,"Requires all isSub units to have images with '_ss' appended."
]
,"example":["<techname name='superSub'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='superSub'/>"
,"\n\t\t..."
]
,"links":["isSub"]
}
,"jetPower":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: +1 for isAir"
,"info":["This tech gives +1 att or def for isAir non-isStrategicBomber"
,"Requires all non-isStrategicBomber units to have images with '_jp' and '_lr_jp' appended."
]
,"example":["<techname name='jetPower'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='jetPower'/>"
,"\n\t\t..."
]
,"links":["isAir","isStrategicBomber"]
}
,"shipyards":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: Adds shipyards"
,"info":["This tech removes all sea units from 'production' and adds 'Shipyards' production rules."
,"Only currently works when all players use a production frontier called 'production'"
]
,"example":["<techname name='shipyards'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='shipyards'/>"
,"\n\t\t..."
]
,"links":["Production"]
}
,"aARadar":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: +1 attack for AA units"
,"info":[
"This tech gives +1 attack for AA Guns"
,"Requires all isAA units to have images with '_r' and 'rockets_r' and '_rockets_r' appended."
]
,"example":["<techname name='aARadar'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='aARadar'/>"
,"\n\t\t..."
]
,"links":["isAA","rockets"]
}
,"longRangeAir":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: +2 movement for isAir"
,"info":[
"This tech gives +2 movement for isAir"
,"Requires all isAir units to have images with '_lr' and '_lr_jp' and '_lr_hb' appended."
]
,"example":["<techname name='longRangeAir'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='longRangeAir'/>"
,"\n\t\t..."
]
,"links":["isAir"]
}
,"heavyBomber":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: Extra dice for isStrategicBomber"
,"info":[
"This tech gives +X dice rolls for isStrategicBomber"
,"Requires all isStrategicBomber units to have images with '_hb' and '_lr_hb' appended."
]
,"example":["<techname name='heavyBomber'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='heavyBomber'/>"
,"\n\t\t..."
]
,"links":["isAir","isStrategicBomber"]
}
,"improvedArtillerySupport":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: X2 support"
,"info":[
"This tech doubles number of units supported by artillery"
,"And optionally by other support types"
]
,"example":["<techname name='improvedArtillerySupport'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='improvedArtillerySupport'/>"
,"\n\t\t..."
]
}
,"rocket":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: Enables rockets"
,"info":[
"This tech enables isAA and isRocket to shoot rockets"
,"Requires all isAA units to have images with 'rockets' and '_rockets' or '_rockets_r' appended."
]
,"example":["<techname name='rocket'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='rocket'/>"
,"\n\t\t..."
]
,"links":["isAA","isRocket"]
}
,"paratroopers":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: Enables isAirTransport"
,"info":["This tech enables isAirTransport units to carry isAirTransportable units"]
,"example":["<techname name='paratroopers'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='paratroopers'/>"
,"\n\t\t..."
]
,"links":["isAirTransport","isAirTransportable","Paratroopers Can Move During Non Combat","Paratroopers Can Attack Deep Into Enemy Territory"]
}
,"increasedFactoryProduction":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: Factories +2 units & repair"
,"info":[
"This tech gives +2 production slots to factories on territories worth at least 3, and halves the price of repairing"
,"Requires all isFactory units to have images with '_it' and '_hit' and '_it_hit' appended."
]
,"example":["<techname name='increasedFactoryProduction'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='increasedFactoryProduction'/>"
,"\n\t\t..."
]
}
,"warBonds":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: Gain bonus PUs"
,"info":["This tech rolls a die at the end of the player's turn, adds that many PUs to their bank"]
,"example":["<techname name='warBonds'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='warBonds'/>"
,"\n\t\t..."
]
}
,"mechanizedInfantry":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: Enables isLandTransport"
,"info":["This tech enables isLandTransport units to carry isInfantry units"]
,"example":["<techname name='mechanizedInfantry'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='mechanizedInfantry'/>"
,"\n\t\t..."
]
,"links":["isLandTransport","isInfantry"]
}
,"destroyerBombard":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: isDestroyer may bombard"
,"info":["This tech enables isDestroyer to bombard"]
,"example":["<techname name='destroyerBombard'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='destroyerBombard'/>"
,"\n\t\t..."
]
,"links":["isDestroyer"]
}
,"destroyersCanBombard":{
"parent":"technologies"
,"type":"techname"
,"desc":["Tech: An example of renaming a technology."]
,"params":{
"name":"The new name"
,"tech":"The hardcoded tech's name"
}
,"info":[
"As far as is known, the only reason to rename a tech is for diplay in the stats panel"
,"NOTE: A renamed technology may not have a techAbilityAttachment"
]
,"example":["<techname name='destroyersCanBombard' tech='destroyerBombard'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='destroyersCanBombard' tech='destroyerBombard'/>"
,"\n\t\t..."
]
,"links":["techAbilityAttachment"]
}
,"reinforcedHulls":{
"parent":"technologies"
,"type":"techname"
,"desc":"Tech: Example of a custom tech"
,"info":[
"This is an example of a custom tech (not hardcoded)."
,"Custom tech's do nothing by themselves, but can be used as conditions for triggers."
,"Be sure not to use an existing tech name."
]
,"example":["<techname name='reinforcedHulls'/>"]
,"context":[
"<technology>"
,"\n\t<technologies>"
,"\n\t\t<techname name='reinforcedHulls'/>"
,"\n\t\t..."
]
}

,"playerTech":{
"parent":"technology"
,"type":"object"
,"desc":"A list of all techs for a specific player"
,"params":{"player":"Any player in the playerList"}
,"info":[
"Contains 'categories' that contain 'techs'."
,"The number of categories is unlimited."
,"Use descriptive names, as they are shown to the player."
,"You may have empty categories, if you plan on adding to them inside the game using triggers."
,"At least Zero to 6 techs per category, if using ww2v3-style random selection of techs."
,"Maximum techs per category is unlimited if using ww2v2-style selected techs (however, any number of techs per category greater than 6 will be unreachable by the dice chooser)."
,"List techs in the order that they appear in the technoligies list, as doing otherwise may cause an error."
,"You can have a technology listed more than once, if you want to increase the chance of getting it."
]
,"context":[
"<technology>"
,"\n\t<technologies>...</technologies>"
,"\n\t<playerTech player='Italians'>"
,"\n\t\t<category name='Italian Technology'>"
,"\n\t\t\t<tech name='destroyersCanBombard'/>"
,"\n\t\t\t<tech name='jetPower'/>"
,"\n\t\t\t<tech name='shipyards'/>"
,"\n\t\t\t<tech name='improvedArtillerySupport'/>"
,"\n\t\t\t<tech name='increasedFactoryProduction'/>"
,"\n\t\t\t<tech name='warBonds'/>"
,"\n\t\t</category>"
,"\n\t\t<category name='Land and Production Advances'>"
,"\n\t\t\t<tech name='improvedArtillerySupport'/>"
,"\n\t\t\t..."
,"\n\t\t</category>"
,"\n\t\t..."
,"\n\t</playerTech>"
,"\n\t<playerTech player='Russians'>"
,"\n\t\t..."
,"\n\t</playerTech>"
,"\n\t..."
,"\n<technology>"
]
,"chiluns":"Child Elements"
,"links":["tech name"]
}

,"category":{
"parent":"playerTech"
,"type":"object"
,"desc":"A group of technologies a player may research"
,"params":{"name":"A descriptive name for the technology group"}
,"info":[
"A maximum of 6 techs per category, if using ww2v3-style random selection of techs."
,"Maximum techs per category is unlimited if using ww2v2-style selected techs (however, any number of techs per category greater than 6 will be unreachable by the dice chooser)."
,"List techs in the order that they appear in the technoligies list, as doing otherwise may cause an error."
,"You can have a technology listed more than once, if you want to increase the chance of getting it."
,"Player is given option of which category to choose then the tech roll applies to techs in that category"
]
,"context":[
"<technology>"
,"\n\t<technologies>...</technologies>"
,"\n\t<playerTech player='Italians'>"
,"\n\t\t<category name='Italian Technology'>"
,"\n\t\t\t<tech name='destroyersCanBombard'/>"
,"\n\t\t\t<tech name='jetPower'/>"
,"\n\t\t\t<tech name='shipyards'/>"
,"\n\t\t\t<tech name='improvedArtillerySupport'/>"
,"\n\t\t\t<tech name='increasedFactoryProduction'/>"
,"\n\t\t\t<tech name='warBonds'/>"
,"\n\t\t</category>"
,"\n\t\t..."
,"\n\t</playerTech>"
,"\n\t..."
,"\n<technology>"
]
,"chiluns":"Child Elements"
}

,"tech research":{
"parent":"category"
,"type":"object"
,"desc":"Research option"
,"params":{"name":"A techname from the technologies list"}
,"info":[
"A technology that may be researched within the category."
,"Note: An option named tech exists for triggerAttachments."
]
,"context":[
"<technology>"
,"\n\t<technologies>...</technologies>"
,"\n\t<playerTech player='Italians'>"
,"\n\t\t<category name='Italian Technology'>"
,"\n\t\t\t<tech name='destroyersCanBombard'/>"
,"\n\t\t\t<tech name='jetPower'/>"
,"\n\t\t\t<tech name='shipyards'/>"
,"\n\t\t\t<tech name='improvedArtillerySupport'/>"
,"\n\t\t\t<tech name='increasedFactoryProduction'/>"
,"\n\t\t\t<tech name='warBonds'/>"
,"\n\t\t</category>"
,"\n\t\t..."
,"\n\t</playerTech>"
,"\n\t..."
,"\n<technology>"
]
,"links":["technologies","triggerAttachments"]
}

,"initialize":{
"parent":"game"
,"type":"object"
,"desc":"Initalize player aspects"
,"chiluns":"Child Elements"
}

,"ownerInitialize":{
"parent":"initialize"
,"type":"object"
,"desc":"Initial territory ownership"
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>"
,"\n\t\t<territoryOwner territory='Libya' owner='Italians'"
,"\n\t\t<territoryOwner territory='Italy' owner='Italians'"
,"\n\t\t<territoryOwner territory='West Balkans' owner='Italians'"
,"\n\t\t..."
,"\n\t<unitInitialize>...</unitInitialize>"
,"\n\t<resourceInitialize>...</resourceInitialize>"
,"\n\t<relationshipInitialize>...</relationshipInitialize>"
,"\n</initialize>"
]
,"chiluns":"Child Element"
}

,"territoryOwner":{
"parent":"ownerInitialize"
,"type":"object"
,"desc":"Define initial ownership"
,"params":{
"territory":"Any territory in map"
,"owner":"Any player in playerList"
}
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>"
,"\n\t\t<territoryOwner territory='Libya' owner='Italians'"
,"\n\t\t<territoryOwner territory='Italy' owner='Italians'"
,"\n\t\t<territoryOwner territory='West Balkans' owner='Italians'"
,"\n\t\t..."
,"\n\t<unitInitialize>...</unitInitialize>"
,"\n\t<resourceInitialize>...</resourceInitialize>"
,"\n\t<relationshipInitialize>...</relationshipInitialize>"
,"\n</initialize>"
]
}

,"unitInitialize":{
"parent":"initialize"
,"type":"object"
,"desc":"Initial placement list"
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>...</ownerInitialize>"
,"\n\t<unitInitialize>"
,"\n\t\t<unitPlacement unitType='infantry' territory='Karelia S.S.R.' quantity='3' owner='Russians'/>"
,"\n\t\t<unitPlacement unitType='fighter' territory='Karelia S.S.R.' quantity='1' owner='Russians'/>"
,"\n\t\t<unitPlacement unitType='armour' territory='Karelia S.S.R.' quantity='1' owner='Russians'/>"
,"\n\t\t..."
,"\n\t\t<heldUnits unitType='factory' quantity='1' player='British'/>"
,"\n\t\t..."
,"\n\t</unitInitialize>"
,"\n\t<resourceInitialize>...</resourceInitialize>"
,"\n\t<relationshipInitialize>...</relationshipInitialize>"
,"\n</initialize>"
]
,"chiluns":"Child Elements"
}

,"unitPlacement":{
"parent":"unitInitialize"
,"type":"object"
,"desc":"Define initial unit placement"
,"params":{
"unitType":"Any unit in the unitList"
,"territory":"Any territory in map"
,"quantity":"integer"
,"owner":"Any player in playerList"
}
,"info":[
"These units will already be on the map when the game begins."
]
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>...</ownerInitialize>"
,"\n\t<unitInitialize>"
,"\n\t\t<unitPlacement unitType='infantry' territory='Karelia S.S.R.' quantity='3' owner='Russians'/>"
,"\n\t\t<unitPlacement unitType='fighter' territory='Karelia S.S.R.' quantity='1' owner='Russians'/>"
,"\n\t\t<unitPlacement unitType='armour' territory='Karelia S.S.R.' quantity='1' owner='Russians'/>"
,"\n\t\t..."
,"\n\t\t<heldUnits unitType='factory' quantity='1' player='British'/>"
,"\n\t\t..."
,"\n\t</unitInitialize>"
,"\n\t<resourceInitialize>...</resourceInitialize>"
,"\n\t<relationshipInitialize>...</relationshipInitialize>"
,"\n</initialize>"
]
,"links":["heldUnits"]
}

,"heldUnits":{
"parent":"unitInitialize"
,"type":"object"
,"desc":"Unit available for placement"
,"params":{
"unitType":"Any unit in the unitList"
,"quantity":"integer"
,"player":"Any player in playerList"
}
,"info":[
"The units will be available for placement in the players first placement phase."
]
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>...</ownerInitialize>"
,"\n\t<unitInitialize>"
,"\n\t\t<unitPlacement unitType='infantry' territory='Karelia S.S.R.' quantity='3' owner='Russians'/>"
,"\n\t\t<unitPlacement unitType='fighter' territory='Karelia S.S.R.' quantity='1' owner='Russians'/>"
,"\n\t\t<unitPlacement unitType='armour' territory='Karelia S.S.R.' quantity='1' owner='Russians'/>"
,"\n\t\t..."
,"\n\t\t<heldUnits unitType='factory' quantity='1' player='British'/>"
,"\n\t\t<heldUnits unitType='air_base' quantity='1' player='British'/>"
,"\n\t\t..."
,"\n\t</unitInitialize>"
,"\n\t<resourceInitialize>...</resourceInitialize>"
,"\n\t<relationshipInitialize>...</relationshipInitialize>"
,"\n</initialize>"
]
,"links":["unitPlacement"]
}


,"resourceInitialize":{
"parent":"initialize"
,"type":"object"
,"desc":"Initial resource allocation"
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>...</ownerInitialize>"
,"\n\t<unitInitialize>...</unitInitialize>"
,"\n\t<resourceInitialize>"
,"\n\t\t<resourceGiven player='Germans' resource='PUs' quantity='40'/>"
,"\n\t\t<resourceGiven player='Chinese' resource='PUs' quantity='0'/>"
,"\n\t\t<resourceGiven player='Italians' resource='PUs' quantity='16'/>"
,"\n\n\t\tOPTIONAL EXAMPLES\n"
,"\n\t\t<resourceGiven player='Italians' resource='Steel' quantity='20'/>"
,"\n\t\t<resourceGiven player='Italians' resource='Aluminium' quantity='30'/>"
,"\n\t\t<resourceGiven player='Italians' resource='Fuel' quantity='20'/>"
,"\n\t</resourceInitialize>"
,"\n\t<relationshipInitialize>...</relationshipInitialize>"
,"\n</initialize>"
]
,"chiluns":"Child Elements"
}

,"resourceGiven":{
"parent":"resourceInitialize"
,"type":"object"
,"desc":"Initial resources onhand"
,"params":{
"player":"Any player in playerList"
,"resource type":"Any resource in resourceList"
,"quantity":"integer"
}
,"info":[
"Initial resources do not have to match actual production, they can be any integer."
,"These resources will be available in the players first purchasing phase."
,"They could also be available for tech purchases if so configured."
]
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>...</ownerInitialize>"
,"\n\t<unitInitialize>...</unitInitialize>"
,"\n\t<resourceInitialize>"
,"\n\t\t<resourceGiven player='Germans' resource='PUs' quantity='40'/>"
,"\n\t\t<resourceGiven player='Chinese' resource='PUs' quantity='0'/>"
,"\n\t\t<resourceGiven player='Italians' resource='PUs' quantity='16'/>"
,"\n\n\t\tOPTIONAL EXAMPLES\n"
,"\n\t\t<resourceGiven player='Italians' resource='Steel' quantity='20'/>"
,"\n\t\t<resourceGiven player='Italians' resource='Aluminium' quantity='30'/>"
,"\n\t\t<resourceGiven player='Italians' resource='Fuel' quantity='20'/>"
,"\n\t</resourceInitialize>"
,"\n\t<relationshipInitialize>...</relationshipInitialize>"
,"\n</initialize>"
]
}

,"relationshipInitialize":{
"parent":"initialize"
,"type":"object"
,"desc":"Initial relationship list"
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>...</ownerInitialize>"
,"\n\t<unitInitialize>...</unitInitialize>"
,"\n\t<resourceInitialize>...</resourceInitialize>"
,"\n\t<relationshipInitialize>"
,"\n\t\t<relationship type='Allied' player1='Italians' player2='Germans' roundValue='1'/>"
,"\n\t\t<relationship type='War' player1='British' player2='Germans' roundValue='1'/>"
,"\n\t\t<relationship type='Neutrality' player1='Russians' player2='Japanese' roundValue='1'/>"
,"\n\t\t..."
,"\n\t</relationshipInitialize>"
,"\n</initialize>"
]
,"chiluns":"Child Elements"
}

,"relationship type":{
"parent":"relationshipInitialize"
,"type":"object"
,"desc":"Initial relationship"
,"params":{
"type":"Any relationshipType in relationshipTypes"
,"player1":"Any player in playerList"
,"player1":"Any player in playerList"
,"roundValue":"integer"
}
,"info":[
"The order of player1 and player2 does not matter."
,"roundValue is only used for conditions and can be positive or negative (use '1' if you don't know what you are doing)."
,"Having them listed twice in different orders will just have the later one overwrite the earlier one."
,"Make sure you cover all possibilities!"
,"If no relationship is specified :<br> - It will default to 'Allied' for any in the same alliance.<br> - It will default to 'War' if not in the same alliance.<br> - A player named 'Neutral' will default to 'Neutrality'"
,"Note: There in a relationship option for conditionAttachments and objectiveAttachments."
]
,"context":[
"<initialize>"
,"\n\t<ownerInitialize>...</ownerInitialize>"
,"\n\t<unitInitialize>...</unitInitialize>"
,"\n\t<resourceInitialize>...</resourceInitialize>"
,"\n\t<relationshipInitialize>"
,"\n\t\t<relationship type='Allied' player1='Italians' player2='Germans' roundValue='1'/>"
,"\n\t\t<relationship type='War' player1='British' player2='Germans' roundValue='1'/>"
,"\n\t\t<relationship type='Neutrality' player1='Russians' player2='Japanese' roundValue='1'/>"
,"\n\t\t..."
,"\n\t</relationshipInitialize>"
,"\n</initialize>"
]
,"links":["relationshipType","alliance","relationship option"]
}

,"propertyList":{
"parent":"game"
,"type":"object"
,"desc":"Global game options"
,"info":"IMPORTANT: All properties should be kept in the original order"
,"example":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='mapName' value='the_pact_of_steel' editable='false'>"
,"\n\t\t<string/>"
,"\n\t</property>"
,"\n\t<property name='maxFactoriesPerTerritory' value='1' editable='false'>"
,"\n\t\t<number min='1' max='100'/>"
,"\n\t</property>"
,"\n\t<property name='Produce fighters on carriers' value='true' editable='false'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t<property name='notes'>"
,"\n\t\t<string/>"
,"\n\t\t<value>"
,"\n\t\t<![CDATA["
,"\n\t\t\t<br>Your game notes go here."
,"\n\t\t</value>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"vers":["From TripleA 1.5 and onward each property must have its value type defined (see example).<br>The value types used :<ul><li>boolean<li>number<li>string<ul>"]
,"chiluns":"Properties"
}

,"notes":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"string"
}
,"info":[
"Information about the map / scenario."
,"Is displayed when selecting a scenario to play."
,"May also be viewed in game via menu; Help > Game Notes."
,"HTML format"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='notes'>"
,"\n\t\t<value>"
,"\n\t\t\t<![CDATA["
,"\n\t\t\t<h2>Pact of Steel 2</h2>"
,"\n\t\t\t<br>A mod of POS by Veqryn"
,"\n\t\t\t<br>"
,"\n\t\t\t..."
,"\n\t\t\t]]>"
,"\n\t\t</value>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"mapName":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"string"
}
,"info":[
"Must exactly match the folder or zip name of your map (do not include the .zip of course)."
,"May point to another map folder if you are making a mod of that map."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='mapName' value='the_pact_of_steel'>"
,"\n\t\t<string/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Neutral Flyover Allowed":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Neutral Flyover Allowed' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Neutrals Are Blitzable":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Neutrals Are Blitzable' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canBlitz"
]
}

,"Neutrals Are Impassable":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"An easy way of making all the neutrals impassable, without having to set each area to impassable."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Neutrals Are Impassable' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"neutralCharge":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"integer"
,"editable":"true / false"
}
,"info":[
"Cost in PUs to invade a nuetral."
,"If neutrals can't be invaded, the penalty should be set to 999999."
,"If no penalty is desired, set the penalty at 0."
,"A 0 penalty is appropriate when neutrals are assigned units for defense."
,"The AI will not normally attack neutrals if there is a neutral charge."
,"Cost set to zero if a neutral territory contains defending units."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to 3 if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='neutralCharge' value='true' editable='true'>"
,"\n\t\t<number min='0' max='9999'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"SBR Victory Points":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows the loss of a victory point for every strategic bombing raid damage per turn."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='SBR Victory Points' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Limit SBR Damage To Factory Production":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Limits Strategic Bombing and Rocket damage to production value of a territory."
,"Is set true if WW2V2 is true."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Limit SBR Damage To Factory Production' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Use Bombing Max Dice Sides And Bonus":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Enables bombingMaxDieSides and bombingBonus"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Use Bombing Max Dice Sides And Bonus' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"bombingMaxDieSides"
,"bombingBonus"
]
}

,"Damage From Bombing Done To Units Instead Of Territories":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Damage is done to units rather than territories, as territory damage was the old way of doing things."
,"Requires 'SBR Affects Unit Production' to be false."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Damage From Bombing Done To Units Instead Of Territories' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"SBR Affects Unit Production"
]
}

,"SBR Affects Unit Production":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Sets 'Damage From Bombing Done To Units Instead Of Territories' to true."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='SBR Affects Unit Production' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Damage From Bombing Done To Units Instead Of Territories"
]
}

,"Raids May Be Preceeded By Air Battles":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows Strategic Bombing Raids to have Escort aircraft and also be Intercepted by the defender."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Raids May Be Preceeded By Air Battles' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Battles May Be Preceeded By Air Battles":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows normal battles to have air battles first."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Battles May Be Preceeded By Air Battles' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}


,"Air Battle Defenders Can Retreat":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Air Battle Defenders Can Retreat' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}


,"Air Battle Attackers Can Retreat":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Air Battle Attackers Can Retreat' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Retreating Units Remain In Place":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows retreat to only the same territory / sea zone as the battle."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Retreating Units Remain In Place' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Air Battle Rounds":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"integer"
,"editable":"true / false"
}
,"info":[
"The number of rounds in a normal air battle."
,"Negative value indicates 'until a side is eliminated.'"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to -1 if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Air Battle Rounds' value='-1' editable='true'>"
,"\n\t\t<number min='-1' max='100'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Sea Battle Rounds":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"integer"
,"editable":"true / false"
}
,"info":[
"The number of rounds in a normal sea battle."
,"Negative value indicates 'until a side is eliminated.'"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to -1 if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Sea Battle Rounds' value='-1' editable='true'>"
,"\n\t\t<number min='-1' max='100'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Land Battle Rounds":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"integer"
,"editable":"true / false"
}
,"info":[
"The number of rounds in a normal land battle."
,"Negative value indicates 'until a side is eliminated.'"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to -1 if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Land Battle Rounds' value='-1' editable='true'>"
,"\n\t\t<number min='-1' max='100'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Sea Battles May Be Ignored":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows attackers to choose not to battle in a contested sea zone."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Sea Battles May Be Ignored' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Unit Placement Restrictions":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Prevents a unit or units from being placed in a territory."
,"Requires 'unitPlacementRestrictions'."
,""
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Unit Placement Restrictions' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"unitPlacementRestrictions"
,""
]
}

,"Placement Restricted By Factory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Limits the number of units that can be placed at factories."
,"Causes originalFactory to be ignored."
,"Disabled by 'Unit Placement Per Territory Restricted'."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Placement Restricted By Factory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"originalFactory"
,"Unit Placement Per Territory Restricted"
]
}


,"maxFactoriesPerTerritory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"integer"
,"editable":"true / false"
}
,"info":[
"Allows multiple working factories in a territory."
,"Is ignored in WW2V2"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to 1 if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='maxFactoriesPerTerritory' value='1' editable='true'>"
,"\n\t\t<number min='1' max='100'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"WW2V2"
,""
]
}


,"Limit Rocket Damage Per Turn":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Limits total damage in a turn caused by Rockets to territory value."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Limit Rocket Damage Per Turn' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Territory Turn Limit"
,"Limit SBR Damage Per Turn"
]
}

,"Limit SBR Damage Per Turn":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Limits total damage in a turn caused by Strategic Bombing raids to territory value."
,"Is set to true if 'Territory Turn Limit' is true"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Limit SBR Damage Per Turn' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Territory Turn Limit"
,"Limit Rocket Damage Per Turn"
]
}

,"Territory Turn Limit":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Limits the total damage for a turn from Strategic Bombing and Rockets attacks to the value of the territory."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Territory Turn Limit' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Limit SBR Damage Per Turn"
,"Limit Rocket Damage Per Turn"
]
}


,"Abandoned Territories May Be Taken Over Immediately":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Any territory abandoned may be taken over by the remaining units on the same turn it was abandoned on."
,"If a territory is attacked and both all the attackers and all defenders die, then any other player with combat units will take over the territory."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Abandoned Territories May Be Taken Over Immediately' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Contested Territories Produce No Income":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Will stop all production in territories that contain enemy units."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Contested Territories Produce No Income' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Units Can Load In Hostile Sea Zones":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows units to be loaded even if there are enemy ships in the transport's sea zone."
,"Used to avoid players blocking unit loading with 1 cheap naval unit."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Units Can Load In Hostile Sea Zones' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Unit Placement In Enemy Seas":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows units to be placed in a sea zone that has enemy units in it."
,"Is set to true if WW2V2 is true."
,""
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Unit Placement In Enemy Seas' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"LHTR Carrier production rules":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"New fighters can be placed on existing carriers."
,"New fighters can be placed on new carriers."
,"Existing fighters can landed on new carriers."
,"Fighters adjacent to the production sea zone cannot be moved to new carriers."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='LHTR Carrier production rules' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"LHTR"
]
}

,"Land existing fighters on new carriers":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows the player to land existing Fighters on new Aircraft Carriers by ending the fighters' movement in the sea zone in which a new carrier will be placed."
,"Replaces the abilitiy formerly in 'Produce fighters on carriers'."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Land existing fighters on new carriers' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Produce fighters on carriers"
,"Produce new fighters on old carriers"
,"Move existing fighters to new carriers"
,"LHTR Carrier production rules"
]
}

,"Move existing fighters to new carriers":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Fighters adjacent to the production sea zone can be moved to new carriers."
,"If LHTR is set to true, it will negate the ability to move adjacent fighters to new carriers."
,"Replaces the abilitiy formerly in 'Produce fighters on carriers'."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Move existing fighters to new carriers' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Produce fighters on carriers"
,"Produce new fighters on old carriers"
,"Land existing fighters on new carriers"
,"LHTR Carrier production rules"
]
}

,"Produce new fighters on old carriers":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"New fighters can be placed on existing carriers."
,"Replaces the abilitiy formerly in 'Produce fighters on carriers' "
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Produce new fighters on old carriers' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Produce fighters on carriers"
,"Move existing fighters to new carriers"
,"Land existing fighters on new carriers"
,"LHTR Carrier production rules"
]
}

,"Produce fighters on carriers":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows the player to place new Fighters on new Aircraft Carriers"
,"Replaced by 'Move existing fighters to new carriers'."
,"Replaced by 'Produce new fighters on old carriers'."
,"Replaced by 'Land existing fighters on new carriers'"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Produce fighters on carriers' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Produce new fighters on old carriers"
,"Move existing fighters to new carriers"
,"Land existing fighters on new carriers"
,"LHTR Carrier production rules"
]
}

,"Convoy Blockades Roll Dice For Cost":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allow dice to be thrown for all blockade damage."
,"If false, blockades will deal set amount of damage per unit."
,"If true, a 6 sided die will be rolled for each damage point, with that being the damage, except rolls higher than 3 will be ignored."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Convoy Blockades Roll Dice For Cost' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}


,"Two hit battleship":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Activates the ability of battleships to survive 1 hit."
,"Only affects units exactly called 'battleship'"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Two hit battleship' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Two HitPoint Units Require Repair Facilities"
]
}


,"Naval Units May Not NonCombat Move Into Controlled Sea Zones":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Naval units may not move into convoy zones or controlled sea zones during non-combat moves."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Naval Units May Not NonCombat Move Into Controlled Sea Zones' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}


,"Subs Can End NonCombat Move With Enemies":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows isSub units to end their noncombat movement in a sea zone containing any enemy units, including enemy isSub."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Subs Can End NonCombat Move With Enemies' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Defending Subs Sneak Attack"
,"Ignore Sub In Movement"
,"Sub Control Sea Zone Restricted"
,"Sub Retreat Before Battle"
,"Submarines Defending May Submerge Or Retreat"
,"Submarines Prevent Unescorted Amphibious Assaults"
,"Submersible Subs"
,"Subs Can End NonCombat Move With Enemies"
]
}


,"Sub Control Sea Zone Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Determines whether isSub units are restricted from claiming control of a sea zone."
,"Disallows subs from capturing Convoy Routes or Convoy Centers."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Sub Control Sea Zone Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Convoy Route"
,"Convoy Center"
,"convoyAttached"
,"convoyRoute"
,"Defending Subs Sneak Attack"
,"Ignore Sub In Movement"
,"Sub Control Sea Zone Restricted"
,"Sub Retreat Before Battle"
,"Submarines Defending May Submerge Or Retreat"
,"Submarines Prevent Unescorted Amphibious Assaults"
,"Submersible Subs"
,"Subs Can End NonCombat Move With Enemies"
]
}

,"Submersible Subs":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows isSub units to submerge in place when retreating unless an isDestroyer is present."
,"Allows isSub units to move underneath enemy naval units (during combat or non-combat movement) unless a isDestroyer is present."
,"Does not allow isSub units to stop in an enemy occupied sea zone without combat or during non-combat."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Submersible Subs' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Defending Subs Sneak Attack"
,"Ignore Sub In Movement"
,"Sub Control Sea Zone Restricted"
,"Sub Retreat Before Battle"
,"Submarines Defending May Submerge Or Retreat"
,"Submarines Prevent Unescorted Amphibious Assaults"
,"Submersible Subs"
,"Subs Can End NonCombat Move With Enemies"
]
}

,"Submarines Defending May Submerge Or Retreat":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allow defending submarines to retreat to friendly sea zones or submerge."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Submarines Defending May Submerge Or Retreat' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Defending Subs Sneak Attack"
,"Ignore Sub In Movement"
,"Sub Control Sea Zone Restricted"
,"Sub Retreat Before Battle"
,"Submarines Defending May Submerge Or Retreat"
,"Submarines Prevent Unescorted Amphibious Assaults"
,"Submersible Subs"
,"Subs Can End NonCombat Move With Enemies"
]
}

,"Sub Retreat Before Battle":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows isSub to retreat before battle if there are no enemy isDestroyer."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Sub Retreat Before Battle' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Defending Subs Sneak Attack"
,"Ignore Sub In Movement"
,"Sub Control Sea Zone Restricted"
,"Sub Retreat Before Battle"
,"Submarines Defending May Submerge Or Retreat"
,"Submarines Prevent Unescorted Amphibious Assaults"
,"Submersible Subs"
,"Subs Can End NonCombat Move With Enemies"
]
}

,"Defending Subs Sneak Attack":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Defending Submarines to get the benefit of sneak attacks."
,"Ships hit by a sneak attack sub do not get to return fire."
,"The behavior is negated by the presence of enemy isDestroyer"
,"Is set to true if WW2V2 is true."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Defending Subs Sneak Attack' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Defending Subs Sneak Attack"
,"Ignore Sub In Movement"
,"Sub Control Sea Zone Restricted"
,"Sub Retreat Before Battle"
,"Submarines Defending May Submerge Or Retreat"
,"Submarines Prevent Unescorted Amphibious Assaults"
,"Submersible Subs"
,"Subs Can End NonCombat Move With Enemies"
]
}

,"Ignore Sub In Movement":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Determines whether enemy ships can ignore Submarines when moving."
,"Enemy ships can move into or through sub occupied sea zones without combat."
,"Enemy ships can move into or through sub occupied sea zones during non combat."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Ignore Sub In Movement' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Defending Subs Sneak Attack"
,"Ignore Sub In Movement"
,"Sub Control Sea Zone Restricted"
,"Sub Retreat Before Battle"
,"Submarines Defending May Submerge Or Retreat"
,"Submarines Prevent Unescorted Amphibious Assaults"
,"Submersible Subs"
,"Subs Can End NonCombat Move With Enemies"
]
}

,"Submarines Prevent Unescorted Amphibious Assaults":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Submarines stop transports from doing amphibious assault unless there is at least 1 owned warship in the sea zone."
,"If true submarine units are being counted as escorts."
,"isCombatTransport units are unaffected by this property."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Submarines Prevent Unescorted Amphibious Assaults' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"isCombatTransport"
,"Defending Subs Sneak Attack"
,"Ignore Sub In Movement"
,"Sub Control Sea Zone Restricted"
,"Sub Retreat Before Battle"
,"Submarines Defending May Submerge Or Retreat"
,"Submarines Prevent Unescorted Amphibious Assaults"
,"Submersible Subs"
,"Subs Can End NonCombat Move With Enemies"
]
}

,"Transport Control Sea Zone":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Determines whether transports can claim control of a sea zone."
,"Enemy ships can move into or through sub occupied sea zones without combat ."
,"Enemy ships can move into or through sub occupied sea zones during non combat."
,"Disallows transports from capturing convoy routes or convoy centers ."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Transport Control Sea Zone' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Ignore Transport In Movement"
,"Transport Casualties Restricted"
,"Transport Restricted Unload"
]
}

,"Transport Casualties Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Causes transport casualties to be taken last."
,"This prevents transports from being used as cannon fodder."
,"Disallows transports from having attack/defense capabilities."
,"Unescorted transports will die automatically in combat."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Transport Casualties Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Ignore Transport In Movement"
,"Transport Control Sea Zone"
,"Transport Restricted Unload"
]
}

,"Ignore Transport In Movement":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Determines whether enemy ships can ignore transports when moving."
,"Enemy ships can move into or through transport occupied sea zones without combat."
,"Enemy ships can move into or through transport occupied sea zones during non combat."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Ignore Transport In Movement' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Transport Casualties Restricted"
,"Transport Control Sea Zone"
,"Transport Restricted Unload"
]
}

,"Transport Restricted Unload":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Restricts an isLandTransport to unloading into a single Territory. "
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Transport Restricted Unload' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Ignore Transport In Movement"
,"Transport Casualties Restricted"
,"Transport Control Sea Zone"
]
}

,"Air Attack Sub Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"If true, isDestroyer is required in the seazone in order for an isAir to be able to hit an enemy isSub."
,"If isAir unit is the attacker, the isDestroyer must be owned by the attacker player."
,"If isAir unit is a defender, the isDestroyer can be owned by an allied nation as long as it is also at war with enemy isSub."
,"Also determines if the isAir unit rolls together or rolls seperately or rolls nothing, depending on the makeup of other allied units in the seazone when a isSub unit is present."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Air Attack Sub Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"isAir"
,"isDestroyer"
]
}

,"Surviving Air Move To Land":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows air units surviving after the sinking of an aircraft carrier to move to adjacent friendly land area or sea zone with a friendly aircraft carrier."
,"Is set true if WW2V2 is true."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Surviving Air Move To Land' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"WW2V2"
,""
]
}

,"Allied Air Independent":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"If true, allied air on carriers participate in attack."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Allied Air Independent' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Naval Bombard Casualties Return Fire":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Determines whether casualties from naval bombardment fire back."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Naval Bombard Casualties Return Fire' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Shore Bombard Per Ground Unit Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Limits the number of bombarding units to the number of ground units that are attacking amphibiously."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Shore Bombard Per Ground Unit Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Attacker Retreat Planes":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Causes attacking aircraft to be able to retreat, even from amphibious attacks."
,"Is set true if WW2V2 is true."
,"Is set true if 'Partial Amphibious Retreat' is true."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Attacker Retreat Planes' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"WW2V2"
,"Partial Amphibious Retreat"
]
}

,"Partial Amphibious Retreat":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows non-amphibious attacking units to retreat from a battle in which there are amphibious units."
,"They can retreat to a territory from which any non-amphibious units came."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Partial Amphibious Retreat' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Partial Amphibious Retreat"
,""
]
}

,"Units May Give Bonus Movement":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allow units to give movement to other units."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Units May Give Bonus Movement' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"givesMovement"
,""
]
}

,"Defending Suicide and Munition Units Do Not Fire":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Stops defending isSuicide units from acting like suicide units ie; dying first round, shooting before everyone else."
,"The defending isSuicide units can not die from attacks by other suicide units."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Defending Suicide and Munition Units Do Not Fire' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Suicide and Munition Casualties Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Sops casualties from returning fire for isSuicide units"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Suicide and Munition Casualties Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"isSuicide"
,""
]
}

,"Multiple AA Per Territory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"More than one AA Gun to be allowed in a territory."
,"Is set true if WW2V2 is true."
,"Is set true if WW2V3 is true."
,"Affects movement, placement, and transport unloading."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Multiple AA Per Territory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"WW2V2"
,"WW2V3"
]
}

,"Force AA Attacks For Last Step Of Fly Over":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Forces isAAforFlyOver to shoot in the last step of a route as well, which it normally does not."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Force AA Attacks For Last Step Of Fly Over' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"isAAforFlyOver"
,""
]
}

,"AA Territory Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Causes AA to fire only in a territory that is being attacked by aircraft (or bombed)."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='AA Territory Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Random AA Casualties":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Causes AA casualties to be chosen randomly."
,"Is set true if WW2V2 is true."
,"Is set false if 'Choose AA Casualties' is true."
,"Is set false if 'Low Luck' is true."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Random AA Casualties' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"WW2V2"
,"Low Luck"
,"Choose AA Casualties"
]
}

,"Choose AA Casualties":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows a player to choose which aircraft to take as AA casualties."
,"WW2V2: AA casualty assignment negated if 'Choose AA Casualties' is true"
,"'Random AA Casualties': AA casualty assignment negated if 'Choose AA Casualties' is true"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Choose AA Casualties' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"WW2V2"
,"Random AA Casualties"
]
}

,"Roll AA Individually":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"This property causes AA Guns to be fired at each Aircraft individually."
,"The aircraft are basically lined up with the AA rolls and the hits taken based on the matching positions in the lines."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Roll AA Individually' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Blitz Through Factories And AA Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"If true, you cannot blitz through territories which contain only Factories or AA Guns."
,"Note that the rule literally states that any unit stops a blitz."
,""
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Blitz Through Factories And AA Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Unlimited Constructions":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows unlimited constructions total in a territory"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Unlimited Constructions' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"maxConstructionsPerTypePerTerr"
,"More Constructions with Factory"
,"More Constructions without Factory"
]
}

,"More Constructions without Factory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"true: Allows the number of constructions up to the territory value."
,"false: May have only maxConstructionsPerTypePerTerr constructions total per territory without a factory."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='More Constructions without Factory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"maxConstructionsPerTypePerTerr"
,"More Constructions with Factory"
,"Unlimited Constructions"
]
}

,"More Constructions with Factory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"true: Allow number of constructions up to the territory value."
,"false: May have only maxConstructionsPerTypePerTerr constructions total per territory with a factory."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='More Constructions with Factory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"maxConstructionsPerTypePerTerr"
,"More Constructions without Factory"
,"Unlimited Constructions"
]
}

,"Units Can Be Changed On Capture":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Requires unit to have whenCapturedChangesInto unitAttachment."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Units Can Be Changed On Capture' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"whenCapturedChangesInto"
]
}

,"Units Can Be Destroyed Instead Of Captured":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Activates destroyedWhenCapturedBy unitAttachment"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Units Can Be Destroyed Instead Of Captured' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"destroyedWhenCapturedBy"
,""
]
}

,"On Entering Units Destroyed Instead Of Captured":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows units normally captured on entering to be destroyed."
,"Does not affect isInfrastructure units, only affects combat units with the canBeCapturedOnEnteringBy attachment."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='On Entering Units Destroyed Instead Of Captured' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Capture Units On Entering Territory"
,"canBeCapturedOnEnteringBy"
]
}

,"Capture Units On Entering Territory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows units to be captured instead of fighting."
,"Requires unit to have canBeCapturedOnEnteringBy unitAttachment."
,"Requires territory to have captureUnitOnEnteringBy territoryAttachment."
,"Requires player to have captureUnitOnEnteringBy playerAttachment."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."

]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Capture Units On Entering Territory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canBeCapturedOnEnteringBy"
,"captureUnitOnEnteringBy player"
,"captureUnitOnEnteringBy territory"
,"On Entering Units Destroyed Instead Of Captured"
]
}

,"Give Units By Territory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows a player to give units to another player."
,"Requires unit to have canBeGivenByTerritoryTo unitAttachment."
,"Requires territory to have changeUnitOwners territoryAttachment."
,"Requires player to have giveUnitControl playerAttachment."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."

]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Give Units By Territory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canBeGivenByTerritoryTo"
,"changeUnitOwners"
,"giveUnitControl"
]
}

,"Unplaced units live when not placed":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows purchased units to be saved and not placed until a future turn."
,"For instance, if more units were purchased than could be placed."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Unplaced units live when not placed' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Place in Any Territory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Enables the ability (at the game level) to allow a player to place units in any territory, not just those with factories."
,"Player requires placementAnyTerritory."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Place in Any Territory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"placementAnyTerritory"
,""
]
}

,"Unit Placement Per Territory Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Sets a restriction to the number of units that can be in a Territory prior to new units being place there."
,"It is only a restriction on the placement of new units, not the total number of units in a territory."
,"Player requires placementPerTerritory."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Unit Placement Per Territory Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"placementPerTerritory"
,"Placement Restricted By Factory"
,""
]
}

,"Production Per Valued Territory Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows a player to purchase units without any production."
,"Only territories with a production value of 1 or more may count towards the production per x territories"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Production Per Valued Territory Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Production Per X Territories Restricted"
,"productionPerXTerritories"
]
}

,"Production Per X Territories Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows a player to purchase units without any production"
,"The number of units is based upon the number of territories owned, regardless of the value of the territories."
,"Requires productionPerXTerritories rulesAttachment "
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Production Per X Territories Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"productionPerXTerritories"
,"Production Per Valued Territory Restricted"
]
}

,"Movement By Territory Restricted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Activates the limiting of a player's units to or from specific territories."
,"Requires movementRestrictionTerritories attachment"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Movement By Territory Restricted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"movementRestrictionTerritories"
]
}

,"Use Fuel Cost":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Charge fuelCost when units are moved."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Use Fuel Cost' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"fuelCost"
,""
]
}

,"Pacific Theater":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows players to gain VictoryPoints by capturing PUs."
,"Allows Strategic Bombing to destroy VPs."
,"Allows NoPU purchases (ww2v3 does also)."
,"Allows an additional purchase in NOPU purchases if you control the Burma Road."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Pacific Theater' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
""
,""
]
}

,"Rockets Can Fly Over Impassables":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: May change in 'Map Options' panel prior to game start"
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Rockets Can Fly Over Impassables' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"isRocket"
,"All Rockets Attack"
,"Rocket Attacks Per Factory Infinite"
]
}

,"Rocket Attacks Per Factory Infinite":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows infinite attacks against a factory by many rockets, if false,will only allow a max of 1 rocket to attack each factory"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Rocket Attacks Per Factory Infinite' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"isRocket"
,"All Rockets Attack"
,"Rockets Can Fly Over Impassables"
]
}

,"All Rockets Attack":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Will not use the 'classic' rule of getting a single rocket attack for the whole round, and instead get a rocket attack for each rocket"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='All Rockets Attack' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"isRocket"
,"Rocket Attacks Per Factory Infinite"
,"Rockets Can Fly Over Impassables"
]
}

,"Airborne Attacks Only In Enemy Territories":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: May change in 'Map Options' panel prior to game start."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Airborne Attacks Only In Enemy Territories' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Airborne Attacks Only In Existing Battles":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: May change in 'Map Options' panel prior to game start."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Airborne Attacks Only In Existing Battles' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Can Scramble Into Air Battles":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allow a player to scramble air to neighboring territories in order to defend against strategic bombing raids and air battles."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Can Scramble Into Air Battles' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canScramble"
,"Scramble Rules In Effect"
,"Scramble From Island Only"
,"Scramble To Sea Only"
,"Scramble To Any Amphibious Assault"
,"Scrambled Units Return To Base"
]
}
,"Scramble To Any Amphibious Assault":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows bases not being attacked to scramble to defend bases that are being attacked amphibiously."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Scramble To Any Amphibious Assault' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canScramble"
,"Scramble Rules In Effect"
,"Scramble From Island Only"
,"Scramble To Sea Only"
,"Can Scramble Into Air Battles"
,"Scrambled Units Return To Base"
]
}

,"Scramble From Island Only":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Restricts fighter scrambling to islands."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Scramble From Island Only' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canScramble"
,"Scramble Rules In Effect"
,"Scramble To Sea Only"
,"Scrambled Units Return To Base"
,"Can Scramble Into Air Battles"
,"Scramble To Any Amphibious Assault"
]
}

,"Scramble To Sea Only":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Determines whether fighters can scramble only to sea areas or to nearby land areas as well."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Scramble To Sea Only' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canScramble"
,"Scramble Rules In Effect"
,"Scramble From Island Only"
,"Scrambled Units Return To Base"
,"Can Scramble Into Air Battles"
,"Scramble To Any Amphibious Assault"
]
}

,"Scrambled Units Return To Base":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Scrambled units automatically returned to base after combat."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Scrambled Units Return To Base' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canScramble"
,"Scramble Rules In Effect"
,"Scramble From Island Only"
,"Scramble To Sea Only"
,"Can Scramble Into Air Battles"
,"Scramble To Any Amphibious Assault"
]
}

,"Scramble Rules In Effect":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"This property allows the use of scramble units within the game."
,"At the beginning of a round of combat, the engine will search for airbases within the maxScrambleDistance of units that canScramble. If there are some found, the owner will be asked if they wish to scramble units to the battle, and any selected units will be moved to the battle."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Scramble Rules In Effect' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"canScramble"
,"Scramble From Island Only"
,"Scramble To Sea Only"
,"Scrambled Units Return To Base"
,"Can Scramble Into Air Battles"
,"Scramble To Any Amphibious Assault"
]
}

,"Disabled Players Assets Deleted":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"If any players are disabled and unused, then all their units, money, etc, gets deleted at the start of the game during initialization delegate."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Disabled Players Assets Deleted' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Territories Are Assigned Randomly":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Determines if territories are randomly assigned or picked by players during RandomStartDelegate."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Territories Are Assigned Randomly' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["RandomStartDelegate"]
}

,"Use Shipyards":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows a production technology specifically for naval units."
,"A game could then have both an Industrial Tech and a Shipyard Tech that reduces the cost of production of units."
,"Need a productionRule for each naval unit similar to Industrial Tech but with a name like buyTransportShipyards."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Use Shipyards' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["productionFrontier","productionRule","Shipyards"]
}

,"Selectable Tech Roll":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows the player to select a single technology for which to roll."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Selectable Tech Roll' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"WW2V3 Tech Model":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Tech Tokens are used and are carried over from turn to turn."
,"Jet Fighters gain +1 in attack and defense."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='WW2V3 Tech Model' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["WW2V3"]
}

,"WW2V3":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Identifies the map and ruleset to be WW2V3"
,"Allows non-currency related unit production"
,"Disallows aircraft from defining retreat territories"
,"Allows multiple AA per territory"
,"Rockets fire at the END of combat movement"
,"Ability to purchase units without Production"
,"Pre-existing units in a zone (submerged subs) will initiate combat"
,"Displays the WW2V3Advances tech tree which are divided between WW2V3 Land Production and WW2V3 Air Naval technologies"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='WW2V3' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["WW2V3 Tech Model"]
}

,"WW2V2":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Identifies the map and ruleset to be WW2V2"
,"Displays the WW2V3Advances tech tree which are divided between WW2V3 Land Production and WW2V3 Air Naval technologies"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='WW2V2' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"productionIndustrialTechnology"
,"Attacker Retreat Planes"
,"Choose AA Casualties"
,"Multiple AA Per Territory"
,"Random AA Casualties"
,"Surviving Air Move To Land"
,"Defending Subs Sneak Attack"
,"Unit Placement In Enemy Seas"
,"maxFactoriesPerTerritory"
,"Limit SBR Damage To Factory Production"
]
}

,"Selectable Zero Movement Units":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows zero movement units to be selected, so they can be loaded onto transports."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Selectable Zero Movement Units' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Multiply PUs":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"integer"
,"editable":"true / false"
,"number":"An integer range"
}
,"info":[
"Multiply all PUs gained or lost during a turn, but not yet multiply costs of units, repairs, or starting PUs."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to 0 if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Multiply PUs' value='1' editable='true'>"
,"\n\t\t<number min='0' max='10'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Two HitPoint Units Require Repair Facilities":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Unit must in the presence of a unit with repairsUnits"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Two HitPoint Units Require Repair Facilities' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["repairsUnits"]
}

,"Units Repair Hits Start Turn":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: May change in 'Map Options' panel prior to game start."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Units Repair Hits Start Turn' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Units Repair Hits End Turn":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: May change in 'Map Options' panel prior to game start."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Units Repair Hits End Turn' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Kamikaze Suicide Attacks Only Where Battles Are":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"The attacks only occur when there are amphibious battles from that territory, or a battle in that territory"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Kamikaze Suicide Attacks Only Where Battles Are' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Kamikaze Suicide Attacks Done By Current Territory Owner":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows you to change from the default of the original owner, to the current owner."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Kamikaze Suicide Attacks Done By Current Territory Owner' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["isKamikaze","suicideAttackResources"]
}

,"Kamikaze Airplanes":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows planes to attack without regard for having a landing space."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Kamikaze Airplanes' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["isKamikaze"]
}

,"Always on AA":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Causes AA to fire during non combat movement."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Always on AA' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["isAA"]
}

,"Paratroopers Can Attack Deep Into Enemy Territory":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allow movement for isAirTransport during combat move over enemy territories."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Paratroopers Can Attack Deep Into Enemy Territory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Paratroopers Can Move During Non Combat":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: May change in 'Map Options' panel prior to game start."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Paratroopers Can Move During Non Combat' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["paratroopers","isAirTransportable"]
}

,"Heavy Bomber Dice Rolls":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"integer"
,"editable":"true / false"
,"number":"An integer range"
}
,"info":[
"Determines the number of dice rolled on attack by heavyBomber."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Heavy Bomber Dice Rolls' value='2' editable='true'>"
,"\n\t\t<number min='2' max='3'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["heavyBomber"]
}

,"LHTR Heavy Bombers":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Enables LHTR rules to be used for heavyBomber."
,"During normal attack/defense, 2 dice are rolled and the best roll is the result"
,"During strategic bombing raids, 2 dice are rolled and 1 is added to the best roll to determine the result"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='LHTR Heavy Bombers' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["heavyBomber","LHTR"]
}

,"Super Sub Defence Bonus":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"integer"
,"editable":"true / false"
,"number":"An integer range"
}
,"info":[
"Increases the defense capability of SuperSubs."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Super Sub Defence Bonus' value='1'>"
,"\n\t\t<number min='0' max='1'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}
,"Remove All Tech Tokens At End Of Turn":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Removes techTokens after the tech roll."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Remove All Tech Tokens At End Of Turn' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["resourceList"]
}
,"Tech Development":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Enables technology development."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Tech Development' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["technology"]
}
,"Use Triggers":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Activates triggers."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Use Triggers' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"National Objectives":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Allows players to gain income by meeting certain conditions, generally territory control."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='National Objectives' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":["alliedExclusionTerritories","objectiveAttachment"]
}

,"Alliances Can Chain Together":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Causes anyone who is allied with your ally, to become your ally, and any of your ally's enemies to become your enemy."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Alliances Can Chain Together' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Relationships Last Extra Rounds":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"An integer range"
,"editable":"true / false"
}
,"info":[
"Enables relationships to last additional or fewer rounds than default."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, has no effect if not set."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Relationships Last Extra Rounds' value='0' editable='true'>"
,"\n\t\t<number min='-1' max='2'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Use Politics":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"<b>editable</b>: May change in 'Map Options' panel prior to game start."
]
,"context":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Use Politics' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
}

,"Low Luck for Technology":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Reduces luck by adding up the combat factors and dividing by 6, to rolling for tech."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":"Low Luck"
,"links":[
"Low Luck"
,"Low Luck for AntiAircraft"
,"Low Luck for Bombing and Territory Damage"
]
}

,"Low Luck for Bombing and Territory Damage":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Reduces luck by adding up the combat factors and dividing by 6, to rolling for tech."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":"Low Luck"
,"links":[
"Low Luck"
,"Low Luck for AntiAircraft"
,"Low Luck for Technology"
]
}

,"Low Luck":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Reduces luck by adding up the combat factors and dividing by 6 to determine the number of hits, with a die roll handling the remainder."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":"Low Luck"
,"links":[
"Low Luck for AntiAircraft"
,"Low Luck for Bombing and Territory Damage"
,"Low Luck for Technology"
]
}

,"Low Luck for AntiAircraft":{
"parent":"propertyList"
,"type":"property"
,"desc":"Global option"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Reduces luck by adding up the combat factors and dividing by 6 to determine the number of hits, with a die roll handling the remainder.."
,"For those who prefer using dice for normal battles, but hate the randomness of AA shots."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":"Low Luck"
,"links":[
"Low Luck"
,"Low Luck for Bombing and Territory Damage"
,"Low Luck for Technology"
]
}

,"Triggered Victory":{
"parent":"propertyList"
,"type":"property"
,"desc":"A victory type"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Sets the triggered victory condition on/off."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
,"A pop-up prompt will offer to end game if a victory condition is reached."
]
,"example":[
"<propertyList>"
,"\n\t..."
,"\n\t<property name='Triggered Victory' value='true' editable='true'>"
,"\n\t\t<boolean/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"Economic Victory"
,"Total Victory"
]
}

,"Economic Victory":{
"parent":"propertyList"
,"type":"property"
,"desc":"A victory type"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Sets as a victory condition."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
,"A pop-up prompt will offer to end game if a victory condition is reached."
]
,"example":"Economic Victory"
,"links":[
"Economic Victory PUs"
,"production value"
,"Triggered Victory"
]
}

,"Economic Victory PUs":{
"parent":"propertyList"
,"type":"property"
,"desc":"Sets PUs needed for victory"
,"params":{
"value":"integer"
,"editable":"true / false"
,"number":"An integer range"
}
,"info":[
"The total PUs value required to win"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
]
,"context":"Economic Victory"
,"links":[
"Economic Victory"
,"production value"
]
}

,"Total Victory":{
"parent":"propertyList"
,"type":"property"
,"desc":"A victory type"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Sets as a victory condition."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
,"A pop-up prompt will offer to end game if a victory condition is reached."
]
,"example":"Total Victory"
,"links":[
"Total Victory VCs"
,"Triggered Victory"
]
}

,"Total Victory VCs":{
"parent":"propertyList"
,"type":"property"
,"desc":"Sets VCs needed for victory"
,"params":{
"value":"integer"
,"editable":"true / false"
,"number":"An integer range"
}
,"info":[
"The total victoryCity values required to win"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to 18 if not set."
]
,"context":"Total Victory"
,"links":[
"Total Victory"
,"victoryCity"
,"Triggered Victory"
]
}

,"Honorable Surrender":{
"parent":"propertyList"
,"type":"property"
,"desc":"A victory type"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Sets as a victory condition."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
,"A pop-up prompt will offer to end game if a victory condition is reached."
]
,"example":"Honorable Surrender"
,"links":[
"Honorable Surrender VCs"
]
}

,"Honorable Surrender VCs":{
"parent":"propertyList"
,"type":"property"
,"desc":"Sets VCs needed for victory"
,"params":{
"value":"integer"
,"editable":"true / false"
,"number":"An integer range"
}
,"info":[
"The total victoryCity values required by enemy"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to 12 if not set."
]
,"context":"Honorable Surrender"
,"links":[
"Honorable Surrender"
,"victoryCity"
]
}

,"Projection of Power":{
"parent":"propertyList"
,"type":"property"
,"desc":"A victory type"
,"params":{
"value":"true / false"
,"editable":"true / false"
}
,"info":[
"Sets as a victory condition."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to false if not set."
,"A pop-up prompt will offer to end game if a victory condition is reached."
]
,"example":"Projection of Power"
,"links":[
"Projection of Power VCs"
]
}

,"Projection of Power VCs":{
"parent":"propertyList"
,"type":"property"
,"desc":"Sets VCs needed for victory"
,"params":{
"value":"integer"
,"editable":"true / false"
,"number":"An integer range"
}
,"info":[
"The total victoryCity values required to win"
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
,"This option is not required, value will default to 12 if not set."
]
,"context":"Projection of Power"
,"links":[
"Projection of Power"
,"victoryCity"
]
}

,"bid property":{
"parent":"propertyList"
,"type":"property"
,"desc":"Set default bid values"
,"params":{
"name":"player name with ' bid' postfixed"
,"value":"integer"
,"editable":"true / false"
,"number":"An integer range"
}
,"info":[
"Set default bid values."
,"A bid value gives a player an option to purchase & place units prior to the first turn."
,"If there is no bid step, this option is not required or if present will be ignored."
,"WARNING: There is also a bid delegate."
,"<b>editable</b>: true = May be changed in 'Map Options' panel prior to game start."
]
,"example":[
"<property name='British bid' value='0'>"
,"\n\t<number min='0' max='1000'/>"
,"\n</property>"
]
,"context":[
"<propertyList>"
,"\n\t<property name='Italians bid' value='0' editable='true'>"
,"\n\t\t<number min='0' max='1000'/>"
,"\n\t</property>"
,"\n\t<property name='Russians bid' value='0' editable='true'>"
,"\n\t\t<number min='0' max='1000'/>"
,"\n\t</property>"
,"\n\t<property name='Germans bid' value='0' editable='true'>"
,"\n\t\t<number min='0' max='1000'/>"
,"\n\t</property>"
,"\n\t<property name='British bid' value='0' editable='true'>"
,"\n\t\t<number min='0' max='1000'/>"
,"\n\t</property>"
,"\n\t<property name='Japanese bid' value='0' editable='true'>"
,"\n\t\t<number min='0' max='1000'/>"
,"\n\t</property>"
,"\n\t<property name='Americans bid' value='0' editable='true'>"
,"\n\t\t<number min='0' max='1000'/>"
,"\n\t</property>"
,"\n\t<property name='Chinese bid' value='0' editable='true'>"
,"\n\t\t<number min='0' max='1000'/>"
,"\n\t</property>"
,"\n\t..."
,"\n</propertyList>"
]
,"links":[
"bid delegate","bid sequence"
]
}

,"attachmentList":{
"parent":"game"
,"type":"object"
,"desc":"A list of all attachments in the scenario"
,"chiluns":"Attachment Types"
}

,"canalAttachment":{
"parent":"attachmentList"
,"type":"attachment"
,"desc":"Defines a canal"
,"params":{
"attachTo":"Any territory"
,"type":"territory"
,"javaClass":"CanalAttachment"
}
,"info":[
"There may be multiple canalAttachment's per territory, so long as they have different names that start with 'canalAttachment'."
,"Each 'canal' must consist of 2 canalAttachments, one for each of the connected sea zones or territories.<br>Connections of territories could be tunnels or magic gates etc."
,"The following options are allowed for 'canalAttachmentXXX' (all canal attachments need identical attachments attached to the 2 sea zones involved)."
,"<b>canalName</b>:&nbsp; Any string name for the canal. must match its counterpart attachment."
,"<b>landTerritories</b>:&nbsp; A colon delimited list of the territories that make up this canal. must match its counterpart attachment. Can be any number of territories, but at least 1 territory."
,"<b>excludedUnits</b>:&nbsp; (Optopnal) A colon delimited list of units that may not use the canal.<br>If option absent, then all isAir units may not use the canal. Can also be set to 'NONE' or 'ALL'."
]
,"context":[
"<attachment name='canalAttachmentSuez' attachTo='15 Sea Zone' javaClass='CanalAttachment' type='territory'>"
,"\n\t<option name='canalName' value='Suez Canal'/>"
,"\n\t<option name='landTerritories' value='Anglo Egypt:Trans-Jordan'/>"
,"\n\t<option name='excludedUnits' value='Anglo Egypt:Trans-Jordan'/>"
,"\n\t..."
,"\n</attachment>"
]
,"vers":[
"Prior to engine version 1.9.0.0.9142, 'javaClass' required the package name in front of the attachment class name"
,"javaClass='games.strategy.triplea.attachments.CanalAttachment'"
]
}

,"triggerAttachment":{
"parent":"attachmentList"
,"type":"attachment"
,"desc":"Options for triggers"
,"params":{
"attachTo":"Any player in playerList"
,"type":"player"
,"javaClass":"TriggerAttachment"
}
,"info":[
"conditionAttachments and objectiveAttachments must be BEFORE any triggers in the XML."
]
,"vers":[
"Prior to engine version 1.9.0.0.9142, 'javaClass' required the package name in front of the attachment class name"
,"javaClass='games.strategy.triplea.attachments.TriggerAttachment'"
]
,"chiluns":"Options"
}

,"territoryEffectProperty":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"attachment option name"
,"count":"equivalent to the attachment option count"
}
,"info":[
"Designates what is to be changed for the attachment option in territoryAttachmentName"
,"Requires 'territoryEffectAttachmentName' and 'territoryEffects' option to be set."
]
,"links":[
"territoryEffectAttachmentName"
,"territoryEffects"
]
}

,"territoryEffectAttachmentName":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"TerritoryEffectAttachment"
,"count":"Attachment option name"
}
,"info":[
"Designates the attachment option to be changed by territoryEffectProperty"
,"Requires 'territoryEffectProperty' and 'territoryEffects' option to be set."
]
,"links":[
"territoryEffects"
,"territoryEffectProperty"
]
}

,"territoryEffects":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"Any territoryEffect"}
,"info":[
"The territoryEffect to be affected by a territoryEffectProperty change."
,"Requires 'territoryEffectProperty' and 'territoryEffectAttachmentName' option to be set."
]
,"links":[
"territoryEffectProperty"
,"territoryEffect"
,"territoryEffectAttachmentName"
]
}

,"relationshipTypeProperty":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"attachment option name"
,"count":"equivalent to the attachment option count"
}
,"info":[
"Designates what is to be changed for the attachment option in territoryAttachmentName"
,"Requires 'relationshipTypeAttachmentName' and 'relationshipTypes' option to be set."
]
,"links":[
"relationshipTypeAttachmentName"
,"relationshipTypes option"
]
}

,"relationshipTypeAttachmentName":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"RelationshipTypeAttachment"
,"count":"Attachment option name"
}
,"info":[
"Designates the attachment option to be changed by relationshipTypeProperty"
,"Requires 'relationshipTypeProperty' option to be set."
]
,"links":[
"relationshipTypeProperty"
]
}

,"relationshipTypes option":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"Any relationshipType"}
,"info":[
"The relationshipType to be affected by a relationshipTypeProperty change."
,"Requires 'relationshipTypeProperty' option to be set."
]
,"links":[
"relationshipTypeProperty"
,"relationshipType"
]
}

,"territoryProperty":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"attachment option name"
,"count":"equivalent to the attachment option count"
}
,"info":[
"Designates what is to be changed for the attachment option in territoryAttachmentName"
,"Requires 'territoryAttachmentName' and 'territories' option to be set."
]
,"links":[
"territoryAttachmentName"
,"territories"
]
}

,"territoryAttachmentName":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"TerritoryAttachment OR CanalAttachment"
,"count":"Attachment option name"
}
,"info":[
"Designates the attachment option to be changed by territoryProperty"
,"Defaults to TerritoryAttachment if missing."
,"Requires 'territoryProperty' and 'territories' option to be set."
]
,"links":[
"TerritoryAttachment"
,"CanalAttachment"
,"territoryProperty"
,"territories"
]
}

,"territories":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon delimited list of territories"}
,"info":[
"Requires 'territoryProperty' and 'territoryAttachmentName' option to be set."
,"All territories in list will be affected."
]
,"links":[
"territoryProperty"
,"territoryAttachmentName"
]
}

,"unitProperty":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"attachment option name"
,"count":"equivalent to the attachment option count"
}
,"info":[
"Requires unitType option to be set."
,"unitProperty changes are done for ALL players who use that unitType, regardless of the player specified in the trigger."
,"In order to have a unitType+unitProperty change only affect certain players and not others, you need to make a new unit type for those players (ie: rename the unit for those players only)."
,"Something to note is that &lt;option name='artillery' value='true'/> AND &lt;option name='artillerySupportable' value='true'/> AND &lt;option name='unitSupportCount' value='1'/> are all converted into a support attachment when the game starts, so adding or removing them as unit properties will do nothing (the bonusType for them is 'ArtyOld', and the supportAttachment name is 'supportAttachmentArtyOld&lt;nameofUnit>')"
]
,"example":[
"<attachment name='triggerAttachmentJapanese3_TokyoExpress' attachTo='Japanese' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentJapanese1a:conditionAttachmentJapanese1b'/>"
,"\n\t<option name='unitType' value='jp_destroyer'/>"
,"\n\t<option name='unitProperty' value='transportCapacity' count='2'/>"
,"\n\t<option name='unitProperty' value='isCombatTransport' count='true'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n</attachment>"
]
,"links":[
"unitType"
]
}

,"unitAttachmentName":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"UnitAttachment OR UnitSupportAttachment"}
,"params":{"count":"Attachment option"}
,"info":[
"Defaults to UnitAttachment if missing."
]
,"example":[
"<attachment name='triggerAttachmentAmericanAIHelicopter4CM' attachTo='Americans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentAmericanAIPlayer'/>"
,"\n\t<option name='unitType' value='helicopter'/>"
,"\n\t<option name='unitAttachmentName' value='UnitAttachment' count='unitAttachment'/>"
,"\n\t<option name='unitProperty' value='movement' count='4'/>"
,"\n\t<option name='when' value='before:americanCombatMove'/>"
,"\n</attachment>"
]
,"links":[
"unitAttachment"
,"supportAttachment"
]
}

,"unitType":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon delimited list of units"}
,"info":[
"Each unit in the list will be affected by the change."
]
,"example":[
"<attachment name='triggerAttachmentJapanese3_TokyoExpress' attachTo='Japanese' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentJapanese1a:conditionAttachmentJapanese1b'/>"
,"\n\t<option name='unitType' value='jp_destroyer'/>"
,"\n\t<option name='unitProperty' value='transportCapacity' count='2'/>"
,"\n\t<option name='unitProperty' value='isCombatTransport' count='true'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n</attachment>"
]
,"links":[
"unitAttachmentName"
,"unitProperty"
]
}

,"playerProperty":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"attachment option name"
,"count":"equivalent to the attachment option count"
}
,"info":[
"Applies to attachTo player unless 'players' option is set."
]
,"example":[
"<attachment name='triggerAttachmentChinese4_ChineseOverrunTheirBorders' attachTo='Chinese' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentChinese4'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n\t<option name='players' value='Chinese'/>"
,"\n\t<option name='playerAttachmentName' value='RulesAttachment' count='rulesAttachment'/>"
,"\n\t<option name='playerProperty' value='movementRestrictionTerritories' count='-reset-'/>"
,"\n\t<option name='playerProperty' value='movementRestrictionType' count='disallowed'/>"
,"\n\t<option name='playerProperty' value='productionPerXTerritories' count='-reset-3:infantry'/>"
,"\n\t<option name='playerProperty' value='productionPerXTerritories' count='10:transport'/>"
,"\n\t<option name='playerProperty' value='placementAnySeaZone' count='true'/>"
,"\n</attachment>"
]
,"links":[
"players"
]
}

,"playerAttachmentName":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"attachment type"
,"count":"attachment name"
}
,"info":[
"value: May be; PlayerAttachment, TriggerAttachment, RulesAttachment, TechAttachment, PoliticalActionAttachment, UserActionAttachment."
,"Defaults to PlayerAttachment if missing."
]
,"example":[
"<attachment name='triggerAttachmentChinese4_ChineseOverrunTheirBorders' attachTo='Chinese' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentChinese4'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n\t<option name='players' value='Chinese'/>"
,"\n\t<option name='playerAttachmentName' value='RulesAttachment' count='rulesAttachment'/>"
,"\n\t<option name='playerProperty' value='movementRestrictionTerritories' count='-reset-'/>"
,"\n\t<option name='playerProperty' value='movementRestrictionType' count='disallowed'/>"
,"\n\t<option name='playerProperty' value='productionPerXTerritories' count='-reset-3:infantry'/>"
,"\n\t<option name='playerProperty' value='productionPerXTerritories' count='10:transport'/>"
,"\n\t<option name='playerProperty' value='placementAnySeaZone' count='true'/>"
,"\n</attachment>"
]
,"links":[
"attachmentList"
]
}

,"changeOwnership":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon delimited list, Format: 'territoryName:oldOwner:newOwner:booleanCaptured?'"}
,"info":[
"This will change the ownership of the territory."
,"booleanCaptured?: If true, then validation checks for a captured territory are done.<br>This would include things like factories destroyed on capture etc."
,"territoryName can be 'all', and oldOwner can be 'any'."
,"May have multiple instances."
]
,"example":[
"<attachment name='changeOwnershipSouthFrance' attachTo='Germans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='changeOwnership' value='South France:Germans:VichyFrench:false'/>"
,"\n</attachment>"
]
}

,"relationshipChange trigger":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon delimited list, Format: 'player1:player2:oldRelation:newRelation'"}
,"info":[
"oldRelation may be 'any', 'anyWar', 'anyNeutral', 'anyAllied', or a custom relationshipType."
,"You may enter multiple relationshipChanges in the trigger and it will perform every change in the trigger which is valid."
,"Note: There is a politicalActionAttachment relationshipChange option as well."
]
,"example":[
"<attachment name='triggerAttachmentRussiansWarJapanese' attachTo='Russians' javaClass='TriggerAttachment' type='player'>"
,"\n\t <option name='conditions' value='conditionAttachmentRussiansNeutralJapanTurn5plus'/>"
,"\n\t <option name='relationshipChange' value='Russians:Japanese:anyNeutral:War'/>"
,"\n\t <option name='notification' value='RUSSIANS_AT_WAR_WITH_JAPAN'/>"
,"\n\t <option name='when' value='before:russianPolitics'/>"
,"\n</attachment>"
]
,"links":[
"relationshipChange politics"
]
}

,"support":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"Name of support attachment"}
,"info":[
"Adds attachTo player to the list of players a supportAttachment supports."
,"The 'players' option may modify which players get the tech."
,"Prefix with '-' to remove player from the support attachment."
]
,"example":[
"<attachment name='triggerAttachmentGermansReinforcedHulls' attachTo='Germans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentGermansReinforcedHulls'/>"
,"\n\t<option name='support' value='supportAttachmentSubmarineReinforcedHulls'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n</attachment>"
]
,"links":[
"players"
,"supportAttachment"
]
}

,"productionRule":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon separated pair, Format: 'productionFrontier:productionRule'"}
,"info":[
"Adds or removes the productionRule at beginning of the purchase phase."
,"Prefix with '-' to remove the productionRule."
,"Note: There is a productionRule element under production."
]
,"example":[
"<attachment name='triggerAttachmentGermansParatroopersCanProduce' attachTo='Germans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentGermansParatroopers'/>"
,"\n\t<option name='productionRule' value='Germans_production:buyAir_Transport'/>"
,"\n</attachment>"
]
,"links":[
"productionRule rule"
,"productionFrontier"
]
}

,"frontier":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"production frontier name"}
,"info":[
"The player's production frontier change to the one in 'value', at beginning of the purchase phase."
,"Does not add to the current list, is a new list completely."
]
,"example":[
"<attachment name='triggerAttachmentChinese2a_BurmaRoadOpen' attachTo='Chinese' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='objectiveAttachmentChinese2_BurmaRoad'/>"
,"\n\t<option name='frontier' value='Chinese_BurmaRoad_production'/>"
,"\n</attachment>"
]
,"links":[
"productionFrontier"
]
}

,"availableTech":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon delimited list, Format:category:tecnologies"}
,"info":[
"'category'= Any category in playerTech."
,"'tecnologies' A list of technologies to add to the category."
,"If prefixed with '-' then it will remove the tech from that category."
,"If the player already has the tech, nothing will change."
]
,"example":[
"<attachment name='triggerAttachmentGermansSuperSubs1_NewSubmarineTech' attachTo='Germans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentGermansSuperSubs'/>"
,"\n\t<option name='availableTech' value='Submarine Technology:reinforcedHulls:wolfPackTactics'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n</attachment>"
]
,"links":[
"category"
,"playerTech"
]
}

,"tech option":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon delimited list of technologies"}
,"info":[
"All technologies in the list will be given to the attachTo player at end of tech activation phase."
,"The 'players' option may modify which players get the tech."
,"'tech' is also a step delegate."
,"Note: An element named tech exists within playerTech/category see 'tech research'."
]
,"example":[
"<attachment name='triggerAttachmentGermans3_SuperSubs' attachTo='Germans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentGermans1'/>"
,"\n\t<option name='tech' value='superSub'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n</attachment>"
]
,"links":[
"players"
,"tech research"
,"tech delegate"
]
}

,"purchase option":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"A colon delimited list of units"
,"count":"integer"
}
,"info":[
"Add 'count' number of units in list to 'purchased units' at beginning of purchase phase."
,"'purchase' will be affected by 'each' in a condition statement."
]
,"example":[
"<attachment name='triggerAttachmentItalians2_NorthAfrica' attachTo='Italians' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentItalians1'/>"
,"\n\t<option name='purchase' value='cruiser' count='1'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n</attachment>"
]
}

,"removeUnits":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{
"value":"A colon delimited list, Format: 'territory:units'"
,"count":"integer"
}
,"info":[
"Use to remove 'count' number of units from the territories, at the beginning of the combat move phase."
,"Both territory and units may be set to 'all'."
,"'removeUnits' will be affected by 'each' in a condition statement."
]
,"example":[
"<attachment name='triggerAttachment_Brittonic_Develop_Trebuchet' attachTo='Brittonic' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachment-Brittonic-Develop-Trebuchet'/>"
,"\n\t<option name='when' value='after:BrittonicPlace'/>"
,"\n\t<option name='productionRule' value='production_Brittonic:buyTrebuchet'/>"
,"\n\t<option name='productionRule' value='production_Brittonic_Combat:buyTrebuchet'/>"
,"\n\t<option name='productionRule' value='production_Brittonic_Combat:-buyBallista'/>"
,"\n\t<option name='productionRule' value='production_Brittonic:buyDevelop-Cannon'/>"
,"\n\t<option name='productionRule' value='production_Brittonic:-buyDevelop-Trebuchet'/>"
,"\n\t<option name='removeUnits' value='all:Develop-Trebuchet' count='1'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n</attachment>"
]
}

,"placement":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon delimited list, Format: 'territory:units:count'"}
,"info":[
"Units are placed at beginning of combat movement phase."
,"'placement' will be affected by 'each' in a condition statement."
,"Count is optional and will default to 1."
]
,"example":[
"<attachment name='triggerAttachmentJapanese5_ForTheEmperor' attachTo='Japanese' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentJapanese3'/>"
,"\n\t<option name='placement' value='61 Sea Zone:midget_submarine:2'/>"
,"\n\t<option name='placement' value='62 Sea Zone:submarine:destroyer:1'/>"
,"\n\t<option name='uses' value='1'/>"
,"\n</attachment>"
]
,"links":[
"conditions"
,"uses"
]
}

,"resourceCount":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"Any resource in resourceList"}
,"info":[
"Describes amount of resouce to be give if conditions are true."
,"Resource given is described in resource option."
]
,"example":[
"<attachment name='triggerAttachmentAmericans4_JapaneseCapitalShipsSunk' attachTo='Americans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentJapaneseCarriers:conditionAttachmentJapaneseBattleships'/>"
,"\n\t<option name='conditionType' value='AND'/>"
,"\n\t<option name='invert' value='true'/>"
,"\n\t<option name='resource' value='PUs'/>"
,"\n\t<option name='resourceCount' value='4'/>"
,"\n</attachment>"
]
,"links":[
"resourceList"
,"resource option"
]
}

,"resource option":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"Any resource in resourceList"}
,"info":[
"Describes resouce to be give if conditions are true."
,"Amount given is resourceCount."
]
,"example":[
"<attachment name='triggerAttachmentAmericans4_JapaneseCapitalShipsSunk' attachTo='Americans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentJapaneseCarriers:conditionAttachmentJapaneseBattleships'/>"
,"\n\t<option name='conditionType' value='AND'/>"
,"\n\t<option name='invert' value='true'/>"
,"\n\t<option name='resource' value='PUs'/>"
,"\n\t<option name='resourceCount' value='4'/>"
,"\n</attachment>"
]
,"links":[
"resourceList"
,"resourceCount"
]
}

,"notification":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A key to an item in notifications.properties"}
,"info":[
"Causes a popup window with the message from notifications.properties."
,"May be used to play a sound as well. notifications will use the notification value + '_sounds' for the key in notifications.properties file, and will then use 'notification_' + the notification.properties value as the new key to look for in the sounds.properties file."
]
,"example":[
"<attachment name='triggerItalyTurn1CombatMoveNotification' attachTo='Italians' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentItalianTurn1'/>"
,"\n\t<option name='when' value='before:italianCombatMove'/>"
,"\n\t<option name='notification' value='ITALY_TURN1_BEFORE_CM'/>"
,"\n</attachment>"
]
,"links":[
"notifications.properties"
,"sounds.properties"
]
}

,"Property Files":{
"desc":"List of property files"
,"info":[
"'Property Files' is not an element within the XML, it is just a reference list."
,"These files may be found in the maps directory for any given map."
,"None are required unless referenced in the XML."
]
,"chiluns":"Files"
}

,"actionstext.properties":{
"parent":"Property Files"
,"type":"file reference"
,"desc":"List of action remarks"
,"info":[
"The file consists of keys (on the left) and values (on the right) separated by '='"
,"The values are in HTML format."
,"The actionstext.properties file is located in the maps subdirectory."
,"ie: .../downloadedMaps/iron_war_europe/map/actionstext.properties"
,"or (zipped) .../downloadedMaps/iron_war_europe-master/map/actionstext.properties"
]
,"example":[
"Germany_Slovakia_20_PUs.BUTTON=Slovakia"
,"\nGermany_Slovakia_20_PUs.DESCRIPTION=<- Supply 20 PUs to the military buildup in Slovakia."
,"\nGermany_Slovakia_20_PUs.NOTIFICATION_SUCCESS=20 PUs spent on Slovakia."
,"\nGermany_Slovakia_20_PUs.OTHER_NOTIFICATION_SUCCESS=Germany supplied military aid to Slovakia."
,"\nGermany_Bulgaria_20_PUs.BUTTON=Bulgaria"
,"\nGermany_Bulgaria_20_PUs.DESCRIPTION=<- Supply 20 PUs to the military buildup in Bulgaria."
,"\nGermany_Bulgaria_20_PUs.NOTIFICATION_SUCCESS=20 PUs spent on Bulgaria."
,"\nGermany_Bulgaria_20_PUs.OTHER_NOTIFICATION_SUCCESS=Germany supplied military aid to Bulgaria."
,"\nGermany_Croatia_20_PUs.BUTTON=Croatia"
,"\nGermany_Croatia_20_PUs.DESCRIPTION=<- Supply 20 PUs to the military buildup in Croatia."
,"\nGermany_Croatia_20_PUs.NOTIFICATION_SUCCESS=20 PUs spent on Croatia."
,"\nGermany_Croatia_20_PUs.OTHER_NOTIFICATION_SUCCESS=Germany supplied military aid to Croatia."
,"\nGermany_Iraq_25_PUs.BUTTON=Iraq"
,"\nGermany_Iraq_25_PUs.DESCRIPTION=<- Supply 25 PUs to the military buildup in Iraq."
,"\nGermany_Iraq_25_PUs.NOTIFICATION_SUCCESS=25 PUs spent on Iraq."
,"\nGermany_Iraq_25_PUs.OTHER_NOTIFICATION_SUCCESS=Germany supplied military aid to Iraq."
,"\nGermany_Hungary_25_PUs.BUTTON=Hungary"
,"\n..."
]
,"links":[
"text action"
]
}

,"politicstext.properties":{
"parent":"Property Files"
,"type":"file reference"
,"desc":"List of political remarks"
,"info":[
"The file consists of keys (on the left) and values (on the right) separated by '='"
,"The values are in HTML format."
,"The politicstext.properties file is located in the maps subdirectory."
,"ie: .../downloadedMaps/napoleonic_empires/map/politicstext.properties"
,"or (zipped) .../downloadedMaps/napoleonic_empires-master/map/politicstext.properties"
]
,"example":[
"\nFrance_War_France.BUTTON=Declare War!"
,"\nFrance_War_France.DESCRIPTION=Declare War on France."
,"\nFrance_War_France.NOTIFICATION_SUCCESS=You have declared War on France!"
,"\nFrance_War_France.OTHER_NOTIFICATION_SUCCESS=France has declared War on you!"
,"\nFrance_War_France.NOTIFICATION_FAILURE=NONE"
,"\nFrance_War_France.OTHER_NOTIFICATION_FAILURE=NONE"
,"\nFrance_War_France.ACCEPT_QUESTION=NONE"
,"\n"
,"\nFrance_War_UnitedKingdom.BUTTON=Declare War!"
,"\nFrance_War_UnitedKingdom.DESCRIPTION=Declare War on UnitedKingdom."
,"\nFrance_War_UnitedKingdom.NOTIFICATION_SUCCESS=You have declared War on UnitedKingdom!"
,"\nFrance_War_UnitedKingdom.OTHER_NOTIFICATION_SUCCESS=France has declared War on you!"
,"\nFrance_War_UnitedKingdom.NOTIFICATION_FAILURE=NONE"
,"\nFrance_War_UnitedKingdom.OTHER_NOTIFICATION_FAILURE=NONE"
,"\nFrance_War_UnitedKingdom.ACCEPT_QUESTION=NONE"
,"\n..."
]
,"links":["text political"]
}

,"notifications.properties":{
"parent":"Property Files"
,"type":"file reference"
,"desc":"List of notifications"
,"info":[
"The file consists of keys (on the left) and values (on the right) separated by '='"
,"The values are in HTML format."
,"The notifications.properties file is located in the maps subdirectory."
,"ie: .../downloadedMaps/age_of_tribes/map/notifications.properties"
,"or (zipped) .../downloadedMaps/age_of_tribes-master/map/notifications.properties"
]
,"example":[
"Russians_War_European_Axis=<body>Russia has joined the Allies, and declared war on the European Axis!</body>"
,"\nAmericans_War_Axis=<body>America has joined the Allies, and declared war on the Axis!</body>"
,"\nAxis_Win_Original=<body>The Axis achieve victory by controlling 14 VCs and keeping control of one of their own capitals!</body>"
,"\nAxis_Win=<body>The Axis achieve victory by controlling 8 Europe VCs or 6 Pacific VCs and keeping control of one of their own capitals!</body>"
,"\nAllies_Win=<body>The Allies achieve victory by controlling Rome, Berlin, and Japan and keeping control of one of their own capitals!</body>"
,"\n..."
]
,"links":[
"victory"
,"notification"
]
}

,"sounds.properties":{
"parent":"Property Files"
,"type":"file reference"
,"desc":"List of sounds"
,"info":[
"The file consists of keys (on the left) and mp3 filenames (on the right) separated by '='"
,"The mp3 files may be the default sounds or custom ones in the sounds subdirectory."
,"The sounds.properties file is located in the maps subdirectory."
,"ie: .../downloadedMaps/age_of_tribes/map/sounds.properties"
,"or (zipped) .../downloadedMaps/age_of_tribes-master/map/sounds.properties"
]
,"example":[
"game_start=misc/game_start/game_start_02_serious_epic_theme.mp3"
,"\nrequired_your_turn_series_Germany=ww2/required_your_turn_series_Germans/Germans_Anthem_Intro.mp3"
,"\nrequired_your_turn_series_VichyFrance=ww2/required_your_turn_series_Germans/Germans_Anthem_Intro.mp3"
,"\nrequired_your_turn_series_DanubeAxis=ww2/required_your_turn_series_Germans/Germans_Anthem_Intro.mp3"
,"\nrequired_your_turn_series_Finland=ww2/required_your_turn_series_Germans/Germans_Anthem_Intro.mp3"
,"\nrequired_your_turn_series_Russia=ww2/required_your_turn_series_Russians/Russians_Soviet_Anthem_Intro.mp3"
,"\n..."
]
,"links":[
"victory"
,"notification"
]
}

,"victory":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A key to an item in notifications.properties"}
,"info":[
"Displays the notifications when conditions are true."
,"May be used to play sounds as well, it will use value + '_sounds' as the key in notifications.properties file, and then will use 'defeat_' or 'victory_' + the notifications.properties value as the new key to look for in the sounds.properties file."
]
,"example":[
"<attachment name='triggerAttachmentAxisVictory1_CapitalControl' attachTo='Germans' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentAxisVictory1'/>"
,"\n\t<option name='victory' value='AXIS_VICTORY'/>"
,"\n\t<option name='players' value='Germans:Italians:Japanese'/>"
,"\n</attachment>"
]
,"links":[
"notifications.properties"
,"sounds.properties"
]
}

,"when":{
"parent":"triggerAttachment"
,"type":"option"
,"desc":"Trigger option"
,"params":{"value":"A colon separated pair, Format: before/after:name-of-step"}
,"info":[
"Describes when the trigger should fire, if left out the trigger will fire at its default time."
,"May be set multiple times if you want a trigger to fire in multiple spots."
,"If your triggers are displaying odd behavior, make sure 'when' is set, complex triggers can experience unexpected behavior if 'when' is not set."
]
,"example":[
"<attachment name='triggerItalyTurn1CombatMoveNotification' attachTo='Italians' javaClass='TriggerAttachment' type='player'>"
,"\n\t<option name='conditions' value='conditionAttachmentItalianTurn1'/>"
,"\n\t<option name='when' value='before:italianCombatMove'/>"
,"\n\t<option name='notification' value='ITALY_TURN1_BEFORE_CM'/>"
,"\n</attachment>"
]
}

,"userActionAttachment":{
"parent":"attachmentList"
,"type":"attachment"
,"desc":"Options for actions"
,"params":{
"attachTo":"Any player in playerList"
,"type":"player"
,"javaClass":"userActionAttachment"
}
,"example":"userActionAttachment"
,"vers":[
"Prior to engine version 1.9.0.0.9142, 'javaClass' required the package name in front of the attachment class name"
,"javaClass='games.strategy.triplea.attachments.userActionAttachment'"
]
}