// Cataclysm Scenario Settings
// --------------------------------
//  General
// --------------------------------
// Name of mod
[MOD]"Union"
// Author's name
[MODDER]"Strange guy"
// Mod version: 1, 2, 3, etc., in case multiple versions released
[VERSION]1.01
// Font set to start mod in, if possible (overrides default): fonts are found in data/fonts and listed in data/fonts/_config.xt
[FONT]"Crisp" // comment out for default
// Intro text for mission brief screen
[BRIEF]"When your Union claimed ownership of much of the lands on their borders with the United Planetary Federation the response was a predictable, evacuation of civilians and moving in of military. The bombardment of this town and the military positions within is over, you have your troops and orders. Take the town, and take down any opposition."
// Time of day (determines light level): // DAY/NIGHT/RANDOM
[TIME]RANDOM
// Chance to place first, second, third roads
// (if a given road is not placed, none of those after it will be generated for that map, regardless of their chance)
// (if there are no roads at all, areas with ROAD-based rotation will instead be rotated randomly)
// (even if there will never be roads (ROAD_CHANCE_1=0), you must keep them in the areas/blueprints files, they just won't be used)
[ROAD_CHANCE_1]100
[ROAD_CHANCE_2]100
[ROAD_CHANCE_3]50
// Weighted chance to set max # 3x3 areas to given value each generation
[3X3_CHANCE_0]0
[3X3_CHANCE_1]0
[3X3_CHANCE_2]0
[3X3_CHANCE_3]0
[3X3_CHANCE_4]0
// [LOG_MESSAGE]# = round on which to show message, [FLASH_NOTICE]# = 0/1 whether to flash notice over map when message added to log, [TEXT]"" = content to print to log
// (can add as many different messages as you want)
//[LOG_MESSAGE]5	[FLASH_NOTICE]1	[TEXT]"Message:\n>Intelligence reports viral outbreak of alien origin in your area\n>If possible, assist your neighbors by escorting them to the evac zone\n>Help is on the way"
// These are very specific to Cataclysm (setting to 0 will deactivate them)
//[EVAC_A_TURN]5 // on this round, notified of first evac zone where "civilians" (any entity with "Civ" trait) can leave map
//[EVAC_B_TURN]20 // notified of second civilian evac zone, and X-COM can also retreat from the map here to end mission (can use B and not A if only want an X-COM evac zone)
 // Round on which to nuke the map (0 would not set off a nuke at all)
//[NUKE]30
// If true, the indicated faction is not affected by morale changes (all other factions automatically ignore morale effects)
[IGNORE_MORALE_XCOM]0
[IGNORE_MORALE_ALIENS]0
// --------------------------------
//  Mission End
// --------------------------------
// Text shown on success
//[SUCCESS_TEXT]"TEXT HERE" // works, but not used in Cataclysm (uncomment to use)
// Text shown  on failure (all X-COM soldiers dead or unconscious)
//[FAILURE_TEXT]"TEXT HERE" // works, but not used in Cataclysm (uncomment to use)
// Success Triggers: If active, mission can end successfully under that condition
[SUCCESS_TRIGGER]ALIENS_DEAD		// all alien faction members are dead or unconscious
					// Note: If any prop exists that possesses any special ability *and* has the "BLOCK_SUCCESS" trait, it will prevent this condition from triggering
					// (this was used in Cataclysm to prevent success as long as any living Necrospores still existed, but could be used in other interesting ways)
//[SUCCESS_TRIGGER]EVACUATE		// all conscious X-COM members in Evac B area
//[SUCCESS_TRIGGER]USE_ITEM		[CONDITION]"XXX"// use ('u') an item named XXX (item must have a special ability, even if just flavor text; triggered immediately after item used)
//[SUCCESS_TRIGGER]MANIPULATE_PROP	[CONDITION]"XXX"// manipulate ('n') a prop named XXX (prop must have a special ability, even if just flavor text; triggered immediately after prop manipulated)
// --------------------------------
//  Mission Scoring
// --------------------------------
// All available items are listed here; comment out any that you don't want to use, or uncomment those you want to use.
// (WARNING: Uncommenting *everything* will not fit nicely in the mission results screen. You can fit a total of about 20 different items--more than 23 will start to look wrong.)
// Note that "scoring" items are only shown to the player if their final value is not 0, while "stats" are always shown, even when 0.
// Scoring: These count towards the actual score total, with positive or negative point values multiplied by the number of instances
//[SCORE]"Species Identified"		[MULTIPLIER]25
//[SCORE]"Aliens Neutralized"		[MULTIPLIER]50
//[SCORE]"Soldiers MIA"			[MULTIPLIER]-100// those that don't make it to an evac (because unconscious); only works for Exodus and Cataclysm (+mods)
//[SCORE]"Soldiers KIA"			[MULTIPLIER]-50
//[SCORE]"Soldiers Survived"		[MULTIPLIER]500
// (these tally how many entities who are XCOM members have a certain trait at the conclusion of the mission; to use them, add a new trait to traits.xt and add that trait to whatever Race and/or Entity it applies to; more than one entity can have the same trait (they'll be tallied together)))
//[SCORE]DYNAMIC_XSURVIVED_0		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_1		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_2		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_3		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_4		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_5		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_6		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_7		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_8		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_XSURVIVED_9		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
// (these tally how many entities who are *NOT* XCOM members have a certain trait at the conclusion of the mission; to use them, add a new trait to traits.xt and add that trait to whatever Race and/or Entity it applies to; more than one entity can have the same trait (they'll be tallied together)))
//[SCORE]DYNAMIC_SURVIVED_0		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_1		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_2		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_3		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_4		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_5		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_6		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_7		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_8		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_SURVIVED_9		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
// (these tally deaths of all entities with a certain trait; to use them, add a new trait to traits.xt and add that trait to whatever Race and or Entity it applies to; more than one entity can have the same trait (they'll be tallied together))
[SCORE]DYNAMIC_DEATH_0		[MULTIPLIER]-50		[NAME]"Infantry Lost"		[TRAIT]Infantry
[SCORE]DYNAMIC_DEATH_1		[MULTIPLIER]-100	[NAME]"Light Mechs Lost"	[TRAIT]UnLMech
[SCORE]DYNAMIC_DEATH_2		[MULTIPLIER]-180	[NAME]"Medium Mechs Lost"	[TRAIT]UnMMech
[SCORE]DYNAMIC_DEATH_3		[MULTIPLIER]-75		[NAME]"Prototype wielders lost"	[TRAIT]UnProto
[SCORE]DYNAMIC_DEATH_4		[MULTIPLIER]-250	[NAME]"Heavy Mechs Lost"	[TRAIT]UnHMech
//[SCORE]DYNAMIC_DEATH_5		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_6		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_7		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_8		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_DEATH_9		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
// (these tally *X-COM* kills of all entities with a certain trait; to use them, add a new trait to traits.xt and add that trait to whatever Race and or Entity it applies to; more than one entity can have the same trait (they'll be tallied together))
[SCORE]DYNAMIC_KILLED_0		[MULTIPLIER]30		[NAME]"Guards Killed"		[TRAIT]Guard
[SCORE]DYNAMIC_KILLED_1		[MULTIPLIER]60		[NAME]"Icarus Guards Killed"	[TRAIT]IGuard
[SCORE]DYNAMIC_KILLED_2		[MULTIPLIER]100		[NAME]"Light Mechs Destroyed"	[TRAIT]UPFLMech
[SCORE]DYNAMIC_KILLED_3		[MULTIPLIER]180		[NAME]"Medium Mechs Destroyed"	[TRAIT]UPFMMech
[SCORE]DYNAMIC_KILLED_4		[MULTIPLIER]180		[NAME]"Prototypes Destroyed"	[TRAIT]UPFProto
[SCORE]DYNAMIC_KILLED_5		[MULTIPLIER]250		[NAME]"Heavy Mechs Destroyed"	[TRAIT]UPFHMech
//[SCORE]DYNAMIC_KILLED_6		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_7		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_8		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
//[SCORE]DYNAMIC_KILLED_9		[MULTIPLIER]0		[NAME]"Score Name Here"		[TRAIT]score_trait_here
// Stats, X-COM: General statistics related to X-COM
[SCORE]"Shots Fired"
[SCORE]"Shots Hit"
//[SCORE]"Weapons Used"					// # different types of weapons used
[SCORE]"Damage Inflicted"
//[SCORE]"Wounds Sustained"
//[SCORE]"Bloodloss Damage"
// Stats, General: General statistics unrelated to X-COM
[SCORE]"Turns Passed"
[SCORE]"Fires Started"
[SCORE]"Objects Destroyed"
[SCORE]"Terrain Destroyed"