;;-----------------------------------------------------------------------------
;; Basic templates for things nations can purchase
;;-----------------------------------------------------------------------------

;; Things a kingdom can purchase from the shop
[Template DynamicCampaignShopTemplate]
{
	[list Technology]
	{
		string		ids
		int		cost
	}

	[list Actor]
	{
		string		ids
		int		cost
	}

	[list Division]
	{
		string		ids
		int		cost
	}
}

[Template DefaultDynamicCampaignShopTemplate Template=DynamicCampaignShopTemplate]
{
}

[Template USADynamicCampaignShop Template=DefaultDynamicCampaignShopTemplate]
{	
	[Division]
	ids = usa_division_infantry
	cost = 1000

	[Division]
	ids = usa_division_marine
	cost = 1000

	[Division]
	ids = usa_division_mobile
	cost = 500

	[Division]
	ids = usa_division_armor
	cost = 2000
	
	[Division]
	ids = usa_division_air
	cost = 1000
	
	[Actor]
	ids = mg_usa_army_infantry
	cost = 300

	[Actor]
	ids = mg_usa_army_infantry_air
	cost = 500

	[Actor]
	ids = mg_usa_army_marine
	cost = 300

	[Actor]
	ids = mg_usa_army_marine_air
	cost = 500

	[Actor]
	ids = mg_usa_army_mobile
	cost = 600

	[Actor]
	ids = mg_usa_army_mobile_air
	cost = 800

	[Actor]
	ids = mg_usa_army_armor
	cost = 800
	
	[Actor]
	ids = mg_usa_army_armor_air
	cost = 1000

	[Actor]
	ids = mg_usa_naval_base
	cost = 500

	[Actor]
	ids = mg_usa_task_force
	cost = 500

		
	[Technology]
	ids = tech_infantry_flame
	cost = 50
	
	[Technology]
	ids = tech_ammo_production
	cost = 200
		
	[Technology]
	ids = tech_construction_battalions
	cost = 50	
		
	[Technology]
	ids = tech_garand_semi_auto
	cost = 50	
		
	[Technology]
	ids = tech_gyrostabilized_cannons
	cost = 100
			
	[Technology]
	ids = tech_increased_payload
	cost = 400	
	
	[Technology]
	ids = tech_improved_fire_control
	cost = 100	
	
	[Technology]
	ids = tech_improved_light_antitank
	cost = 400
		
	[Technology]
	ids = tech_improved_logistics
	cost = 400

	[Technology]
	ids = tech_air_superiority
	cost = 400
		
	[Technology]
	ids = tech_napalm
	cost = 600
	
	[Technology]
	ids = tech_long_range_artillery
	cost = 200		
		
	[Technology]
	ids = tech_rifle_grenade
	cost = 50
		
	[Technology]
	ids = tech_improved_machineguns
	cost = 100	
		
	[Technology]
	ids = tech_mechanical_reliability
	cost = 50

	[Technology]
	ids = tech_heavy_tank
	cost = 1000	
	
	[Technology]
	ids = tech_oil_production
	cost = 50

	[Technology]
	ids = tech_military_surplus
	cost = 2000

	[Technology]
	ids = tech_plentiful_ammunition
	cost = 100
			
	[Technology]
	ids = tech_proximity_fuses
	cost = 200
	
	[Technology]
	ids = tech_self_sealing_fuel_tanks
	cost = 50
	
	[Technology]
	ids = tech_special_forces
	cost = 400

	[Technology]
	ids = tech_conscription
	cost = 50

	[Technology]
	ids = tech_mechanized_production
	cost = 50

	[Technology]
	ids = tech_tank_production
	cost = 50
		
	[Technology]
	ids = tech_advanced_infantry_training
	cost = 400	
	
	[Technology]
	ids = tech_superchargers
	cost = 400
}

[Template JPNDynamicCampaignShop Template=DefaultDynamicCampaignShopTemplate]
{	
	[Division]
	ids = jpn_division_infantry
	cost = 10000

	[Division]
	ids = jpn_division_mobile
	cost = 500

	[Division]
	ids = jpn_division_armor
	cost = 500
	
	[Division]
	ids = jpn_division_air
	cost = 1000
		
	[Actor]
	ids = mg_jpn_army_infantry
	cost = 150

	[Actor]
	ids = mg_jpn_army_infantry_air
	cost = 400

	[Actor]
	ids = mg_jpn_army_mobile
	cost = 500

	[Actor]
	ids = mg_jpn_army_mobile_air
	cost = 700

	[Actor]
	ids = mg_jpn_army_armor
	cost = 900

	[Actor]
	ids = mg_jpn_army_armor_air
	cost = 1200

	[Actor]
	ids = mg_jpn_naval_base
	cost = 1000

	[Actor]
	ids = mg_jpn_taskforce_base
	cost = 1000
	
	[Technology]
	ids = tech_infantry_banzai
	cost = 25
	
	[Technology]
	ids = tech_construction_battalions
	cost = 100
		
	[Technology]
	ids = tech_foraging
	cost = 50

	[Technology]
	ids = tech_entrenchment
	cost = 50

	[Technology]
	ids = tech_improved_recon
	cost = 200
	
	[Technology]
	ids = tech_air_superiority
	cost = 200
	
	[Technology]
	ids = tech_improved_fortifications
	cost = 400	

	[Technology]
	ids = tech_advanced_infantry_training
	cost = 100
	
	[Technology]
	ids = tech_advanced_armor_training
	cost = 500
	
	[Technology]
	ids = tech_improved_light_antitank
	cost = 1000
	
	[Technology]
	ids = tech_advanced_armor_training
	cost = 200
		
	[Technology]
	ids = tech_improved_logistics
	cost = 600
	
	[Technology]
	ids = tech_long_range_artillery
	cost = 1000		
		
	[Technology]
	ids = tech_sniper_rifle
	cost = 50		
	
	[Technology]
	ids = tech_special_forces
	cost = 1000
			
	[Technology]
	ids = tech_tankette
	cost = 3000	
	
	[Technology]
	ids = tech_improved_mortars
	cost = 50

	[Technology]
	ids = tech_military_surplus
	cost = 5000
	
}

[Template GBRDynamicCampaignShop Template=DefaultDynamicCampaignShopTemplate]
{	
	[Division]
	ids = gbr_division_infantry
	cost = 10000

	[Division]
	ids = gbr_division_mobile
	cost = 500

	[Division]
	ids = gbr_division_armor
	cost = 500

	[Division]
	ids = gbr_division_air
	cost = 1000
	
	[Actor]
	ids = mg_gbr_army_infantry
	cost = 400

	[Actor]
	ids = mg_gbr_army_infantry_air
	cost = 600

	[Actor]
	ids = mg_gbr_army_mobile
	cost = 800

	[Actor]
	ids = mg_gbr_army_mobile_air
	cost = 1000

	[Actor]
	ids = mg_gbr_army_armor
	cost = 1200

	[Actor]
	ids = mg_gbr_army_armor_air
	cost = 1400

	[Actor]
	ids = mg_gbr_naval_base
	cost = 800

	[Technology]
	ids = tech_advanced_infantry_training
	cost = 50
	
	[Technology]
	ids = tech_advanced_armor_training
	cost = 250
	
	[Technology]
	ids = tech_tank_flame
	cost = 50		
	
	[Technology]
	ids = tech_construction_battalions
	cost = 50
			
	[Technology]
	ids = tech_military_surplus
	cost = 2500

	[Technology]
	ids = tech_foraging
	cost = 100
			
	[Technology]
	ids = tech_increased_payload
	cost = 600	
	
	[Technology]
	ids = tech_improved_fire_control
	cost = 100	
	
	[Technology]
	ids = tech_air_superiority
	cost = 200
			
	[Technology]
	ids = tech_improved_logistics
	cost = 400
	
	[Technology]
	ids = tech_long_range_artillery
	cost = 200		
			
	[Technology]
	ids = tech_entrenchment
	cost = 50
		
	[Technology]
	ids = tech_improved_machineguns
	cost = 200		
	
	[Technology]
	ids = tech_mechanical_reliability
	cost = 1000
		
	[Technology]
	ids = tech_proximity_fuses
	cost = 200
	
	[Technology]
	ids = tech_self_sealing_fuel_tanks
	cost = 400
	
	[Technology]
	ids = tech_special_forces
	cost = 50
			
	[Technology]
	ids = tech_plentiful_ammunition
	cost = 200	

	[Technology]
	ids = tech_heavy_tank
	cost = 50
	
	[Technology]
	ids = tech_sas_commandos
	cost = 50	
	
	[Technology]
	ids = tech_improved_mortars
	cost = 200

	[Technology]
	ids = tech_superchargers
	cost = 50
}

[Template GERDynamicCampaignShop Template=DefaultDynamicCampaignShopTemplate]
{	
	[Division]
	ids = ger_division_infantry
	cost = 1000

	[Division]
	ids = gerit_division_infantry
	cost = 1000

	[Division]
	ids = ger_division_mobile
	cost = 750

	[Division]
	ids = ger_division_armor
	cost = 750

	[Division]
	ids = ger_division_air
	cost = 1000
	
	[Actor]
	ids = mg_ger_army_infantry
	cost = 300

	[Actor]
	ids = mg_gerit_army_infantry
	cost = 300

	[Actor]
	ids = mg_ger_army_infantry_air
	cost = 500

	[Actor]
	ids = mg_ger_army_mobile
	cost = 450

	[Actor]
	ids = mg_gerss_army_mobile
	cost = 800

	[Actor]
	ids = mg_ger_army_mobile_air
	cost = 650

	[Actor]
	ids = mg_gerss_army_mobile_air
	cost = 1000

	[Actor]
	ids = mg_ger_army_armor
	cost = 800

	[Actor]
	ids = mg_gerss_army_armor
	cost = 1000

	[Actor]
	ids = mg_ger_army_armor_air
	cost = 1000

	[Actor]
	ids = mg_gerss_army_armor_air
	cost = 1500
			
	[Technology]
	ids = tech_construction_battalions
	cost = 50

	[Technology]
	ids = tech_air_superiority
	cost = 200
	
	[Technology]
	ids = tech_improved_recon
	cost = 200
					
	[Technology]
	ids = tech_improved_fire_control
	cost = 100
	
	[Technology]
	ids = tech_long_range_artillery
	cost = 100
				
	[Technology]
	ids = tech_improved_logistics
	cost = 50
	
	[Technology]
	ids = tech_improved_mortars
	cost = 100
	
	[Technology]
	ids = tech_panzerfaust
	cost = 200	
			
	[Technology]
	ids = tech_marksmanship
	cost = 50
		
	[Technology]
	ids = tech_improved_machineguns
	cost = 50	
	
	[Technology]
	ids = tech_proximity_fuses
	cost = 100
	
	[Technology]
	ids = tech_schurzen
	cost = 50
		
	[Technology]
	ids = tech_self_sealing_fuel_tanks
	cost = 400
	
	[Technology]
	ids = tech_goliath
	cost = 400
		
	[Technology]
	ids = tech_tank_king_tiger
	cost = 600	
		
	[Technology]
	ids = tech_advanced_infantry_training
	cost = 50
	
	[Technology]
	ids = tech_advanced_armor_training
	cost = 50

	[Technology]
	ids = tech_heavy_tank
	cost = 300
	
	[Technology]
	ids = tech_superchargers
	cost = 50

	[Technology]
	ids = tech_military_surplus
	cost = 2000

}


[Template RUSDynamicCampaignShop Template=DefaultDynamicCampaignShopTemplate]
{	
	[Division]
	ids = rus_division_infantry
	cost = 10000

	[Division]
	ids = rus_division_mobile
	cost = 500

	[Division]
	ids = rus_division_armor
	cost = 500

	[Division]
	ids = rus_division_air
	cost = 1000
	
	[Actor]
	ids = mg_rus_army_infantry
	cost = 200

	[Actor]
	ids = mg_rus_army_infantry_air
	cost = 400

	[Actor]
	ids = mg_rus_army_mobile
	cost = 500

	[Actor]
	ids = mg_rus_army_mobile_air
	cost = 700

	[Actor]
	ids = mg_rus_army_armor
	cost = 800

	[Actor]
	ids = mg_rus_army_armor_air
	cost = 1000

	[Technology]
	ids = tech_conscription
	cost = 20

	[Technology]
	ids = tech_mechanized_production
	cost = 20

	[Technology]
	ids = tech_tank_production
	cost = 20
	
	[Technology]
	ids = tech_construction_battalions
	cost = 100
		
	[Technology]
	ids = tech_entrenchment
	cost = 20
			
	[Technology]
	ids = tech_improved_recon
	cost = 200	
	
	[Technology]
	ids = tech_sniper_rifle
	cost = 20
	
	[Technology]
	ids = tech_improved_light_antitank
	cost = 200
			
	[Technology]
	ids = tech_military_surplus
	cost = 2000

	[Technology]
	ids = tech_plentiful_ammunition
	cost = 500
		
	[Technology]
	ids = tech_ammo_production
	cost = 500

	[Technology]
	ids = tech_oil_production
	cost = 500
			
	[Technology]
	ids = tech_mechanical_reliability
	cost = 100
			
	[Technology]
	ids = tech_rocket_truck
	cost = 100
			
	[Technology]
	ids = tech_self_sealing_fuel_tanks
	cost = 500
	
	[Technology]
	ids = tech_improved_fortifications
	cost = 50	
		
	[Technology]
	ids = tech_diesel_engines
	cost = 50

	[Technology]
	ids = tech_heavy_tank
	cost = 400
	
	[Technology]
	ids = tech_superchargers
	cost = 400
}


[Template ITLDynamicCampaignShop Template=DefaultDynamicCampaignShopTemplate]
{	


	[Actor]
	ids = mg_gerit_army_infantry
	cost = 250
			
	[Technology]
	ids = tech_construction_battalions
	cost = 25

	[Technology]
	ids = tech_air_superiority
	cost = 100
	
	[Technology]
	ids = tech_improved_recon
	cost = 100
					
	[Technology]
	ids = tech_improved_fire_control
	cost = 50
	
	[Technology]
	ids = tech_long_range_artillery
	cost = 50
				
	[Technology]
	ids = tech_improved_logistics
	cost = 25
	
	[Technology]
	ids = tech_improved_mortars
	cost = 50
			
	[Technology]
	ids = tech_marksmanship
	cost = 25
		
	[Technology]
	ids = tech_improved_machineguns
	cost = 25	
	
	[Technology]
	ids = tech_proximity_fuses
	cost = 50
		
	[Technology]
	ids = tech_self_sealing_fuel_tanks
	cost = 200
		
	[Technology]
	ids = tech_advanced_infantry_training
	cost = 25
	
	[Technology]
	ids = tech_advanced_armor_training
	cost = 25
	
	[Technology]
	ids = tech_superchargers
	cost = 25
}
	
;;-----------------------------------------------------------------------------
;; Templates for events that can happen in the dynamic campaign
;;-----------------------------------------------------------------------------

[Template MGEventTemplate]
{	
	string 		ids			;; IDS of the event
	localized	name			;; Name of the event

	;; The round when this event happens.
	;; If -1, then this event occurs randomly according to round_probability
	int 		round = -1

	;; The probability this event will happen in a particular round.  
	;; This should be set to something besides 1.0 if the round is not set.  
	;; If the round is set, this is the probability the event happens in that round
	;; (which should probably be 1.0).
	fixed		round_probability = 1.0

	;; The turn when this event happens.  If not specified and the event should happen
	;; that round, it will happen at a random turn.
	string 		kingdom_turn_ids = NULL

	;; Optional message to display when this event occurs.  If not specified 
	;; no message will be displayed.  If it includes %s, it will display the kingdom
	;; whose turn it happened on.
	localized	message = ""

	[List Effect]
}

[Template MGEventEffectTypeTemplate]
{

	;; The type of the event effect
	;; Possible types include:
	;; ADD_TECH
	;; REMOVE_TECH
	;; ADD_ACTOR
	;; REMOVE_ACTOR
	;; CHANGE_TERRITORY

	string		type

	;; Optional message to display when this effect occurs.  If not specified
	;; no message will be displayed.  The parameters will otherwise be inserted in 
	;; this priority order:
	;; %s - target kingdom
	;; %s - actor
	;; %s - territory
	;; %s - technology
	;; %s - source kingdom

	localized	message = ""	
}

[Template MGEventEffectTypeAddTechnologyTemplate Inherit=MGEventEffectTypeTemplate]
{
	string		type = ADD_TECH

	;; The kingdom to add the technology to.  
	;; If not specified, the target is the same as kingdom_turn_ids in the Event.
	string		kingdom_target_ids = NULL

	;; The technology to add.  If not specified, random technology
	string		tech_ids = NULL

	;; The message to display
	localized	message = "#mg_campaigns_MGEventEffectTypeAddTechnologyTemplate_message|ss"
}

[Template MGEventEffectTypeRemoveTechnologyTemplate Inherit=MGEventEffectTypeTemplate]
{
	string		type = REMOVE_TECH

	;; The kingdom to remove the technology from.  
	;; If not specified, the target is the same as kingdom_turn_ids in the Event.
	string		kingdom_target_ids = NULL

	;; The technology to remove.  If not specified, random technology
	string		tech_ids = NULL

	;; The message to display
	localized	message = "#mg_campaigns_MGEventEffectTypeRemoveTechnologyTemplate_message|ss"
}

[Template MGEventEffectTypeAddActorTemplate Inherit=MGEventEffectTypeTemplate]
{
	string		type = ADD_ACTOR

	;; The kingdom to add the actor to.
	;; If not specified, the target is the same as kingdom_turn_ids in the Event.
	string		kingdom_target_ids = NULL

	;; The territory to place the actor.
	;; If not specified, places the actor in a random territory.
	string		territory_ids = NULL

	;; The type of actor to add.  If not specified, random metagame actor.
	string		actor_ids = NULL

	;; The message to display
	localized	message = "#mg_campaigns_MGEventEffectTypeAddActorTemplate_message|sss"
}

[Template MGEventEffectTypeRemoveActorTemplate Inherit=MGEventEffectTypeTemplate]
{
	string		type = REMOVE_ACTOR

	;; The kingdom to remove the actor from.
	;; If not specified, the target is the same as kingdom_turn_ids in the Event.
	string		kingdom_target_ids = NULL

	;; This just chooses a random actor from the kingdom to remove 
	;; (Could be removed in any territory)

	;; The message to display
	localized	message = "#mg_campaigns_MGEventEffectTypeRemoveActorTemplate_message|sss"
}

[Template MGEventEffectTypeChangeTerritoryTemplate Inherit=MGEventEffectTypeTemplate]
{
	string		type = CHANGE_TERRITORY

	;; The kingdom from which to take a territory
	string		kingdom_source_ids = NULL

	;; The territory that will change ownership
	string		territory_ids = NULL

	;; The kingdom to which the territory will go.
	;; If not specified, the target is the same as kingdom_turn_ids in the Event.
	string		kingdom_target_ids = NULL

	;; Functionality:
	;; 1)  If the kingdom_source_ids is only specified, it takes a random territory from
	;;     that kingdom and transfers it to the target.
	;; 2)  If the territory_ids is only specified, it takes that particular territory from
	;;     whatever kingdom and transfers it to the target.
	;; 3)  If both are specified, it only transfers that particular territory if and only if 
	;;     it is owned by the specified kingdom.

	;; The message to display
	localized	message = "#mg_campaigns_MGEventEffectTypeChangeTerritoryTemplate_message|sss"
}

;;-----------------------------------------------------------------------------
;; Kingdom and team templates
;;-----------------------------------------------------------------------------

;; specified basic kingdom template information
[Template DynamicCampaignKingdomTemplate]
{
	;; Required Properties
	string		ids
	localized	name
	string		nation_ids
	string		capital_ids
	string		color_ids
	string		sai_ids
	string		cinematic_win
	string		nation_selection_screen_background_video
	string		icon

	;; Default Properties
	string		mgai_ids = mgai_test
	int			starting_resources = 200
	
	;; Directional economy bonuses for attacking from water or land
	[StockpileBonus Template=ResourceList]
	{
		money = 0
		oil = 0
		ammo = 0
		unit_limit_provided = 0
		unit_limit_consumed = 0
		building_limit_consumed = 0
		building_limit_provided = 0
	}

	[WaterStockpileBonus Template=ResourceList]
	{
		money = 0
		oil = 0
		ammo = 0
		unit_limit_provided = 0
		unit_limit_consumed = 0
		building_limit_consumed = 0
		building_limit_provided = 0
	}

	;; Objectives
	[list Objective]
	{
		int	capital_captures = 2
	}

	;; Owned territories
	[list Territory]
	{
		string ids
		string liberates_to = null
		
		[list Actor]
		{
			string ids
		}
	}

	[Shop Template=DynamicCampaignShopTemplate]
}

;; Specifies dynamic campaign team information
[Template DynamicCampaignTeamTemplate]
{
	string		ids
	localized	name	

	[list Kingdom]
	{
		string	ids
	}
}

;; Specifies information about the dynamic campaign
[Template DynamicCampaignTemplate]
{
	;; General Properties
	string 		ids 
	localized 	name
	string		default_kingdom	
	localized	description
	int		initial_month
	int		initial_year

	;; Destroy behaviors
	;; - none - never destroy an army (unless there is no retreat available)
	;; - first - destroy first army into the territory
	;; - weakest - destroy the weakest army in terms of quickbattle odds
	;; - strongest - destroy the strongest army in terms of quickbattle odds
	;; - least_expensive - destroy the least expensive army in terms of total upgrade cost of all divisions in the army
	;; - most_expensive - destroy the most expensive army in terms of total upgrade cost of all divisions in the army
	;; - random - destroy 1 random army
	;; - all - destroy all armies
	string		attacking_destroy_behavior 	;; What army to destroy when you attack and lose
	string		defending_destroy_behavior	;; What army to destroy when you get attacked and lose

	;; Map
	string		map_ids
	string		map_table_ids

	;; VFX
	string		territory_friendly_vfx = territory_friendly_tint
	string		territory_enemy_vfx = territory_enemy_tint
	string		territory_friendly_arrow_vfx = territory_friendly_arrow
	string		territory_enemy_arrow_vfx = territory_enemy_arrow

	;; Cinematics (win cinematics specified with kingdom)
	string		cinematic_intro

	;; For the choose dynamic campaign interface
	string		choose_background_texture
	[list ChooseButtonVE]
	{
		string	when
		string	texture
	}

	[list Kingdom Template=DynamicCampaignKingdomTemplate]

	[list Team Template=DynamicCampaignTeamTemplate]

	[list Event Template=MGEventTemplate]
}

[Template DefaultDynamicCampaignTemplate Template=DynamicCampaignTemplate]
{
	;; Start all of the dynamic campaigns in January 1942
	initial_month = 03
	initial_year = 1942

	;; Default destroy behavior
	attacking_destroy_behavior = all
	defending_destroy_behavior = all

	[Team Template=DynamicCampaignTeamTemplate]
	{
		ids = axis_team
		name = "#mg_campaigns_axis_team_name"

		[Kingdom]
		ids = kingdom_germany

	}

	[Team Template=DynamicCampaignTeamTemplate]
	{
		ids = asia_team
		name = "#mg_campaigns_axis_team_name"

		[Kingdom]
		ids = kingdom_jpn
	}


	[Team Template=DynamicCampaignTeamTemplate]
	{
		ids = allied_team
		name = "#mg_campaigns_allied_team_name"

		[Kingdom]
		ids = kingdom_usa

		[Kingdom]
		ids = kingdom_great_britain

		[Kingdom]
		ids = kingdom_russia

	}

	/*
	[Event Template=MGEventTemplate]
	{
		ids = add_actor_event
		name = "Free Army"
		round = 2
		message = "A territory has formed a militia!"
		
		[Effect Template=MGEventEffectTypeAddActorTemplate]
	}

	[Event Template=MGEventTemplate]
	{
		ids = add_tech_event
		name = "Free Technology"
		round = 3
		message = "A new technology has been discovered!"
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
	}

	[Event Template=MGEventTemplate]
	{
		ids = remove_actor_event
		name = "Army Lost"
		round = 4
		message = "An army has been lost due to illness."
		
		[Effect Template=MGEventEffectTypeRemoveActorTemplate]
	}

	[Event Template=MGEventTemplate]
	{
		ids = remove_tech_event
		name = "Technology Lost"
		round = 5
		message = "A technology has been destroyed by spies."
		
		[Effect Template=MGEventEffectTypeRemoveTechnologyTemplate]
	}

	[Event Template=MGEventTemplate]
	{
		ids = change_territory_event
		name = "Territory Allegiance Changed"
		round = 6
		message = "A territory has revolted against their oppressors."
		
		[Effect Template=MGEventEffectTypeChangeTerritoryTemplate]
	}
	*/
}

;;-----------------------------------------------------------------------------
;; All the default information about each kingdom
;;-----------------------------------------------------------------------------

	[Template JapanKingdomTemplate Template=DynamicCampaignKingdomTemplate]
	{
		ids = kingdom_jpn
		name = "#mg_campaigns_kingdom_jpn_name"
		nation_ids = nation_jpn
		capital_ids = Japan
		color_ids = yellow
		sai_ids = jpn_sai
		cinematic_win = /Video/Metagame/JPNVictory.bik
		nation_selection_screen_background_video = /Video/MetaGame/NationBackgrounds/JPN_MetaGame.bik
		icon = UI/%s/KingdomIcons/IconJPN.png
		int			starting_resources = 200

		[Objective]
		{
			capital_captures = 4
		}

		[Territory]
		{
			ids = Japan
			liberates_to = kingdom_jpn

			[Actor]
  			ids = mg_jpn_capital

			[Actor]
  			ids = mg_jpn_army_capital

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_naval_base

			[Actor]
  			ids = mg_jpn_taskforce_base


		}
		
		[Territory]
		{
			ids = Marshallislands

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_naval_base

			[Actor]
  			ids = mg_jpn_taskforce_base

			}

		[Territory]
		{
			ids = IwoJima
			
			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_naval_base

			[Actor]
  			ids = mg_jpn_taskforce_base
		
		}

		
		[Territory]
		{
			ids = Manchuria

			[Actor]
  			ids = mg_jpn_army_capital

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
			ids = mg_jpn_army_infantry_air

			[Actor]
			ids = mg_jpn_army_infantry_air

			[Actor]
			ids = mg_jpn_army_infantry_air
	
		}

		[Territory]
		{
			ids = SouthEasternAsia

			[Actor]
  			ids = mg_jpn_army_capital

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
			ids = mg_jpn_army_infantry_air

			[Actor]
			ids = mg_jpn_army_infantry_air

			[Actor]
			ids = mg_jpn_army_infantry_air
				
		}

		[Territory]
		{
			ids = Philippines

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

		}

		[Territory]
		{
			ids = NewGuineaSolomonIslands
			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

		}

		[Territory]
		{
			ids = DutchEastIndies
			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

		}

		[Territory]
		{
			ids = EasternChina

			[Actor]
  			ids = mg_jpn_army_defensive

			[Actor]
  			ids = mg_jpn_army_defensive

		}


				
		[Shop Template=JPNDynamicCampaignShop]
	}
	
	[Template GermanyKingdomTemplate Template=DynamicCampaignKingdomTemplate]
	{
		ids = kingdom_germany
		name = "#mg_campaigns_kingdom_germany_name"
		nation_ids = nation_ger
		capital_ids = Germany
		color_ids = black
		sai_ids = ger_sai
		cinematic_win = /Video/Metagame/GERVictory.bik
		nation_selection_screen_background_video = /Video/MetaGame/NationBackgrounds/GER_MetaGame.bik
		icon = UI/%s/KingdomIcons/IconGER.png
		int			starting_resources = 275

		[Objective]
		{
			capital_captures = 4
		}

		[Territory]
		{
			ids = Germany
			liberates_to = kingdom_germany

			[Actor]
  			ids = mg_ger_capital

			[Actor]
  			ids = mg_ger_army_capital

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
  			ids = mg_ger_army_capital

			[Actor]
			ids = mg_ger_army_infantry_air

			[Actor]
			ids = mg_ger_army_infantry_air

			[Actor]
			ids = mg_ger_army_infantry_air

			[Actor]
			ids = mg_ger_army_infantry_air

			[Actor]
			ids = mg_ger_army_infantry

			[Actor]
			ids = mg_ger_army_infantry

		}
		
		[Territory]
		{
			ids = EasternEurope

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
  			ids = mg_ger_army_capital 

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
			ids = mg_ger_army_infantry_air

			[Actor]
			ids = mg_ger_army_infantry

			[Actor]
			ids = mg_ger_army_infantry

		
		}

		
		[Territory]
		{
			ids = Scandanavia	

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
  			ids = mg_ger_naval_base		
		}
				
		[Territory]
		{
			ids = France

			[Actor]
  			ids = mg_ger_army_defensive			
		}
		
		[Territory]
		{
			ids = FrenchCoast

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
  			ids = mg_ger_army_defensive
					
		}
		
		[Territory]
		{
			ids = GermanCoast
			liberates_to = kingdom_germany

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
  			ids = mg_ger_naval_base
			
		}		
		[Territory]
		{
			ids = Libya

			[Actor]
  			ids = mg_ger_army_afrika

			[Actor]
  			ids = mg_ger_itlnaval_base

			[Actor]
			ids = mg_ger_army_infantry_air

			[Actor]
			ids = mg_gerit_army_infantry

			[Actor]
			ids = mg_gerit_army_infantry

			[Actor]
			ids = mg_gerit_army_infantry

		}
		[Territory]
		{
			ids = SouthernEurope

			[Actor]
  			ids = mg_ger_capital

			[Actor]
  			ids = mg_ger_army_capital

			[Actor]
			ids = mg_gerit_army_infantry

			[Actor]
  			ids = mg_itl_army_capital

			[Actor]
  			ids = mg_ger_itlnaval_base
			
		}

		[Territory]
		{
			ids = FrenchNorthAfrica

			[Actor]
  			ids = mg_itl_army_capital

			[Actor]
  			ids = mg_ger_army_afrika
											
		}

		[Territory]
		{
			ids = Ukraine

			[Actor]
  			ids = mg_ger_army_defensive

			[Actor]
			ids = mg_ger_army_infantry_air

			[Actor]
			ids = mg_ger_army_infantry

			[Actor]
			ids = mg_ger_army_infantry

		}
						
		

		[Shop Template=GERDynamicCampaignShop]	
	}

	[Template ItalyKingdomTemplate Template=DynamicCampaignKingdomTemplate]
	{
		ids = kingdom_itl
		name = "#mg_campaigns_kingdom_itl_name"
		nation_ids = nation_itl
		capital_ids = SouthernEurope
		color_ids = Brown
		sai_ids = ger_sai
		cinematic_win = /Video/Metagame/GERVictory.bik
		icon = UI/%s/KingdomIcons/IconGER.png
		int			starting_resources = 50

		[Objective]
		{
			capital_captures = 4
		}
		


		[Shop Template=ITLDynamicCampaignShop]	
	}

	
	[Template RussiaKingdomTemplate Template=DynamicCampaignKingdomTemplate]
	{
		ids = kingdom_russia
		name = "#mg_campaigns_kingdom_russia_name"
		nation_ids = nation_rus
		capital_ids = Russia
		color_ids = bright_red
		sai_ids = rus_sai
		cinematic_win = /Video/Metagame/RUSVictory.bik
		nation_selection_screen_background_video = /Video/MetaGame/NationBackgrounds/RUS_MetaGame.bik
		icon = UI/%s/KingdomIcons/IconRUS.png
		int			starting_resources = 200

		[Objective]
		{
			capital_captures = 4
		}

		[Territory]
		{
			ids = Russia
			liberates_to = kingdom_russia

			[Actor]
  			ids = mg_rus_capital

			[Actor]
  			ids = mg_rus_army_capital

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
			ids = mg_rus_army_infantry_air

			[Actor]
			ids = mg_rus_army_infantry

			[Actor]
			ids = mg_rus_army_infantry

		}

		[Territory]
		{
			ids = Belarus

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
			ids = mg_rus_army_infantry_air

			[Actor]
			ids = mg_rus_army_infantry

			[Actor]
			ids = mg_rus_army_infantry


		}
				
		[Territory]
		{
			ids = Caucasus

			[Actor]
  			ids = mg_rus_army_capital

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_naval_base

		}
		
		[Territory]
		{
			ids = UralMountains

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
			ids = mg_rus_army_infantry_air

			[Actor]
			ids = mg_rus_army_infantry

			[Actor]
			ids = mg_rus_army_infantry


		}
		
		[Territory]
		{
			ids = Siberia

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
			ids = mg_rus_army_infantry_air

			[Actor]
			ids = mg_rus_army_infantry

			[Actor]
			ids = mg_rus_army_infantry

			}
		
		[Territory]
		{
			ids = EasternSiberia

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_army_defensive

			[Actor]
  			ids = mg_rus_naval_base

			[Actor]
			ids = mg_rus_army_infantry_air

			[Actor]
			ids = mg_rus_army_infantry

			[Actor]
			ids = mg_rus_army_infantry
			
		}
		
		[Territory]
		{
			ids = Kazakhstan

			[Actor]
  			ids = mg_rus_army_defensive


		}

		[Territory]
		{
			ids = WesternChina

			[Actor]
			ids = mg_rus_china

			[Actor]
			ids = mg_rus_china

			[Actor]
			ids = mg_rus_china

			[Actor]
			ids = mg_rus_china

			[Actor]
  			ids = mg_usach_flyingtigers_base
				
		}



		
		[Shop Template=RUSDynamicCampaignShop]	
	}
	
	[Template GreatBritainKingdomTemplate Template=DynamicCampaignKingdomTemplate]
	{
		ids = kingdom_great_britain
		name = "#mg_campaigns_kingdom_great_britain_name"
		nation_ids = nation_gbr
		capital_ids = GreatBritain
		color_ids = blue
		sai_ids = gbr_sai
		cinematic_win = /Video/Metagame/GBRVictory.bik
		nation_selection_screen_background_video = /Video/MetaGame/NationBackgrounds/GBR_MetaGame.bik
		icon = UI/%s/KingdomIcons/IconGBR.png
		int			starting_resources = 200
		[Objective]
		{
			capital_captures = 3
		}

		[Territory]
		{
			ids = GreatBritain
			liberates_to = kingdom_great_britain

			[Actor]
  			ids = mg_gbr_capital

			[Actor]
  			ids = mg_gbr_army_capital

			[Actor]
  			ids = mg_gbr_army_defensive

			[Actor]
  			ids = mg_gbr_army_defensive

			[Actor]
  			ids = mg_gbr_army_defensive

			[Actor]
  			ids = mg_gbr_army_defensive

 			[Actor]
  			ids = mg_gbr_naval_base

			[Actor]
  			ids = mg_gbr_army_infantry_air

			[Actor]
  			ids = mg_gbr_army_infantry_air

			[Actor]
  			ids = mg_gbr_army_infantry_air


		}
		
		[Territory]
		{
			ids = EasternCanada

			[Actor]
  			ids = mg_gbr_army_defensive

		}
		
		[Territory]
		{
			ids = Egypt

			[Actor]
  			ids = mg_gbr_army_defensive

			[Actor]
  			ids = mg_gbr_army_defensive

			[Actor]
			ids = mg_gbr_army_infantry_air

  			
		}
		
		[Territory]
		{
			ids = gibraltar

 			[Actor]
  			ids = mg_gbr_army_defensive

			[Actor]
  			ids = mg_gbr_army_defensive

		}	
		[Territory]
		{
			ids = WesternCanada1
		}
		
		[Territory]
		{
			ids = WesternCanada2

 			[Actor]
  			ids = mg_gbr_fareastcommand_garrison

		}
		
		[Territory]
		{
			ids = SouthAfrica
		
 			[Actor]
  			ids = mg_gbr_fareastcommand_garrison
			
		}
		
						
		[Territory]
		{
			ids = Persia

			[Actor]
  			ids = mg_gbr_fareastcommand_garrison


		}

		[Territory]
		{
			ids = SaudiArabia

			[Actor]
  			ids = mg_gbr_fareastcommand_garrison

		}

		[Territory]
		{
			ids = India
			
			[Actor]
  			ids = mg_gbr_capital

			[Actor]
  			ids = mg_gbr_army_defensive

			[Actor]
  			ids = mg_gbr_army_defensive

			[Actor]
  			ids = mg_gbr_army_defensive

		}

		[Territory]
		{
			ids = AustraliaNewZealand
 
			[Actor]
  			ids = mg_gbr_capital

			[Actor]
  			ids = mg_usa_army_defensive 

			[Actor]
  			ids = mg_gbr_fareastcommand_garrison

		}


		[Shop Template=GBRDynamicCampaignShop]
	}
	
	[Template UnitedStatesKingdomTemplate Template=DynamicCampaignKingdomTemplate]
	{
		ids = kingdom_usa
		name = "#mg_campaigns_kingdom_usa_name"
		nation_ids = nation_usa
		capital_ids = EasternUnitedStates1
		color_ids = green
		sai_ids = usa_sai
		cinematic_win = /Video/Metagame/USAVictory.bik
		nation_selection_screen_background_video = /Video/MetaGame/NationBackgrounds/USA_MetaGame.bik
		icon = UI/%s/KingdomIcons/IconUSA.png
		int			starting_resources = 200	
		[Objective]
		{
			capital_captures = 3
		}
			
		[Territory]
		{
			ids = EasternUnitedStates1
			liberates_to = kingdom_usa

			[Actor]
  			ids = mg_usa_capital

			[Actor]
  			ids = mg_usa_army_capital

			[Actor]
  			ids = mg_usa_army_defensive

			[Actor]
  			ids = mg_usa_naval_base

			[Actor]
  			ids = mg_usa_army_infantry_air
	
		}
		
		[Territory]
		{
			ids = WesternUnitedStates2
			liberates_to = kingdom_usa
			
  			
			[Actor]
  			ids = mg_usa_army_defensive 

			[Actor]
  			ids = mg_usa_phillipine_garrison 

			[Actor]
  			ids = mg_usa_task_force

			[Actor]
  			ids = mg_usa_naval_base

			[Actor]
  			ids = mg_usa_army_marine_air
							
		}
		
		[Territory]
		{
			ids = Hawaii
			liberates_to = kingdom_usa
			
			[Actor]
  			ids = mg_usa_phillipine_garrison

			[Actor]
  			ids = mg_usa_army_defensive 

			[Actor]
  			ids = mg_usa_task_force

			[Actor]
  			ids = mg_usa_naval_base

		}
				
		[Territory]
		{
			ids = SamoaWater
		}
		
		[Territory]
		{
			ids = Brazil

			[Actor]
  			ids = mg_usa_phillipine_garrison 
			
		}

		[Territory]
		{
			ids = Venezuela

			[Actor]
  			ids = mg_usa_phillipine_garrison 
			
		}

		[Territory]
		{
			ids = Mexico2
			[Actor]
  			ids = mg_usa_phillipine_garrison

		}
		
		[Territory]
		{
			ids = Midway

			[Actor]
  			ids = mg_usa_phillipine_garrison

			[Actor]
  			ids = mg_usa_task_force

		}
		
		[Territory]
		{
			ids = Aleutian Islands

			[Actor]
  			ids = mg_usa_army_defensive 

		}
		
		[Territory]
		{
			ids = Alaska
			liberates_to = kingdom_usa

 			[Actor]
  			ids = mg_usa_army_defensive 
		}


		[Territory]
		{
			ids = Samoa

			[Actor]
  			ids = mg_usa_phillipine_garrison 

			[Actor]
  			ids = mg_usa_task_force

		}

	[Territory]
		{
			ids = CentralChina

			[Actor]
			ids = mg_usa_china

			[Actor]
			ids = mg_usa_china

			[Actor]
			ids = mg_usa_china

			[Actor]
			ids = mg_usa_china

			[Actor]
  			ids = mg_usach_flyingtigers_base

		}
		
		[Shop Template=USADynamicCampaignShop]
	}
;;-----------------------------------------------------------------------------
;; Definitions of all the campaigns
;;-----------------------------------------------------------------------------

[DynamicCampaign Template=DefaultDynamicCampaignTemplate]
{
	;; General
	ids = usa_dynamic_campaign
	name = "#mg_campaigns_usa_dynamic_campaign_name"
	default_kingdom = kingdom_usa
	cinematic_intro = /Video/Metagame/USAIntro.bik
	choose_background_texture = DynamicCampaigns/%s/USABackground.png
	description = "#mg_campaigns_usa_dynamic_campaign_description"

	;; Map
	map_ids = worldmap
	map_table_ids = worldmaptable

	[ChooseButtonVE]
	when = SELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/USACampaignPressed.png

	[ChooseButtonVE]
	when = UNSELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/USACampaign.png

	[ChooseButtonVE]
	when = SELECTED + FOCUSED
	texture = DynamicCampaigns/%s/USACampaignPressedFocused.png

	[ChooseButtonVE]
	when = UNSELECTED + FOCUSED
	texture = DynamicCampaigns/%s/USACampaignFocused.png
	
	[Kingdom Template=UnitedStatesKingdomTemplate]
	mgai_ids = usa_worldmap_mgai
	
	[Kingdom Template=JapanKingdomTemplate]
	mgai_ids = jpn_worldmap_mgai
	
	[Kingdom Template=GermanyKingdomTemplate]
	mgai_ids = ger_worldmap_mgai
		
	[Kingdom Template=RussiaKingdomTemplate]
	mgai_ids = rus_worldmap_mgai
	
	[Kingdom Template=GreatBritainKingdomTemplate]
	mgai_ids = gbr_worldmap_mgai
	
;;	Tech Events
/*	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_1
		name = null
		round = 2
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_2
		name = "#mg_campaigns_gbr_add_tech_2_name"
		round = 3
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_superchargers
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_3
		name = "#mg_campaigns_gbr_add_tech_3_name"
		round = 4
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_4
		name = "#mg_campaigns_gbr_add_tech_4_name"
		round = 5
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_self_sealing_fuel_tanks
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_5
		name = "#mg_campaigns_gbr_add_tech_5_name"
		round = 6
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_tank_flame
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_6
		name = "#mg_campaigns_gbr_add_tech_6_name"
		round = 7
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_armor
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_7
		name = "#mg_campaigns_gbr_add_tech_7_name"
		round = 8
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_gyrostabilizers
		}
	}
		
		
		
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_1
		name = "#mg_campaigns_rus_add_tech_1_name"
		round = 2
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_conscript
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_2
		name = "#mg_campaigns_rus_add_tech_2_name"
		round = 3
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_entrenchment
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_3
		name = "#mg_campaigns_rus_add_tech_3_name"
		round = 4
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_diesel_engines
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_4
		name = "#mg_campaigns_rus_add_tech_4_name"
		round = 5
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_rocket_truck
		}
	}	
	
	
	
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_1
		name = "#mg_campaigns_ger_add_tech_1_name"
		round = 2
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_2
		name = "#mg_campaigns_ger_add_tech_2_name"
		round = 2
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_armor
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_3
		name = "#mg_campaigns_ger_add_tech_3_name"
		round = 3
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_4
		name = "#mg_campaigns_ger_add_tech_4_name"
		round = 3
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_mg
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_5
		name = "#mg_campaigns_ger_add_tech_5_name"
		round = 7
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_schurzen
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_6
		name = "#mg_campaigns_ger_add_tech_6_name"
		round = 7
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_tank_king_tiger
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_1
		name = "#mg_campaigns_jpn_add_tech_1_name"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_improved_fortifications
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_2
		name = "#mg_campaigns_jpn_add_tech_2_name"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_3
		name = "#mg_campaigns_jpn_add_tech_3_name"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_4
		name = "#mg_campaigns_jpn_add_tech_4_name"
		round = 6
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_infantry_banzai
		}
	}
*/
}

[DynamicCampaign Template=DefaultDynamicCampaignTemplate]
{
	;; General
	ids = great_britain_dynamic_campaign
	name = "#mg_campaigns_great_britain_dynamic_campaign_name"
	default_kingdom = kingdom_great_britain
	cinematic_intro = /Video/Metagame/GBRIntro.bik
	choose_background_texture = DynamicCampaigns/%s/GBRBackground.png
	description = "#mg_campaigns_great_britain_dynamic_campaign_description"
		
	;; Map
	map_ids = worldmap
	map_table_ids = worldmaptable

	[ChooseButtonVE]
	when = SELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/GBRCampaignPressed.png

	[ChooseButtonVE]
	when = UNSELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/GBRCampaign.png

	[ChooseButtonVE]
	when = SELECTED + FOCUSED
	texture = DynamicCampaigns/%s/GBRCampaignPressedFocused.png

	[ChooseButtonVE]
	when = UNSELECTED + FOCUSED
	texture = DynamicCampaigns/%s/GBRCampaignFocused.png
	
	[Kingdom Template=GreatBritainKingdomTemplate]
	mgai_ids = gbr_worldmap_mgai
	
	[Kingdom Template=JapanKingdomTemplate]
	mgai_ids = jpn_worldmap_mgai	
			
	[Kingdom Template=GermanyKingdomTemplate]
	mgai_ids = ger_worldmap_mgai
	
	[Kingdom Template=RussiaKingdomTemplate]
	mgai_ids = rus_worldmap_mgai
	
	[Kingdom Template=UnitedStatesKingdomTemplate]
	mgai_ids = usa_worldmap_mgai	
	
;;	Tech Events
/*
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_1
		name = "#mg_campaigns_usa_add_tech_1_name"
		round = 2
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_logistics
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_2
		name = "#mg_campaigns_usa_add_tech_2_name"
		round = 3
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_garand
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_3
		name = "#mg_campaigns_usa_add_tech_3_name"
		round = 4
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_self_sealing_fuel_tanks
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_4
		name = "#mg_campaigns_usa_add_tech_4_name"
		round = 5
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_increased_payload
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_5
		name = "#mg_campaigns_usa_add_tech_5_name"
		round = 6
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_infantry_flame
		}
	}
		
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_6
		name = "#mg_campaigns_usa_add_tech_6_name"
		round = 7
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_proxfuse
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_7
		name = "#mg_campaigns_usa_add_tech_7_name"
		round = 8
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_gyrostabilizers
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_8
		name = "#mg_campaigns_usa_add_tech_8_name"
		round = 9
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
			
		
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_1
		name = "#mg_campaigns_rus_add_tech_1_name_2"
		round = 2
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_conscript
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_2
		name = "#mg_campaigns_rus_add_tech_2_name_2"
		round = 3
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_entrenchment
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_3
		name = "#mg_campaigns_rus_add_tech_3_name_2"
		round = 4
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_diesel_engines
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_4
		name = "#mg_campaigns_rus_add_tech_4_name_2"
		round = 5
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_rocket_truck
		}
	}	
	
	
	
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_1
		name = "#mg_campaigns_ger_add_tech_1_name_2"
		round = 2
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_2
		name = "#mg_campaigns_ger_add_tech_2_name_2"
		round = 2
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_armor
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_3
		name = "#mg_campaigns_ger_add_tech_3_name_2"
		round = 3
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_4
		name = "#mg_campaigns_ger_add_tech_4_name_2"
		round = 3
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_mg
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_5
		name = "#mg_campaigns_ger_add_tech_5_name_2"
		round = 7
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_schurzen
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_6
		name = "#mg_campaigns_ger_add_tech_6_name_2"
		round = 7
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_tank_king_tiger
		}
	}	
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_1
		name = "#mg_campaigns_jpn_add_tech_1_name_2"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_improved_fortifications
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_2
		name = "#mg_campaigns_jpn_add_tech_2_name_2"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_3
		name = "#mg_campaigns_jpn_add_tech_3_name_2"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_4
		name = "#mg_campaigns_jpn_add_tech_4_name_2"
		round = 6
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_infantry_banzai
		}
	}
*/	
}

[DynamicCampaign Template=DefaultDynamicCampaignTemplate]
{
	;; General
	ids = russia_dynamic_campaign
	name = "#mg_campaigns_russia_dynamic_campaign_name"
	default_kingdom = kingdom_russia
	cinematic_intro = /Video/Metagame/RUSIntro.bik
	choose_background_texture = DynamicCampaigns/%s/RUSBackground.png
	description = "#mg_campaigns_russia_dynamic_campaign_description"
		
	;; Map
	map_ids = worldmap
	map_table_ids = worldmaptable

	[ChooseButtonVE]
	when = SELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/RUSCampaignPressed.png

	[ChooseButtonVE]
	when = UNSELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/RUSCampaign.png

	[ChooseButtonVE]
	when = SELECTED + FOCUSED
	texture = DynamicCampaigns/%s/RUSCampaignPressedFocused.png

	[ChooseButtonVE]
	when = UNSELECTED + FOCUSED
	texture = DynamicCampaigns/%s/RUSCampaignFocused.png

	[Kingdom Template=RussiaKingdomTemplate]
	mgai_ids = rus_worldmap_mgai
	
	[Kingdom Template=GermanyKingdomTemplate]
	mgai_ids = ger_worldmap_mgai
	
	[Kingdom Template=JapanKingdomTemplate]
	mgai_ids = jpn_worldmap_mgai
	
	[Kingdom Template=GreatBritainKingdomTemplate]
	mgai_ids = gbr_worldmap_mgai
	
	[Kingdom Template=UnitedStatesKingdomTemplate]
	mgai_ids = usa_worldmap_mgai
	
;;	Tech Events	
/*	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_1
		name = "#mg_campaigns_usa_add_tech_1_name_2"
		round = 2
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_logistics
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_2
		name = "#mg_campaigns_usa_add_tech_2_name_2"
		round = 3
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_garand
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_3
		name = "#mg_campaigns_usa_add_tech_3_name_2"
		round = 4
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_self_sealing_fuel_tanks
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_4
		name = "#mg_campaigns_usa_add_tech_4_name_2"
		round = 5
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_increased_payload
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_5
		name = "#mg_campaigns_usa_add_tech_5_name_2"
		round = 6
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_infantry_flame
		}
	}
		
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_6
		name = "#mg_campaigns_usa_add_tech_6_name_2"
		round = 7
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_proxfuse
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_7
		name = "#mg_campaigns_usa_add_tech_7_name_2"
		round = 8
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_gyrostabilizers
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_8
		name = "#mg_campaigns_usa_add_tech_8_name_2"
		round = 9
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		

	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_1
		name = "#mg_campaigns_gbr_add_tech_1_name"
		round = 2
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_2
		name = "#mg_campaigns_gbr_add_tech_2_name_2"
		round = 3
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_superchargers
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_3
		name = "#mg_campaigns_gbr_add_tech_3_name_2"
		round = 4
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_4
		name = "#mg_campaigns_gbr_add_tech_4_name_2"
		round = 5
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_self_sealing_fuel_tanks
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_5
		name = "#mg_campaigns_gbr_add_tech_5_name_2"
		round = 6
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_tank_flame
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_6
		name = "#mg_campaigns_gbr_add_tech_6_name_2"
		round = 7
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_armor
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_7
		name = "#mg_campaigns_gbr_add_tech_7_name_2"
		round = 8
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_gyrostabilizers
		}
	}
		

	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_1
		name = "#mg_campaigns_ger_add_tech_1_name_3"
		round = 2
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_2
		name = "#mg_campaigns_ger_add_tech_2_name_3"
		round = 2
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_armor
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_3
		name = "#mg_campaigns_ger_add_tech_3_name_3"
		round = 3
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_4
		name = "#mg_campaigns_ger_add_tech_4_name_3"
		round = 3
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_mg
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_5
		name = "#mg_campaigns_ger_add_tech_5_name_3"
		round = 7
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_schurzen
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_6
		name = "#mg_campaigns_ger_add_tech_6_name_3"
		round = 7
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_tank_king_tiger
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_1
		name = "#mg_campaigns_jpn_add_tech_1_name_3"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_improved_fortifications
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_2
		name = "#mg_campaigns_jpn_add_tech_2_name_3"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_3
		name = "#mg_campaigns_jpn_add_tech_3_name_3"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_4
		name = "#mg_campaigns_jpn_add_tech_4_name_3"
		round = 6
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_infantry_banzai
		}
	}
*/
}

[DynamicCampaign Template=DefaultDynamicCampaignTemplate]
{
	;; General
	ids = germany_dynamic_campaign
	name = "#mg_campaigns_germany_dynamic_campaign_name"
	default_kingdom = kingdom_germany
	cinematic_intro = /Video/Metagame/GERIntro.bik
	choose_background_texture = DynamicCampaigns/%s/GERBackground.png
	description = "#mg_campaigns_germany_dynamic_campaign_description"
		
	;; Map
	map_ids = worldmap
	map_table_ids = worldmaptable

	[ChooseButtonVE]
	when = SELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/GERCampaignPressed.png

	[ChooseButtonVE]
	when = UNSELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/GERCampaign.png

	[ChooseButtonVE]
	when = SELECTED + FOCUSED
	texture = DynamicCampaigns/%s/GERCampaignPressedFocused.png

	[ChooseButtonVE]
	when = UNSELECTED + FOCUSED
	texture = DynamicCampaigns/%s/GERCampaignFocused.png

	[Kingdom Template=GermanyKingdomTemplate]
	mgai_ids = ger_worldmap_mgai
	
	[Kingdom Template=RussiaKingdomTemplate]
	mgai_ids = rus_worldmap_mgai
		
	[Kingdom Template=JapanKingdomTemplate]
	mgai_ids = jpn_worldmap_mgai
	
	[Kingdom Template=GreatBritainKingdomTemplate]
	mgai_ids = gbr_worldmap_mgai
	
	[Kingdom Template=UnitedStatesKingdomTemplate]
	mgai_ids = usa_worldmap_mgai

;;	Tech Events
/*
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_1
		name = "#mg_campaigns_usa_add_tech_1_name_3"
		round = 2
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_logistics
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_2
		name = "#mg_campaigns_usa_add_tech_2_name_3"
		round = 3
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_garand
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_3
		name = "#mg_campaigns_usa_add_tech_3_name_3"
		round = 4
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_self_sealing_fuel_tanks
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_4
		name = "#mg_campaigns_usa_add_tech_4_name_3"
		round = 5
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_increased_payload
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_5
		name = "#mg_campaigns_usa_add_tech_5_name_3"
		round = 6
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_infantry_flame
		}
	}
		
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_6
		name = "#mg_campaigns_usa_add_tech_6_name_3"
		round = 7
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_proxfuse
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_7
		name = "#mg_campaigns_usa_add_tech_7_name_3"
		round = 8
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_gyrostabilizers
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_8
		name = "#mg_campaigns_usa_add_tech_8_name_3"
		round = 9
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_1
		name = "#mg_campaigns_gbr_add_tech_1_name_2"
		round = 2
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_2
		name = "#mg_campaigns_gbr_add_tech_2_name_3"
		round = 3
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_superchargers
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_3
		name = "#mg_campaigns_gbr_add_tech_3_name_3"
		round = 4
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_4
		name = "#mg_campaigns_gbr_add_tech_4_name_3"
		round = 5
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_self_sealing_fuel_tanks
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_5
		name = "#mg_campaigns_gbr_add_tech_5_name_3"
		round = 6
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_tank_flame
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_6
		name = "#mg_campaigns_gbr_add_tech_6_name_3"
		round = 7
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{

			tech_ids = tech_training_armor
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_7
		name = "#mg_campaigns_gbr_add_tech_7_name_3"
		round = 8
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_gyrostabilizers
		}
	}
		
		
		
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_1
		name = "#mg_campaigns_rus_add_tech_1_name_3"
		round = 2
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_conscript
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_2
		name = "#mg_campaigns_rus_add_tech_2_name_3"
		round = 3
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_entrenchment
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_3
		name = "#mg_campaigns_rus_add_tech_3_name_3"
		round = 4
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_diesel_engines
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_4
		name = "#mg_campaigns_rus_add_tech_4_name_3"
		round = 5
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_rocket_truck
		}
	}	

	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_1
		name = "#mg_campaigns_jpn_add_tech_1_name_4"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_improved_fortifications
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_2
		name = "#mg_campaigns_jpn_add_tech_2_name_4"
		round = 2
		kingdom_turn_ids = kingdom_jpn

		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_3
		name = "#mg_campaigns_jpn_add_tech_3_name_4"
		round = 2
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = jpn_add_tech_4
		name = "#mg_campaigns_jpn_add_tech_4_name_4"
		round = 6
		kingdom_turn_ids = kingdom_jpn
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_infantry_banzai
		}
	}
*/
}
	
[DynamicCampaign Template=DefaultDynamicCampaignTemplate]
{
	;; General
	ids = jpn_dynamic_campaign
	name = "#mg_campaigns_jpn_dynamic_campaign_name"
	default_kingdom = kingdom_jpn
	cinematic_intro = /Video/Metagame/JPNIntro.bik
	choose_background_texture = DynamicCampaigns/%s/JPNBackground.png
	description = "#mg_campaigns_jpn_dynamic_campaign_description"
		
	;; Map
	map_ids = worldmap
	map_table_ids = worldmaptable

	[ChooseButtonVE]
	when = SELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/JPNCampaignPressed.png

	[ChooseButtonVE]
	when = UNSELECTED + UNFOCUSED
	texture = DynamicCampaigns/%s/JPNCampaign.png

	[ChooseButtonVE]
	when = SELECTED + FOCUSED
	texture = DynamicCampaigns/%s/JPNCampaignPressedFocused.png

	[ChooseButtonVE]
	when = UNSELECTED + FOCUSED
	texture = DynamicCampaigns/%s/JPNCampaignFocused.png

	[Kingdom Template=JapanKingdomTemplate]
	mgai_ids = jpn_worldmap_mgai
	
	[Kingdom Template=UnitedStatesKingdomTemplate]
	mgai_ids = usa_worldmap_mgai
	
	[Kingdom Template=GreatBritainKingdomTemplate]
	mgai_ids = gbr_worldmap_mgai
		
	[Kingdom Template=GermanyKingdomTemplate]
	mgai_ids = ger_worldmap_mgai
		
	[Kingdom Template=RussiaKingdomTemplate]
	mgai_ids = rus_worldmap_mgai	

;;	Tech Events
/*
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_1
		name = "#mg_campaigns_usa_add_tech_1_name_4"
		round = 2
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_logistics
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_2
		name = "#mg_campaigns_usa_add_tech_2_name_4"
		round = 3
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_garand
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_3
		name = "#mg_campaigns_usa_add_tech_3_name_4"
		round = 4
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_self_sealing_fuel_tanks
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_4
		name = "#mg_campaigns_usa_add_tech_4_name_4"
		round = 5
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_increased_payload
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_5
		name = "#mg_campaigns_usa_add_tech_5_name_4"
		round = 6
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_infantry_flame
		}
	}
		
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_6
		name = "#mg_campaigns_usa_add_tech_6_name_4"
		round = 7
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_proxfuse
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_7
		name = "#mg_campaigns_usa_add_tech_7_name_4"
		round = 8
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_gyrostabilizers
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = usa_add_tech_8
		name = "#mg_campaigns_usa_add_tech_8_name_4"
		round = 9
		kingdom_turn_ids = kingdom_usa
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_1
		name = "#mg_campaigns_gbr_add_tech_1_name_3"
		round = 2
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_2
		name = "#mg_campaigns_gbr_add_tech_2_name_4"
		round = 3
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_superchargers
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_3
		name = "#mg_campaigns_gbr_add_tech_3_name_4"
		round = 4
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_4
		name = "#mg_campaigns_gbr_add_tech_4_name_4"
		round = 5
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_self_sealing_fuel_tanks
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_5
		name = "#mg_campaigns_gbr_add_tech_5_name_4"
		round = 6
		kingdom_turn_ids = kingdom_great_britain

		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_tank_flame
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_6
		name = "#mg_campaigns_gbr_add_tech_6_name_4"
		round = 7
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_armor
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = gbr_add_tech_7
		name = "#mg_campaigns_gbr_add_tech_7_name_4"
		round = 8
		kingdom_turn_ids = kingdom_great_britain
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_gyrostabilizers
		}
	}

	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_1
		name = "#mg_campaigns_rus_add_tech_1_name_4"
		round = 2
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_conscript
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_2
		name = "#mg_campaigns_rus_add_tech_2_name_4"
		round = 3
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_entrenchment
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_3
		name = "#mg_campaigns_rus_add_tech_3_name_4"
		round = 4
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_diesel_engines
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = rus_add_tech_4
		name = "#mg_campaigns_rus_add_tech_4_name_4"
		round = 5
		kingdom_turn_ids = kingdom_russia
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_rocket_truck
		}
	}	
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_1
		name = "#mg_campaigns_ger_add_tech_1_name_4"
		round = 2
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_infantry
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_2
		name = "#mg_campaigns_ger_add_tech_2_name_4"
		round = 2
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_training_armor
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_3
		name = "#mg_campaigns_ger_add_tech_3_name_4"
		round = 3
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_marksmanship
		}
	}		
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_4
		name = "#mg_campaigns_ger_add_tech_4_name_4"
		round = 3
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_mg
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_5
		name = "#mg_campaigns_ger_add_tech_5_name_4"
		round = 7
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_schurzen
		}
	}
	
	[Event Template=MGEventTemplate]
	{
		ids = ger_add_tech_6
		name = "#mg_campaigns_ger_add_tech_6_name_4"
		round = 7
		kingdom_turn_ids = kingdom_germany
		
		[Effect Template=MGEventEffectTypeAddTechnologyTemplate]
		{
			tech_ids = tech_tank_king_tiger
		}
	}	
*/
}