label="2p - Weldyn Channel replay"
version="1.6.2"
completion="victory"
campaign_type="multiplayer"
difficulty="NORMAL"
random_seed="10976"
random_calls="0"
next_underlying_unit_id="26"
end_text_duration="0"
[variables]
[/variables]
[replay]
	[command]
		[start]
		[/start]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="WIF_Luigit"
			message="gl & hf"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="5"
			x="17"
			y="4"
		[/recruit]
		[random]
			value="17625"
		[/random]
		[random]
			value="20674"
		[/random]
		[random]
			value="32395"
		[/random]
		[random]
			value="27667"
		[/random]
		[random]
			value="15488"
		[/random]
		[random]
			value="18203"
		[/random]
		[random]
			value="7894"
		[/random]
		[random]
			value="12143"
		[/random]
		[random]
			value="31479"
		[/random]
		[random]
			value="4693"
		[/random]
		[random]
			value="18572"
		[/random]
		[random]
			value="12899"
		[/random]
		[random]
			value="2844"
		[/random]
		[random]
			value="19237"
		[/random]
		[random]
			value="17819"
			[results]
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			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="5"
			x="13"
			y="4"
		[/recruit]
		[random]
			value="8451"
		[/random]
		[random]
			value="22805"
		[/random]
		[random]
			value="28316"
		[/random]
		[random]
			value="25152"
		[/random]
		[random]
			value="25175"
		[/random]
		[random]
			value="10749"
		[/random]
		[random]
			value="12408"
		[/random]
		[random]
			value="9521"
		[/random]
		[random]
			value="3389"
		[/random]
		[random]
			value="9824"
		[/random]
		[random]
			value="15186"
		[/random]
		[random]
			value="7902"
		[/random]
		[random]
			value="709"
		[/random]
		[random]
			value="2654"
		[/random]
		[random]
			value="31959"
			[results]
				checksum="8ax-d6b6wp8sjgga3aP72g3e+iBm.jefmffY-+6<ip3<5-4egW6m2lahna90i9fl5a1hh7oj8-<F-,mkj.91>I6ygXo9WjoolcACZdd9b,<-lvi-OF>M69sv8joLJwUp"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="3"
			x="16"
			y="3"
		[/recruit]
		[random]
			value="15866"
		[/random]
		[random]
			value="30476"
		[/random]
		[random]
			value="17794"
		[/random]
		[random]
			value="7437"
		[/random]
		[random]
			value="32210"
		[/random]
		[random]
			value="21702"
		[/random]
		[random]
			value="5591"
		[/random]
		[random]
			value="11210"
		[/random]
		[random]
			value="7599"
		[/random]
		[random]
			value="12085"
		[/random]
		[random]
			value="32177"
		[/random]
		[random]
			value="7942"
		[/random]
		[random]
			value="4825"
		[/random]
		[random]
			value="30041"
		[/random]
		[random]
			value="930"
			[results]
				checksum="s69vszkDcAP6z+iACEP7A2muIutTrV-zNi5IwMDsI88+-635<idd<26oh6m2>-p8-0W.oZ8>>6f27lXfl6>9Z2A4b82p.au,,a+31>-PXX2S4+>Y,4g93GZ9to8lVxJ<"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="WIF_Luigit"
			message="but less of last game :P"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="15"
			y="4"
		[/recruit]
		[random]
			value="14575"
		[/random]
		[random]
			value="2262"
		[/random]
		[random]
			value="17643"
		[/random]
		[random]
			value="19004"
		[/random]
		[random]
			value="5832"
		[/random]
		[random]
			value="16410"
		[/random]
		[random]
			value="27124"
		[/random]
		[random]
			value="17123"
		[/random]
		[random]
			value="7379"
		[/random]
		[random]
			value="26689"
		[/random]
		[random]
			value="9193"
		[/random]
		[random]
			value="23045"
		[/random]
		[random]
			value="29607"
		[/random]
		[random]
			value="19797"
		[/random]
		[random]
			value="32060"
			[results]
				checksum="<0CL,0MA07qnKSwEonI1LxtPCvyvIJCEpbxFsqwtpJJCxrnKSQUuOzuQTzBNpzqtPasFJDFNwNCmGSzKQuCQNCMwz5BGNz0sHXttHryoCqiuuzfBrmxtBFTypdZF<gDD"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="7"
			x="14"
			y="3"
		[/recruit]
		[random]
			value="22756"
		[/random]
		[random]
			value="8422"
		[/random]
		[random]
			value="17040"
		[/random]
		[random]
			value="30453"
		[/random]
		[random]
			value="14925"
		[/random]
		[random]
			value="2211"
		[/random]
		[random]
			value="26291"
		[/random]
		[random]
			value="31417"
		[/random]
		[random]
			value="22456"
		[/random]
		[random]
			value="19064"
		[/random]
		[random]
			value="5676"
		[/random]
		[random]
			value="17317"
		[/random]
		[random]
			value="21553"
		[/random]
		[random]
			value="14230"
		[/random]
		[random]
			value="28279"
			[results]
				checksum="86Wmq3.,tb9Th9Xh+8Om3eb898egWbi26k39>2dlaZge0f-9iPif8c7h8k-+v7e7e8fh1b<i8Sem73jI-oaGeRO,h0ybO20xxhh6<5-i30KE4<Yfd6-cbeMq5.ql>pFA"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="15,14,13,13,13"
			y="3,3,4,5,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="330000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="13"
			y="19"
		[/recruit]
		[random]
			value="32188"
		[/random]
		[random]
			value="24959"
		[/random]
		[random]
			value="32239"
		[/random]
		[random]
			value="28068"
		[/random]
		[random]
			value="15082"
		[/random]
		[random]
			value="31645"
		[/random]
		[random]
			value="1765"
		[/random]
		[random]
			value="26649"
		[/random]
		[random]
			value="14790"
		[/random]
		[random]
			value="10642"
		[/random]
		[random]
			value="7587"
		[/random]
		[random]
			value="24897"
		[/random]
		[random]
			value="14434"
		[/random]
		[random]
			value="2238"
		[/random]
		[random]
			value="9056"
			[results]
				checksum="dyxuTOJUoJO8HNrG4rKqKKyCcwwqoNtRxBzMHwQmPyQBpPAuOCIG6zNHsCQFqzuGzwKqqyuyKqqR5RBJTuEm3frBwnBwBICTrpKGHCIsunwtfyIWc-MGO<7LH5>f,208"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="17"
			y="19"
		[/recruit]
		[random]
			value="6207"
		[/random]
		[random]
			value="7008"
		[/random]
		[random]
			value="26211"
		[/random]
		[random]
			value="6930"
		[/random]
		[random]
			value="17166"
		[/random]
		[random]
			value="9075"
		[/random]
		[random]
			value="14825"
		[/random]
		[random]
			value="19845"
		[/random]
		[random]
			value="21484"
		[/random]
		[random]
			value="27249"
		[/random]
		[random]
			value="8547"
		[/random]
		[random]
			value="26106"
		[/random]
		[random]
			value="4386"
		[/random]
		[random]
			value="17747"
		[/random]
		[random]
			value="26231"
			[results]
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			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="15"
			y="19"
		[/recruit]
		[random]
			value="10126"
		[/random]
		[random]
			value="5644"
		[/random]
		[random]
			value="32460"
		[/random]
		[random]
			value="12751"
		[/random]
		[random]
			value="29486"
		[/random]
		[random]
			value="31050"
		[/random]
		[random]
			value="15354"
		[/random]
		[random]
			value="6605"
		[/random]
		[random]
			value="24542"
		[/random]
		[random]
			value="15232"
		[/random]
		[random]
			value="31175"
		[/random]
		[random]
			value="31585"
		[/random]
		[random]
			value="29048"
		[/random]
		[random]
			value="19954"
		[/random]
		[random]
			value="11762"
			[results]
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			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="idem"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="4"
			x="14"
			y="19"
		[/recruit]
		[random]
			value="2362"
		[/random]
		[random]
			value="9949"
		[/random]
		[random]
			value="16750"
		[/random]
		[random]
			value="1793"
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		[random]
			value="26465"
		[/random]
		[random]
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		[random]
			value="24730"
		[/random]
		[random]
			value="13727"
		[/random]
		[random]
			value="12134"
		[/random]
		[random]
			value="25537"
		[/random]
		[random]
			value="32016"
		[/random]
		[random]
			value="31667"
		[/random]
		[random]
			value="5893"
		[/random]
		[random]
			value="23176"
		[/random]
		[random]
			value="32261"
			[results]
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			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="hehehe"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="16"
			y="19"
		[/recruit]
		[random]
			value="26751"
		[/random]
		[random]
			value="26784"
		[/random]
		[random]
			value="17586"
		[/random]
		[random]
			value="28108"
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		[random]
			value="634"
		[/random]
		[random]
			value="31917"
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		[random]
			value="27858"
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		[random]
			value="10712"
		[/random]
		[random]
			value="3416"
		[/random]
		[random]
			value="2636"
		[/random]
		[random]
			value="30598"
		[/random]
		[random]
			value="13385"
		[/random]
		[random]
			value="7832"
		[/random]
		[random]
			value="13331"
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		[random]
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			[results]
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			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="5"
			x="15"
			y="21"
		[/recruit]
		[random]
			value="18098"
		[/random]
		[random]
			value="4569"
		[/random]
		[random]
			value="7805"
		[/random]
		[random]
			value="15675"
		[/random]
		[random]
			value="9775"
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		[random]
			value="8759"
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		[random]
			value="13860"
		[/random]
		[random]
			value="7229"
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		[random]
			value="5765"
		[/random]
		[random]
			value="11108"
		[/random]
		[random]
			value="1366"
		[/random]
		[random]
			value="703"
		[/random]
		[random]
			value="10744"
		[/random]
		[random]
			value="21089"
		[/random]
		[random]
			value="18845"
			[results]
				checksum="gfk10b5br.kQp.+wk<Ab-239eel1N5llg71o3Xl17<1,5g7Z-k6kZlaGnZ68p4>gn6n3e1iafnb5+9et4>73a+>+.57mc,6d1edjnNmi-f,a8gbj+B.awWGe+,PQ3hpR"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
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			y="20,19,19,18,17"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="2"
			value="330000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
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		[move]
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			y="4,3,3,2,3,2,2"
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	[/command]
	[command]
		sent="yes"
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			x="14,13,12,11,10,9,9"
			y="3,4,4,5,5,6,7"
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	[/command]
	[command]
		sent="yes"
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			x="13,13,13,14,15"
			y="6,5,4,3,3"
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	[/command]
	[command]
		sent="yes"
		[move]
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			y="4,3,3,2,2,2,2,2"
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	[command]
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	[command]
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			value="330000"
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	[command]
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	[command]
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	[command]
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			y="19,18,18,17,17,16,15"
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			y="19,19,18,18,17,17,16"
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	[command]
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			y="17,17,18,18,19,20"
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	[command]
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		[countdown_update]
			team="2"
			value="330000"
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	[command]
		sent="yes"
		[end_turn]
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	[command]
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			y="7,8,9"
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	[command]
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			y="9,8,8,7"
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	[command]
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			y="2,2,3,3,4,5,6,6"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="19,19"
			y="6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="22,23,23,24"
			y="5,6,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,25,26,26,26,26,27,28,28"
			y="2,3,3,4,5,6,7,7,8"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="28,29"
			y="8,9"
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	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="330000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
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	[/command]
	[command]
		sent="yes"
		[move]
			x="8,8,8"
			y="15,14,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="8,8"
			y="13,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="8,8,7,6,6"
			y="17,18,19,19,20"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="11,10,9,8,7,6"
			y="16,16,17,16,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,8,8,7,7,6"
			y="16,15,14,14,13,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,5"
			y="12,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="8,7"
			y="12,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7"
			y="12,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="22,22,22"
			y="15,14,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="21,22,23,24"
			y="16,15,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="22,21,21,20"
			y="13,14,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="21,20,19,18,17"
			y="20,19,19,19,19"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="2"
			value="330000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="1"
			x="13"
			y="4"
		[/recruit]
		[random]
			value="17436"
		[/random]
		[random]
			value="1233"
		[/random]
		[random]
			value="8147"
		[/random]
		[random]
			value="22235"
		[/random]
		[random]
			value="31564"
		[/random]
		[random]
			value="19532"
		[/random]
		[random]
			value="3460"
		[/random]
		[random]
			value="8095"
		[/random]
		[random]
			value="20663"
		[/random]
		[random]
			value="3365"
		[/random]
		[random]
			value="5866"
		[/random]
		[random]
			value="29151"
		[/random]
		[random]
			value="6115"
		[/random]
		[random]
			value="25116"
		[/random]
		[random]
			value="27602"
			[results]
				checksum="MppsyKA8tq1G+rohkH2DZ9>b7j1h.rkiw1-Fek9X9FajMic5Q3Y959Xncn>g+J0<5+3mY8je7a461,hkEw7d1pgHD0ytJwg>n6zuefoWmmRC,xvlCaM1htCesyhkpNss"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="29,28,27,26,25,24,23"
			y="9,8,8,7,7,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="23,22,21,20"
			y="7,7,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,23,22,21"
			y="7,7,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="19,20,21,22"
			y="7,6,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="15,14,13,13,13"
			y="3,3,4,5,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,7,8,9,10"
			y="7,7,6,6,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="2,3,3,3,4,5,6,7"
			y="6,6,5,4,3,3,2,2"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="257000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,8,8,9"
			y="11,11,12,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="5,5,4"
			y="12,13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,6,5,5,5,5"
			y="20,19,19,18,17,16"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,24"
			y="15,14,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,23"
			y="13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="23,23,23,24"
			y="13,14,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="1"
			x="13"
			y="19"
		[/recruit]
		[random]
			value="10132"
		[/random]
		[random]
			value="3688"
		[/random]
		[random]
			value="960"
		[/random]
		[random]
			value="4845"
		[/random]
		[random]
			value="4535"
		[/random]
		[random]
			value="25245"
		[/random]
		[random]
			value="20880"
		[/random]
		[random]
			value="17270"
		[/random]
		[random]
			value="18034"
		[/random]
		[random]
			value="13476"
		[/random]
		[random]
			value="16656"
		[/random]
		[random]
			value="8562"
		[/random]
		[random]
			value="3911"
		[/random]
		[random]
			value="30987"
		[/random]
		[random]
			value="16747"
			[results]
				checksum="KzLvyin74-,vpeaEvE02ij,1f-H<ltHpHl.4.Zv+KOuxJJEBpQwGOLzIDBBrtvLGpNIMjJxOsDGJKEAIFmsFKnyPOyzu3tJHxVzEnyVqOuyLwrBF>8AJxGsqutBis5-V"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,10"
			y="13,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="10,9"
			y="12,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="20,20"
			y="15,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="20,20"
			y="14,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="20,19"
			y="13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="19,19,19,20"
			y="13,14,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="2"
			value="330000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,8,9,10,11,11"
			y="2,2,3,3,4,5"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,13,13,12,11,10"
			y="4,5,6,6,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,13,13,14,15"
			y="6,5,4,3,3"
		[/move]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="1"
			x="17"
			y="4"
		[/recruit]
		[random]
			value="14791"
		[/random]
		[random]
			value="1057"
		[/random]
		[random]
			value="32689"
		[/random]
		[random]
			value="8597"
		[/random]
		[random]
			value="20699"
		[/random]
		[random]
			value="19493"
		[/random]
		[random]
			value="10019"
		[/random]
		[random]
			value="14089"
		[/random]
		[random]
			value="20074"
		[/random]
		[random]
			value="30203"
		[/random]
		[random]
			value="11611"
		[/random]
		[random]
			value="22384"
		[/random]
		[random]
			value="6468"
		[/random]
		[random]
			value="16769"
		[/random]
		[random]
			value="13778"
			[results]
				checksum="MopsyKA8tq1H+rohkH2DZ9>b7j1h.rkiw1-Fek9X9FajMic5Q3Y959Xncn>g+J0<5+3mY8je7a461,hkFw7d1pgHD0ytJwg>n6zuefoWmmRC,xvlCbQ1htCesyhkpNss"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="20,19,18,18"
			y="7,8,8,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="18,17"
			y="9,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="22,23,24"
			y="7,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="11,11,11"
			y="5,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="10,9,8,7"
			y="6,6,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,6"
			y="7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="242000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="ced"
			message="hi again, previous game was so quick?!"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,12,11,10,9,9,8"
			y="19,18,18,17,17,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,9,9,8"
			y="13,12,11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="8,9,9,9"
			y="10,11,12,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,6,6,7"
			y="15,14,13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7"
			y="13,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7"
			y="12,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="5,6,6,7"
			y="16,15,14,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="0"
			x="13"
			y="19"
		[/recruit]
		[random]
			value="21968"
		[/random]
		[random]
			value="13094"
		[/random]
		[random]
			value="12885"
		[/random]
		[random]
			value="12131"
		[/random]
		[random]
			value="18396"
		[/random]
		[random]
			value="4402"
		[/random]
		[random]
			value="30683"
		[/random]
		[random]
			value="19218"
		[/random]
		[random]
			value="3656"
		[/random]
		[random]
			value="22214"
		[/random]
		[random]
			value="11482"
		[/random]
		[random]
			value="10790"
		[/random]
		[random]
			value="18718"
		[/random]
		[random]
			value="10064"
		[/random]
		[random]
			value="7257"
			[results]
				checksum=">UABxPGKRFs+RPQ0VDMFU5szDKhwNqBscwwqoNtRxBzMHwQmPyPvpPAuOCIG6zNHsCQFqzuGzwKqqyuyKqqU5RBJTuEm3frBwnBwBICTrpKGHCIsunwteCIWceMGO<Yo"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24"
			y="15,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,23"
			y="14,13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="23,23,23,24"
			y="13,14,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="20,19,19,18"
			y="15,15,14,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="18,19,19,20"
			y="13,14,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="2"
			value="330000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="WIF_Luigit"
			message="grifon kill my leader"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="13"
			y="4"
		[/recruit]
		[random]
			value="29372"
		[/random]
		[random]
			value="18672"
		[/random]
		[random]
			value="8702"
		[/random]
		[random]
			value="10565"
		[/random]
		[random]
			value="11215"
		[/random]
		[random]
			value="11267"
		[/random]
		[random]
			value="24866"
		[/random]
		[random]
			value="30979"
		[/random]
		[random]
			value="16982"
		[/random]
		[random]
			value="20329"
		[/random]
		[random]
			value="22840"
		[/random]
		[random]
			value="9251"
		[/random]
		[random]
			value="22540"
		[/random]
		[random]
			value="21830"
		[/random]
		[random]
			value="19943"
			[results]
				checksum="<0CL,<MA07qnKSwEonI1LxtPCvyvIJCEpbxFsqwtpJJCxrnKSQUuOzuQTzBNpzqtPasFJDFNwNCmGSzKQuCQLCMwz5BGNz0sHXttHryoCqiuuzfBrmxtBFNypdZF<gDD"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="ced"
			message="tried to watch it, but the file uploaded on ladder server is corrupted"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="WIF_Luigit"
			message="i haven't understood if for luck or for my eccessive exposed"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="17,18,19,20,21"
			y="4,4,5,5,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="17,16,15"
			y="9,8,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="WIF_Luigit"
			message="yes, if loser post replay it is corrupted"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="clmates"
			message="hi "
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,5,4,3,2"
			y="7,7,6,7,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="WIF_Luigit"
			message="i post right code to admin, but they haven't already installed it .. :-("
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="10,9,8,7,6"
			y="7,8,7,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="11,10,9,8,7,6,5,4,3"
			y="7,7,7,6,6,5,5,5,5"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="15,14,13,12,11,10"
			y="3,3,4,4,5,5"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,25,26,27"
			y="7,8,8,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="21,22,23,24"
			y="7,7,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="159000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="4,4"
			y="13,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="4,4"
			y="12,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="4,4"
			y="11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,9"
			y="13,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,9"
			y="12,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,9"
			y="11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="8,8,8,8,8,8,7"
			y="15,14,13,12,11,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,12,11,11,10,9,8"
			y="19,18,18,17,16,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7,6,6,5"
			y="13,12,11,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7,7,7,6"
			y="14,13,12,11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,5"
			y="10,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="4,3"
			y="10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24"
			y="15,14"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,23"
			y="14,13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="23,23,23,24"
			y="13,14,15,15"
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	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="2"
			value="299000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="27,27,26"
			y="9,10,10"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="26,26"
			y="10,11"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="26,26"
			y="11,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="WIF_Luigit"
			message="but you can find it already into site of wesnoth"
			side="2"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,25,26,27"
			y="7,8,8,9"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="21,21,22,23,24"
			y="6,7,7,8,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="2,2,2,3,4,5,6,7"
			y="6,5,4,4,3,3,2,2"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="3,4,5,6,7,8,9"
			y="5,5,5,4,4,3,3"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,5,4,3,3"
			y="7,7,6,6,5"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="10,11,12,13,14,15"
			y="5,5,4,4,3,3"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="13,13,13"
			y="4,5,6"
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	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="13"
			y="4"
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		[random]
			value="28973"
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		[random]
			value="17427"
		[/random]
		[random]
			value="16239"
		[/random]
		[random]
			value="19878"
		[/random]
		[random]
			value="19663"
		[/random]
		[random]
			value="4566"
		[/random]
		[random]
			value="31595"
		[/random]
		[random]
			value="21535"
		[/random]
		[random]
			value="2902"
		[/random]
		[random]
			value="23724"
		[/random]
		[random]
			value="4842"
		[/random]
		[random]
			value="986"
		[/random]
		[random]
			value="32443"
		[/random]
		[random]
			value="19190"
		[/random]
		[random]
			value="32221"
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				checksum="<0CL,0MA07qnKSwEonI1LxtPCvyvIJCEpbxFsqwtpJJCxrnKSQUuOzuQTzBNpzqtPasFJDFNwNCmGSzKQuCQNCMwz5BGNz0sHXttHryoCqiuuzfBrmxtBFTypdZF<gDD"
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	[command]
		sent="yes"
		[move]
			x="15,15,14,14"
			y="9,10,10,11"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="14,14,15,15,16,16,17"
			y="11,10,10,9,8,7,7"
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	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="103000"
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	[command]
		sent="yes"
		[end_turn]
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	[command]
		sent="yes"
		[move]
			x="8,8,8,8,8,8,8"
			y="15,14,13,12,11,10,9"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7"
			y="10,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7"
			y="9,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,6"
			y="8,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="3,3,4,5"
			y="10,9,8,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,8,8,7"
			y="10,9,8,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="5,5,5,6"
			y="11,10,9,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="5,6,7"
			y="10,9,9"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24"
			y="15,14"
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	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,23"
			y="14,13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="23,23,23,24"
			y="13,14,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="13"
			y="19"
		[/recruit]
		[random]
			value="18410"
		[/random]
		[random]
			value="14692"
		[/random]
		[random]
			value="32218"
		[/random]
		[random]
			value="22139"
		[/random]
		[random]
			value="18559"
		[/random]
		[random]
			value="29932"
		[/random]
		[random]
			value="17834"
		[/random]
		[random]
			value="30991"
		[/random]
		[random]
			value="14071"
		[/random]
		[random]
			value="23080"
		[/random]
		[random]
			value="27209"
		[/random]
		[random]
			value="23419"
		[/random]
		[random]
			value="14102"
		[/random]
		[random]
			value="6875"
		[/random]
		[random]
			value="16186"
			[results]
				checksum="dyxuTOIUoJO8HNrG4rKqKKyCcwwqoNtRxBzMHwQmPyQBpPAuOCIG6zNHsCQFqzuGzwKqqyuyKqqT5RBJTuEm3frBwnBwBICTrpKGHCIsunwtfvIWc-MGO<7LH5>f<208"
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	[command]
		sent="yes"
		[move]
			x="20,20,20,19"
			y="15,14,13,13"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="19,19,19,20"
			y="13,14,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="2"
			value="252000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
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	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,24,24,24"
			y="8,9,10,11,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,25,25,25"
			y="12,13,14,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="25"
				y="15"
			[/source]
			[destination]
				x="24"
				y="15"
			[/destination]
		[/attack]
		[random]
			value="25045"
			[results]
				chance="60"
				damage="20"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="20281"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="19652"
			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6212"
			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="27,27,27,27,26"
			y="9,10,11,12,12"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,12,11"
			y="6,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,12,12,11"
			y="4,4,5,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="6"
			x="13"
			y="4"
		[/recruit]
		[random]
			value="9663"
		[/random]
		[random]
			value="30963"
		[/random]
		[random]
			value="28981"
		[/random]
		[random]
			value="28356"
		[/random]
		[random]
			value="20295"
		[/random]
		[random]
			value="15773"
		[/random]
		[random]
			value="12460"
		[/random]
		[random]
			value="5180"
		[/random]
		[random]
			value="3717"
		[/random]
		[random]
			value="24366"
		[/random]
		[random]
			value="25427"
		[/random]
		[random]
			value="5751"
		[/random]
		[random]
			value="6280"
		[/random]
		[random]
			value="29004"
		[/random]
		[random]
			value="30155"
			[results]
				checksum="GIsTMzMz9ES2DQOJBEKJhELDntFKRtrHUBCMyPNLLqFJRxvqM3FDTGMqHwEVMDODuIOJsNEBPcOusOKDwebPsxOruODoP.K+zDJqnpswJI0PpQ,UvAQ3huxn.mf5Lj19"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,8,8,9,10,11,12,13"
			y="2,2,3,4,4,5,5,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="3,4,5,6,6,7"
			y="5,4,4,3,2,2"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,10,11,12,13,14,14,15"
			y="3,3,4,4,5,5,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="17,16,15,14"
			y="7,6,6,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="14,15,16,17"
			y="6,7,7,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="15,16"
			y="7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="15,14,13,13,12"
			y="3,3,4,5,5"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="146000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
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	[/command]
	[command]
		sent="yes"
		[move]
			x="20,21,22,23,24"
			y="15,16,15,15,14"
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	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="24"
				y="14"
			[/source]
			[destination]
				x="25"
				y="15"
			[/destination]
		[/attack]
		[random]
			value="25544"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="946"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="15893"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="19895"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="31455"
			[results]
				chance="70"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
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	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="24"
				y="15"
			[/source]
			[destination]
				x="25"
				y="15"
			[/destination]
		[/attack]
		[random]
			value="18045"
			[results]
				chance="70"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="5422"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="23678"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="15067"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="22410"
			[results]
				chance="70"
				damage="8"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,14,15,16,17,18,19,20"
			y="19,18,18,17,17,16,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,8,9"
			y="8,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="17,18,19"
			y="19,18,18"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7,7,8"
			y="9,8,7,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,8,7"
			y="7,7,8"
		[/move]
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	[command]
		sent="yes"
		[move]
			x="8,7,6,6,6"
			y="6,7,7,8,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="19,18,17"
			y="18,18,19"
		[/move]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="2"
			x="13"
			y="19"
		[/recruit]
		[random]
			value="29423"
		[/random]
		[random]
			value="28984"
		[/random]
		[random]
			value="11265"
		[/random]
		[random]
			value="2600"
		[/random]
		[random]
			value="30176"
		[/random]
		[random]
			value="19230"
		[/random]
		[random]
			value="16737"
		[/random]
		[random]
			value="32527"
		[/random]
		[random]
			value="7507"
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		[random]
			value="21137"
		[/random]
		[random]
			value="234"
		[/random]
		[random]
			value="20758"
		[/random]
		[random]
			value="16024"
		[/random]
		[random]
			value="19692"
		[/random]
		[random]
			value="2708"
			[results]
				checksum="dyxuTOJUoJO8HNrG4rKqKKyCcwwqoNtRxBzMHwQmPyQBpPAuOCIG6zNHsCQFqzuGzwKqqyuyKqqQ5RBJTuEm3frBwnBwBICTrpKGHCIsunwtfvIWc<MGO<7LH5>f.208"
			[/results]
		[/random]
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	[command]
		sent="yes"
		[move]
			x="17,18,19"
			y="19,18,18"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="2"
			value="202000"
		[/countdown_update]
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	[command]
		sent="yes"
		[end_turn]
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	[command]
		sent="yes"
		[move]
			x="11,10,9,8,7"
			y="6,6,7,6,7"
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	[command]
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		[attack]
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			[source]
				x="7"
				y="7"
			[/source]
			[destination]
				x="7"
				y="8"
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		[/attack]
		[random]
			value="13592"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
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		[/random]
		[random]
			value="20301"
			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
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		[/random]
		[random]
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			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
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		[/random]
		[random]
			value="25755"
			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
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	[command]
		sent="yes"
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	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
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				x="8"
				y="8"
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			[destination]
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				y="8"
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		[random]
			value="20421"
			[results]
				chance="70"
				damage="20"
				dies="no"
				hits="yes"
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		[/random]
		[random]
			value="30837"
			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17955"
			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="22399"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7,7,7,7,6"
			y="2,3,4,5,6,6"
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	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="-1"
			weapon="1"
			[source]
				x="6"
				y="6"
			[/source]
			[destination]
				x="6"
				y="7"
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		[/attack]
		[random]
			value="11401"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,12,11,10,10"
			y="4,4,5,5,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="12,11,10,9,8,8"
			y="5,5,5,6,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="8"
				y="7"
			[/source]
			[destination]
				x="7"
				y="8"
			[/destination]
		[/attack]
		[random]
			value="26881"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="29758"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="18204"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="10486"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="30845"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="7520"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="11707"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="16,15,14,13,12,11,10,9"
			y="7,8,8,9,9,10,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="9"
				y="10"
			[/source]
			[destination]
				x="8"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="18996"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="14612"
			[results]
				chance="40"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="28991"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21639"
			[results]
				chance="40"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="17,16,15,14,13,12,11,10,9,8"
			y="8,8,9,9,10,10,11,10,11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="8"
				y="10"
			[/source]
			[destination]
				x="8"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="14489"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="12004"
			[results]
				chance="50"
				damage="10"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="21872"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="20898"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,12,11,10,9,9"
			y="6,5,5,5,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,26,26,26,25,25,24"
			y="12,11,10,9,9,8,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,25,25,26"
			y="12,11,11,10,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="182000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,24,24,24,24,24"
			y="14,13,12,11,10,9,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="24"
				y="8"
			[/source]
			[destination]
				x="24"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="24943"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="26614"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="24329"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4428"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="19906"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4497"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="16835"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="18621"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3532"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3731"
			[results]
				chance="60"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17043"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="20742"
			[results]
				chance="60"
				damage="7"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="20,20,20,20,21,21,21"
			y="15,14,13,12,12,11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,24,24,24,24,24,23"
			y="15,14,13,12,11,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,6,7"
			y="8,9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="-1"
			weapon="1"
			[source]
				x="7"
				y="10"
			[/source]
			[destination]
				x="8"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="30994"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="4717"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="30370"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="-1"
			weapon="1"
			[source]
				x="8"
				y="9"
			[/source]
			[destination]
				x="9"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="2208"
			[results]
				chance="40"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="29280"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="14234"
			[results]
				chance="40"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="14569"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,6,7,8,9,10"
			y="9,10,11,11,11,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="10"
				y="10"
			[/source]
			[destination]
				x="9"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="30840"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="19993"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="14910"
			[results]
				chance="40"
				damage="3"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="5,6,6,6,7"
			y="8,8,9,10,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="7"
				y="11"
			[/source]
			[destination]
				x="8"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="11481"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="17313"
			[results]
				chance="70"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="202"
			[results]
				chance="50"
				damage="9"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="16957"
			[results]
				chance="70"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="23243"
			[results]
				chance="50"
				damage="9"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,6,6,6,6,7,8"
			y="8,8,9,10,11,12,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="8"
				y="11"
			[/source]
			[destination]
				x="8"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="28885"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="8525"
			[results]
				chance="70"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="20651"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="26286"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="17667"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="1"
			[source]
				x="6"
				y="7"
			[/source]
			[destination]
				x="7"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="13209"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="27808"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="32000"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6964"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="3474"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="24250"
			[results]
				chance="70"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="13,12,11,11,10,9,9"
			y="19,18,18,17,16,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="19,18,17,16,15,14,13"
			y="18,18,19,19,19,19,19"
		[/move]
	[/command]
	[command]
		sent="yes"
		[recruit]
			value="5"
			x="14"
			y="19"
		[/recruit]
		[random]
			value="9607"
		[/random]
		[random]
			value="9960"
		[/random]
		[random]
			value="24070"
		[/random]
		[random]
			value="18520"
		[/random]
		[random]
			value="22033"
		[/random]
		[random]
			value="5068"
		[/random]
		[random]
			value="32541"
		[/random]
		[random]
			value="1043"
		[/random]
		[random]
			value="17190"
		[/random]
		[random]
			value="29693"
		[/random]
		[random]
			value="20341"
		[/random]
		[random]
			value="2689"
		[/random]
		[random]
			value="27317"
		[/random]
		[random]
			value="26882"
		[/random]
		[random]
			value="22674"
			[results]
				checksum="bfk10b5br.lQp.+wk<Ab-239eel1N5llg71o3Xl17<1,5g7Z-k6kZlaGnZ68p4>gn6n3e1iafnb5+9fm4>73a+>+.57mc,6d1edjnNmi-f,a8gbj.r.awWJe+,PQ3hpQ"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="2"
			value="244000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="26,26,26,25,24"
			y="9,8,7,7,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="24"
				y="7"
			[/source]
			[destination]
				x="24"
				y="8"
			[/destination]
		[/attack]
		[random]
			value="19025"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="7256"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="4530"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12213"
			[results]
				chance="50"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="5141"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="10621"
			[results]
				chance="50"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="8,7"
			y="7,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="-1"
			weapon="1"
			[source]
				x="7"
				y="8"
			[/source]
			[destination]
				x="6"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="30686"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="10605"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4723"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17058"
			[results]
				chance="60"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="-1"
			weapon="1"
			[source]
				x="7"
				y="7"
			[/source]
			[destination]
				x="6"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="19928"
			[results]
				chance="60"
				damage="18"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="9,8,7,6,5,5"
			y="7,6,6,5,6,7"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="0"
			[source]
				x="5"
				y="7"
			[/source]
			[destination]
				x="6"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="7277"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="22205"
			[results]
				chance="60"
				damage="6"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="8"
				y="8"
			[/source]
			[destination]
				x="8"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="10282"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="8603"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="2570"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="20512"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="30066"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="10,10,10,10"
			y="6,7,8,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="10"
				y="9"
			[/source]
			[destination]
				x="10"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="20202"
			[results]
				chance="40"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6259"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="23911"
			[results]
				chance="40"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="23238"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="15605"
			[results]
				chance="40"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="26460"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,6,6,5,5,6"
			y="6,7,8,9,10,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="6"
				y="10"
			[/source]
			[destination]
				x="7"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="32382"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="21067"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="17984"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="22484"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="24555"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4286"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="8"
				y="10"
			[/source]
			[destination]
				x="8"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="23026"
			[results]
				chance="70"
				damage="11"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="236000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="yes"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="i end turn"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="problems with game?"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Armixer has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="KoE has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="playing other day?"
			side="1"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="WIF_Luigit_"
			message="sorry"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="WIF_Luigit_"
			message="may be i disconnected"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Dane has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="yes"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="WIF_Luigit becomes an observer."
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="WIF_Luigit_ takes control of side 2."
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="WIF_Luigit_"
			message="thanks a lot"
			side="2"
		[/speak]
	[/command]
	[command]
		[move]
			x="24,24,24,24,24,24,24"
			y="8,9,10,11,12,13,14"
		[/move]
	[/command]
	[command]
		[move]
			x="23,23,22,22,22,22"
			y="10,9,8,7,6,5"
		[/move]
	[/command]
	[command]
		[move]
			x="21,21,21,20,19"
			y="10,9,8,7,7"
		[/move]
	[/command]
	[command]
		[move]
			x="10,9,8,7,6,6"
			y="10,10,9,9,8,7"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="6"
				y="7"
			[/source]
			[destination]
				x="7"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="24967"
			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="19191"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="7967"
			[results]
				chance="70"
				damage="3"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="7408"
			[results]
				chance="50"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="29071"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="4783"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Asketenbert has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="8"
				y="9"
			[/source]
			[destination]
				x="8"
				y="8"
			[/destination]
		[/attack]
		[random]
			value="24661"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3499"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="10523"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6756"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12785"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="9,9,9,9,9"
			y="15,14,13,12,11"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="9"
				y="11"
			[/source]
			[destination]
				x="8"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="22773"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="17426"
			[results]
				chance="60"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="28396"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="12352"
			[results]
				chance="60"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="21321"
			[results]
				chance="50"
				damage="8"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="7,7"
			y="10,9"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="7"
				y="9"
			[/source]
			[destination]
				x="8"
				y="8"
			[/destination]
		[/attack]
		[random]
			value="1083"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="17229"
			[results]
				chance="60"
				damage="14"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="22435"
			[results]
				chance="70"
				damage="5"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="7,7,7,7,7,6"
			y="11,12,13,14,15,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Resh has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="14,13,12,11,10,9,8"
			y="19,19,18,18,17,17,16"
		[/move]
	[/command]
	[command]
		[recruit]
			value="5"
			x="14"
			y="19"
		[/recruit]
		[random]
			value="31357"
		[/random]
		[random]
			value="25404"
		[/random]
		[random]
			value="8283"
		[/random]
		[random]
			value="24731"
		[/random]
		[random]
			value="24563"
		[/random]
		[random]
			value="27855"
		[/random]
		[random]
			value="1021"
		[/random]
		[random]
			value="10719"
		[/random]
		[random]
			value="18407"
		[/random]
		[random]
			value="2296"
		[/random]
		[random]
			value="21944"
		[/random]
		[random]
			value="23375"
		[/random]
		[random]
			value="29685"
		[/random]
		[random]
			value="9965"
		[/random]
		[random]
			value="27574"
			[results]
				checksum="dfk10b5br.kQp.+wk<Ab-239eel1N5llg71o3Xl17<1,5g7Z-k6kZlaGnZ68p4>gn6n3e1iafnb5+9fo4>73a+>+.57mc,6d1edjnNmi-f,a8gbj.r.awWGe+,PQ3hpQ"
			[/results]
		[/random]
	[/command]
	[command]
		[countdown_update]
			team="2"
			value="330000"
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="yavan4 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="7"
				y="7"
			[/source]
			[destination]
				x="6"
				y="7"
			[/destination]
		[/attack]
		[random]
			value="18335"
			[results]
				chance="50"
				damage="14"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="truss has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="vagrant has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="10,10"
			y="9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="10"
				y="10"
			[/source]
			[destination]
				x="9"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="11040"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="21995"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="32564"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="29888"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="28756"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="26272"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="1647"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,7,8"
			y="10,11,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="8"
				y="11"
			[/source]
			[destination]
				x="9"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="19598"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="26738"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="14720"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3469"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3481"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="31718"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,8"
			y="8,8"
		[/move]
	[/command]
	[command]
		sent="yes"
		[move]
			x="5,5,5,6"
			y="7,8,9,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="6"
				y="9"
			[/source]
			[destination]
				x="7"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="369"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="19087"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="15023"
			[results]
				chance="60"
				damage="11"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6624"
			[results]
				chance="40"
				damage="7"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="11885"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="8"
				y="8"
			[/source]
			[destination]
				x="7"
				y="9"
			[/destination]
		[/attack]
		[random]
			value="5375"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="20875"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="16049"
			[results]
				chance="60"
				damage="5"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="High-5 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="239000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		[move]
			x="24,24"
			y="14,15"
		[/move]
	[/command]
	[command]
		[move]
			x="22,22,22,23,24"
			y="5,4,3,3,2"
		[/move]
	[/command]
	[command]
		[move]
			x="19,18,17,16,15,14,13"
			y="7,7,7,6,6,5,6"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Gorthaur has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="maty has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="8,8"
			y="9,10"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="8"
				y="10"
			[/source]
			[destination]
				x="8"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="12685"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="4738"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="16596"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="12608"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="24836"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="8,8,8,8,8,7"
			y="16,15,14,13,12,12"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="7"
				y="12"
			[/source]
			[destination]
				x="8"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="18800"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="22929"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="27455"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12279"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="29880"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="11562"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="29030"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="14,13,12,11,10,9,8,8"
			y="19,19,18,18,17,17,16,15"
		[/move]
	[/command]
	[command]
		[recruit]
			value="2"
			x="14"
			y="19"
		[/recruit]
		[random]
			value="302"
		[/random]
		[random]
			value="2384"
		[/random]
		[random]
			value="21463"
		[/random]
		[random]
			value="6247"
		[/random]
		[random]
			value="14201"
		[/random]
		[random]
			value="18541"
		[/random]
		[random]
			value="28103"
		[/random]
		[random]
			value="19721"
		[/random]
		[random]
			value="31106"
		[/random]
		[random]
			value="11465"
		[/random]
		[random]
			value="25229"
		[/random]
		[random]
			value="9577"
		[/random]
		[random]
			value="30604"
		[/random]
		[random]
			value="7019"
		[/random]
		[random]
			value="24998"
			[results]
				checksum="dyxuTOJUoJO8HNrG4rKqKKyCcwwqoNtRxBzMHwQmPyQBpPAuOCIG6zNHsCQFqzuGzwKqqyuyKqqR5RBJTuEm3frBwnBwBICTrpKGHCIsunwtfyIWc-MGO<7LH5>f,208"
			[/results]
		[/random]
	[/command]
	[command]
		[recruit]
			value="2"
			x="15"
			y="19"
		[/recruit]
		[random]
			value="25093"
		[/random]
		[random]
			value="1798"
		[/random]
		[random]
			value="13723"
		[/random]
		[random]
			value="28611"
		[/random]
		[random]
			value="21379"
		[/random]
		[random]
			value="1484"
		[/random]
		[random]
			value="22978"
		[/random]
		[random]
			value="21276"
		[/random]
		[random]
			value="9806"
		[/random]
		[random]
			value="21035"
		[/random]
		[random]
			value="29865"
		[/random]
		[random]
			value="6042"
		[/random]
		[random]
			value="22907"
		[/random]
		[random]
			value="30191"
		[/random]
		[random]
			value="5051"
			[results]
				checksum="dyxuTOJUoJO8HNrG4rKqKKyCcwwqoNtRxBzMHwQmPyQBpPAuOCIG6zNHsCQFqzuGzwKqqyuyKqqR5RBJTuEm3frBwnBwBICTrpKGHCIsunwtfyIWc-MGO<7LH5>f,208"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="8oo8 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="6,6,7,7,8"
			y="15,14,14,13,12"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="8"
				y="12"
			[/source]
			[destination]
				x="8"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="17940"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="30808"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="325"
			[results]
				chance="70"
				damage="2"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="17792"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="13,12,11,11,10,9,9"
			y="19,18,18,17,16,16,15"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Deathdude has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[countdown_update]
			team="2"
			value="330000"
		[/countdown_update]
	[/command]
	[command]
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[move]
			x="24,23,23,22"
			y="7,7,6,5"
		[/move]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Deathdude has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="lady_alia has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="10"
				y="10"
			[/source]
			[destination]
				x="9"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="9909"
			[results]
				chance="60"
				damage="5"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Deathdude has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="8,9,9"
			y="8,9,10"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="9"
				y="10"
			[/source]
			[destination]
				x="8"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="23774"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="16965"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="24483"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="1481"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="18323"
			[results]
				chance="70"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="4103"
			[results]
				chance="40"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="10501"
			[results]
				chance="70"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="24631"
			[results]
				chance="40"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="7,7,7,8"
			y="7,8,9,9"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="1"
			weapon="1"
			[source]
				x="8"
				y="9"
			[/source]
			[destination]
				x="8"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="22881"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="7396"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="26647"
			[results]
				chance="70"
				damage="4"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[move]
			x="6,6,7"
			y="9,10,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="7"
				y="11"
			[/source]
			[destination]
				x="8"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="6577"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="30742"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="25230"
			[results]
				chance="70"
				damage="9"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="30432"
			[results]
				chance="40"
				damage="8"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="20892"
			[results]
				chance="70"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Duke has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[move]
			x="8,9"
			y="11,11"
		[/move]
	[/command]
	[command]
		sent="yes"
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="9"
				y="11"
			[/source]
			[destination]
				x="8"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="24639"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="20564"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="14315"
			[results]
				chance="70"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="3069"
			[results]
				chance="50"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="30417"
			[results]
				chance="70"
				damage="5"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[countdown_update]
			team="1"
			value="295000"
		[/countdown_update]
	[/command]
	[command]
		sent="yes"
		[end_turn]
		[/end_turn]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Groundless has logged into the lobby"
		[/speak]
	[/command]
	[command]
		[move]
			x="9,8,8,7,6,6"
			y="15,14,13,13,12,11"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="6"
				y="11"
			[/source]
			[destination]
				x="7"
				y="11"
			[/destination]
		[/attack]
		[random]
			value="23270"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="16322"
			[results]
				chance="70"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="27938"
			[results]
				chance="40"
				damage="11"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="7,7,8,8,9"
			y="12,11,10,9,9"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="9"
				y="9"
			[/source]
			[destination]
				x="9"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="5786"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="20641"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12135"
			[results]
				chance="40"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="6261"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="2391"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="15869"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="10202"
			[results]
				chance="40"
				damage="6"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="14795"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="8,8,8,8,8,8"
			y="15,14,13,12,11,10"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="8"
				y="10"
			[/source]
			[destination]
				x="9"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="16567"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="28782"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="4072"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="10310"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="12981"
			[results]
				chance="40"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
		[random]
			value="12544"
			[results]
				chance="60"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="21707"
			[results]
				chance="40"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="26393"
			[results]
				chance="60"
				damage="0"
				dies="no"
				hits="no"
			[/results]
		[/random]
	[/command]
	[command]
		[move]
			x="8,7,7,7,8"
			y="12,12,11,10,9"
		[/move]
	[/command]
	[command]
		[attack]
			defender_weapon="0"
			weapon="0"
			[source]
				x="8"
				y="9"
			[/source]
			[destination]
				x="9"
				y="10"
			[/destination]
		[/attack]
		[random]
			value="6010"
			[results]
				chance="40"
				damage="5"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="13715"
			[results]
				chance="60"
				damage="4"
				dies="no"
				hits="yes"
			[/results]
		[/random]
		[random]
			value="1211"
			[results]
				chance="40"
				damage="5"
				dies="yes"
				hits="yes"
			[/results]
		[/random]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Armahdettu has logged into the lobby"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="alan123456789 has logged into the lobby"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="WIF_Luigit_"
			message="gg"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="good game"
			side="1"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="WIF_Luigit_"
			message="sorry for disconnection"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="no problem"
			side="1"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="WIF_Luigit_"
			message="thanks for game"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		undo="no"
		[speak]
			id="Rommel"
			message="bye ;)"
			side="1"
		[/speak]
	[/command]
	[command]
		sent="yes"
		[speak]
			id="server"
			message="Gorthaur has logged into the lobby"
		[/speak]
	[/command]
	[command]
		undo="no"
		[speak]
			id="WIF_Luigit_"
			message="bye :)"
			side="1"
		[/speak]
	[/command]
[/replay]
[snapshot]
[/snapshot]
[replay_start]
	current_tod="0"
	description="This vital supply route has played a key role in many of Wesnoth's greatest battles."
	experience_modifier="70"
	hash="ni><w8>Ksy9E6lpej<-R7zqNgF0HH1GU14mLcPs+Y0>x<lui3JMr96tqaCJ+gLs7vdDsR,OV+p41UARdwDMp8w8hABAeHRqXh0zHL5LEGp<BJU2ovj4yzohfX.yffdE0"
	id="multiplayer_Weldyn_Channel"
	map_data="border_size=1
usage=map

Ss          , Hh          , Rp          , Ss          , Gs^Fp       , Hh          , Rp          , Rp          , Hh          , Ss          , Ss          , Gg          , Hh          , Hh          , Gs^Fms      , Ss          , Gg          , Hh          , Ww          , Ww          , Wo          , Wo          , Ww          , Wwf         , Hh          , Hh          , Hh          , Hh          , Ss          , Hh          , Hh          
Gg          , Gg^Fet      , Rp          , Mm          , Gs^Fp       , Ss          , Rp          , Gs^Fp       , Gg^Fet      , Gs^Fms      , Mm          , Gs^Fp       , Gg          , Gs^Fds      , Hh          , Gs^Fp       , Hh          , Gg          , Ww          , Wo          , Wo          , Ww          , Gs^Fp       , Gg^Fet      , Gs^Fms      , Mm          , Ss          , Mm          , Hh          , Gs^Fp       , Ss          
Gg          , Gg          , Gg          , Rp          , Rp          , Rp          , Gg          , Gg^Ve       , Gg          , Hh          , Gg          , Gg          , Re          , Gg          , Re          , Ch          , Mm          , Ww          , Wo          , Wo          , Ww          , Ww          , Mm          , Ss          , Ss^Vhs      , Hh          , Gs^Fp       , Hh          , Gs^Fms      , Gg^Fet      , Gg          
Gs^Fms      , Gg          , Gg          , Gg          , Rp          , Gg          , Gg          , Gg          , Re          , Mm          , Re          , Re          , Re          , Re          , Ch          , 1 Kh        , Ch          , Ww          , Ww          , Ww          , Gs^Fp       , Hh          , Hh          , Gs^Fp       , Gg          , Gg          , Gg          , Gg          , Gg          , Hh          , Gg          
Hh          , Gs^Fp       , Rp          , Rp          , Re^Uf       , Gs^Fds      , Re          , Re          , Gg          , Re          , Gg          , Gg          , Gg          , Kh          , Gg          , Ch          , Wwf         , Kh          , Ww^Bw\      , Gg          , Gg          , Gg          , Gg          , Gg          , Re          , Re^Uf       , Mm          , Gg          , Gg          , Gg          , Gg          
Hh          , Hh          , Rp          , Mm          , Gs^Fp       , Re          , Re          , Gg          , Gg          , Gg          , Gg          , Gg          , Gg          , Gg          , Gg          , Ww          , Ww          , Wwf         , Gg          , Gg          , Gg          , Gg          , Gg^Vh       , Gg          , Re          , Ss          , Hh          , Gs^Fp       , Re          , Gg          , Gg          
Gs^Fp       , Rp          , Mm          , Hh          , Re          , Re          , Gg          , Gg          , Gg          , Gg          , Gg^Uf       , Hh          , Hh          , Gg^Ve       , Ww          , Ww          , Ww          , Gg          , Ss          , Gs^Fp       , Gg          , Gg          , Gg          , Gg          , Gg          , Re          , Re          , Re^Uf       , Re          , Gg          , Gg          
Rp          , Rp          , Re          , Re          , Gg          , Gg          , Gg^Vh       , Gg          , Gg          , Gs^Fds      , Hh          , Mm          , Gg          , Gs^Fp       , Ww          , Wo          , Ww          , Gg          , Gs^Fp       , Ss^Vhs      , Ww          , Mm          , Hh          , Gg          , Gg^Ve       , Gs^Fms      , Gg          , Re          , Gg          , Gg          , Gg          
Gs^Fp       , Re          , Re          , Gg          , Gs^Fp       , Gg          , Gg          , Gg          , Gg          , Gg          , Gg          , Gg          , Ww          , Ww          , Wo          , Wo          , Wo          , Ww          , Ww          , Ww          , Ww          , Wwf         , Rp          , Gg          , Gg          , Gg          , Gg          , Gg          , Mm          , Gg^Uf       , Hh          
Gg          , Re          , Re          , Hh          , Ss          , Ggf^Uf      , Gg          , Gg          , Gs^Fms      , Ggf         , Gg          , Gg          , Ww          , Ww          , Wo          , Wo          , Mm^Xm       , Wo          , Wo          , Wo          , Ww          , Wwf         , Wwf         , Rp          , Rp          , Gg          , Gs^Fp       , Hh          , Gg^Fet      , Hh          , Gg          
Wwf         , Gg          , Gg          , Gs^Fms      , Mm          , Hh          , Hh          , Gg          , Gg          , Mm          , Hh          , Ww          , Ww          , Wo          , Wo          , Hh          , Mm^Xm       , Wo          , Wo          , Wo          , Ww          , Gs^Fp       , Rp          , Wwf         , Wwf         , Gg          , Rp          , Rp          , Rp          , Gg          , Gg          
Rp          , Wwf         , Wwf         , Gg          , Wwf         , Wwf         , Wwf         , Rp          , Gg          , Hh          , Ww          , Ww          , Wo          , Ww          , Wwr         , Mm^Xm       , Wwr         , Wo          , Wo          , Ww          , Ww          , Gg          , Gg          , Rp          , Wwf         , Rp          , Wwf         , Wwf         , Wwf         , Rp          , Rp          
Gg          , Rp          , Rp          , Wwf         , Rp          , Rp          , Wwf         , Rp          , Rp          , Gg          , Ww          , Ww          , Wo          , Wo          , Mm^Xm       , Mm^Xm       , Wo          , Ww          , Ww          , Ww          , Hh          , Hh          , Gg          , Rp          , Hh          , Wwf         , Mm          , Gg          , Gg          , Wwf         , Wwf         
Gs^Fds      , Gg          , Gg^Fet      , Rp          , Gs^Fms      , Gg          , Rp          , Wwf         , Wwf         , Gs^Fp       , Ww          , Wo          , Wo          , Wo          , Mm^Xm       , Hh          , Wo          , Wo          , Ww          , Ww          , Gg          , Mm          , Gs^Fms      , Gg          , Gg          , Hh          , Ss          , Gs^Fp       , Re          , Gg          , Gg          
Hh          , Hh          , Mm          , Hh          , Gg          , Gg          , Gg          , Rp          , Rp          , Wwf         , Ww          , Wo          , Ww          , Wo          , Wo          , Wo          , Wo          , Ww          , Ww          , Gg          , Gg          , Ggf         , Gg          , Gg          , Gg          , Ggf^Uf      , Gg^Fet      , Hh          , Re          , Re          , Gs^Fp       
Gs^Fds      , Ggf^Uf      , Gg          , Gg          , Gg          , Gg          , Gg^Ve       , Gg          , Hh          , Wwf         , Ww          , Ww          , Gs^Fp       , Ww          , Ww          , Wo          , Ww          , Ww          , Gg          , Gg          , Hh          , Gg          , Gg          , Gg          , Gg^Vh       , Gg          , Gg          , Gg          , Re          , Re          , Rp          
Gg          , Gg          , Re          , Re          , Re          , Gs^Fms      , Gg          , Gg          , Gg          , Mm          , Gg          , Ss^Vhs      , Ss          , Gg          , Ww          , Wo          , Ww          , Gs^Fp       , Hh          , Mm          , Ggf^Uf      , Gs^Fp       , Gg          , Gg          , Gg          , Gg          , Re          , Re          , Mm          , Rp          , Gs^Fp       
Gg          , Gg          , Re          , Re^Uf       , Hh          , Re          , Re          , Gg          , Gg^Vh       , Gg          , Gg          , Gs^Fp       , Gg          , Gg          , Ww          , Ww          , Gg          , Gg^Ve       , Gg          , Hh          , Gg          , Gg          , Gg          , Gg          , Ggf         , Re          , Gs^Fds      , Hh          , Rp          , Rp          , Hh          
Gg          , Gg          , Gg          , Gs^Fp       , Mm          , Ss          , Re          , Gg          , Gg          , Gg          , Gg          , Gg          , Ww^Bw\      , Wwf         , Wwf         , Ww          , Gg          , Gg          , Gg          , Gg          , Gg          , Gg          , Gg          , Gg          , Re          , Re          , Re^Uf       , Mm          , Rp          , Hh          , Hh          
Gg          , Gg          , Gg          , Gg          , Gg          , Re^Uf       , Gg          , Gg          , Hh          , Gg          , Gs^Fp       , Gg          , Ww          , Kh          , Ch          , Ch          , Ch          , Kh          , Gg          , Gg          , Re          , Re          , Re          , Re          , Gg          , Gs^Fp       , Rp          , Rp          , Gg          , Gs^Fms      , Gg          
Gs^Fds      , Gg          , Gs^Fp       , Gg          , Gs^Fp       , Gg          , Ss^Vhs      , Gs^Fp       , Mm          , Hh          , Ww          , Ww          , Wo          , Ww          , Mm          , 2 Kh        , Re          , Re          , Re          , Re          , Gg          , Gg^Ve       , Gg          , Gg          , Gg          , Gg          , Rp          , Gg          , Gg          , Gg          , Gg          
Ss          , Gg^Fet      , Ss          , Hh          , Mm          , Hh          , Gs^Fms      , Ss          , Gs^Fp       , Ww          , Wo          , Wo          , Ww          , Ww          , Hh          , Ch          , Gs^Fds      , Gg          , Gs^Fms      , Mm          , Gg^Fet      , Hh          , Mm          , Hh          , Rp          , Rp          , Gs^Fp       , Rp          , Rp          , Gg          , Gg          
Hh          , Hh          , Gs^Fms      , Gs^Fp       , Hh          , Ss          , Mm          , Gg^Fet      , Ww          , Ww          , Wo          , Wo          , Ww          , Hh          , Gs^Fp       , Gg^Fet      , Gs^Fms      , Hh          , Mm          , Hh          , Gs^Fp       , Ss          , Hh          , Gs^Fp       , Rp          , Ss          , Ss          , Hh          , Mm          , Rp          , Gg          
Hh          , Gs^Fms      , Hh          , Ss          , Hh          , Hh          , Wwf         , Ww          , Wo          , Wo          , Ww          , Ww          , Hh          , Gg          , Hh          , Hh          , Ss          , Hh          , Hh          , Gs^Fms      , Ss          , Hh          , Rp          , Rp          , Gg          , Hh          , Hh          , Gs^Fp       , Ss          , Rp          , Hh          
"
	mp_countdown="yes"
	mp_countdown_action_bonus="13"
	mp_countdown_init_time="270"
	mp_countdown_reservoir_time="330"
	mp_countdown_turn_bonus="60"
	mp_fog="yes"
	mp_shroud="no"
	mp_use_map_settings="yes"
	mp_village_gold="2"
	name="2p - Weldyn Channel"
	next_underlying_unit_id="0"
	objectives="Victory:
@Defeat enemy leader(s)"
	observer="yes"
	random_seed="10976"
	random_start_time="no"
	scenario="LADDER WIF_Luigit vs Rommel"
	turns="-1"
	version="1.6"
	[time]
		green="-20"
		id="dawn"
		image="misc/schedule-dawn.png"
		name=_ "Dawn"
		red="-20"
		sound="ambient/morning.ogg"
	[/time]
	[time]
		id="morning"
		image="misc/schedule-morning.png"
		lawful_bonus="25"
		name=_ "Morning"
	[/time]
	[time]
		id="afternoon"
		image="misc/schedule-afternoon.png"
		lawful_bonus="25"
		name=_ "Afternoon"
	[/time]
	[time]
		blue="-20"
		green="-20"
		id="dusk"
		image="misc/schedule-dusk.png"
		name=_ "Dusk"
		sound="ambient/night.ogg"
	[/time]
	[time]
		blue="-10"
		green="-40"
		id="first_watch"
		image="misc/schedule-firstwatch.png"
		lawful_bonus="-25"
		name=_ "First Watch"
		red="-40"
	[/time]
	[time]
		blue="-10"
		green="-40"
		id="second_watch"
		image="misc/schedule-secondwatch.png"
		lawful_bonus="-25"
		name=_ "Second Watch"
		red="-40"
	[/time]
	[music]
		ms_before="12000"
		name="knolls.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="wanderer.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="battle.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="transience.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="the_king_is_dead.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="knalgan_theme.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="the_city_falls.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="nunc_dimittis.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="revelation.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="loyalists.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="breaking_the_chains.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="elvish-theme.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="legends_of_the_north.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="traveling_minstrels.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="underground.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="vengeful.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="frantic.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="the_dangerous_symphony.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="heroes_rite.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="suspense.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="the_deep_path.ogg"
	[/music]
	[music]
		append="yes"
		ms_before="12000"
		name="siege_of_laurelmor.ogg"
	[/music]
	[event]
		name="prestart"
		[music]
			ms_before="12000"
			name="knolls.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="wanderer.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="battle.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="transience.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="revelation.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="loyalists.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="the_king_is_dead.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="knalgan_theme.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="the_city_falls.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="nunc_dimittis.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="breaking_the_chains.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="elvish-theme.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="legends_of_the_north.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="traveling_minstrels.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="underground.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="vengeful.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="frantic.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="the_dangerous_symphony.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="heroes_rite.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="suspense.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="the_deep_path.ogg"
		[/music]
		[music]
			append="yes"
			ms_before="12000"
			name="siege_of_laurelmor.ogg"
		[/music]
	[/event]
	[era]
		id="era_default"
#textdomain wesnoth-multiplayer
		name=_ "Default"
		[multiplayer_side]
			flag_rgb="magenta"
			id="Random"
			image="units/random-dice.png"
			name=_ "Random"
			random_faction="yes"
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Loyalists"
			image="units/human-loyalists/lieutenant.png"
			leader="Lieutenant,Swordsman,Pikeman,Javelineer,Shock Trooper,Longbowman,White Mage,Red Mage"
			name=_ "Loyalists"
			random_leader="Lieutenant,Swordsman,Pikeman,Javelineer,Longbowman,Red Mage"
			recruit="Cavalryman,Horseman,Spearman,Fencer,Heavy Infantryman,Bowman,Mage,Merman Fighter"
			terrain_liked="Gg, Ww, Wo"
			type="Lieutenant"
			[ai]
				recruitment_pattern="fighter,fighter,fighter,archer,mixed fighter,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Rebels"
			image="units/elves-wood/captain.png"
			leader="Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,White Mage,Red Mage,Elder Wose"
			name=_ "Rebels"
			random_leader="Elvish Captain,Elvish Hero,Elvish Ranger,Elvish Marksman,Elvish Druid,Elvish Sorceress,Red Mage"
			recruit="Elvish Fighter,Elvish Archer,Mage,Elvish Shaman,Elvish Scout,Wose,Merman Hunter"
			terrain_liked="Ff, Fa, Ss, Ww"
			type="Elvish Captain"
			[ai]
				recruitment_pattern="fighter,fighter,archer,archer,mixed fighter,healer,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Northerners"
			image="units/orcs/warrior.png"
			leader="Orcish Warrior,Troll,Troll Rocklobber,Orcish Crossbowman,Orcish Slayer"
			name=_ "Northerners"
			recruit="Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Naga Fighter,Goblin Spearman"
			terrain_liked="Hh, Ha, Mm, Ss"
			type="Orcish Warrior"
			[ai]
				recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Undead"
			image="units/undead-necromancers/dark-sorcerer.png"
			leader="Dark Sorcerer,Revenant,Deathblade,Bone Shooter,Necrophage"
			name=_ "Undead"
			random_leader="Dark Sorcerer,Revenant,Deathblade,Bone Shooter"
			recruit="Skeleton,Skeleton Archer,Walking Corpse,Ghost,Vampire Bat,Dark Adept,Ghoul"
			terrain_liked="Ss, Hh, Ha, Ww"
			type="Dark Sorcerer"
			[ai]
				recruitment_pattern="fighter,fighter,archer,fighter,scout,archer"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Knalgan Alliance"
			image="units/dwarves/steelclad.png"
			leader="Dwarvish Steelclad,Dwarvish Thunderguard,Dwarvish Stalwart,Rogue,Trapper"
			name=_ "Knalgan Alliance"
			random_leader="Dwarvish Steelclad,Dwarvish Thunderguard,Rogue,Trapper"
			recruit="Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Ulfserker,Dwarvish Thunderer,Thief,Poacher,Footpad,Gryphon Rider"
			terrain_liked="Hh, Ha, Mm"
			type="Dwarvish Steelclad"
			[ai]
				recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[multiplayer_side]
			flag_rgb="magenta"
			id="Drakes"
			image="units/drakes/flare.png"
			leader="Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior,Saurian Oracle,Saurian Soothsayer"
			name=_ "Drakes"
			random_leader="Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior"
			recruit="Drake Burner,Drake Clasher,Drake Glider,Drake Fighter,Saurian Skirmisher,Saurian Augur"
			terrain_liked="Hh, Ha, Ds, Ss"
			type="Drake Flare"
			[ai]
				recruitment_pattern="fighter,fighter,archer,healer,scout,scout"
				[team_formula]
					rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
				[/team_formula]
			[/ai]
		[/multiplayer_side]
		[event]
			name="prestart"
			[store_unit]
				kill="yes"
				variable="leaders_to_make_quick"
				[filter]
					canrecruit="yes"
					[filter_wml]
						max_moves="4"
					[/filter_wml]
				[/filter]
			[/store_unit]
			[set_variable]
				name="i"
				value="0"
			[/set_variable]
			[while]
				[variable]
					less_than="$leaders_to_make_quick.length"
					name="i"
				[/variable]
				[do]
					[set_variables]
						mode="merge"
						name="leaders_to_make_quick[$i].modifications"
						[literal]
							[trait]
#textdomain wesnoth
								female_name=_ "female^quick"
								id="quick"
								male_name=_ "quick"
								[effect]
									apply_to="movement"
									increase="1"
								[/effect]
								[effect]
									apply_to="hitpoints"
									increase_total="-5%"
								[/effect]
							[/trait]
						[/literal]
					[/set_variables]
					[clear_variable]
						name="leaders_to_make_quick[$i].max_moves,leaders_to_make_quick[$i].moves,leaders_to_make_quick[$i].max_hitpoints,leaders_to_make_quick[$i].hitpoints"
					[/clear_variable]
					[unstore_unit]
						variable="leaders_to_make_quick[$i]"
					[/unstore_unit]
					[set_variable]
						add="1"
						name="i"
					[/set_variable]
				[/do]
			[/while]
			[clear_variable]
				name="i"
			[/clear_variable]
			[clear_variable]
				name="leaders_to_make_quick"
			[/clear_variable]
		[/event]
	[/era]
	[side]
		allow_changes="yes"
		allow_player="yes"
		canrecruit="yes"
		colour="1"
		controller="human"
		current_player="Rommel"
		flag_rgb="magenta"
		fog="yes"
		gender="male"
		gold="100"
		id="Rommel1"
		image="units/dwarves/steelclad.png"
		income="0"
		leader="Dwarvish Steelclad,Dwarvish Thunderguard,Dwarvish Stalwart,Rogue,Trapper"
		mp_countdown="yes"
		mp_countdown_action_bonus="13"
		mp_countdown_init_time="270"
		mp_countdown_reservoir_time="330"
		mp_countdown_turn_bonus="60"
		name="Rommel"
		random_leader="Dwarvish Steelclad,Dwarvish Thunderguard,Rogue,Trapper"
		recruit="Dwarvish Guardsman,Dwarvish Fighter,Dwarvish Ulfserker,Dwarvish Thunderer,Thief,Poacher,Footpad,Gryphon Rider"
		save_id="Rommel1"
		share_maps="no"
		share_view="yes"
		shroud="no"
		side="1"
		team_name="north"
		terrain_liked="Hh, Ha, Mm"
		type="Trapper"
		user_team_name="wesnoth-multiplayerteamname^North"
		village_gold="2"
		[ai]
			recruitment_pattern="fighter,fighter,fighter,mixed fighter,archer,scout"
			villages_per_scout="8"
			[team_formula]
				rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
			[/team_formula]
		[/ai]
		[ai]
			villages_per_scout="8"
		[/ai]
	[/side]
	[side]
		allow_changes="yes"
		allow_player="yes"
		canrecruit="yes"
		colour="2"
		controller="human"
		current_player="WIF_Luigit"
		flag_rgb="magenta"
		fog="yes"
		gender="male"
		gold="100"
		id="WIF_Luigit2"
		image="units/drakes/flare.png"
		income="0"
		leader="Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior,Saurian Oracle,Saurian Soothsayer"
		mp_countdown="yes"
		mp_countdown_action_bonus="13"
		mp_countdown_init_time="270"
		mp_countdown_reservoir_time="330"
		mp_countdown_turn_bonus="60"
		name="WIF_Luigit"
		random_leader="Drake Flare,Fire Drake,Drake Slasher,Drake Gladiator,Drake Warrior"
		recruit="Drake Burner,Drake Clasher,Drake Glider,Drake Fighter,Saurian Skirmisher,Saurian Augur"
		save_id="WIF_Luigit2"
		share_maps="no"
		share_view="yes"
		shroud="no"
		side="2"
		team_name="south"
		terrain_liked="Hh, Ha, Ds, Ss"
		type="Drake Warrior"
		user_team_name="wesnoth-multiplayerteamname^South"
		village_gold="2"
		[ai]
			recruitment_pattern="fighter,fighter,archer,healer,scout,scout"
			villages_per_scout="8"
			[team_formula]
				rulebase="fai 'recruitment.fai'
		# ===== Some general functions used later ==== #

def sumarize_values( input_map )
	sum(
		values(input_map)
	);

def lowest_value( input_map )
	choose( input_map, -value ).value;

def highest_value( input_map )
	choose( input_map, value ).value;

def change_numbers_to_percents( input_map )
	map( input_map, 
		(value*100) / highest_value(input_map) 
	);

def add_number_to_values( input_map, number )
	map( input_map, 
		value + number 
	);

#make sure we have only positive values in a map #

def make_positive_only( input_map )
	if( lowest_value( input_map ) < 0, 
		add_number_to_values( 
			input_map, 
			abs(lowest_value(input_map))
		), 
		input_map 
	);

def sumarize_maps_values( map_A, map_B )
	map( map_A + map_B, 
		value + map_A[key]
	);

		#===== Evaluation how good unit is on a map ===== #

# ==1==  evaluate average defense #
#gives map where key is id of terrain, and value is number of hexes of that terrain on a gamemap#

def locations_map(ai*) 
	tomap( 
		map( 
			map.terrain, 
			id 
		) 
	);

#filters terrain map, min_percent it minimal % of map that terrain has to occupy to be considered in later evaluations# 

def filtered_locations_map(ai*, min_percent)
	filter( 
		locations_map(ai) , 
		value >  (map.w * map.h) / ( 100 / min_percent ) 
	);

#returns average defense of the unit #

def unit_average_defense(ai*, unit, terrain_min_percent )
	sum( 
		values( 
			map(
				filtered_locations_map(ai,terrain_min_percent), 
				defense_on( 
					unit, 
					find(map.terrain,id=key).loc
				) *
				value
			) 
		) 
	) / 
	sum(
		values(
			filtered_locations_map(
				ai,
				terrain_min_percent
			)
		)
	);

#returns map of units from units_list and their average defense (more -> better) #

def map_units_average_defense(ai*, units_list, terrain_min_percent) 
	tomap(
		map( 
			units_list, 
			id 
		), 
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	);

def units_average_defense(ai*, units_list, terrain_min_percent)
	sum(
		map( 
			units_list, 'unit', 
			unit_average_defense(
				ai, 
				unit, 
				terrain_min_percent 
			) 
		) 
	) /
	size(
		units_list
	);


# ==2== TODO: evaluate unit effectivness based on movement points and movement cost#


		#===== Evaluation of game state - how good is ai doing ===== #

# ==1== based on unit cost and current amount of gold #
# returns number between 0 and 100 where: 0 we are losing, 100 we are winning #

def units_cost_gold_eval(ai*)
	min(
		[
			(
				(
					sum(
						map(
							allies, 'team', 
							sum(
								map(
									units_of_side[team], 
									cost
								)
							) + 
							teams[team].gold 
						)
					) * 
					100
				) / 
				sum(
					map(
						enemies, 'team', 
						sum(
							map(
								units_of_side[team], 
								cost
							)
						) + 
						max(
							[teams[team].gold, 0]
						) 
					)
				)
			) / 2,
			100
		]
	);

# ==2== based on village possession #

def count_allied_villages(ai*)
	sum(
		map(
			allies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

def count_enemy_villages(ai*)
	sum(
		map(
			enemies, 'side', 
			size(
				villages_of_side[side]
			)
		)
	);

# multipled by 1000 to increase precision #

def village_evaluation(ai*)
	(
		50000 + 
		(
			count_allied_villages(ai) - 
			count_enemy_villages(ai)
		) * 
		(
			50000 /
			size(
				villages
			)
		)
	) /
	1000;

# ==3== combined 2 of the above #

def eval(ai*)
	( 
		units_cost_gold_eval(ai) + 
		village_evaluation(ai)
	) / 
	2;

		#===== Evaluation how effective my units are against the enemy ===== #

#==1==  basic evaluation #

# evaluate how much damage unit can inflict - how much damage unit can get#

def evaluate_attacker_against_opponents(ai*, unit, enemy_units)
	sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( unit, enemy_unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				) 
			)
		)
	);

def evaluate_defender_against_opponents(ai*, unit, enemy_units)
	-sum( 
		map( 
			enemy_units, 'enemy_unit', 
			sum(
				map(
					[
						max_possible_damage_with_retaliation( enemy_unit, unit )
					],
					max(
						[
							self[0] - self[2],
							self[1] - self[3]
						]
					)
				)
			)
		)
	);

def units_hp_map(ai*, units)
	tomap( 
		map(
			units, 
			id
		), 
		map( 
			units, 
			hitpoints
		)
	);

#in case side's gold is more than 50, add units that side can recruit to the side's unit list#

def create_side_unit_list(ai*, side)
	if( 
		teams[side].gold > 50, 
		recruits_of_side[side], 
		[]
	) + 
	units_of_side[side];

def evaluate_my_recruits_as_attackers(ai*)
	tomap( 
		map(
			my_recruits, 
			id
		), 
		map(
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_attacker_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai, 
							enemy_side
						)
					)
				)
			)
		)
	);

def evaluate_my_recruits_as_defenders(ai*)
	tomap(
		map(
			my_recruits, 
			id
		),
		map( 
			my_recruits, 'my_unit',
			sum(
				map(
					enemies, 'enemy_side',
					evaluate_defender_against_opponents(
						ai,
						my_unit,
						create_side_unit_list(
							ai,
							enemy_side
						)
					)
				)
			)
		)
	);


# === 2 ===  now consider abilities and weapon specials  #

def abilities_weights()
	['skirmisher' -> 15, 'ambush' -> 10, 'nightstalk' -> 20, 'regenerates' -> 20, 'healing' -> 15, 'curing' -> 10, 'leadership' -> 20, 'illumination' -> 15, 'teleport' -> 10, 'steadfast' -> 15 ];

def weapon_specials_weights()
	[ 'backstab' -> 20 ,'slow' -> 10 ,'berserk' -> 20 ,'stones' -> 60 ,'plague' -> 10 ,'marksman' -> 30 ,'magical' -> 40 ,'charge' -> 30 ,'drains' -> 30,  'firststrike' -> 10, 'poison' -> 25 ];

def apply_abilities_weights( units_map )
	map( 
		units_map, 
		value +
		(
			value * 
			max(
				map(
					get_unit_type( key ).abilities, 'ability',
					abilities_weights()[ability]
				)
			)
		) / 100
	);

def apply_weapon_specials_weights( units_map )
	map(
		units_map, 
		value +
		(
			value *
			max(
				map(
					get_unit_type( key ).attacks, 'attack',
					vars.weapon_specials[attack.special]
				)
			)
		) / 100
	);

# since undead units don't get random traits and are balanced with that, we need to lower their evaluation a bit to match fairly the living units #

def undead_malus( units_map )
	map( 
		units_map, 
		if(
			get_unit_type(key).undead,
			( value * 90 ) / 100,
			value 
		)
	);

# === 3 ===  pit 1 and 2 together  #

def evaluate_attackers(ai*)
	change_numbers_to_percents(
		apply_abilities_weights(
			apply_weapon_specials_weights(
				undead_malus( 
					make_positive_only(
						evaluate_my_recruits_as_attackers( ai )	
					)
				)
			)
		)
	);

def evaluate_defenders(ai*)
	map(
		map(
			change_numbers_to_percents(
				apply_abilities_weights(
					apply_weapon_specials_weights(
						undead_malus( 
							make_positive_only(
								evaluate_my_recruits_as_defenders( ai )	
							)
						)
					)
				)
			),
			value / 3
		), 
		value +
		map(
			change_numbers_to_percents(
				units_hp_map(
					ai,
					my_recruits
				)
			),
		value * 2 / 3
		)[key]
	);

	#=========== we have evaluation of game state and units, time to combine them: ==========#
		#=========	recruitment_list_builder	=========#

def rlb_apply_eval(eval, attackers_map, defenders_map, offset)
	map(
		sumarize_maps_values(
			map(
				attackers_map, 
				value * (eval+offset)
			),
			map(
				defenders_map,
				value * ( (100 - eval) - offset )
			)
		),
		value / 100
	);

def rlb_remove_lowest( input_map, percent)
	filter(
		input_map, 
		value > 
		(
			(
				percent * sumarize_values(input_map)
			) / 100
		)
	);

def rlb_first_step(eval, attackers_map, defenders_map, offset)
	rlb_remove_lowest(
		rlb_apply_eval(
			eval,
			attackers_map,
			defenders_map,
			offset
		),
		10
	);

def recruitment_list_builder(eval, attackers_map, defenders_map)
	map(
		rlb_first_step(
			eval,
			attackers_map,
			defenders_map,
			40
		),
		(
			(
				value * 100
			) / 
			sumarize_values(
				rlb_first_step(
					eval,
					attackers_map,
					defenders_map,
					40
				)
			)
		)
	);

		# ========== choose the unit to recruit now ========= #

def unit_chooser(ai*,unit_map) 
	choose(
		keys(unit_map), 'unit_type',
		unit_map[unit_type] - 
		(
			(
				100 * 
				size(
					filter(
						my_units, 
						type = unit_type
					)
				)
			) / 
			size(my_units)
		)
	);

def unit_map_cost_filter(ai*, unit_map)
	filter( unit_map,
		get_unit_type(key).cost < my_side.gold
	);

		# ==========	Main formula section 	========== #

def initialize_weapon_specials_map(ai*)
	if(vars.weapon_specials_init != turn,
		[
			set_var('weapon_specials_init', turn),
			set_var('weapon_specials',
				map(
					weapon_specials_weights(),
					if( key = 'magical',
						units_average_defense(ai, enemy_units, 10),
						if( key = 'marksman',
							units_average_defense(ai, enemy_units, 10) - 10,
							value
						)
					)
				)
			)
		],
		[]
	);

def create_recruits_map(ai*)
	if(vars.recruits_map_creator != turn,
		[
			set_var('recruits_map_creator', turn ),
			set_var('recruits_map',
				debug_print('final unit evaluation: ', recruitment_list_builder(
					debug_print('current AI evaluation (0-100): ', eval(ai)),
					debug_print('attackers evaluation: ',evaluate_attackers(ai)),
					debug_print('defenders evaluation: ',evaluate_defenders(ai))
				))
			)
		],
		[]
	);

def castle_space(ai*)
	filter( map( castle_locs( my_leader.loc ), 'location', if( unit_at( location ), 1, 0 ) ), self = 0  ).size;

if(vars.turn_initialized = turn,
		if( my_leader.loc = nearest_keep( my_leader.loc ),
			if( 
				get_unit_type(
					choose(
						vars.recruits_map,
						-get_unit_type(key).cost
					).key
				).cost <
				my_side.gold,
				if( castle_space(self),
					recruit(debug_print(
						unit_chooser(
							self,
							unit_map_cost_filter(
								self,
								vars.recruits_map
							)
						)
					)),
					fallback()
				),
				fallback() 
			),
			if( my_leader.movement_left > 0,
				move( my_leader.loc, nearest_keep( my_leader.loc ) ),
				fallback()
			)
		),
	[set_var(debug_print('turn_initialized'), turn)] +
	initialize_weapon_specials_map(self) +
	create_recruits_map(self)
)

faiend
"
			[/team_formula]
		[/ai]
		[ai]
			villages_per_scout="8"
		[/ai]
	[/side]
[/replay_start]
[statistics]
	mid_scenario="yes"
	[scenario]
		scenario="2p - Weldyn Channel"
		[team]
			[recruits]
				Dwarvish Guardsman="2"
				Dwarvish Thunderer="3"
				Dwarvish Ulfserker="1"
				Gryphon Rider="2"
				Poacher="1"
				Thief="1"
			[/recruits]
			[recalls]
			[/recalls]
			[advances]
			[/advances]
			[deaths]
				Dwarvish Thunderer="3"
				Dwarvish Ulfserker="1"
				Gryphon Rider="2"
				Thief="1"
				Trapper="1"
			[/deaths]
			[killed]
				Drake Burner="1"
				Drake Clasher="1"
				Drake Fighter="2"
				Saurian Augur="1"
				Saurian Skirmisher="1"
			[/killed]
			[attacks]
				[sequence]
					s1110="1"
					_num="40"
				[/sequence]
				[sequence]
					s1="1"
					_num="50"
				[/sequence]
				[sequence]
					s0="1"
					s00="2"
					s01="1"
					s010="2"
					s0111="1"
					s1="5"
					s1011="1"
					_num="60"
				[/sequence]
				[sequence]
					s0="2"
					s001="1"
					s0011="1"
					s010="1"
					s0111="1"
					s1="2"
					s111="2"
					_num="70"
				[/sequence]
			[/attacks]
			[defends]
				[sequence]
					s="2"
					_num="0"
				[/sequence]
				[sequence]
					s0="1"
					_num="40"
				[/sequence]
				[sequence]
					s01="1"
					_num="50"
				[/sequence]
				[sequence]
					s0="1"
					s0110="1"
					s1="2"
					s10="2"
					s100="1"
					s1000="1"
					s11="1"
					_num="60"
				[/sequence]
				[sequence]
					s1="3"
					s10="2"
					s11="1"
					s110111="1"
					_num="70"
				[/sequence]
			[/defends]
			recruit_cost="183"
			recall_cost="0"
			damage_inflicted="369"
			damage_taken="343"
			expected_damage_inflicted="409359"
			expected_damage_taken="321052"
			turn_damage_inflicted="62"
			turn_damage_taken="55"
			turn_expected_damage_inflicted="97883"
			turn_expected_damage_taken="49043"
			save_id="Rommel1"
		[/team]
		[team]
			[recruits]
				Drake Burner="1"
				Drake Clasher="1"
				Drake Fighter="8"
				Saurian Augur="1"
				Saurian Skirmisher="3"
			[/recruits]
			[recalls]
			[/recalls]
			[advances]
			[/advances]
			[deaths]
				Drake Burner="1"
				Drake Clasher="1"
				Drake Fighter="2"
				Saurian Augur="1"
				Saurian Skirmisher="1"
			[/deaths]
			[killed]
				Dwarvish Thunderer="3"
				Dwarvish Ulfserker="1"
				Gryphon Rider="2"
				Thief="1"
				Trapper="1"
			[/killed]
			[attacks]
				[sequence]
					s0001="1"
					s01="2"
					s0101="1"
					s1010="1"
					s11="1"
					_num="40"
				[/sequence]
				[sequence]
					s000="1"
					s001="1"
					s011="1"
					_num="50"
				[/sequence]
				[sequence]
					s111111="1"
					_num="60"
				[/sequence]
				[sequence]
					s0011="1"
					s01="1"
					s010="1"
					s101="2"
					s110="1"
					s1100="1"
					s1101="2"
					s1110="1"
					_num="70"
				[/sequence]
			[/attacks]
			[defends]
				[sequence]
					s="3"
					_num="0"
				[/sequence]
				[sequence]
					s0="1"
					s0011="1"
					s01="2"
					s11="1"
					_num="40"
				[/sequence]
				[sequence]
					s="2"
					s00="1"
					s000="2"
					s011="1"
					s10="1"
					_num="50"
				[/sequence]
				[sequence]
					s0="1"
					s101="1"
					s11="1"
					_num="60"
				[/sequence]
				[sequence]
					s="1"
					s01="1"
					s011="1"
					s1011="1"
					s110="1"
					s111="2"
					_num="70"
				[/sequence]
			[/defends]
			recruit_cost="237"
			recall_cost="0"
			damage_inflicted="343"
			damage_taken="369"
			expected_damage_inflicted="321052"
			expected_damage_taken="409359"
			turn_damage_inflicted="35"
			turn_damage_taken="23"
			turn_expected_damage_inflicted="29424"
			turn_expected_damage_taken="34089"
			save_id="WIF_Luigit2"
		[/team]
	[/scenario]
[/statistics]
