# Changed by Nasenbaer - fixed few translation problems

[global]
packet_version=1

[Briefing Msg 1]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=2F9131>"
_"Thron speaks..."
"</p><p line-spacing=3 font-size=12><br>"
_"It's been months and we are still hiding where the forests are old and dark. My warriors hunt at day and lay awake at night - listening to the sounds of the cruel slaughter echoing from afar amongst the ancient trees."
"</p></rt>""
window_title=_ The Story begins...
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=1
button_00_name=_ OK
button_00_has_trigger=false

[Briefing Msg 2]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p line-spacing=3 font-size=12>"
_"We can see the raging flames that swallow Al'thunran, miles away, from here. The red lights flash in the darkness and dance to the rhythm of the wardrums that haunt me even in my nightmares."
"</p></rt>""
window_title=_ The Story begins...
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=1
button_00_name=_ OK
button_00_has_trigger=false

[Briefing Msg 3]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p line-spacing=3 font-size=12>"
_"My father's bones lay peacefully in the grounds he cleared from the senseless bloodspilling that has once risen among us.<br>Boldreth, my loyal companion and friend is a source of peace and comfort to me in these dark times. He keeps my spirits high and those of my warriors awake, not to let greed or despair destroy our bonds as well"
"</p></rt>""
window_title=_ The Story begins...
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=1
button_00_name=_ OK
button_00_has_trigger=false

[Briefing Msg 4]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p line-spacing=3 font-size=12>"
_"As father told me, there will be times to fight and times to lay and wait, trying not to sleep or die before the right time comes. And so I do... wait."
"</p></rt>""
window_title=_ The Story begins...
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=1
button_00_name=_ OK
button_00_has_trigger=false

[Disable Building 01]
type=allow_building
state=init
version=1
player=1
building=axefactory
allow=false

[Disable Building 02]
type=allow_building
state=init
version=1
player=1
building=bakery
allow=false

[Disable Building 03]
type=allow_building
state=init
version=1
player=1
building=barrier
allow=false

[Disable Building 04]
type=allow_building
state=init
version=1
player=1
building=battlearena
allow=false

[Disable Building 05]
type=allow_building
state=init
version=1
player=1
building=big_inn
allow=false

[Disable Building 06]
type=allow_building
state=init
version=1
player=1
building=brewery
allow=false

[Disable Building 07]
type=allow_building
state=init
version=1
player=1
building=burner
allow=false

[Disable Building 08]
type=allow_building
state=init
version=1
player=1
building=citadel
allow=false

[Disable Building 09]
type=allow_building
state=init
version=1
player=1
building=coalmine
allow=false

[Disable Building 10]
type=allow_building
state=init
version=1
player=1
building=deep_coalmine
allow=false

[Disable Building 11]
type=allow_building
state=init
version=1
player=1
building=deep_goldmine
allow=false

[Disable Building 12]
type=allow_building
state=init
version=1
player=1
building=deep_oremine
allow=false

[Disable Building 13]
type=allow_building
state=init
version=1
player=1
building=deeper_coalmine
allow=false

[Disable Building 14]
type=allow_building
state=init
version=1
player=1
building=deeper_goldmine
allow=false

[Disable Building 15]
type=allow_building
state=init
version=1
player=1
building=deeper_oremine
allow=false

[Disable Building 16]
type=allow_building
state=init
version=1
player=1
building=donjon
allow=false

[Disable Building 17]
type=allow_building
state=init
version=1
player=1
building=farm
allow=false

[Disable Building 18]
type=allow_building
state=init
version=1
player=1
building=fernery
allow=false

[Disable Building 19]
type=allow_building
state=init
version=1
player=1
building=fisher
allow=false

[Disable Building 20]
type=allow_building
state=init
version=1
player=1
building=fortress
allow=false

[Disable Building 21]
type=allow_building
state=init
version=1
player=1
building=gamekeeper
allow=false

[Disable Building 22]
type=allow_building
state=init
version=1
player=1
building=goldmine
allow=false

[Disable Building 23]
type=allow_building
state=init
version=1
player=1
building=granitemine
allow=false

[Disable Building 24]
type=allow_building
state=init
version=1
player=1
building=hardener
allow=false

[Disable Building 25]
type=allow_building
state=init
version=1
player=1
building=helmsmith
allow=false

[Disable Building 26]
type=allow_building
state=init
version=1
player=1
building=hunter
allow=false

[Disable Building 27]
type=allow_building
state=init
version=1
player=1
building=inn
allow=false

[Disable Building 28]
type=allow_building
state=init
version=1
player=1
building=metalworks
allow=false

[Disable Building 29]
type=allow_building
state=init
version=1
player=1
building=micro-brewery
allow=false

[Disable Building 30]
type=allow_building
state=init
version=1
player=1
building=oremine
allow=false

[Disable Building 31]
type=allow_building
state=init
version=1
player=1
building=weaving-mill
allow=false

[Disable Building 32]
type=allow_building
state=init
version=1
player=1
building=sentry
allow=false

[Disable Building 33]
type=allow_building
state=init
version=1
player=1
building=smelting_works
allow=false

[Disable Building 34]
type=allow_building
state=init
version=1
player=1
building=stonegrinder
allow=false

[Disable Building 35]
type=allow_building
state=init
version=1
player=1
building=stronghold
allow=false

[Disable Building 36]
type=allow_building
state=init
version=1
player=1
building=tavern
allow=false

[Disable Building 37]
type=allow_building
state=init
version=1
player=1
building=trainingscamp
allow=false

[Disable Building 38]
type=allow_building
state=init
version=1
player=1
building=warehouse
allow=false

[Disable Building 39]
type=allow_building
state=init
version=1
player=1
building=warmill
allow=false

[Disable Building 40]
type=allow_building
state=init
version=1
player=1
building=well
allow=false

[Disable Building 41]
type=allow_building
state=init
version=1
player=1
building=ranger
allow=false

[Disable Building 42]
type=allow_building
state=init
version=1
player=1
building=quarry
allow=false

[Enable Ranger]
type=allow_building
state=init
version=1
player=1
building=ranger
allow=true

[Enable Quarry]
type=allow_building
state=init
version=1
player=1
building=quarry
allow=true

[Goto Al'thunran]
type=move_view
state=init
version=1
point_x=53
point_y=43

[Goto Grave]
type=move_view
state=init
version=1
point_x=25
point_y=22

[Goto Home]
type=move_view
state=init
version=1
point_x=12
point_y=10

[Order Msg 1]
type=message_box
state=init
version=1
text=_ ""<rt image=map:khantrukh.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=8080FF>"
_"An old man approaches you..."
"</p><p line-spacing=3 font-size=12><br>"
_" "Hail, chieftain. I am Khantrukh and have seen many winters pass. Please allow me to aid you with my council through these darkened days." "
"</p></rt>""
window_title=_ Advisor
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=false

[Order Msg 2]
type=message_box
state=init
version=1
text=_ ""<rt image=map:khantrukh.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=8080FF>"
_"Khantrukh continues..."
"</p><p line-spacing=3 font-size=12><br>"
_" "None but the gods know how long we have to remain hidden here. The warriors hope we may march back gloriously any day now, but I strongly doubt that will happen soon. And the days are already getting shorter and colder...<br>We should prepare, in case we have to face the winter in these harsh lands. I believe to the east of our campside are a few places where we could raise some lumberjacks' huts."<br><br>--NEW OBJECTIVES--<br>- press SPACE to see where you can build. The red spots show you, where a small building - like a Lumberjack - may be built.<br>- built a Lumberjack at the red spot directly right of your headquarters by clicking at it and selecting a Lumberjack."
"</p></rt>""
window_title=_ Advisor
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=false

[Order Msg 3]
type=message_box
state=init
version=1
text=_ ""<rt image=map:khantrukh.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=8080FF>"
_"The elder remarks..."
"</p><p line-spacing=3 font-size=12><br>"
_" "Obviously, it would be too draining for our people to walk all the way to the Lumberjack through the wilderness. We will have to make a path between our hall and the Lumberjack. It's not a hard guess that the men would appreciate a possibly short and even way - the wood surely will be heavy enough."<br><br>--NEW OBJECTIVES--<br>- Build a road between your headquarters and the Lumberjack. You do so by clicking the flag of either building and then the road-button. Around the flag should appear symbols, showing how steep the way in this direction would be. The steepier the way, the harder it will be for your people to walk on it. When you click such a symbol, you build a part of the road and must choose the next direction then. Build a road between the flags in front of the two buildings. Try to keep it short and even."
"</p></rt>""
window_title=_ Advisor
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=true
button_00_trigger=Order3

[Order Msg 4]
type=message_box
state=init
version=1
text=_ ""<rt image=map:khantrukh.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=8080FF>"
_"Khantrukh speaks..."
"</p><p line-spacing=3 font-size=12><br>"
_" "There is an old saying: 'A burden divided is easier to endure.' A crossroad on the way between our site and the lumberjack would ease the work of our carriers."<br><br>--NEW OBJECTIVES--<br>- There is a flag symbol in the mid of the way you just built. By clicking it and, in the consecutively opening menu, clicking the flag-button, you place a flag there, thus splitting the work of carrying the wood between two carriers. When much wares are being transported between two points, additional flags in between make them get faster to their destination, thus improving your infrastructure. Place a flag in the mid of the road."
"</p></rt>""
window_title=_ Advisor
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=false

[Order Msg 5]
type=message_box
state=init
version=1
text=_ ""<rt image=map:khantrukh.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=8080FF>"
_"The old man looks to the sky..."
"</p><p line-spacing=3 font-size=12><br>"
_" "The northern winds tell us, the coming winter will be a long and cruel one. One Lumberjack will not be enough to still the needs of our people. More trees await our axes south of our new crossroads - let us raise a second Lumberjack there!"<br><br>--NEW OBJECTIVES--<br>- Place a Lumberjack directly south of the flag you are about to place on the road. Connect said flag with the new Lumberjack afterwards. Note that, instead of building a road step by step, you may also directly click at the destination to build the entire road at once."
"</p></rt>""
window_title=_ Advisor
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=true
button_00_trigger=Order5

[Order Msg 6]
type=message_box
state=init
version=1
text=_ ""<rt image=map:khantrukh.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=8080FF>"
_"Khantrukh nods..."
"</p><p line-spacing=3 font-size=12><br>"
_" "Of course, if we intended to build a bigger settlement much more Lumberjacks would be advisable, but this should do for now.<br>But never forget - these forests are our legacy, entrusted to us by our ancestors. We must always respect and nourish them. What we take, we must give again.<br>So, in order to replace the trees we chop down, we should build a Ranger's hut, preferably close to the Lumberjack."<br><br>--NEW OBJECTIVES--<br>- Build a Ranger's Hut to the east of the first Lumberjack."
"</p></rt>""
window_title=_ Advisor
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=false

[Order Msg 7]
type=message_box
state=init
version=1
text=_ ""<rt image=map:khantrukh.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=8080FF>"
_"The elder speaks..."
"</p><p line-spacing=3 font-size=12><br>"
_" "I am well aware, chieftain, that neither you nor your warriors have the desire to stay in this forsaken place for long. But even so, our war to conquer back our home might take a long time and it would seem wise to make preparations. I would advise that we store stones for the future - who knows what fortifications we might be forced to build very soon? And - like a gift of destiny - there are indeed great rocks just nearby..."<br><br>--NEW OBJECTIVES--<br>- Build two Quarries south-west of your headquarters."
"</p></rt>""
window_title=_ Advisor
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=true
button_00_trigger=Order7

[Show Al'thunran]
type=unhide_area
state=init
version=1
point_x=51
point_y=46
area=14
player=1

[Show Grave]
type=unhide_area
state=init
version=1
point_x=24
point_y=29
area=6
player=1

[Story Msg 1]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=2F9131>"
_"Thron speaks..."
"</p><p line-spacing=3 font-size=12><br>"
_"In another sleepless night I went up to the hill and gazed to the north. The fires are still burning, stilling their hunger upon my father's legacy.<br>They are a constant reminder why we had to hide here.<br>And a constant reminder why we must return in the end."
"</p></rt>""
window_title=_ In the night...
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=1
button_00_name=_ OK
button_00_has_trigger=false

[Story Msg 2]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=2F9131>"
_"Thron speaks..."
"</p><p image-align=left line-spacing=3 font-size=12><br>"
_"Once again I went up to my father's tomb, in a sacred grove at the feet of the great spire of Kal'mavrath. I just stood there and did not feel neither the hours pass nor the cold rain pouring down from a darkened sky...<br>Somehow it felt like farewell. For the first time I wondered what the future might hold for me..."
"</p></rt>""
window_title=_ At the grave
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=1
button_00_name=_ OK
button_00_has_trigger=false

[Story Msg 3]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=2F9131>"
_"Thron speaks..."
"</p><p line-spacing=3 font-size=12><br>"
_"Some time ago, Boldreth came to me. His advise was to move to some place closer home - to strike at the first sign of my brothers forces wavering.<br>But I look over the forests and I still see black smoke rising to the sky and I know - it is too early yet and what he hopes for will not happen any time soon. He might still be right, but I fear the bloodshed a too rash return would cause both on our and the other side..."
"</p></rt>""
window_title=_ The other day...
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=false

[Story Msg 4]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=2F9131>"
_"Thron speaks..."
"</p><p image-align=left line-spacing=3 font-size=12><br>"
_"Today, my warriors picked up an old man, wandering sick and wounded through the dark forest. We listened in horror when he told us of the atrocities taking place in Al'thunran.<br>I hereby renew my oath - I will stop this madness at any cost!"
"</p></rt>""
window_title=_ Another evening...
is_modal=true
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=false

[Unhide Objective 1]
type=unhide_objective
state=init
version=1
objective=Build Lumberjack 1
dounhide=true

[Unhide Objective 2]
type=unhide_objective
state=init
version=1
objective=Build Lumberjack 2
dounhide=true

[Unhide Objective 3]
type=unhide_objective
state=init
version=1
objective=Build Ranger
dounhide=true

[Unhide Objective 4]
type=unhide_objective
state=init
version=1
objective=Build Quarries
dounhide=true

[Mission Complete]
type=message_box
state=init
version=1
text=_ ""<rt image=map:chieftain.png image-align=left><p font-size=24 text-align=left font-face=FreeSerif font-weight=bold font-color=2F9131>"
_"Victory!"
"</p><p image-align=left line-spacing=3 font-size=12><br>"
_"Very well done, chieftain. We now have all we need to face the winter and may prepare ourselves for the battles ahead.<br><br>VICTORY!<br><br> You may continue if you wish. Otherwise, move on to the next mission."
"</p></rt>""
window_title=_ Mission Complete
is_modal=false
number_of_buttons=1
width=400
height=300
posx=-1
posy=-1
button_00_name=_ OK
button_00_has_trigger=false

