
//
//Storms - Pre-empt all other events
//

//Storm near town - shelter by the walls 
(Class=Guide AND Storm AND NearTerrain(Caravanserai)) OR (Class=Guide AND Storm AND NearTerrain(Outpost)) OR (Class=Guide AND Storm AND NearTerrain(Town)) OR (Class=Guide AND Storm AND NearTerrain(Citadel))
"The storm is almost upon us, but the gates of the town have already closed for the night. We may still shelter outside the walls more safely than anywhere else."
Spirit(-10%,Wayfare,D3)
RosterReduce(Horses,1%,Animals,D2)
RosterReduce(Camels,1%,Animals,D2)
RosterReduce(Oxen,2%,Animals,D2)
RosterReduce(Sheep,2%,Animals,D2)
RosterReduce(Goats,2%,Animals,D2)
RosterReduce(Wool,2%,Trade,D2)
RosterReduce(Silk,2%,Trade,D2)
RosterReduce(Spices,2%,Trade,D2)
RosterReduce(Provisions,4%,Trade,D2)
Night
#end

//Desert sandstorm 
//Silver is never at risk, but all other trade goods are at risk
//The risk to livestock is high, except for camels who just lay down in a sandstorm and put up with it

(Class=Merchant AND Storm AND Inv(Oxen)>1 AND NearTerrain(Desert))
"Let us upend the wagons and use them to shelter both our goods and ourselves from this terrible sandstorm."
Spirit(-15%,Trade,D4)
RosterReduce(Horses,3%,Animals,D6)
RosterReduce(Oxen,4%,Animals,D6)
RosterReduce(Sheep,5%,Animals,D6)
RosterReduce(Goats,5%,Animals,D6)
RosterReduce(Wool,2%,Trade,D3)
RosterReduce(Silk,2%,Trade,D3)
RosterReduce(Spices,2%,Trade,D3)
RosterReduce(Provisions,5%,Trade,D3)
Night
#end

(Class=Merchant AND Storm AND Inv(Oxen)=0 AND GoodsWeight>20 AND NearTerrain(Desert))
"The sand is too soft for us to peg down canvas - let us stack up our goods and protect it as best we can."
Spirit(-25%,Trade,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,3%,Trade,D6)
RosterReduce(Silk,3%,Trade,D6)
RosterReduce(Spices,3%,Trade,D6)
RosterReduce(Provisions,7%,Trade,D6)
Night
#end

(Class=Soldier AND Storm AND Inv(Oxen)>1 AND NearTerrain(Desert))
"Upend the wagons - we can use them to shelter ourselves and our goods from the raging desert winds."
Spirit(-15%,Battle,D4)
RosterReduce(Horses,3%,Animals,D6)
RosterReduce(Oxen,4%,Animals,D6)
RosterReduce(Sheep,5%,Animals,D6)
RosterReduce(Goats,5%,Animals,D6)
RosterReduce(Wool,2%,Trade,D3)
RosterReduce(Silk,2%,Trade,D3)
RosterReduce(Spices,2%,Trade,D3)
RosterReduce(Provisions,5%,Trade,D3)
Night
#end

(Wayfare>=5 AND Storm AND NearTerrain(Desert))
"We should protect our Provisions by burying them in the sand and building a pile of our goods upon it."
Spirit(-25%,Wayfare,D4)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,4%,Trade,D6)
RosterReduce(Silk,4%,Trade,D6)
RosterReduce(Spices,4%,Trade,D6)
RosterReduce(Provisions,2%,Wayfare,D4)
Night
#end

(Class=Drover AND Storm AND Inv(Camels)>0 AND NearTerrain(Desert))
"A sandstorm poses grave danger, but the camels make excellent shelter - have everyone pile themselves and the goods against the prostrate camels. We will endure."
Spirit(-10%,Animals,D4)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,3%,Trade,D4)
RosterReduce(Silk,3%,Trade,D4)
RosterReduce(Spices,3%,Trade,D4)
RosterReduce(Provisions,5%,Trade,D4)
Night
#end

(Animals>=3 AND Storm AND Inv(Camels)>0 AND NearTerrain(Desert))
"The camels know how to endure a sandstorm... let us huddle close to them."
Spirit(-10%,Animals,D4)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end

(Class=Guide AND Storm AND NearTerrain(Desert) AND Inv(Provisions)>Inv(Advisors,Guards))
"The Provisions are in grave danger - let us make whatever shelter we can to protect them."
Spirit(-25%,Wayfare,D4)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,4%,Wayfare,D4)
Night
#end

(Wayfare>=2 AND Storm AND NearTerrain(Desert) AND Inv(Provisions)>Inv(Advisors,Guards))
"We must protect the Provisions, they will be ruined by these treacherous sands!"
Spirit(-25%,Wayfare,D4)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,4%,Wayfare,D5)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Roman AND Storm AND NearTerrain(Desert) AND Inv(Provisions)>10)
"Even in the desert, Zeus is still the lord of all storms - let us propitiate him for our safety from this terrible dust storm."
Dec(Provisions,1)
Spirit(-5%,Rituals,D3)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,8%,Trade,D6)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Parthian AND Storm AND NearTerrain(Desert) AND Inv(Provisions)>10)
"The djinn are fighting in the deserts - it is unwise for us to remain yet we have nowhere to hide! Let us propitiate Marduk that he may protect us."
Dec(Provisions,1)
Spirit(-5%,Rituals,D3)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,8%,Trade,D6)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Kushan AND Storm AND NearTerrain(Desert) AND Inv(Provisions)>10)
"May the Kindly One guard us from this sandstorm! I will make the offerings to the Destroyer that he may protect us."
Dec(Provisions,1)
Spirit(-5%,Rituals,D3)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,8%,Trade,D6)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Han AND Storm AND NearTerrain(Desert) AND Inv(Provisions)>10) OR (Class=Ritegiver AND AdvisorCulture=Nomad AND Storm AND NearTerrain(Desert) AND Inv(Provisions)>10)
"The spirits of the desert are angry - let me make offerings that they may turn their rage elsewhere."
Dec(Provisions,1)
Spirit(-5%,Rituals,D3)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,8%,Trade,D6)
Night
#end


//Default Sandstorm comments
(AdvisorCulture=Roman AND Storm AND NearTerrain(Desert))
"Whatever gods protect this desert, they do not look kindly upon us!"
Spirit(-25%,Wayfare,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end

(AdvisorCulture=Kushan AND Storm AND NearTerrain(Desert))
"May the Kindly One protect us from this sandstorm!"
Spirit(-25%,Wayfare,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end

(AdvisorCulture=Parthian AND Storm AND NearTerrain(Desert))
"The wrath of the heavens is terrible enough without the sting of the sand!"
Spirit(-25%,Wayfare,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end

(AdvisorCulture=Han AND Storm AND NearTerrain(Desert))
"When you cannot see, you cannot travel..."
Spirit(-25%,Wayfare,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end

(AdvisorCulture=Nomad AND Storm AND NearTerrain(Desert))
"Terrible spirits are unleashed upon these dunes!"
Spirit(-25%,Wayfare,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end

//Reserve defaults for Sandstorms
(Storm AND NearTerrain(Desert))
"We should not have strayed into the desert!"
Spirit(-25%,Wayfare,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end

(Storm AND NearTerrain(Desert))
"These dunes are a terrible place to meet a storm!"
Spirit(-25%,Wayfare,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end

(Storm AND NearTerrain(Desert))
"Sandstorm! We must shelter however we can..."
Spirit(-25%,Wayfare,D5)
RosterReduce(Horses,5%,Animals,D6)
RosterReduce(Oxen,5%,Animals,D6)
RosterReduce(Sheep,7%,Animals,D6)
RosterReduce(Goats,7%,Animals,D6)
RosterReduce(Wool,5%,Trade,D6)
RosterReduce(Silk,5%,Trade,D6)
RosterReduce(Spices,5%,Trade,D6)
RosterReduce(Provisions,10%,Trade,D6)
Night
#end



//Thunderstorms
//Silver is never at risk, but all other trade goods are, as are the livestock
(Wayfare>=3 AND Storm AND NearTerrain(Trees)) OR (Wayfare>=4 AND Storm AND NearTerrain(Woods))
"It is unwise to shelter near the woods in a thunderstorm - we should set up camp away from the trees."
Spirit(-10%,Wayfare,D4)
RosterReduce(Horses,3%,Animals,D4)
RosterReduce(Camels,3%,Animals,D4)
RosterReduce(Oxen,3%,Animals,D4)
RosterReduce(Sheep,3%,Animals,D4)
RosterReduce(Goats,3%,Animals,D4)
RosterReduce(Wool,3%,Trade,D4)
RosterReduce(Silk,3%,Trade,D4)
RosterReduce(Spices,5%,Trade,D4)
RosterReduce(Provisions,9%,Trade,D4)
Night
#end

(Class=Drover AND Storm AND HerdSize>7)
"This storm is bad for the animals - let us build shelter for the herd to protect them from the worst of its ravages."
Spirit(-10%,Animals,D4)
RosterReduce(Horses,1%,Animals,D3)
RosterReduce(Camels,1%,Animals,D3)
RosterReduce(Oxen,1%,Animals,D3)
RosterReduce(Sheep,2%,Animals,D3)
RosterReduce(Goats,2%,Animals,D3)
RosterReduce(Wool,5%,Trade,D4)
RosterReduce(Silk,5%,Trade,D4)
RosterReduce(Spices,7%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(Class=Merchant AND Storm AND Inv(Oxen)>0 AND GoodsWeight>50)
"The winds will smash the wagons if we do not lash them down for the night! Please, help me with the ropes."
Spirit(-10%,Trade,D5)
RosterReduce(Horses,4%,Animals,D4)
RosterReduce(Camels,4%,Animals,D4)
RosterReduce(Oxen,4%,Animals,D4)
RosterReduce(Sheep,5%,Animals,D4)
RosterReduce(Goats,5%,Animals,D4)
RosterReduce(Wool,2%,Trade,D2)
RosterReduce(Silk,2%,Trade,D2)
RosterReduce(Spices,3%,Trade,D2)
RosterReduce(Provisions,3%,Trade,D2)
Night
#end

(Class=Merchant AND Storm AND Inv(Oxen)=0 AND GoodsWeight>20)
"The storm poses a grave risk to our caravan - let us lash down our cargo under canvas for the night. It is our best hope not to lose supplies and goods."
Spirit(-10%,Trade,D5)
RosterReduce(Horses,4%,Animals,D4)
RosterReduce(Camels,4%,Animals,D4)
RosterReduce(Sheep,5%,Animals,D4)
RosterReduce(Goats,5%,Animals,D4)
RosterReduce(Wool,2%,Trade,D3)
RosterReduce(Silk,2%,Trade,D3)
RosterReduce(Spices,3%,Trade,D3)
RosterReduce(Provisions,5%,Trade,D3)
Night
#end

(Class=Guide AND Storm AND Inv(Oxen)=0 AND Inv(Provisions)>20)
"We must protect our Provisions from the storm - let us stake them down under canvas, to save as much as we can."
Spirit(-10%,Trade,D5)
RosterReduce(Horses,4%,Animals,D4)
RosterReduce(Camels,4%,Animals,D4)
RosterReduce(Sheep,5%,Animals,D4)
RosterReduce(Goats,5%,Animals,D4)
RosterReduce(Wool,3%,Trade,D3)
RosterReduce(Silk,3%,Trade,D3)
RosterReduce(Spices,4%,Trade,D3)
RosterReduce(Provisions,3%,Wayfare,D2)
Night
#end

//Class Specific Storm responses
(Wayfare>=5 AND Storm AND NOT NearTerrain(Desert))
"There are always hollows to be found where we can shelter from the storm, but I'll need everyone's help to locate one before sunset."
Spirit(-5%,Wayfare,D5)
Reduce(Horses,2%,Wayfare,D4)
Reduce(Camels,2%,Wayfare,D4)
Reduce(Oxen,2%,Wayfare,D4)
Reduce(Sheep,2%,Wayfare,D4)
Reduce(Goats,2%,Wayfare,D4)
Reduce(Wool,2%,Wayfare,D4)
Reduce(Silk,2%,Wayfare,D4)
Reduce(Spices,4%,Wayfare,D4)
Reduce(Provisions,4%,Wayfare,D4)
Night
#end

(Class=Soldier AND Inv(Horses)>0 AND Storm)
"The storm disturbs the horses... our ride tomorrow will be tougher if we do not settle them."
Spirit(-5%,Animals,D4)
RosterReduce(Horses,2%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(Class=Soldier AND Inv(Horses)=0 AND Storm)
"We should stay on guard, in case our enemies take this distraction as an opportunity to attack."
Spirit(-15%,Battle,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(Class=Drover AND HerdSize>0 AND Storm)
"The animals are more afraid than we are - we should do what we can to calm them."
Spirit(-10%,Animals,D4)
RosterReduce(Horses,2%,Animals,D4)
RosterReduce(Camels,4%,Animals,D4)
RosterReduce(Sheep,5%,Animals,D4)
RosterReduce(Goats,5%,Animals,D4)
RosterReduce(Wool,15%,Trade,D4)
RosterReduce(Silk,15%,Trade,D4)
RosterReduce(Spices,21%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(Class=Drover AND HerdSize=0 AND Storm)
"Why did you bring me on this forsaken journey? We don't even have any animals!"
Spirit(-15%,Battle,D4)
RosterReduce(Wool,15%,Trade,D4)
RosterReduce(Silk,15%,Trade,D4)
RosterReduce(Spices,21%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

//Default Storm comments
(AdvisorCulture=Roman AND Storm)
"Have we offended Zeus, or is his wrath directed at some other unfortunates...?"
Spirit(-15%,Rituals,D4)
RosterReduce(Horses,8%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(AdvisorCulture=Kushan AND Storm)
"The fury of the heavens is upon us this night!"
Spirit(-15%,Rituals,D4)
RosterReduce(Horses,8%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(AdvisorCulture=Parthian AND Storm)
"Angra Mainyu's wrath is fearful to behold!"
Spirit(-15%,Rituals,D4)
RosterReduce(Horses,8%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(AdvisorCulture=Han AND Storm)
"If you survive a storm, you shall not be bothered by rain..."
Spirit(-5%,Rituals,D4)
RosterReduce(Horses,8%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(AdvisorCulture=Nomad AND Storm)
"Unquiet spirits rampage in the sky this night..."
Spirit(-15%,Rituals,D4)
RosterReduce(Horses,8%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

//Reserve Defaults for Storm
(Storm)
"Damn storms..."
Spirit(-15%,Rituals,D4)
RosterReduce(Horses,8%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(Storm)
"I hate storms..."
Spirit(-15%,Rituals,D4)
RosterReduce(Horses,8%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end

(Storm)
"Why does the weather always turn nasty at sunset...?"
Spirit(-15%,Rituals,D4)
RosterReduce(Horses,8%,Animals,D4)
RosterReduce(Camels,8%,Animals,D4)
RosterReduce(Sheep,10%,Animals,D4)
RosterReduce(Goats,10%,Animals,D4)
RosterReduce(Wool,10%,Trade,D4)
RosterReduce(Silk,10%,Trade,D4)
RosterReduce(Spices,14%,Trade,D4)
RosterReduce(Provisions,10%,Trade,D4)
Night
#end


//
// Camping at Settlements
//

//Troops
(Terrain(Outpost) AND Class=Soldier AND Inv(Guards)>10 AND TownRep>=100) OR (Terrain(Citadel) AND Class=Soldier AND Inv(Guards)>10 AND TownRep>=100)
"We are trusted here, and if we loan our Guards to the watch we will be welcomed for the night."
NightFed
#end

(Terrain(Outpost) AND Class=Soldier AND Inv(Guards)>10 AND TownRep<100) OR (Terrain(Citadel) AND Class=Soldier AND Inv(Guards)>10 AND TownRep<100)
"Our troop will not be welcome here, we should camp outside tonight."
Spirit(-3%,Battle,D3)
Night
#end

(Terrain(Outpost) AND Inv(Guards)>10 AND TownRep>=100) OR (Terrain(Citadel) AND Inv(Guards)>10 AND TownRep>=100)
"Even though we are known here, we have too many Guards not to make our own camp outside the walls."
Night
#end

(Terrain(Outpost) AND Inv(Guards)>10 AND TownRep<100)
"We should make our own camp away from this fortress."
Night
#end

(Terrain(Citadel) AND Inv(Guards)>10 AND TownRep<100)
"We are not well known here, and should make our own camp somewhere away from the Citadel."
Night
#end

(Terrain(Outpost) AND Inv(Guards)>10) OR (Terrain(Citadel) AND Inv(Guards)>10)
"We had best make our own camp nearby...."
Night
#end

(Terrain(Outpost) AND Inv(Guards)>10) OR (Terrain(Citadel) AND Inv(Guards)>10)
"Before they close the gates for the night, we should set off for a place to camp nearby."
Night
#end

(Terrain(Outpost) AND Inv(Guards)>10) OR (Terrain(Citadel) AND Inv(Guards)>10)
"I would feel safer making our own camp nearby."
Night
#end


/Fortress: Small company
(Terrain(Outpost) AND Class=Soldier AND Inv(Guards)<=10 AND TownRep>=100)
"We will be welcomed here, especially if we add our Guards to the watch."
NightFed
#end

(Terrain(Outpost) AND Class=Soldier AND Inv(Guards)<=10 AND TownRep>=0)
"We should be safe at this fortress tonight."
Night
#end

(Terrain(Outpost) AND Class=Soldier AND Inv(Guards)<=10 AND TownRep<0)
"We are not safe here... we should camp somewhere outside the fortress."
Spirit(-3%,Battle,D3)
Night
#end

(Terrain(Outpost) AND Inv(Guards)<=10 AND TownRep>=100)
"We are well known here, and they will welcome us for the night."
NightFed
#end

(Terrain(Outpost) AND Inv(Guards)<=10 AND TownRep>=0)
"This fortress should be a safe enough place to stay tonight."
Night
#end

(Terrain(Outpost) AND Inv(Guards)<=10 AND TownRep<0)
"They do not trust us here... we should make our own camp away from this fortress."
Night
#end


//Guide in Town
(Terrain(Town) AND Class=Guide AND NearTerrain(Water) AND TownRep>=100 AND Inv(Guards)<=10)
"The fisherman here will shelter us if we help with tonight's catch."
NightFed
#end

(Terrain(Town) AND Class=Guide AND NearTerrain(Forest) AND TownRep>=100 AND Inv(Guards)<=10)
"The evening hunt will welcome our help, and in return we can share the meat."
NightFed
#end

(Terrain(Town) AND Class=Guide AND NearTerrain(Grassland) AND TownRep>=100 AND Inv(Guards)<=10)
"If I offer to hunt vermin around the grain bins, the farmers here will feed us in return."
NightFed
#end


//Drover in Town
(Terrain(Town) AND Class=Drover AND OtherInv(Sheep,Goats,Oxen) AND TownRep>=100 AND Inv(Guards)<=10)
"If we help guard the livestock, they will be sure to welcome our company."
NightFed
#end


//Ritegiver
(Terrain(Town) AND Class=Ritegiver AND Inv(Guards)<=10 AND AdvisorCulture=Roman AND TownCulture=Roman) OR (Terrain(Citadel) AND Class=Ritegiver AND Inv(Guards)<=10 AND AdvisorCulture=Roman AND TownCulture=Roman)
"I know the domestic rites of the citizens here - we can claim alms for the night."
NightFed
#end

(Terrain(Town) AND Class=Ritegiver AND Inv(Guards)<=10 AND AdvisorCulture=Parthian AND TownCulture=Parthian) OR (Terrain(Citadel) AND Class=Ritegiver AND Inv(Guards)<=10 AND AdvisorCulture=Parthian AND TownCulture=Parthian)
"I can find followers of the prophet here who will welcome us for the night."
NightFed
#end

(Terrain(Town) AND Class=Ritegiver AND Inv(Guards)<=10 AND AdvisorCulture=Kushan AND TownCulture=Kushan) OR (Terrain(Citadel) AND Class=Ritegiver AND Inv(Guards)<=10 AND AdvisorCulture=Kushan AND TownCulture=Kushan)
"The people here will share their food if I perform rites for them."
NightFed
#end

(Terrain(Town) AND Class=Ritegiver AND Inv(Guards)<=10 AND AdvisorCulture=Han AND TownCulture=Han)
"If I help honour the ancestors of the townsfolk, we will be welcomed here this night."
NightFed
#end

(Terrain(Town) AND Class=Ritegiver AND Inv(Guards)<=10 AND AdvisorCulture=Nomad AND TownCulture=Nomad)
"If I help perform the clan rites, they will let us join them around the fire tonight."
NightFed
#end


//Citadels
(Terrain(Citadel) AND Inv(Guards)<=10 AND AdvisorCulture=Roman AND TownCulture=Roman)
"I have kinfolk here who will gladly shelter us for the night."
NightFed
#end

(Terrain(Citadel) AND Inv(Guards)<=10 AND AdvisorCulture=Parthian AND TownCulture=Parthian)
"I have family here who will welcome us as guests."
NightFed
#end

(Terrain(Citadel) AND Inv(Guards)<=10 AND AdvisorCulture=Kushan AND TownCulture=Kushan)
"I share blood with someone who lives near here - they should take us for the night."
NightFed
#end

(Terrain(Citadel) AND Inv(Guards)<=10 AND AdvisorCulture=Han AND TownCulture=Han)
"We can rely upon the hospitality of my relatives here to take care of us."
NightFed
#end


//Towns
(Terrain(Town) AND TownRep>=100 AND Inv(Guards)<=10 AND AdvisorCulture=Roman)
"The people here are friendly enough - we should be able to find a household who will take us in for the night."
NightFed
#end

(Terrain(Town) AND TownRep>=100 AND Inv(Guards)<=10 AND AdvisorCulture=Parthian)
"We can be taken as guests here, the people are keen to welcome us."
NightFed
#end

(Terrain(Town) AND TownRep>=100 AND Inv(Guards)<=10 AND AdvisorCulture=Kushan)
"While we are among friends, we can find somewhere to welcome us for the night."
NightFed
#end

(Terrain(Town) AND TownRep>=100 AND Inv(Guards)<=10 AND AdvisorCulture=Han)
"Among friends, we can ask for hospitality."
NightFed
#end


//Caravanserai
(Terrain(Caravanserai) AND Class=Guide AND TownRep>=0)
"Everyone shares their food at the Caravanserai."
RosterReduce(Provisions,2%,Wayfare,D2)
NightFed
#end

(Terrain(Caravanserai) AND TownRep>=0)
"They will share our food with us, if we share ours with them."
RosterReduce(Provisions,2%,Wayfare,D3)
NightFed
#end

(Terrain(Caravanserai) AND TownRep<0)
"The people here are suspicious of us... we should not join the meal tonight."
Night
#end


//Han and Nomad
(Terrain(Town) AND Inv(Guards)<=10 AND TownRep>=0 AND AdvisorCulture=Han AND TownCulture=Han) OR (Terrain(Town) AND Inv(Guards)<=10 AND AdvisorCulture=Nomad AND TownCulture=Nomad) OR (Terrain(Citadel) AND Inv(Guards)<=10 AND TownRep>=0 AND AdvisorCulture=Han AND TownCulture=Han) OR (Terrain(Citadel) AND AdvisorCulture=Nomad AND TownCulture=Nomad)
"This clan and I are on good terms, they will feast with us tonight."
NightFed
#end

(Terrain(Town) AND TownRep<0 AND Inv(Guards)<=10 AND AdvisorCulture=Nomad AND TownCulture=Nomad) OR (Terrain(Citadel) AND TownRep<0 AND Inv(Guards)<=10 AND AdvisorCulture=Nomad AND TownCulture=Nomad)
"We should not be attacked if we camp near here tonight."
Night
#end

(Terrain(Town) AND Class=Soldier AND TownRep<0 AND Inv(Guards)<=10 AND AdvisorCulture=Nomad AND TownCulture=Nomad) OR (Terrain(Citadel) AND Class=Soldier AND TownRep<0 AND Inv(Guards)<=10 AND AdvisorCulture=Nomad AND TownCulture=Nomad)
"We are in danger here - let us camp half a league from town, at least."
Night
#end

(Terrain>10 AND TownRep<0 AND Inv(Guards)<=10 AND AdvisorCulture=Nomad AND TownCulture=Nomad)
"They eye us with suspicion - we should leave before nightfall to avoid bloodshed."
Night
#end


//Defaults for Camping in Settlements 
(Terrain(Town) AND AdvisorCulture=Roman) OR (Terrain(Citadel) AND AdvisorCulture=Roman)
"It is best to camp afar when you do not know if you can trust the townsfolk..."
Night
#end

(Terrain(Town) AND AdvisorCulture=Parthian) OR (Terrain(Citadel) AND AdvisorCulture=Parthian)
"We should not stay here tonight, but camp nearby instead."
Night
#end

(Terrain(Town) AND AdvisorCulture=Kushan) OR (Terrain(Citadel) AND AdvisorCulture=Kushan)
"There will be a few safe places to camp near here."
Night
#end

(Terrain(Town) AND AdvisorCulture=Han) OR (Terrain(Citadel) AND AdvisorCulture=Han)
"Night falls, but we do not know these people well enough to stay with them."
Night
#end

(Terrain(Town) AND AdvisorCulture=Nomad) OR (Terrain(Citadel) AND AdvisorCulture=Nomad)
"I prefer to sleep beneath the stars than under a stranger's roof."
Night
#end



//
//Camping - Priority Events
//These occur above Guard Desertion events
//

//Hunting

//Army in the Woods
(Class=Guide AND NearTerrain(Woods) AND Inv(Guards)>=400 AND CaravanSpirit(1.0,2.0))
"There will be much to eat within walking distance of our camp, let the troops forage for their own meals tonight."
Gain(Provisions,1120,Wayfare,D5)
Night
#end

(Class=Guide AND NearTerrain(Woods) AND Inv(Guards)>=400 AND CaravanSpirit(0.5,1.0))
"We can eat well here, but don't expect all the troops to have returned by dawn..."
Reduce(Guards,5%,Battle,D1)
Gain(Provisions,1120,Wayfare,D5)
Night
#end

(Class=Guide AND NearTerrain(Woods) AND Inv(Guards)>=200 AND Inv(Guards)<400)
"We can restock our supplies here by having the troops forage until sunset."
Gain(Provisions,840,Wayfare,D4)
Night
#end

(Class=Guide AND NearTerrain(Woods) AND Inv(Guards)>=100 AND Inv(Guards)<200)
"These are fertile lands, we can replenish our supplies by foraging here."
Gain(Provisions,560,Wayfare,D4)
Night
#end

(Class=Guide AND NearTerrain(Woods) AND Inv(Guards)>=50 AND Inv(Guards)<100)
"These woods have good hunting - order the troops to help me, and we can gain much more than a meal for the night."
Gain(Provisions,280,Wayfare,D4)
Night
#end

//Smaller Guards around Woods
(Class=Guide AND NearTerrain(Woods) AND Inv(Guards)>=20 AND Inv(Guards)<50)
"Give me one of the watches to hunt with and prepare the meat, and we will eat well this night."
Gain(Provisions,112,Wayfare,D5)
Night
#end

(Class=Guide AND NearTerrain(Woods) AND Inv(Guards)>=5 AND Inv(Guards)<20)
"If you will spare some Guards from first watch, I can lead a hunt in the woods around here - we will eat well tonight, and salt the leftover meat for the journey."
Gain(Provisions,28,Wayfare,D6)
Night
#end

//Two Guides in the Woods
(Class=Guide AND ClassCount(Guide)>1 AND NearTerrain(Woods))
"With the help of the other wayfarer it should be a great hunt tonight."
Gain(Provisions,24,Wayfare,D6)
Night
#end


//Army around the trees
(Class=Guide AND NearTerrain(Trees) AND Inv(Guards)>=400)
"We can forage for supplies here, but it may not be enough to fill every belly..."
Gain(Provisions,280,Wayfare,D6)
Night
#end

(Class=Guide AND NearTerrain(Trees) AND Inv(Guards)>=200 AND INV(Guards)<400)
"If you order the troops to follow my instructions, we could do reasonably well out of foraging here tonight..."
Gain(Provisions,210,Wayfare,D4)
Night
#end

(Class=Guide AND NearTerrain(Trees) AND Inv(Guards)>=100 AND INV(Guards)<200)
"I will gladly help the troops to forage for their meal tonight."
Gain(Provisions,140,Wayfare,D4)
Night
#end

(Class=Guide AND NearTerrain(Trees) AND Inv(Guards)>=50 AND INV(Guards)<100)
"We should take advantage of these fertile lands to have the troops forage for their meal tonight."
Gain(Provisions,70,Wayfare,D4)
Night
#end

//Smaller Guards around Trees
(Class=Guide AND NearTerrain(Trees) AND Inv(Guards)>=5 AND Inv(Guards)<50)
"I will gladly take to the hunt if you can spare Guards from our first watch..."
Gain(Provisions,18,Wayfare,D6)
Night
#end

//Two Guides in the Trees
(Class=Guide AND ClassCount(Guide)>1 AND NearTerrain(Trees))
"With a pair of experienced hunters, we have an excellent chance of tracking something worth eating here."
Gain(Provisions,15,Wayfare,D6)
Night
#end

//Guide
(Class=Guide AND NearTerrain(Woods) AND Inv(Guards)<5)
"May I take to the hunt, and perhaps catch something for our meal tonight?"
Gain(Provisions,14,Wayfare,D6)
Night
#end

(Class=Guide AND NearTerrain(Trees) AND Inv(Guards)<5)
"If we can wait a little longer to eat, I will gladly take to the hunt..."
Gain(Provisions,9,Wayfare,D6)
Night
#end

//Wayfare
(Wayfare>=3 AND NearTerrain(Woods))
"The woods around here offer good hunting grounds - let me see what I can catch for our meal."
Gain(Provisions,14,Wayfare,D6)
Night
#end

(Wayfare>=5 AND NearTerrain(Trees))
"There is animal spoor here - let me hunt, and I will find us something to eat for tonight."
Gain(Provisions,9,Wayfare,D6)
Night
#end



//Milking
(Animals>=3 AND Inv(Sheep,Goats)>=Inv(Advisors,Guards) AND NearTerrain(Grassland))
"There is good grazing land here - let us milk the herd for our meal tonight, and save the provisions."
NightFed
#end

(Animals>=3 AND Inv(Sheep,Goats)=1 AND Inv(Sheep,Goats)<Inv(Advisors,Guards) AND NearTerrain(Grassland))
"A single animal does not make much milk, but it is better than none!"
RosterGain(Provisions,1,Animals,D4)
Night
#end

(Animals>=3 AND Inv(Sheep,Goats)>1 AND Inv(Sheep,Goats)<7 AND Inv(Sheep,Goats)<Inv(Advisors,Guards) AND NearTerrain(Grassland))
"While the herd can graze, we should make good use of their milk for our meal tonight."
RosterGain(Provisions,4,Animals,D4)
Night
#end

(Animals>=3 AND Inv(Sheep,Goats)>=500 AND Inv(Sheep,Goats)<Inv(Advisors,Guards) AND NearTerrain(Grassland))
"Our herd is vast, but I will need a large detachment of Guards to get anywhere near enough milk and butter to feed everyone."
RosterGain(Provisions,640,Animals,D6)
Night
#end

(Animals>=3 AND Inv(Sheep,Goats)>=100 AND Inv(Sheep,Goats)<500 AND Inv(Sheep,Goats)<Inv(Advisors,Guards) AND NearTerrain(Grassland))
"We have a large herd, but I will need a detachment of Guards to get enough milk and butter to go around."
RosterGain(Provisions,128,Animals,D6)
Night
#end

(Animals>=3 AND Inv(Sheep,Goats)>=25 AND Inv(Sheep,Goats)<100 AND Inv(Sheep,Goats)<Inv(Advisors,Guards) AND NearTerrain(Grassland))
"Please form a detachment of the Guards to help with the milking and butter churning this night."
RosterGain(Provisions,48,Animals,D5)
Night
#end

(Animals>=3 AND Inv(Sheep,Goats)>=10 AND Inv(Sheep,Goats)<25 AND Inv(Sheep,Goats)<Inv(Advisors,Guards) AND NearTerrain(Grassland))
"If everyone lends a hand, we can get milk from the herd and churn butter for the road."
RosterGain(Provisions,16,Animals,D4)
Night
#end

(Animals>=3 AND Inv(Sheep,Goats)>=7 AND Inv(Sheep,Goats)<10 AND Inv(Sheep,Goats)<Inv(Advisors,Guards) AND NearTerrain(Grassland))
"Let us milk the herd and churn butter to take with us."
RosterGain(Provisions,8,Animals,D3)
Night
#end



//Fishing

//Two Guides Fishing
(Class=Guide AND ClassCount(Guide)>1 AND NearTerrain(Water) AND NOT NearTerrain(Desert))
"There's plenty of fish here, and with a pair of experienced wayfarers we should have a good catch tonight."
Gain(Provisions,18,Wayfare,D4)
Night
#end

//Water
(Class=Guide AND NearTerrain(Water) AND NOT NearTerrain(Desert) AND Inv(Guards)>20)
"There are many fish in these waters, but we'll never catch enough to feed everyone tonight..."
RosterGain(Provisions,15,Wayfare,D6)
Night
#end

(Class=Guide AND NearTerrain(Water) AND NOT NearTerrain(Desert) AND Inv(Guards)>5)
"There are fish here in good numbers... if you can spare some Guards from the first watch, we should be able to catch a good many this evening."
RosterGain(Provisions,15,Wayfare,D6)
Night
#end

(Class=Guide AND NearTerrain(Water) AND NOT NearTerrain(Desert))
"Let us eat later, to give us time to catch some fresh fish for our meal, and perhaps some to take with us too."
RosterGain(Provisions,7,Wayfare,D6)
Night
#end

(Wayfare>=3 AND NearTerrain(Water) AND NOT NearTerrain(Desert))
"This a fine place for fishing - may I see what I can catch?"
RosterGain(Provisions,7,Wayfare,D6)
Night
#end

//Shallows
(Class=Guide AND ClassCount(Guide)>1 AND NearTerrain(Shallows) AND NearTerrain(Mountain))
"There are freshwater crabs here we can eat, and with two wayfarers it should not take too long to find a good number."
RosterGain(Provisions,8,Wayfare,D6)
Night
#end

(Class=Guide AND NearTerrain(Shallows) AND NearTerrain(Mountain))
"These waters are home to freshwater crabs that make for good eating, although it will take time to search for them..."
RosterGain(Provisions,5,Wayfare,D6)
Night
#end

(Class=Guide AND NearTerrain(Shallows) AND NOT NearTerrain(Desert))
"There are not many fish in these shallow waters, but what there is I can catch, given time."
RosterGain(Provisions,3,Wayfare,D6)
Night
#end

(Wayfare>=5 AND NearTerrain(Shallows) AND NOT NearTerrain(Desert))
"Shallow waters still hide a few fish to be caught..."
RosterGain(Provisions,3,Wayfare,D6)
Night
#end


//Desert fishing
(Class=Guide AND NearTerrain(Water) AND NearTerrain(Desert))
"These desert waters are not a great place to fish, but I will gladly catch what I can."
RosterGain(Provisions,3,Wayfare,D7)
Night
#end

(Class=Guide AND NearTerrain(Shallows) AND NearTerrain(Desert))
"I doubt I can catch anything in these shallow desert waters, but I will be happy to try..."
RosterGain(Provisions,1,Wayfare,D8)
Night
#end

(Wayfare>=3 AND NearTerrain(Water) AND NearTerrain(Desert))
"There are few fish in these desert waters - shall I try to catch them?"
RosterGain(Provisions,3,Wayfare,D7)
Night
#end

(Wayfare>=5 AND NearTerrain(Shallows) AND NearTerrain(Desert))
"It would be a miracle if there was anything to eat in these shallow waters - but in the desert, anything we can eat will be welcome."
RosterGain(Provisions,1,Wayfare,D8)
Night
#end



//Slaughter animals for food
//500+ Troops
(Class=Merchant AND Inv(Goats)>=40 AND Inv(Provisions)<Supplies(3) AND Inv(Guards)>=500) OR (Class=Drover AND Inv(Goats)>=40 AND Inv(Provisions)<Supplies(3) AND Inv(Guards)>=500)
"We will need to slaughter two score Goats this night to feed the Troops."
Dec(Goats,40)
RosterGain(Provisions,560,Animals,D4)
Night
#end

(Class=Merchant AND Inv(Sheep)>=40 AND Inv(Provisions)<Supplies(3) AND Inv(Guards)>=500) OR (Class=Drover AND Inv(Sheep)>=40 AND Inv(Provisions)<Supplies(3) AND Inv(Guards)>=500)
"It will take two score Sheep to make enough mutton to feed the Troops tonight, but what choice do we have?"
Dec(Sheep,40)
RosterGain(Provisions,840,Animals,D4)
Night
#end

//50+ Troops
(Class=Merchant AND Inv(Goats)>=12 AND Inv(Provisions)<Supplies(3) AND Inv(Guards)>=50 AND Inv(Guards)<500) OR (Class=Drover AND Inv(Goats)>=12 AND Inv(Provisions)<Supplies(3) AND Inv(Guards)>=50 AND Inv(Guards)<500)
"Food is scarce... let us slaughter a dozen Goats for our meal tonight."
Dec(Goats,12)
RosterGain(Provisions,168,Animals,D4)
Night
#end

(Class=Merchant AND Inv(Sheep)>=12 AND Inv(Provisions)<Supplies(3) AND Inv(Guards)>=50 AND Inv(Guards)<500) OR (Class=Drover AND Inv(Sheep)>=12 AND Inv(Provisions)<Supplies(3) AND Inv(Guards)>=50 AND Inv(Guards)<500)
"We should slaughter a dozen Sheep for our meal tonight."
Dec(Sheep,12)
RosterGain(Provisions,252,Animals,D4)
Night
#end

//20+ Troops
(Class=Merchant AND Inv(Goats)>=3 AND Inv(Provisions)<Supplies(3) AND Inv(Guards,Advisors)>=20 AND Inv(Guards,Advisors)<50) OR (Class=Drover AND Inv(Goats)>=3 AND Inv(Provisions)<Supplies(3) AND Inv(Guards,Advisors)>=20 AND Inv(Guards,Advisors)<50)
"We should consider slaughtering a few Goats to eat tonight."
Dec(Goats,3)
RosterGain(Provisions,42,Animals,D4)
Night
#end

(Class=Merchant AND Inv(Sheep)>=3 AND Inv(Provisions)<Supplies(3) AND Inv(Guards,Advisors)>=20 AND Inv(Guards,Advisors)<50) OR (Class=Drover AND Inv(Sheep)>=3 AND Inv(Provisions)<Supplies(3) AND Inv(Guards,Advisors)>=20 AND Inv(Guards,Advisors)<50)
"A few Sheep could be slaughtered to provide enough mutton for us to eat this night..."
Dec(Sheep,3)
RosterGain(Provisions,63,Animals,D4)
Night
#end

//Caravan
(Class=Merchant AND Inv(Goats)>0 AND Inv(Provisions)<Supplies(3) AND Inv(Guards,Advisors)<20) OR (Class=Drover AND Inv(Goats)>0 AND Inv(Provisions)<Supplies(3) AND Inv(Guards,Advisors)<20)
"We are running low on food... let us slaughter a Goat for our meal tonight."
Dec(Goats,1)
RosterGain(Provisions,14,Animals,D4)
Night
#end

(Class=Merchant AND Inv(Sheep)>0 AND Inv(Provisions)<Supplies(3) AND Inv(Guards,Advisors)<20) OR (Class=Drover AND Inv(Sheep)>0 AND Inv(Provisions)<Supplies(3) AND Inv(Guards,Advisors)<20)
"Provisions are in short supply - perhaps we should eat freshly slaughtered mutton for our evening meal..."
Dec(Sheep,1)
RosterGain(Provisions,21,Animals,D4)
Night
#end

//Oxen
(Class=Soldier AND Inv(Oxen)>1 AND Inv(Provisions)=0 AND GoodsWeight<=2000 OR (Class=Drover AND Inv(Oxen)>1 AND Inv(Provisions)=0 AND GoodsWeight<=2000)
"We have nothing to eat... let us slaughter an Ox and feast tonight, and for many days after."
Dec(Oxen,1)
RosterGain(Provisions,56,Animals,D4)
Night
#end

(Class=Soldier AND Inv(Oxen)=1 AND Inv(Provisions)=0 AND GoodsWeight<200 OR (Class=Drover AND Inv(Oxen)=1 AND Inv(Provisions)=0 AND GoodsWeight<200)
"We shall have to slaughter our Ox if we are to eat this night..."
Dec(Oxen,1)
RosterGain(Provisions,56,Animals,D4)
Night
#end



//Milking Errors
(Animals>=3 AND Inv(Sheep,Goats)>=100 AND Inv(Sheep,Goats)<Inv(Advisors,Guards) AND Inv(Advisors,Guards)>100 AND NearTerrain(Grassland))
"Even if the Guards aid with the milking and the butter churning, it will not be enough to feed everyone..."
RosterGain(Provisions,128,Animals,D6)
Night
#end




//
//Guards Dessert
//Out of food and Spirit low - the Guards leave
//

//Final Guard leaves
(AdvisorCulture=Han AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)=1)
"The last Guard claims we are cursed... they shall not remain any longer."
Dec(Guards,1)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Nomad AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)=1)
"We will be unguarded after this night..."
Dec(Guards,1)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Kushan AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)=1)
"I can see on their face that the last Guard will not stay any longer."
Dec(Guards,1)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Parthian AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)=1)
"When the last Guard leaves, what hope will we have of survival?"
Dec(Guards,1)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Roman AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)=1)
"The last of our Guards will leave us tonight."
Dec(Guards,1)
Spirit(-20%,Wayfare,D6)
Night
#end

//Four or fewer Guards
(AdvisorCulture=Han AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>1 AND Inv(Guards)<=4)
"Our few Guards will not stay with us now..."
Dec(Guards,1)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Nomad AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>1 AND Inv(Guards)<=4)
"We shall soon be unguarded..."
Dec(Guards,2)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Kushan AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>1 AND Inv(Guards)<=4)
"The Guards look at each other as if they know we are doomed."
Dec(Guards,2)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Parthian AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>1 AND Inv(Guards)<=4)
"Each Guard who leaves brings us closer to ruination."
Dec(Guards,2)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Roman AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>1 AND Inv(Guards)<=4)
"I have seen that look on the Guards faces before... they plan to leave."
Dec(Guards,2)
Spirit(-20%,Wayfare,D6)
Night
#end

//Larger Guard numbers use RosterReduce
(AdvisorCulture=Han AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>0)
"You cannot persuade dogs to stay without at least a bone..."
RosterReduce(Guards,30%,Battle,D6)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Nomad AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>0)
"A clan stays together when times are hard - but we are not a clan..."
RosterReduce(Guards,30%,Battle,D6)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Kushan AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>0)
"We have little hope of keeping the Guards now the food has run out..."
RosterReduce(Guards,30%,Battle,D6)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Parthian AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>0)
"We shall not keep our Guards now the food has gone... they shall all dessert us."
RosterReduce(Guards,30%,Battle,D6)
Spirit(-20%,Wayfare,D6)
Night
#end

(AdvisorCulture=Roman AND Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>0)
"Our Guards are not loyal enough to stay when we cannot feed them."
RosterReduce(Guards,30%,Battle,D6)
Spirit(-20%,Wayfare,D6)
Night
#end

//Extra Defaults
(Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>0)
"The Guards are leaving..."
RosterReduce(Guards,30%,Battle,D6)
Spirit(-20%,Wayfare,D6)
Night
#end

(Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>0)
"The Guards dessert us..."
RosterReduce(Guards,30%,Battle,D6)
Spirit(-20%,Wayfare,D6)
Night
#end

(Inv(Provisions)=0 AND CaravanSpirit(0,0.8) AND Inv(Guards)>0)
"The Guards leave..."
RosterReduce(Guards,30%,Battle,D6)
Spirit(-20%,Wayfare,D6)
Night
#end



//
//Class-specific Camping
//

//Soldier's Horse Care
(Animals=1 AND Class=Soldier AND Inv(Horses)>=2 AND NearTerrain(Grassland) AND NearTerrain(Shallows) AND CaravanSpirit(0.8,2)) OR (Animals=1 AND Class=Soldier AND Inv(Horses)>=2 AND NearTerrain(Grassland) AND NearTerrain(Water) AND CaravanSpirit(0.8,2))
"We must groom the horses tonight, remove the mud before it sets hard and fast."
Spirit(1%,Animals,D2)
Night
#end

(Animals=2 AND Class=Soldier AND Inv(Horses)>=2 AND NearTerrain(Shallows) AND NearTerrain(Mountain) AND CaravanSpirit(0.8,2)) OR (Animals=2 AND Class=Soldier AND Inv(Horses)>=2 AND NearTerrain(Shallows) AND NearTerrain(Mountain) AND CaravanSpirit(0.8,2))
"This rocky ground poses a risk to the horses - we should check their hooves for stones tonight."
Spirit(1%,Animals,D3)
Night
#end



//Soldier's defences based upon terrain
(NearTerrain(Caravanserai) AND Class=Soldier) OR (NearTerrain(Outpost) AND Class=Soldier) OR (NearTerrain(Town) AND Class=Soldier) OR (NearTerrain(Citadel) AND Class=Soldier)
"We should be safe from bandit attacks here, but we must keep a vigilant watch all the same."
Spirit(-1%,Battle,D2)
Night
#end

(NearTerrain(Desert) AND Class=Soldier)
"Fortifications are impractical in the desert - but few brigands strike in such cold nights. We must each take a turn at the watch."
Spirit(-1%,Battle,D6)
Night
#end

(Terrain=Woods AND Class=Soldier AND Advisors<4) OR (Terrain=Trees AND Class=Soldier AND Advisors<4)
"We have not enough people to set up adequate watches among these trees - we must be extra vigilant!"
Spirit(-5%,Battle,D8)
Night
#end

(Terrain=Woods AND Class=Soldier AND Advisors>=4) OR (Terrain=Trees AND Class=Soldier AND Advisors>=4)
"The woods shelter us, but they make an ambush against us easier - we should have two pairs of eyes at every watch..."
Spirit(-1%,Battle,D8)
Night
#end

(NearTerrain(Water) AND Class=Soldier)
"The water protects us from one side - this is a good place to defend at night."
Spirit(-1%,Battle,D5)
Night
#end

(NearTerrain(Mountain) AND Class=Soldier)
"If we camp on higher ground it will be easier to defend ourselves should we be attacked this night."
Spirit(-1%,Battle,D5)
Night
#end

(Terrain(Shallows) AND Class=Soldier)
"These waters are not deep enough to defend us, but the noise makes it easier for enemies to surprise us - we must be extra vigilant tonight."
Spirit(-1%,Battle,D6)
Night
#end

(NearTerrain(Scrubland) AND NOT NearTerrain(Mountain) AND Class=Soldier)
"These open lands allow us to be spotted by enemies at great distances... let us put out the fire after sunset, just in case."
Spirit(-2%,Battle,D4)
Night
#end

//Ritegiver's actions based upon terrain
(NearTerrain(Caravanserai) AND Class=Ritegiver) OR (NearTerrain(Outpost) AND Class=Ritegiver) OR (NearTerrain(Town) AND Class=Ritegiver) OR (NearTerrain(Citadel) AND Class=Ritegiver)
"This close to habitation it is unwise to make offerings - there is no telling who we might offend..."
Spirit(-2%,Rituals,D3)
Night
#end

(NearTerrain(Desert) AND Class=Ritegiver AND AdvisorCulture=Parthian)
"I will make no offerings here for fear of attracting the attention of Djinn..."
Spirit(-10%,Rituals,D4)
Night
#end

(NearTerrain(Desert) AND Class=Ritegiver AND AdvisorCulture=Roman AND CaravanSpirit(1,3) AND Inv(Provisions)>10) OR (NearTerrain(Desert) AND Class=Ritegiver AND AdvisorCulture=Kushan AND CaravanSpirit(1,3) AND Inv(Provisions)>10)
"A small offering to the Moon Goddess may protect us from the bitter cold of the desert at night."
Dec(Provisions,1)
Spirit(-1%,Rituals,D4)
Night
#end

(NearTerrain(Desert) AND Class=Ritegiver AND AdvisorCulture=Roman AND CaravanSpirit(0,1) AND Inv(Provisions)>10) OR (NearTerrain(Desert) AND Class=Ritegiver AND AdvisorCulture=Kushan AND CaravanSpirit(0,1) AND Inv(Provisions)>10)
"I have not the strength to offer a rite this night..."
Spirit(-10%,Rituals,D4)
Night
#end

(NearTerrain(Desert) AND Class=Ritegiver AND AdvisorCulture=Han AND Inv(Provisions)>10) OR (NearTerrain(Desert) AND Class=Ritegiver AND AdvisorCulture=Nomad AND Inv(Provisions)>10)
"I ask that we propitiate our ancestors this night... many of our honoured dead have been lost to the sands and we do not wish to join them."
Dec(Provisions,1)
Spirit(-1%,Rituals,D4)
Night
#end

(NearTerrain(Water) AND Class=Ritegiver AND AdvisorCulture=Parthian AND Inv(Provisions)>10) OR (NearTerrain(Water) AND Class=Ritegiver AND AdvisorCulture=Kushan AND Inv(Provisions)>10)
"Anahita's spirit moves upon the waters... shall we make an offering that her wisdom bless us this night?"
Dec(Provisions,1)
Spirit(2%,Rituals,D3)
Night
#end

(NearTerrain(Shallows) AND Class=Ritegiver AND AdvisorCulture=Parthian AND Inv(Provisions)>10) OR (NearTerrain(Shallows) AND Class=Ritegiver AND AdvisorCulture=Kushan AND Inv(Provisions)>10)
"Even these shallow waters are not untouched by Anahita... may I make an offering to her wisdom tonight?"
Dec(Provisions,1)
Spirit(1%,Rituals,D3)
Night
#end

(NearTerrain(Water) AND Class=Ritegiver AND AdvisorCulture=Roman AND Inv(Provisions)>10)
"Let us make an offering in the name of the naiad Juturna and the river god Volturnus, that they may protect us this night."
Dec(Provisions,1)
Spirit(2%,Rituals,D3)
Night
#end

(NearTerrain(Shallows) AND Class=Ritegiver AND AdvisorCulture=Roman AND Inv(Provisions)>10)
"If we make an offering to the naiad Juturna, we may gain her protection tonight."
Dec(Provisions,1)
Spirit(1%,Rituals,D3)
Night
#end

(NearTerrain(Water) AND Class=Ritegiver AND AdvisorCulture=Han AND Inv(Provisions)>10)
"I know not which Dragon King watches over these waters, but we should make an offering for their protection all the same."
Dec(Provisions,1)
Spirit(2%,Rituals,D3)
Night
#end

(NearTerrain(Shallows) AND Class=Ritegiver AND AdvisorCulture=Han AND Inv(Provisions)>10)
"Does a Dragon King watch over this brook? I suggest we make an offering to all corners just in case."
Dec(Provisions,1)
Spirit(1%,Rituals,D3)
Night
#end

(NearTerrain(Water) AND Class=Ritegiver AND AdvisorCulture=Nomad AND Inv(Provisions)>10)
"Bai-Ulgan's blessings will be upon us if we make an offering to he-who-is-plentiful by the waterside ."
Dec(Provisions,1)
Spirit(2%,Rituals,D3)
Night
#end

(NearTerrain(Shallows) AND Class=Ritegiver AND AdvisorCulture=Nomad AND Inv(Provisions)>10)
"Let us ask for Bai-Ulgan blessing this night, by making an offering by these shallow waters."
Dec(Provisions,1)
Spirit(1%,Rituals,D3)
Night
#end

(NearTerrain(Trees) AND Class=Ritegiver AND AdvisorCulture=Parthian) OR (NearTerrain(Woods) AND Class=Ritegiver AND AdvisorCulture=Parthian)
"It is our sacred duty to plant whatever we can to grow more trees here."
Spirit(2%,Rituals,D3)
Night
#end

(NearTerrain(Trees) AND Class=Ritegiver AND AdvisorCulture=Kushan) OR (NearTerrain(Woods) AND Class=Ritegiver AND AdvisorCulture=Kushan)
"There are undoubtedly Yakshas in the trees... I know not how to propitiate them, and dare not offend them lest they turn mischievous."
Spirit(-5%,Rituals,D3)
Night
#end

(NearTerrain(Woods) AND Class=Ritegiver AND AdvisorCulture=Roman)
"We can easily build our fire from fallen branches and thus befriend the dryads who live in these woods by felling no trees."
Spirit(2%,Rituals,D3)
Night
#end

(NearTerrain(Trees) AND Class=Ritegiver AND AdvisorCulture=Roman)
"The dryads here may protect us if we cut down no trees - let us build our fires solely from what branches we find upon the ground."
Spirit(1%,Rituals,D3)
Night
#end

(NearTerrain(Woods) AND Class=Ritegiver AND AdvisorCulture=Han AND Inv(Provisions)>10)
"Let me take an offering and seek out a wishing tree in these woods - there is surely one nearby."
Dec(Provisions,1)
Spirit(2%,Rituals,D3)
Night
#end

(NearTerrain(Trees) AND Class=Ritegiver AND AdvisorCulture=Han AND Inv(Provisions)>10)
"Let me seek out a wishing tree this night, that we may make a small offering for our success."
Dec(Provisions,1)
Spirit(1%,Rituals,D3)
Night
#end

(NearTerrain(Trees) AND Class=Ritegiver AND AdvisorCulture=Nomad) OR (NearTerrain(Woods) AND Class=Ritegiver AND AdvisorCulture=Nomad)
"Other ritegivers may know the ways to seek favour from the trees, but alas it is beyond me..."
Spirit(-1%,Rituals,D2)
Night
#end

(NearTerrain(Mountain) AND NearTerrain(Shrubs) AND Class=Ritegiver AND AdvisorCulture=Parthian) OR (NearTerrain(Mountain) AND NearTerrain(Shrubs) AND Class=Ritegiver AND AdvisorCulture=Kushan)
"This is a good place to build a ritual fire, that Ahura Mazda may protect us this night."
Spirit(1%,Rituals,D3)
Night
#end

(NearTerrain(Mountain) AND Class=Ritegiver AND AdvisorCulture=Roman)
"They say the gods dwell atop the mountains, but that does not help me feel safe here at night..."
Spirit(-1%,Rituals,D3)
Night
#end

(NearTerrain(Mountain) AND NearTerrain(Water) AND Class=Ritegiver AND AdvisorCulture=Han AND Inv(Provisions)>10) OR (NearTerrain(Mountain) AND NearTerrain(Water) AND Class=Ritegiver AND AdvisorCulture=Nomad AND Inv(Provisions)>10) OR (NearTerrain(Mountain) AND NearTerrain(Shallows) AND Class=Ritegiver AND AdvisorCulture=Han AND Inv(Provisions)>10) OR (NearTerrain(Mountain) AND NearTerrain(Shallows) AND Class=Ritegiver AND AdvisorCulture=Nomad AND Inv(Provisions)>10)
"Many of our ancestors have been lost amidst the mountain passes, we should make an offering to them this night."
Dec(Provisions,1)
Spirit(1%,Rituals,D4)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Roman AND NearTerrain(Scrubland) AND NOT NearTerrain(Grassland) AND CaravanSpirit(1,3) AND Inv(Provisions)>10)
"These are desolate lands. I know a rite of Setekh that might protect us in the wasteland, but it may be risky to call on that particular god of Aegyptus..."
Dec(Provisions,1)
Spirit(-1%,Rituals,D8)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Roman AND NearTerrain(Scrubland) AND NOT NearTerrain(Grassland) AND CaravanSpirit(0,1))
"Forgive me, I offer no rite for this night... "
Spirit(-2%,Rituals,D4)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Parthian AND NearTerrain(Scrubland) AND NearTerrain(Shrubs) AND NOT NearTerrain(Grassland) AND Inv(Provisions)>10) OR (Class=Ritegiver AND AdvisorCulture=Kushan AND NearTerrain(Scrubland) AND NearTerrain(Shrubs) AND NOT NearTerrain(Grassland) AND Inv(Provisions)>10)
"Angra Mainyu dwells in this forsaken place, let me bless the fire so that Ahura Mazda may keep the destroyer at bay."
Dec(Provisions,1)
Spirit(1%,Rituals,D6)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Han AND NearTerrain(Scrubland) AND NearTerrain(Shrubs) AND NOT NearTerrain(Grassland) AND Inv(Provisions)>10) OR (Class=Ritegiver AND AdvisorCulture=Nomad AND NearTerrain(Scrubland) AND NearTerrain(Shrubs) AND NOT NearTerrain(Grassland) AND Inv(Provisions)>10)
"We need the blessings of our ancestors in these wastelands, please permit me to make an offering."
Dec(Provisions,1)
Spirit(1%,Rituals,D3)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Roman AND NearTerrain(Grassland) AND NearTerrain(Shrubs) AND Inv(Provisions)>10) OR (Class=Ritegiver AND AdvisorCulture=Parthian AND NearTerrain(Grassland)) AND NearTerrain(Shrubs) OR (Class=Ritegiver AND AdvisorCulture=Kushan AND NearTerrain(Grassland) AND NearTerrain(Shrubs) AND Inv(Provisions)>10)
"It is wise to make an offering to Hermes when you sojourn - he watches over travellers who respect him."
Dec(Provisions,1)
Spirit(1%,Rituals,D3)
Night
#end

(Class=Ritegiver AND AdvisorCulture=Han AND NearTerrain(Grassland) AND NearTerrain(Shrubs) AND Inv(Provisions)>10) OR (Class=Ritegiver AND AdvisorCulture=Nomad AND NearTerrain(Grassland) AND NearTerrain(Shrubs) AND Inv(Provisions)>10)
"Let us make an offering to our ancestors for safe journey."
Dec(Provisions,1)
Spirit(1%,Rituals,D3)
Night
#end



//
//Warnings based on remaining provisions
//

(Class=Guide AND Inv(Provisions)>Supplies(27) AND Inv(Provisions)<=Supplies(28))
"Be thankful that we have enough supplies to last till the next moon."
Spirit(1%,Wayfare,D4)
Night
#end

(Class=Guide AND Inv(Provisions)>Supplies(6) AND Inv(Provisions)<=Supplies(7))
"We still have about a week's supplies left, we should think carefully about where we camp tomorrow."
Spirit(-1%,Wayfare,D4)
Night
#end

(Class=Drover AND Inv(Provisions)>Supplies(4) AND Inv(Provisions)<=Supplies(5))
"The supplies are dwindling..."
Spirit(-1%,Animals,D4)
Night
#end

(Class=Drover AND Inv(Provisions)>Supplies(3) AND Inv(Provisions)<=Supplies(4) AND Inv(Goats,Sheep)>0)
"It may be time to slaughter one of the animals tomorrow... I shall sharpen my knives."
Spirit(1%,Animals,D4)
Night
#end

(Class=Drover AND Inv(Provisions)>Supplies(1) AND Inv(Provisions)<=Supplies(2) AND Inv(Oxen)>1)
"I shall sharpen my knives, in case we are forced to slaughter one of our oxen tomorrow..."
Spirit(1%,Animals,D4)
Night
#end

(Class=Merchant AND Inv(Provisions)>Supplies(13) AND Inv(Provisions)<=Supplies(14))
"I've inventoried the supplies, and we should have enough to last another two weeks."
Spirit(1%,Trade,D4)
Night
#end

(Class=Merchant AND Inv(Provisions)>Supplies(2) AND Inv(Provisions)<=Supplies(3))
"Our packs of food are getting rather too light for my liking..."
Spirit(-5%,Trade,D4)
Night
#end

(Class=Ritegiver AND Inv(Provisions)>Supplies(20) AND Inv(Provisions)<=Supplies(21))
"We are well provisioned, and should not be shy about making offerings along our journey."
Spirit(1%,Rituals,D4)
Night
#end

(Class=Ritegiver AND Inv(Provisions)>Supplies(3) AND Inv(Provisions)<=Supplies(4))
"It will be harder to make the decision to make offerings from now on, but do not forget to feed our souls as well as our bodies."
Spirit(-5%,Rituals,D4)
Night
#end

(Class=Soldier AND Inv(Provisions)>Supplies(3) AND Inv(Provisions)<Supplies(7) AND Inv(Guards)>20)
"We must give out no more than half rations tonight, if we are to make the supplies last."
Reduce(Provisions,15%,Battle,D1)
Spirit(-2%,Battle,D3)
NightFed
#end

(Class=Soldier AND Inv(Provisions)>Supplies(2) AND Inv(Provisions)<=Supplies(3) AND Inv(Guards)>20)
"The troops are whispering about our vanishing supplies... I shall issue no more than half rations and keep a firm hand, but we must get more Provisions swiftly if we are to avoid disaster."
Reduce(Provisions,25%,Battle,D2)
Spirit(-10%,Battle,D4)
NightFed
#end

(Class=Soldier AND Inv(Provisions)>0 AND Inv(Provisions)<=Supplies(1) AND Inv(Guards)>20)
"We cannot feed everyone tonight... I shall keep order as long as I can, but expect deserters if we do not get more supplies soon."
Spirit(-20%,Battle,D4)
Night
#end

(Class=Soldier AND Inv(Provisions)>Supplies(2) AND Inv(Provisions)<=Supplies(3) AND Inv(Guards)>1 AND Inv(Guards)<=20)
"The Guards begin to fret over our dwindling supplies... I shall keep order as long as I can."
Spirit(-5%,Battle,D4)
Night
#end

(Class=Soldier AND Inv(Provisions)>0 AND Inv(Provisions)<=Supplies(1) AND Inv(Guards)>1 AND Inv(Guards)<=20)
"There is not enough food to feed everyone tonight... I will keep a firm hand with the Guards but if we cannot feed them they may not stay with us much longer."
Spirit(-10%,Battle,D4)
Night
#end

(Inv(Provisions)>0 AND Inv(Provisions)>=Supplies(3) AND Inv(Provisions)<Supplies(4))
"We have about three days food left... we should try to camp somewhere with good hunting tomorrow night."
Spirit(-10%,Wayfare,D4)
Night
#end

(Inv(Provisions)>0 AND Inv(Provisions)>=Supplies(2) AND Inv(Provisions)<Supplies(3))
"Our remaining Provisions will only last a couple of days..."
Spirit(-10%,Wayfare,D4)
Night
#end

(Inv(Provisions)>0 AND Inv(Provisions)>0 AND Inv(Provisions)<Supplies(2))
"The food will run out tomorrow..."
Spirit(-10%,Wayfare,D4)
Night
#end



//Defaults for out of food
(AdvisorCulture=Han AND Inv(Provisions)=0 AND CaravanSpirit(1,3))
"When the food sacks are empty, a smile may yet sustain you."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Nomad AND Inv(Provisions)=0 AND CaravanSpirit(1,3))
"How long will our good spirits last without food...?"
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Kushan AND Inv(Provisions)=0 AND CaravanSpirit(1,3))
"We cannot maintain our good humour for long without anything to eat!"
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Parthian AND Inv(Provisions)=0 AND CaravanSpirit(1,3))
"When shall we eat again, I wonder...?"
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Roman AND Inv(Provisions)=0 AND CaravanSpirit(1,3))
"We may be out of food, but we are not out of comaradarie."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Han AND Inv(Provisions)=0 AND CaravanSpirit(0.8,1))
"One's skills are his inexhaustible treasure keeping him from hunger wherever he goes."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Nomad AND Inv(Provisions)=0 AND CaravanSpirit(0.8,1))
"I hear dark spirits whispering my name on the breeze..."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Kushan AND Inv(Provisions)=0 AND CaravanSpirit(0.8,1))
"We can go for a few days without food, but then what...?"
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Parthian AND Inv(Provisions)=0 AND CaravanSpirit(0.8,1))
"I am no stranger to hunger, but our morale will suffer while we cannot eat."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Roman AND Inv(Provisions)=0 AND CaravanSpirit(0.8,1))
"Without bread, it is hard to stave off our growing despair..."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Han AND Inv(Provisions)=0 AND CaravanSpirit(0.6,0.8))
"A hungry belly has no ears."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Nomad AND Inv(Provisions)=0 AND CaravanSpirit(0.6,0.8))
"You cannot reason with an empty stomach."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Kushan AND Inv(Provisions)=0 AND CaravanSpirit(0.6,0.8))
"What I wouldn't give for a home-cooked meal right now..."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Parthian AND Inv(Provisions)=0 AND CaravanSpirit(0.6,0.8))
"I do not know how many days we have left to us if we do not find food soon..."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Roman AND Inv(Provisions)=0 AND CaravanSpirit(0.6,0.8))
"What I would not give for a meal and a cheerful conversation..."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Han AND Inv(Provisions)=0 AND CaravanSpirit(0,0.6))
"It is a little thing to starve to death; it is a serious matter to lose one's virtue."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Nomad AND Inv(Provisions)=0 AND CaravanSpirit(0,0.6))
"All of life is a dream walking, all of death is a going home."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Kushan AND Inv(Provisions)=0 AND CaravanSpirit(0,0.6))
"Why did I ever leave home? I am so hungry I can't even see straight..."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Parthian AND Inv(Provisions)=0 AND CaravanSpirit(0,0.6))
"Without food, we shall soon meet our end..."
Spirit(-15%,Wayfare,D6)
Night
#end

(AdvisorCulture=Roman AND Inv(Provisions)=0 AND CaravanSpirit(0,0.6))
"I do not fear death, but neither do I welcome it with open arms..."
Spirit(-15%,Wayfare,D6)
Night
#end




//
// Cross-training
//

//Wayfare Cross-training
(Wayfare=1 AND NearTerrain(Water) AND NearTerrain(Town)) OR (Wayfare=1 AND NearTerrain(Water) AND NearTerrain(Citadel)) OR (Wayfare=1 AND NearTerrain(Water) AND NearTerrain(Caravanserai)) OR (Wayfare=1 AND NearTerrain(Water) AND NearTerrain(Outpost))
"May I practice my fishing here...? I am still not very good, but I would like the practice."
RosterGain(Provisions,2,Wayfare,D3)
Night
#end

(Wayfare=2 AND NearTerrain(Woods))
"I should like to take to the hunt - I cannot guarantee I will catch anything, but I should like to try."
Gain(Provisions,4,Wayfare,D3)
Night
#end

(Wayfare=2 AND NearTerrain(Water))
"There are fish here - may I try and catch some? My technique is improving..."
Gain(Provisions,4,Wayfare,D5)
Night
#end

//Animals Cross-training
(Animals=1 AND Class!=Soldier AND Inv(Sheep,Goats)>1 AND NearTerrain(Grassland))
"May I try my hand at milking the livestock? I am a little rusty..."
RosterGain(Provisions,1,Animals,D4)
Night
#end

(Animals=2 AND Class!=Soldier AND Inv(Sheep,Goats)>=5 AND NearTerrain(Grassland))
"I should like to try to milk the herd while we have grazing nearby... I need the practice."
RosterGain(Provisions,5,Animals,D4)
Night
#end

(Animals=1 AND Inv(Horses)>=2 AND NearTerrain(Grassland) AND NearTerrain(Shallows) AND CaravanSpirit(0.8,2)) OR (Animals=1 AND Inv(Horses)>=2 AND NearTerrain(Grassland) AND NearTerrain(Water) AND CaravanSpirit(0.8,2))
"Our horses have become muddy... we should groom them before nightfall."
Spirit(1%,Animals,D2)
Night
#end

(Animals=2 AND Inv(Horses)>=2 AND NearTerrain(Shallows) AND NearTerrain(Mountain) AND CaravanSpirit(0.8,2)) OR (Animals=2 AND Inv(Horses)>=2 AND NearTerrain(Water) AND NearTerrain(Mountain) AND CaravanSpirit(0.8,2))
"Todays ride was across rocky ground, it would be prudent to check our horses' hooves for any stones."
Spirit(1%,Animals,D3)
Night
#end

(Animals=0 AND RosterSkill(Animals)>4 AND Inv(Oxen,Goats,Sheep)>=30)
"I have never travelled with so many animals before - I will gladly help out that I might learn something."
Spirit(-1%,Animals,D4)
Night
#end



//Battle cross-training
(Battle<2 AND Advisors>4 AND RosterSkill(Battle)>4 AND AdvisorCulture=Roman) OR (Battle<2 AND Advisors>4 AND RosterSkill(Battle)>4 AND AdvisorCulture=Parthian) OR (Battle<2 AND Advisors>4 AND RosterSkill(Battle)>4 AND AdvisorCulture=Kushan)
"I am ready to take a watch tonight."
Spirit(-1%,Battle,D4)
Night
#end

(Battle<2 AND Advisors>4 AND RosterSkill(Battle)>4 AND AdvisorCulture=Han) OR (Battle<2 AND Advisors>4 AND RosterSkill(Battle)>4 AND AdvisorCulture=Nomad)
"I would be honoured to take a watch tonight."
Spirit(-1%,Battle,D4)
Night
#end

(Animals>=2 AND Battle=0 AND Advisors>4 AND RosterSkill(Battle)>4)
"I have watched for wolves many times, I will gladly take a watch to guard against bandits as well."
Spirit(-5%,Battle,D3)
Night
#end

(Wayfare>=2 AND Battle=0 AND Advisors>4 AND RosterSkill(Battle)>4)
"I know little of the ways of war, but I will gladly take the first watch if someone experienced will sit with me."
Spirit(-5%,Battle,D3)
Night
#end



//Class-specific Defaults
(Class=Soldier)
"Let us set up watches for the night, and fortify our encampment - there is no reason to take chances."
Spirit(-1%,Battle,D6)
Night
#end



//
//Defaults: Terrain, Generic
//

//Default responses based upon terrain
(NearTerrain(Caravanserai)) OR (NearTerrain(Outpost)) OR (NearTerrain(Town)) OR (NearTerrain(Citadel))
"Little harm should come of us if we camp this this close to other folk's dwellings, but that does not mean we will be welcomed here..."
Spirit(-1%,Trade,D2)
Night
#end

(NearTerrain(Desert) AND AdvisorCulture=Roman) OR (NearTerrain(Desert) AND AdvisorCulture=Kushan)
"I fear the desert at night."
Spirit(-3%,Wayfare,D4)
Night
#end

(NearTerrain(Desert) AND AdvisorCulture=Parthian)
"We make camp in lands where Djinn roam, can you not hear their whispers upon the breeze?"
Spirit(-3%,Rituals,D4)
Night
#end

(AdvisorCulture=Roman AND NearTerrain(Water))
"Sunset on the water reminds me how much I miss the seas of home..."
Spirit(-1%,Wayfare,D4)
Night
#end

(AdvisorCulture=Han AND NearTerrain(Water))
"Night falls... shall we fish for the moon in the water?"
Night
#end

(AdvisorCulture=Roman AND NearTerrain(Trees)) OR (AdvisorCulture=Roman AND NearTerrain(Woods))
"The trees are different here to those I am used to, but they still sooth my soul."
Spirit(-1%,Wayfare,D3)
Night
#end

(AdvisorCulture=Parthian AND NearTerrain(Trees)) OR (AdvisorCulture=Parthian AND NearTerrain(Woods))
"There is something about the rustling of the leaves at night I find unsettling."
Spirit(-2%,Wayfare,D2)
Night
#end

(AdvisorCulture=Kushan AND NearTerrain(Trees)) OR (AdvisorCulture=Kushan AND NearTerrain(Woods))
"The sound of the circada in the trees is like music..."
Night
#end

(AdvisorCulture=Han AND NearTerrain(Trees)) OR (AdvisorCulture=Han AND NearTerrain(Woods))
"I cannot get used to travelling in lands where no bamboo grows..."
Spirit(-1%,Wayfare,D2)
Night
#end

(AdvisorCulture=Nomad AND NearTerrain(Trees)) OR (AdvisorCulture=Nomad AND NearTerrain(Woods))
"I cannot understand how others find the woods comforting - give me the mountains or the plains where nothing obscures my view!"
Spirit(-2%,Wayfare,D4)
Night
#end

(NearTerrain(Water))
"I never tire of seeing the last rays of sunlight glint upon the water."
Night
#end

(NearTerrain(Shallows))
"It is always good to make camp near fresh water."
Night
#end

(NearTerrain(Mountain) AND NearTerrain(Shrubs) AND AdvisorCulture=Nomad)
"The final light upon the mountains brings sadness, but dawn amidst the peaks will renew our spirits." 
Night
#end

(NearTerrain(Mountain) AND NOT NearTerrain(Shrubs) AND AdvisorCulture=Nomad)
"It will get cold tonight... we will need all our blankets to endure it." 
Spirit(-3%,Wayfare,D3)
Night
#end

(NearTerrain(Mountain) AND AdvisorCulture=Han)
"I feel safer in the mountains than in their shadow, but perhaps I should not..." 
Spirit(-4%,Wayfare,D3)
Night
#end

(NearTerrain(Mountain) AND AdvisorCulture=Roman) OR (NearTerrain(Mountain) AND AdvisorCulture=Kushan) OR (NearTerrain(Mountain) AND AdvisorCulture=Parthian)
"There is a beauty to the mountains, but there is no way I am leaving the safety of our camp!" 
Spirit(-5%,Wayfare,D2)
Night
#end

(AdvisorCulture=Kushan AND NearTerrain(Shrubs))
"The night cloaks the dark spirits - let us stay close to the fire."
Spirit(-3%,Rituals,D2)
Night
#end

(AdvisorCulture=Han AND NearTerrain(Shrubs)) OR (AdvisorCulture=Nomad AND NearTerrain(Shrubs))
"Let us not curse the darkness while we can still light a campfire."
Night
#end

(AdvisorCulture=Roman AND NearTerrain(Shrubs)) OR (AdvisorCulture=Parthian AND NearTerrain(Shrubs))
"I fear the night, but I rest easier knowing we have a fire beside us."
Spirit(-3%,Rituals,D2)
Night
#end

(AdvisorCulture=Roman AND NearTerrain(Scrubland))
"These desolate wastes were surely not meant for living souls to travel..."
Spirit(-5%,Rituals,D4)
Night
#end

(AdvisorCulture=Han AND NearTerrain(Scrubland))
"Not even the clouds accompany us in our journey through these lands."
Spirit(-5%,Rituals,D4)
Night
#end

(AdvisorCulture=Nomad AND NearTerrain(Scrubland))
"Where the horses cannot graze, there is hardship for all."
Spirit(-4%,Animals,D3)
Night
#end

(AdvisorCulture=Parthian AND NearTerrain(Scrubland) AND NearTerrain(Shrubs))
"Others curse these lands, yet they remind me of home."
Night
#end

(AdvisorCulture=Parthian AND NearTerrain(Scrubland) AND NOT NearTerrain(Shrubs))
"What I would not give for a bath..."
Spirit(-2%,Wayfare,D4)
Night
#end

(AdvisorCulture=Kushan AND NearTerrain(Scrubland) AND NearTerrain(Grassland))
"Can you not see the beauty amidst the desolation...?"
Night
#end

(AdvisorCulture=Kushan AND NearTerrain(Scrubland) AND NOT NearTerrain(Shrubs))
"I fear there is dust caked on every part of my body..."
Spirit(-3%,Wayfare,D4)
Night
#end

//Defaults
(AdvisorCulture=Han)
"Darkness begets vigilance, fear begets hope."
Spirit(-5%,Rituals,D4)
Night
#end

(AdvisorCulture=Nomad)
"We should not wander far from our campfire now night has fallen..."
Spirit(-5%,Rituals,D4)
Night
#end

(AdvisorCulture=Roman)
"Night falls... the spirits of the dead lurk in the shadows. We should be on our guard."
Spirit(-5%,Rituals,D4)
Night
#end

(AdvisorCulture=Parthian)
"At the end of the darkest night, there is light."
Spirit(-5%,Rituals,D4)
Night
#end

(AdvisorCulture=Kushan)
"Foul things are abroad in the night... we must not stray from our camp."
Spirit(-5%,Rituals,D4)
Night
#end
