<?xml version="1.0"?>
<!DOCTYPE game SYSTEM "game.dtd">
<game>
  <info name="Pact of Steel 2" version="3.8"/>
  <!-- A MOD of original POS by VEQRYN
			The purpose is to provide a fun game that shows off many features of TripleA as well include 
			documentation inside the xml in order to show map makers how to use all the features.
			If you have questions on how to use something, or think my documentation is not clear enough,
			please go to the forum and make a post: https://forums.triplea-game.org/category/28/map-making
	-->
  <!-- loader is required by all xmls.  some xmls may use a different loader, like a puzzle game -->
  <loader javaClass="games.strategy.triplea.TripleA"/>
  <!-- triplea minimumVersion is the minimum version number of TripleA that can play this game.  Many new xmls require features not present in older versions of TripleA. Should be "xx.xx.xx.xx", "xx.xx.xx", "xx.xx", or "xx".
			An example would be a map using 'isInfrastructure' unit property would need at least TripleA version "1.2.6", while a map using 'whenCapturedChangesInto' would need at least TripleA version "1.4" -->
  <triplea minimumVersion="1.8"/>
  <!-- diceSides defaults to 6 if not in the xml.  Can be set to any number between 1 and 200.  Setting diceSides to a number other than 6 can result in unexpected behavior. -->
  <diceSides value="6"/>
  <!-- variableList provides a way to define "variables" which represent a list of elements in order to manage that list in a single place and avoid copying-pasting it multiple times. Whenever the variable name is specified in attachments using $nameOfVariable$, its replaced with a colon delimited string of the elements (ex. "$russianAntiAirTargets$" would be replaced by "russianFighter:russianTacticalBomber". They can be used in attachment "foreach" attributes as well to allow having an attachment "template" which then generates multiple attachments by looping over the elements and replacing each element into @nameOfVariable@. This is particularly useful for repetitive attachments where only a few values change across them (see "foreach" below in attachments for more detail/examples). -->
  <!--<variableList>
    <variable name="AntiTankTargets">
      <element name="germanMech.Infantry"/>
      <element name="germanTank"/>
      <element name="germanHeavyTank"/>
      <element name="germanHeavyTank-damaged"/>
      <element name="russianMech.Infantry"/>
      <element name="russianTank"/>
      <element name="russianHeavyTank"/>
      <element name="russianHeavyTank-damaged"/>
      <element name="americanMech.Infantry"/>
      <element name="americanTank"/>
      <element name="americanHeavyTank"/>
      <element name="americanHeavyTank-damaged"/>
      <element name="italianMech.Infantry"/>
      <element name="italianTank"/>
      <element name="italianHeavyTank"/>
      <element name="italianHeavyTank-damaged"/>
      <element name="japaneseMech.Infantry"/>
      <element name="japaneseTank"/>
      <element name="japaneseHeavyTank"/>
      <element name="japaneseHeavyTank-damaged"/>
      <element name="britishMech.Infantry"/>
      <element name="britishTank"/>
      <element name="britishHeavyTank"/>
      <element name="britishHeavyTank-damaged"/>
      <element name="chineseMech.Infantry"/>
      <element name="chineseTank"/>
      <element name="spanishTank"/>
      <element name="brazilianTank"/>
      <element name="turkishTank"/>
      <element name="swedishTank"/>
    </variable>	
    <variable name="Infantry">
      <element name="germanInfantry"/>
      <element name="russianInfantry"/>
    </variable>   
    <variable name="Barracks">
      <element name="germanBarracks"/>
      <element name="russianBarracks"/>
    </variable>
    <variable name="TriggerPlayers">
      <element name="Germany"/>
      <element name="Brazil"/>
    </variable>
    <variable name="Phases">
      <element name="germanyBattle"/>
      <element name="brazilBattle"/>
    </variable>-->
    <!-- This shows how variables can be chained together to combine lists of elements -->	
    <!--<variable name="russianAntiAirTargets">
      <element name="russianFighter"/>
      <element name="russianTacticalBomber"/>
    </variable>
    <variable name="americanAntiAirTargets">
      <element name="americanFighter"/>
      <element name="americanTacticalBomber"/>
    </variable>
    <variable name="AntiAirTargets">
      <element name="$russianAntiAirTargets$"/>
      <element name="$americanAntiAirTargets$"/>
    </variable>-->
    <!-- Having an element that is empty ("") means that whatever option that is referenced by in a foreach using @nameOfVariable@ will skip that option (see attachment "foreach" for more details) -->
    <!--<variable name="Players">
      <element name="Germany"/>
      <element name=""/>
    </variable>
  </variableList>-->	
  <map>
    <!-- Territory Definitions -->
    <territory name="Eastern Canada"/>
    <territory name="Italy"/>
    <territory name="Sicily"/>
    <territory name="Sardinia"/>
    <territory name="Central China"/>
    <territory name="East Balkans"/>
    <territory name="West Balkans"/>
    <territory name="Greece"/>
    <territory name="Germany"/>
    <territory name="Midway"/>
    <territory name="Greenland"/>
    <territory name="Union of South Africa"/>
    <territory name="Australia"/>
    <territory name="Kenya"/>
    <territory name="Manchuria"/>
    <territory name="Alaska"/>
    <territory name="Persia"/>
    <territory name="French West Africa"/>
    <territory name="Turkey"/>
    <territory name="Belgian Congo"/>
    <territory name="India"/>
    <territory name="Soviet Far East"/>
    <territory name="Mexico"/>
    <territory name="Spain"/>
    <territory name="Afghanistan"/>
    <territory name="Philipine Islands"/>
    <territory name="Archangel"/>
    <territory name="Novisibirsk"/>
    <territory name="Eire"/>
    <territory name="Mozambique"/>
    <territory name="Italian East Africa"/>
    <territory name="Eastern Europe"/>
    <territory name="Western United States"/>
    <territory name="Karelia S.S.R."/>
    <territory name="Kwangtung"/>
    <territory name="Brazil"/>
    <territory name="Borneo"/>
    <territory name="French Madagascar"/>
    <territory name="Yakut S.S.R."/>
    <territory name="Hawaiian Islands"/>
    <territory name="East Indies"/>
    <territory name="Saudia Arabia"/>
    <territory name="Switzerland"/>
    <territory name="Norway"/>
    <territory name="French Indochina"/>
    <territory name="West Indies"/>
    <territory name="Kazakh S.S.R."/>
    <territory name="Venezuala"/>
    <territory name="Trans-Jordan"/>
    <territory name="United Kingdom"/>
    <territory name="Western Europe"/>
    <territory name="Rio De Oro"/>
    <territory name="Angloa"/>
    <territory name="New Zealand"/>
    <territory name="Sahara"/>
    <territory name="French Equatorial Africa"/>
    <territory name="Gibraltar"/>
    <territory name="Solomon Islands"/>
    <territory name="Caucus"/>
    <territory name="Sinkiang"/>
    <territory name="Algeria"/>
    <territory name="Wake Island"/>
    <territory name="Himilaya"/>
    <territory name="Evanki National Okrug"/>
    <territory name="Sweden"/>
    <territory name="Libya"/>
    <territory name="Ukraine S.S.R."/>
    <territory name="Mongolia"/>
    <territory name="West Russia"/>
    <territory name="Peru"/>
    <territory name="Eastern United States"/>
    <territory name="Belorussia"/>
    <territory name="Burytia S.S.R."/>
    <territory name="Russia"/>
    <territory name="Anglo Egypt"/>
    <territory name="New Guinea"/>
    <territory name="Okinawa"/>
    <territory name="Panama"/>
    <territory name="Western Canada"/>
    <territory name="Central United States"/>
    <territory name="Argentina"/>
    <territory name="China"/>
    <territory name="Japan"/>
    <territory name="Caroline Islands"/>
    <territory name="15B Sea Zone" water="true"/>
    <territory name="28 Sea Zone" water="true"/>
    <territory name="56 Sea Zone" water="true"/>
    <territory name="7 Sea Zone" water="true"/>
    <territory name="31 Sea Zone" water="true"/>
    <territory name="27 Sea Zone" water="true"/>
    <territory name="5 Sea Zone" water="true"/>
    <territory name="23 Sea Zone" water="true"/>
    <territory name="53 Sea Zone" water="true"/>
    <territory name="42 Sea Zone" water="true"/>
    <territory name="59 Sea Zone" water="true"/>
    <territory name="30 Sea Zone" water="true"/>
    <territory name="50 Sea Zone" water="true"/>
    <territory name="54 Sea Zone" water="true"/>
    <territory name="43 Sea Zone" water="true"/>
    <territory name="41 Sea Zone" water="true"/>
    <territory name="4 Sea Zone" water="true"/>
    <territory name="44 Sea Zone" water="true"/>
    <territory name="11 Sea Zone" water="true"/>
    <territory name="51 Sea Zone" water="true"/>
    <territory name="25 Sea Zone" water="true"/>
    <territory name="29 Sea Zone" water="true"/>
    <territory name="34 Sea Zone" water="true"/>
    <territory name="12 Sea Zone" water="true"/>
    <territory name="32 Sea Zone" water="true"/>
    <territory name="46 Sea Zone" water="true"/>
    <territory name="63 Sea Zone" water="true"/>
    <territory name="8 Sea Zone" water="true"/>
    <territory name="26 Sea Zone" water="true"/>
    <territory name="38 Sea Zone" water="true"/>
    <territory name="3 Sea Zone" water="true"/>
    <territory name="37 Sea Zone" water="true"/>
    <territory name="6 Sea Zone" water="true"/>
    <territory name="9 Sea Zone" water="true"/>
    <territory name="61 Sea Zone" water="true"/>
    <territory name="39 Sea Zone" water="true"/>
    <territory name="36 Sea Zone" water="true"/>
    <territory name="49 Sea Zone" water="true"/>
    <territory name="64 Sea Zone" water="true"/>
    <territory name="45 Sea Zone" water="true"/>
    <territory name="57 Sea Zone" water="true"/>
    <territory name="52 Sea Zone" water="true"/>
    <territory name="1 Sea Zone" water="true"/>
    <territory name="48 Sea Zone" water="true"/>
    <territory name="17 Sea Zone" water="true"/>
    <territory name="10 Sea Zone" water="true"/>
    <territory name="15 Sea Zone" water="true"/>
    <territory name="2 Sea Zone" water="true"/>
    <territory name="33 Sea Zone" water="true"/>
    <territory name="14 Sea Zone" water="true"/>
    <territory name="13 Sea Zone" water="true"/>
    <territory name="55 Sea Zone" water="true"/>
    <territory name="35 Sea Zone" water="true"/>
    <territory name="16 Sea Zone" water="true"/>
    <territory name="19 Sea Zone" water="true"/>
    <territory name="60 Sea Zone" water="true"/>
    <territory name="62 Sea Zone" water="true"/>
    <territory name="21 Sea Zone" water="true"/>
    <territory name="22 Sea Zone" water="true"/>
    <territory name="18 Sea Zone" water="true"/>
    <territory name="47 Sea Zone" water="true"/>
    <territory name="58 Sea Zone" water="true"/>
    <territory name="40 Sea Zone" water="true"/>
    <territory name="24 Sea Zone" water="true"/>
    <territory name="20 Sea Zone" water="true"/>
    <!-- Territory Connections -->
    <connection t1="Italy" t2="Sicily"/>
    <connection t1="Italy" t2="14 Sea Zone"/>
    <connection t1="Italy" t2="West Balkans"/>
    <connection t1="Italy" t2="Germany"/>
    <connection t1="Italy" t2="Western Europe"/>
    <connection t1="Sicily" t2="14 Sea Zone"/>
    <connection t1="Sicily" t2="13 Sea Zone"/>
    <connection t1="Sardinia" t2="13 Sea Zone"/>
    <connection t1="Sardinia" t2="14 Sea Zone"/>
    <connection t1="West Balkans" t2="Greece"/>
    <connection t1="West Balkans" t2="East Balkans"/>
    <connection t1="West Balkans" t2="Germany"/>
    <connection t1="West Balkans" t2="14 Sea Zone"/>
    <connection t1="Greece" t2="East Balkans"/>
    <connection t1="Greece" t2="14 Sea Zone"/>
    <connection t1="Greece" t2="15B Sea Zone"/>
    <connection t1="15B Sea Zone" t2="14 Sea Zone"/>
    <connection t1="15B Sea Zone" t2="15 Sea Zone"/>
    <connection t1="15B Sea Zone" t2="16 Sea Zone"/>
    <connection t1="15B Sea Zone" t2="East Balkans"/>
    <connection t1="16 Sea Zone" t2="East Balkans"/>
    <connection t1="Sweden" t2="Norway"/>
    <connection t1="Sweden" t2="5 Sea Zone"/>
    <connection t1="Switzerland" t2="Germany"/>
    <connection t1="Switzerland" t2="Western Europe"/>
    <connection t1="Switzerland" t2="Italy"/>
    <connection t1="2 Sea Zone" t2="Eire"/>
    <connection t1="12 Sea Zone" t2="Spain"/>
    <connection t1="13 Sea Zone" t2="Spain"/>
    <connection t1="15 Sea Zone" t2="Turkey"/>
    <connection t1="16 Sea Zone" t2="Turkey"/>
    <connection t1="17 Sea Zone" t2="Rio De Oro"/>
    <connection t1="19 Sea Zone" t2="Venezuala"/>
    <connection t1="20 Sea Zone" t2="Venezuala"/>
    <connection t1="21 Sea Zone" t2="Peru"/>
    <connection t1="21 Sea Zone" t2="Argentina"/>
    <connection t1="25 Sea Zone" t2="Argentina"/>
    <connection t1="27 Sea Zone" t2="Angloa"/>
    <connection t1="33 Sea Zone" t2="Mozambique"/>
    <connection t1="34 Sea Zone" t2="Saudia Arabia"/>
    <connection t1="Panama" t2="Venezuala"/>
    <connection t1="Venezuala" t2="Brazil"/>
    <connection t1="Venezuala" t2="Peru"/>
    <connection t1="Brazil" t2="Peru"/>
    <connection t1="Brazil" t2="Argentina"/>
    <connection t1="Peru" t2="Argentina"/>
    <connection t1="Eire" t2="United Kingdom"/>
    <connection t1="Gibraltar" t2="Spain"/>
    <connection t1="Spain" t2="Western Europe"/>
    <connection t1="Caucus" t2="Turkey"/>
    <connection t1="Kazakh S.S.R." t2="Afghanistan"/>
    <connection t1="Himilaya" t2="Afghanistan"/>
    <connection t1="India" t2="Afghanistan"/>
    <connection t1="India" t2="Himilaya"/>
    <connection t1="Sinkiang" t2="Himilaya"/>
    <connection t1="China" t2="Himilaya"/>
    <connection t1="French Indochina" t2="Himilaya"/>
    <connection t1="Novisibirsk" t2="Mongolia"/>
    <connection t1="Sinkiang" t2="Mongolia"/>
    <connection t1="Manchuria" t2="Mongolia"/>
    <connection t1="China" t2="Mongolia"/>
    <connection t1="Sinkiang" t2="Central China"/>
    <connection t1="China" t2="Central China"/>
    <connection t1="Central China" t2="Mongolia"/>
    <connection t1="Central China" t2="Himilaya"/>
    <connection t1="Yakut S.S.R." t2="Mongolia"/>
    <connection t1="Burytia S.S.R." t2="Mongolia"/>
    <connection t1="Persia" t2="Afghanistan"/>
    <connection t1="Persia" t2="Turkey"/>
    <connection t1="Trans-Jordan" t2="Turkey"/>
    <connection t1="Trans-Jordan" t2="Saudia Arabia"/>
    <connection t1="Anglo Egypt" t2="Sahara"/>
    <connection t1="Libya" t2="Sahara"/>
    <connection t1="Algeria" t2="Sahara"/>
    <connection t1="French West Africa" t2="Sahara"/>
    <connection t1="French Equatorial Africa" t2="Sahara"/>
    <connection t1="French West Africa" t2="Rio De Oro"/>
    <connection t1="Belgian Congo" t2="Angloa"/>
    <connection t1="Kenya" t2="Angloa"/>
    <connection t1="Kenya" t2="Mozambique"/>
    <connection t1="Union of South Africa" t2="Angloa"/>
    <connection t1="Union of South Africa" t2="Mozambique"/>
    <connection t1="1 Sea Zone" t2="Eastern Canada"/>
    <connection t1="1 Sea Zone" t2="2 Sea Zone"/>
    <connection t1="1 Sea Zone" t2="8 Sea Zone"/>
    <connection t1="1 Sea Zone" t2="9 Sea Zone"/>
    <connection t1="2 Sea Zone" t2="Greenland"/>
    <connection t1="2 Sea Zone" t2="United Kingdom"/>
    <connection t1="2 Sea Zone" t2="3 Sea Zone"/>
    <connection t1="2 Sea Zone" t2="8 Sea Zone"/>
    <connection t1="3 Sea Zone" t2="4 Sea Zone"/>
    <connection t1="3 Sea Zone" t2="6 Sea Zone"/>
    <connection t1="3 Sea Zone" t2="United Kingdom"/>
    <connection t1="3 Sea Zone" t2="Norway"/>
    <connection t1="4 Sea Zone" t2="Karelia S.S.R."/>
    <connection t1="4 Sea Zone" t2="Archangel"/>
    <connection t1="5 Sea Zone" t2="6 Sea Zone"/>
    <connection t1="5 Sea Zone" t2="Norway"/>
    <connection t1="5 Sea Zone" t2="Karelia S.S.R."/>
    <connection t1="5 Sea Zone" t2="Eastern Europe"/>
    <connection t1="5 Sea Zone" t2="Germany"/>
    <connection t1="5 Sea Zone" t2="Western Europe"/>
    <connection t1="6 Sea Zone" t2="7 Sea Zone"/>
    <connection t1="6 Sea Zone" t2="United Kingdom"/>
    <connection t1="6 Sea Zone" t2="Norway"/>
    <connection t1="6 Sea Zone" t2="Western Europe"/>
    <connection t1="7 Sea Zone" t2="8 Sea Zone"/>
    <connection t1="7 Sea Zone" t2="12 Sea Zone"/>
    <connection t1="7 Sea Zone" t2="United Kingdom"/>
    <connection t1="7 Sea Zone" t2="Western Europe"/>
    <connection t1="8 Sea Zone" t2="9 Sea Zone"/>
    <connection t1="8 Sea Zone" t2="12 Sea Zone"/>
    <connection t1="8 Sea Zone" t2="United Kingdom"/>
    <connection t1="9 Sea Zone" t2="10 Sea Zone"/>
    <connection t1="9 Sea Zone" t2="11 Sea Zone"/>
    <connection t1="9 Sea Zone" t2="12 Sea Zone"/>
    <connection t1="9 Sea Zone" t2="Eastern Canada"/>
    <connection t1="10 Sea Zone" t2="11 Sea Zone"/>
    <connection t1="10 Sea Zone" t2="19 Sea Zone"/>
    <connection t1="10 Sea Zone" t2="Eastern United States"/>
    <connection t1="10 Sea Zone" t2="Panama"/>
    <connection t1="11 Sea Zone" t2="12 Sea Zone"/>
    <connection t1="11 Sea Zone" t2="18 Sea Zone"/>
    <connection t1="11 Sea Zone" t2="19 Sea Zone"/>
    <connection t1="12 Sea Zone" t2="13 Sea Zone"/>
    <connection t1="12 Sea Zone" t2="17 Sea Zone"/>
    <connection t1="12 Sea Zone" t2="18 Sea Zone"/>
    <connection t1="12 Sea Zone" t2="Algeria"/>
    <connection t1="13 Sea Zone" t2="14 Sea Zone"/>
    <connection t1="13 Sea Zone" t2="Gibraltar"/>
    <connection t1="13 Sea Zone" t2="Western Europe"/>
    <connection t1="13 Sea Zone" t2="Algeria"/>
    <connection t1="14 Sea Zone" t2="15 Sea Zone"/>
    <connection t1="14 Sea Zone" t2="Libya"/>
    <connection t1="15 Sea Zone" t2="34 Sea Zone"/>
    <connection t1="15 Sea Zone" t2="Trans-Jordan"/>
    <connection t1="15 Sea Zone" t2="Anglo Egypt"/>
    <connection t1="16 Sea Zone" t2="East Balkans"/>
    <connection t1="16 Sea Zone" t2="Ukraine S.S.R."/>
    <connection t1="16 Sea Zone" t2="Caucus"/>
    <connection t1="17 Sea Zone" t2="18 Sea Zone"/>
    <connection t1="17 Sea Zone" t2="22 Sea Zone"/>
    <connection t1="17 Sea Zone" t2="23 Sea Zone"/>
    <connection t1="17 Sea Zone" t2="French West Africa"/>
    <connection t1="18 Sea Zone" t2="19 Sea Zone"/>
    <connection t1="18 Sea Zone" t2="22 Sea Zone"/>
    <connection t1="18 Sea Zone" t2="Brazil"/>
    <connection t1="19 Sea Zone" t2="20 Sea Zone"/>
    <connection t1="19 Sea Zone" t2="Panama"/>
    <connection t1="19 Sea Zone" t2="West Indies"/>
    <connection t1="20 Sea Zone" t2="21 Sea Zone"/>
    <connection t1="20 Sea Zone" t2="54 Sea Zone"/>
    <connection t1="20 Sea Zone" t2="Panama"/>
    <connection t1="21 Sea Zone" t2="25 Sea Zone"/>
    <connection t1="21 Sea Zone" t2="43 Sea Zone"/>
    <connection t1="22 Sea Zone" t2="23 Sea Zone"/>
    <connection t1="22 Sea Zone" t2="24 Sea Zone"/>
    <connection t1="22 Sea Zone" t2="25 Sea Zone"/>
    <connection t1="22 Sea Zone" t2="Brazil"/>
    <connection t1="23 Sea Zone" t2="24 Sea Zone"/>
    <connection t1="23 Sea Zone" t2="27 Sea Zone"/>
    <connection t1="23 Sea Zone" t2="French Equatorial Africa"/>
    <connection t1="23 Sea Zone" t2="Belgian Congo"/>
    <connection t1="24 Sea Zone" t2="25 Sea Zone"/>
    <connection t1="24 Sea Zone" t2="26 Sea Zone"/>
    <connection t1="24 Sea Zone" t2="27 Sea Zone"/>
    <connection t1="25 Sea Zone" t2="26 Sea Zone"/>
    <connection t1="25 Sea Zone" t2="42 Sea Zone"/>
    <connection t1="25 Sea Zone" t2="43 Sea Zone"/>
    <connection t1="26 Sea Zone" t2="27 Sea Zone"/>
    <connection t1="27 Sea Zone" t2="28 Sea Zone"/>
    <connection t1="27 Sea Zone" t2="Union of South Africa"/>
    <connection t1="28 Sea Zone" t2="29 Sea Zone"/>
    <connection t1="28 Sea Zone" t2="33 Sea Zone"/>
    <connection t1="28 Sea Zone" t2="Union of South Africa"/>
    <connection t1="28 Sea Zone" t2="French Madagascar"/>
    <connection t1="29 Sea Zone" t2="32 Sea Zone"/>
    <connection t1="29 Sea Zone" t2="30 Sea Zone"/>
    <connection t1="29 Sea Zone" t2="French Madagascar"/>
    <connection t1="30 Sea Zone" t2="31 Sea Zone"/>
    <connection t1="30 Sea Zone" t2="32 Sea Zone"/>
    <connection t1="30 Sea Zone" t2="38 Sea Zone"/>
    <connection t1="30 Sea Zone" t2="39 Sea Zone"/>
    <connection t1="31 Sea Zone" t2="32 Sea Zone"/>
    <connection t1="31 Sea Zone" t2="35 Sea Zone"/>
    <connection t1="31 Sea Zone" t2="37 Sea Zone"/>
    <connection t1="31 Sea Zone" t2="38 Sea Zone"/>
    <connection t1="32 Sea Zone" t2="33 Sea Zone"/>
    <connection t1="32 Sea Zone" t2="34 Sea Zone"/>
    <connection t1="32 Sea Zone" t2="35 Sea Zone"/>
    <connection t1="32 Sea Zone" t2="French Madagascar"/>
    <connection t1="33 Sea Zone" t2="34 Sea Zone"/>
    <connection t1="33 Sea Zone" t2="French Madagascar"/>
    <connection t1="33 Sea Zone" t2="Kenya"/>
    <connection t1="34 Sea Zone" t2="35 Sea Zone"/>
    <connection t1="34 Sea Zone" t2="Italian East Africa"/>
    <connection t1="34 Sea Zone" t2="Anglo Egypt"/>
    <connection t1="34 Sea Zone" t2="Trans-Jordan"/>
    <connection t1="34 Sea Zone" t2="Persia"/>
    <connection t1="35 Sea Zone" t2="36 Sea Zone"/>
    <connection t1="35 Sea Zone" t2="37 Sea Zone"/>
    <connection t1="35 Sea Zone" t2="India"/>
    <connection t1="36 Sea Zone" t2="37 Sea Zone"/>
    <connection t1="36 Sea Zone" t2="48 Sea Zone"/>
    <connection t1="36 Sea Zone" t2="49 Sea Zone"/>
    <connection t1="36 Sea Zone" t2="59 Sea Zone"/>
    <connection t1="36 Sea Zone" t2="French Indochina"/>
    <connection t1="37 Sea Zone" t2="48 Sea Zone"/>
    <connection t1="38 Sea Zone" t2="46 Sea Zone"/>
    <connection t1="52 Sea Zone" t2="56 Sea Zone"/>
    <connection t1="37 Sea Zone" t2="47 Sea Zone"/>
    <connection t1="37 Sea Zone" t2="38 Sea Zone"/>
    <connection t1="37 Sea Zone" t2="East Indies"/>
    <connection t1="38 Sea Zone" t2="39 Sea Zone"/>
    <connection t1="38 Sea Zone" t2="47 Sea Zone"/>
    <connection t1="38 Sea Zone" t2="Australia"/>
    <connection t1="39 Sea Zone" t2="40 Sea Zone"/>
    <connection t1="39 Sea Zone" t2="Australia"/>
    <connection t1="40 Sea Zone" t2="41 Sea Zone"/>
    <connection t1="40 Sea Zone" t2="46 Sea Zone"/>
    <connection t1="40 Sea Zone" t2="Australia"/>
    <connection t1="41 Sea Zone" t2="46 Sea Zone"/>
    <connection t1="41 Sea Zone" t2="45 Sea Zone"/>
    <connection t1="41 Sea Zone" t2="42 Sea Zone"/>
    <connection t1="41 Sea Zone" t2="44 Sea Zone"/>
    <connection t1="41 Sea Zone" t2="New Zealand"/>
    <connection t1="42 Sea Zone" t2="43 Sea Zone"/>
    <connection t1="42 Sea Zone" t2="44 Sea Zone"/>
    <connection t1="43 Sea Zone" t2="25 Sea Zone"/>
    <connection t1="43 Sea Zone" t2="44 Sea Zone"/>
    <connection t1="43 Sea Zone" t2="53 Sea Zone"/>
    <connection t1="43 Sea Zone" t2="54 Sea Zone"/>
    <connection t1="44 Sea Zone" t2="45 Sea Zone"/>
    <connection t1="44 Sea Zone" t2="52 Sea Zone"/>
    <connection t1="44 Sea Zone" t2="53 Sea Zone"/>
    <connection t1="45 Sea Zone" t2="46 Sea Zone"/>
    <connection t1="45 Sea Zone" t2="47 Sea Zone"/>
    <connection t1="45 Sea Zone" t2="50 Sea Zone"/>
    <connection t1="45 Sea Zone" t2="51 Sea Zone"/>
    <connection t1="45 Sea Zone" t2="52 Sea Zone"/>
    <connection t1="45 Sea Zone" t2="Solomon Islands"/>
    <connection t1="46 Sea Zone" t2="47 Sea Zone"/>
    <connection t1="46 Sea Zone" t2="Australia"/>
    <connection t1="47 Sea Zone" t2="48 Sea Zone"/>
    <connection t1="47 Sea Zone" t2="50 Sea Zone"/>
    <connection t1="47 Sea Zone" t2="New Guinea"/>
    <connection t1="48 Sea Zone" t2="49 Sea Zone"/>
    <connection t1="48 Sea Zone" t2="50 Sea Zone"/>
    <connection t1="48 Sea Zone" t2="Borneo"/>
    <connection t1="49 Sea Zone" t2="50 Sea Zone"/>
    <connection t1="49 Sea Zone" t2="58 Sea Zone"/>
    <connection t1="49 Sea Zone" t2="59 Sea Zone"/>
    <connection t1="49 Sea Zone" t2="60 Sea Zone"/>
    <connection t1="49 Sea Zone" t2="Philipine Islands"/>
    <connection t1="50 Sea Zone" t2="58 Sea Zone"/>
    <connection t1="50 Sea Zone" t2="51 Sea Zone"/>
    <connection t1="50 Sea Zone" t2="Caroline Islands"/>
    <connection t1="51 Sea Zone" t2="52 Sea Zone"/>
    <connection t1="51 Sea Zone" t2="58 Sea Zone"/>
    <connection t1="51 Sea Zone" t2="57 Sea Zone"/>
    <connection t1="51 Sea Zone" t2="60 Sea Zone"/>
    <connection t1="51 Sea Zone" t2="Wake Island"/>
    <connection t1="52 Sea Zone" t2="53 Sea Zone"/>
    <connection t1="52 Sea Zone" t2="55 Sea Zone"/>
    <connection t1="52 Sea Zone" t2="57 Sea Zone"/>
    <connection t1="52 Sea Zone" t2="Hawaiian Islands"/>
    <connection t1="53 Sea Zone" t2="54 Sea Zone"/>
    <connection t1="53 Sea Zone" t2="55 Sea Zone"/>
    <connection t1="54 Sea Zone" t2="55 Sea Zone"/>
    <connection t1="54 Sea Zone" t2="Mexico"/>
    <connection t1="54 Sea Zone" t2="Western United States"/>
    <connection t1="55 Sea Zone" t2="56 Sea Zone"/>
    <connection t1="55 Sea Zone" t2="64 Sea Zone"/>
    <connection t1="55 Sea Zone" t2="Western United States"/>
    <connection t1="55 Sea Zone" t2="Western Canada"/>
    <connection t1="56 Sea Zone" t2="57 Sea Zone"/>
    <connection t1="56 Sea Zone" t2="63 Sea Zone"/>
    <connection t1="56 Sea Zone" t2="64 Sea Zone"/>
    <connection t1="56 Sea Zone" t2="Midway"/>
    <connection t1="57 Sea Zone" t2="60 Sea Zone"/>
    <connection t1="57 Sea Zone" t2="62 Sea Zone"/>
    <connection t1="57 Sea Zone" t2="63 Sea Zone"/>
    <connection t1="57 Sea Zone" t2="Midway"/>
    <connection t1="58 Sea Zone" t2="60 Sea Zone"/>
    <connection t1="58 Sea Zone" t2="Okinawa"/>
    <connection t1="59 Sea Zone" t2="60 Sea Zone"/>
    <connection t1="59 Sea Zone" t2="61 Sea Zone"/>
    <connection t1="59 Sea Zone" t2="Kwangtung"/>
    <connection t1="60 Sea Zone" t2="61 Sea Zone"/>
    <connection t1="60 Sea Zone" t2="62 Sea Zone"/>
    <connection t1="60 Sea Zone" t2="Japan"/>
    <connection t1="60 Sea Zone" t2="Burytia S.S.R."/>
    <connection t1="61 Sea Zone" t2="Japan"/>
    <connection t1="61 Sea Zone" t2="Manchuria"/>
    <connection t1="62 Sea Zone" t2="63 Sea Zone"/>
    <connection t1="62 Sea Zone" t2="Burytia S.S.R."/>
    <connection t1="62 Sea Zone" t2="Soviet Far East"/>
    <connection t1="63 Sea Zone" t2="64 Sea Zone"/>
    <connection t1="63 Sea Zone" t2="Alaska"/>
    <connection t1="63 Sea Zone" t2="Western Canada"/>
    <connection t1="64 Sea Zone" t2="Alaska"/>
    <connection t1="64 Sea Zone" t2="Western Canada"/>
    <connection t1="Eastern Canada" t2="Eastern United States"/>
    <connection t1="Eastern Canada" t2="Western Canada"/>
    <connection t1="Eastern United States" t2="Central United States"/>
    <connection t1="Central United States" t2="Western Canada"/>
    <connection t1="Central United States" t2="Western United States"/>
    <connection t1="Western United States" t2="Mexico"/>
    <connection t1="Central United States" t2="Mexico"/>
    <connection t1="Western United States" t2="Western Canada"/>
    <connection t1="Western Canada" t2="Alaska"/>
    <connection t1="Eastern United States" t2="Panama"/>
    <connection t1="Panama" t2="Mexico"/>
    <connection t1="Western Europe" t2="Germany"/>
    <connection t1="Germany" t2="East Balkans"/>
    <connection t1="Germany" t2="Eastern Europe"/>
    <connection t1="East Balkans" t2="Eastern Europe"/>
    <connection t1="East Balkans" t2="Ukraine S.S.R."/>
    <connection t1="Eastern Europe" t2="Ukraine S.S.R."/>
    <connection t1="Eastern Europe" t2="Belorussia"/>
    <connection t1="Eastern Europe" t2="Karelia S.S.R."/>
    <connection t1="Karelia S.S.R." t2="Norway"/>
    <connection t1="Karelia S.S.R." t2="Belorussia"/>
    <connection t1="Karelia S.S.R." t2="Archangel"/>
    <connection t1="Karelia S.S.R." t2="West Russia"/>
    <connection t1="Belorussia" t2="West Russia"/>
    <connection t1="Belorussia" t2="Ukraine S.S.R."/>
    <connection t1="Ukraine S.S.R." t2="West Russia"/>
    <connection t1="Ukraine S.S.R." t2="Caucus"/>
    <connection t1="Caucus" t2="Persia"/>
    <connection t1="Caucus" t2="West Russia"/>
    <connection t1="Caucus" t2="Russia"/>
    <connection t1="Caucus" t2="Kazakh S.S.R."/>
    <connection t1="West Russia" t2="Russia"/>
    <connection t1="West Russia" t2="Archangel"/>
    <connection t1="Archangel" t2="Russia"/>
    <connection t1="Russia" t2="Evanki National Okrug"/>
    <connection t1="Russia" t2="Novisibirsk"/>
    <connection t1="Russia" t2="Kazakh S.S.R."/>
    <connection t1="Kazakh S.S.R." t2="Novisibirsk"/>
    <connection t1="Kazakh S.S.R." t2="Sinkiang"/>
    <connection t1="Kazakh S.S.R." t2="Persia"/>
    <connection t1="India" t2="French Indochina"/>
    <connection t1="Evanki National Okrug" t2="Yakut S.S.R."/>
    <connection t1="Evanki National Okrug" t2="Novisibirsk"/>
    <connection t1="Novisibirsk" t2="Yakut S.S.R."/>
    <connection t1="Novisibirsk" t2="Sinkiang"/>
    <connection t1="Yakut S.S.R." t2="Soviet Far East"/>
    <connection t1="Yakut S.S.R." t2="Burytia S.S.R."/>
    <connection t1="Burytia S.S.R." t2="Manchuria"/>
    <connection t1="Burytia S.S.R." t2="Soviet Far East"/>
    <connection t1="Manchuria" t2="China"/>
    <connection t1="Manchuria" t2="Kwangtung"/>
    <connection t1="Kwangtung" t2="China"/>
    <connection t1="Kwangtung" t2="French Indochina"/>
    <connection t1="China" t2="French Indochina"/>
    <connection t1="Persia" t2="India"/>
    <connection t1="Persia" t2="Trans-Jordan"/>
    <connection t1="Trans-Jordan" t2="Anglo Egypt"/>
    <connection t1="Anglo Egypt" t2="Libya"/>
    <connection t1="Anglo Egypt" t2="Italian East Africa"/>
    <connection t1="Anglo Egypt" t2="French Equatorial Africa"/>
    <connection t1="Anglo Egypt" t2="Belgian Congo"/>
    <connection t1="Libya" t2="Algeria"/>
    <connection t1="French West Africa" t2="French Equatorial Africa"/>
    <connection t1="French Equatorial Africa" t2="Belgian Congo"/>
    <connection t1="Belgian Congo" t2="Italian East Africa"/>
    <connection t1="Belgian Congo" t2="Kenya"/>
    <connection t1="Italian East Africa" t2="Kenya"/>
    <connection t1="Kenya" t2="Union of South Africa"/>
    <!-- The order of t1 and t2 does not matter at all -->
  </map>
  <resourceList>
    <!-- PUs and techTokens are default supported resources. (all maps should use "PUs" as the default "money", as a map without PUs may fail. -->
    <resource name="PUs"/>
    <resource name="techTokens"/>
    <!-- Use isDisplayedFor to only show resources for certain players or NONE -->	  
    <!-- These are custom resources.
		<resource name="Steel" isDisplayedFor="Russia:Germany"/>
		<resource name="Aluminium" isDisplayedFor="NONE"/>
		<resource name="Fuel"/>
		<resource name="SuicideAttackTokens" isDisplayedFor="Japan"/>-->
    <!-- VPs are only semi-supported by the code as of right now. They are used for special pacific rules.
		<resource name="VPs"/>-->
  </resourceList>
  <playerList>
    <!-- In turn order (it is important that the players are listed in turn order)-->
    <!-- optional: just means 'does this player require a capital?'.  if optional is false, they require at least 1 capital.  if optional is true, they may have no capitals. -->
    <!-- canBeDisabled: if true means that the player will skip all of their phases. their delegates will be removed from the game (so triggers will not happen during those delegates either) -->
    <!-- defaultType: optional, default is "Human"; options are "Human", "AI", "DoesNothing"; sets player to this type by default in the player selection window -->
    <!-- isHidden: optional, default is "false"; options are "true", "false"; if true doesn't show player in player selection window -->
    <player name="Italians" optional="false" canBeDisabled="false"/>
    <player name="Russians" optional="false" canBeDisabled="false"/>
    <player name="Germans" optional="false" canBeDisabled="false"/>
    <player name="British" optional="false" canBeDisabled="false"/>
    <player name="Japanese" optional="false" canBeDisabled="false"/>
    <player name="Americans" optional="false" canBeDisabled="false"/>
    <player name="Chinese" optional="false" canBeDisabled="false"/>
    <!-- Alliances can have any name, not just axis and allies.  There can be more than 2 alliances -->
    <!-- Since triplea version 1.3.3.0 it is preferred to use relationships instead of or in addition to alliances. If relationships are set, then alliances will only matter for the stats panel and any game option type victory conditions -->
    <!-- Axis alliance -->
    <alliance player="Germans" alliance="Axis"/>
    <alliance player="Japanese" alliance="Axis"/>
    <alliance player="Italians" alliance="Axis"/>
    <!-- Allies alliance -->
    <alliance player="British" alliance="Allies"/>
    <alliance player="Russians" alliance="Allies"/>
    <alliance player="Americans" alliance="Allies"/>
    <alliance player="Chinese" alliance="Allies"/>
  </playerList>
  <unitList>
    <unit name="infantry"/>
    <unit name="artillery"/>
    <unit name="armour"/>
    <unit name="fighter"/>
    <unit name="jp_fighter"/>
    <unit name="bomber"/>
    <unit name="air_transport"/>
    <unit name="transport"/>
    <unit name="jp_transport"/>
    <unit name="submarine"/>
    <unit name="midget_submarine"/>
    <unit name="destroyer"/>
    <unit name="jp_destroyer"/>
    <unit name="cruiser"/>
    <unit name="carrier"/>
    <unit name="battleship"/>
    <unit name="super_carrier"/>
    <unit name="bunker"/>
    <unit name="aaGun"/>
    <unit name="factory"/>
    <unit name="airfield"/>
    <unit name="harbour"/>
  </unitList>
  <!--	This is the list of relationshipTypes you can create between players -->
  <!--	Each relationshipType you define here MUST have a RelationshipTypeAttachment to define this relationship
				Also each RelationshipTypeAttachment MUST have an archetype set to either: "allied", "neutral" or "war"
				The following are examples, you can name them whatever you want.
	-->
  <relationshipTypes>
    <relationshipType name="Allied"/>
    <relationshipType name="War"/>
    <relationshipType name="Neutrality"/>
    <!--<relationshipType name="NAP"/>
		<relationshipType name="ColdWar"/>-->
  </relationshipTypes>
  <!--	Territory Effects let you have unit modifiers based on the territory.
	<territoryEffectList>
		<territoryEffect name="city"/>
		<territoryEffect name="desert"/>
		<territoryEffect name="forest"/>
		<territoryEffect name="hill"/>
		<territoryEffect name="marsh"/>
		<territoryEffect name="mountain"/>
		<territoryEffect name="sahara"/>
	</territoryEffectList>
	-->
  <gamePlay>
    <!-- this currently is all the delegates triplea has.  not all are needed for a regular game though -->
    <!-- purchaseNoPU buys 1 infantry for X number of territories controlled, rounding down. set X in player rules attachments -->
    <!-- endTurnNoPU ends player's turn without giving them any PUs -->
    <!-- placeNoAirCheck does everything normal 'place' does, except it does not kill any aircraft at the end of the turn (you can also use step properties to do this with the normal delegate) -->
    <delegate name="initDelegate" javaClass="games.strategy.triplea.delegate.InitializationDelegate" display="Initializing Delegates"/>
    <delegate name="tech" javaClass="games.strategy.triplea.delegate.TechnologyDelegate" display="Research Technology"/>
    <delegate name="tech_activation" javaClass="games.strategy.triplea.delegate.TechActivationDelegate" display="Activate Technology"/>
    <delegate name="battle" javaClass="games.strategy.triplea.delegate.BattleDelegate" display="Combat"/>
    <delegate name="move" javaClass="games.strategy.triplea.delegate.MoveDelegate" display="Combat Move"/>
    <delegate name="place" javaClass="games.strategy.triplea.delegate.PlaceDelegate" display="Place Units"/>
    <!--<delegate name="placeNoAirCheck" javaClass="games.strategy.triplea.delegate.NoAirCheckPlaceDelegate" display="Place Units"/>-->
    <delegate name="purchase" javaClass="games.strategy.triplea.delegate.PurchaseDelegate" display="Purchase Units"/>
    <delegate name="purchaseNoPU" javaClass="games.strategy.triplea.delegate.NoPUPurchaseDelegate" display="Purchase Units"/>
    <delegate name="endTurn" javaClass="games.strategy.triplea.delegate.EndTurnDelegate" display="Turn Complete"/>
    <delegate name="endTurnNoPU" javaClass="games.strategy.triplea.delegate.NoPUEndTurnDelegate" display="Turn Complete"/>
    <delegate name="endRound" javaClass="games.strategy.triplea.delegate.EndRoundDelegate" display="Round Complete"/>
    <delegate name="placeBid" javaClass="games.strategy.triplea.delegate.BidPlaceDelegate" display="Bid Placement"/>
    <delegate name="bid" javaClass="games.strategy.triplea.delegate.BidPurchaseDelegate" display="Bid Purchase"/>
    <delegate name="politics" javaClass="games.strategy.triplea.delegate.PoliticsDelegate" display="Politics"/>
    <delegate name="userActions" javaClass="games.strategy.triplea.delegate.UserActionDelegate" display="Actions And Operations"/>
    <!-- SpecialMoveDelegate delegate is for the new Airborne forces tech (similar to paratroopers). The delegate name has to end with "AirborneCombatMove" for it to work properly.
		GamePlay Delegate:
		<delegate name="specialCombatMove" javaClass="games.strategy.triplea.delegate.SpecialMoveDelegate" display="Special Move"/>
		Sequence Step Example:
		<step name="italianAirborneCombatMove" delegate="specialCombatMove" player="Italians" display="Airborne Attack Move">
			<stepProperty name="airborneMove" value="true"/>
		</step>
		-->
    <!-- RandomStartDelegate delegate is for randomly assigning territories, or letting users pick territories (like Risk) in turn order.
				Any "neutral" (non-owned), non-impassable, land territories are up for grabs.  Any players with "units held" are able to participate in the picking until their held units run out.
				If any units remain after territories are assigned, they will be placed one by one in owned territories until empty.
		GamePlay Delegate:
		<delegate name="randomStartDelegate" javaClass="games.strategy.triplea.delegate.RandomStartDelegate" display="Assign Territories"/>
		Sequence Step Example:
		<step name="setupRandomStartDelegate" delegate="randomStartDelegate" maxRunCount="1"/>
		-->
    <sequence>
      <!-- It is very important that the "name" ends with the correct phrase, or else the game will not work properly.
					Please end with ("xx" = faction name): xxBid, xxBidPlace, xxTech, xxPurchase, xxCombatMove, xxBattle, xxNonCombatMove, xxPlace, xxTechActivation, xxEndTurn, xxPolitics, xxUserActions  -->
      <!-- a "step" may also include an option called "stepProperty", which has "name" and "value" attributes.
					These stepProperty options are not validated at all, so if you have a typo it will not be caught.
					Currently allowed stepProperty options:
						For any "EndTurn" delegate (such as EndTurnDelegate or NoPUEndTurnDelegate or etc):
							skipPosting 				= true/false (default is false). Do we skip the Play-by-Email/Play-by-Forum turn summary and savegame Posting?
							turnSummaryPlayers 			= a list of players, separated by colons ":"  default is the step player. Determines which players this forum posting turn summary will include (will only use all steps that touch this step, or touch the step that touches this step AND is owned by one of these listed players)
							repairUnits 				= true/false will repair own or all damaged units (default depends on game option)
						
						For any "Place" delegate (such as PlaceDelegate or NoAirCheckPlaceDelegate or etc):
							removeAirThatCanNotLand 	= true/false will kill air units that can not land (default is true at end of phase)
							bid 						= true/false (default to true if step ends with BidPlace)
							
						For any "Purchase" delegate (such as PurchaseDelegate or NoPUPurchaseDelegate or etc):
							bid 						= true/false (default to true if step ends with Bid)
							repairPlayers 				= a list of players, separated by colons ":", default is the step player. Determines which players you can repair units of.
						
						For any "Move" delegate (such as MoveDelegate or SpecialMoveDelegate or etc):
							airborneMove 				= true/false is this an AirborneCombatMove for 1940 'paratroopers' move phase? (default is true if delegate ends with "AirborneCombatMove")
							combatMove 					= true/false do we have combat after this phase? this will affect movement validation and certain unit property recordings such as submerged, amphibious, etc. (default is true if delegate ends with "CombatMove" but not "NonCombatMove")
							nonCombatMove 				= true/false do we have combat before this phase? this will affect movement validation. (default is true if delegate ends with "NonCombatMove")
							fireRockets 				= true/false (default depends on game option [ww2v2 and ww2v3 have this after delegates that end with "CombatMove" but not "NonCombatMove"])
							giveBonusMovement 			= true/false resets and gives bonus movement (default is true at start of phase if delegate ends with "CombatMove" but not "NonCombatMove")
							resetUnitStateAtEnd 		= true/false at end of phase will resets movement points and other unit states such as submerged, amphibious, unload/load, wasInCombat, etc. (default at end of phase depends if delegate ends with "NonCombatMove")
							resetUnitStateAtStart 		= true/false at start of phase will resets movement points and other unit states such as submerged, amphibious, unload/load, wasInCombat, etc. (default is false)
							repairUnits 				= true/false will repair own or all damaged units (default depends on game option, but would normally be start of combat move)
							removeAirThatCanNotLand 	= true/false will kill all air units that can not land, but will make an exception for air by factories if a carrier was purchased for maps using v3/lhtr rules (default is true at end of phase)
							skipPosting 				= true/false (default is false). Do we skip the Play-by-Email/Play-by-Forum turn summary and savegame Posting?
							turnSummaryPlayers 			= a list of players, separated by colons ":"  default is the step player. Determines which players this forum posting turn summary will include (will only use all steps that touch this step, or touch the step that touches this step AND is owned by one of these listed players)
							combinedTurns 				= a list of players, separated by colons ":", default is the step player. Determines things such as when to kill off air that can't land when an allied player could put a carrier under it first, etc.
							
			-->
      <step name="gameInitDelegate" delegate="initDelegate" maxRunCount="1"/>
      <!-- Bidding Phase -->
      <step name="italiansBid" delegate="bid" player="Italians" maxRunCount="1"/>
      <step name="italiansBidPlace" delegate="placeBid" player="Italians" maxRunCount="1"/>
      <step name="russianBid" delegate="bid" player="Russians" maxRunCount="1"/>
      <step name="russianBidPlace" delegate="placeBid" player="Russians" maxRunCount="1"/>
      <step name="germanBid" delegate="bid" player="Germans" maxRunCount="1"/>
      <step name="germanBidPlace" delegate="placeBid" player="Germans" maxRunCount="1"/>
      <step name="britishBid" delegate="bid" player="British" maxRunCount="1"/>
      <step name="britishBidPlace" delegate="placeBid" player="British" maxRunCount="1"/>
      <step name="japaneseBid" delegate="bid" player="Japanese" maxRunCount="1"/>
      <step name="japaneseBidPlace" delegate="placeBid" player="Japanese" maxRunCount="1"/>
      <step name="americanBid" delegate="bid" player="Americans" maxRunCount="1"/>
      <step name="americanBidPlace" delegate="placeBid" player="Americans" maxRunCount="1"/>
      <step name="chineseBid" delegate="bid" player="Chinese" maxRunCount="1"/>
      <step name="chineseBidPlace" delegate="placeBid" player="Chinese" maxRunCount="1"/>
      <!-- it is generally a good idea to put tech activation at the end of the turn, for balancing reasons -->
      <!-- Italians Game Sequence -->
      <step name="italianTech" delegate="tech" player="Italians"/>
      <step name="italianPurchase" delegate="purchase" player="Italians"/>
      <step name="italianPolitics" delegate="politics" player="Italians"/>
      <step name="italianCombatMove" delegate="move" player="Italians"/>
      <step name="italianBattle" delegate="battle" player="Italians"/>
      <step name="italianNonCombatMove" delegate="move" player="Italians" display="Non Combat Move"/>
      <step name="italianPlace" delegate="place" player="Italians"/>
      <step name="italianTechActivation" delegate="tech_activation" player="Italians"/>
      <step name="italianEndTurn" delegate="endTurn" player="Italians"/>
      <!-- Russians Game Sequence -->
      <step name="russianTech" delegate="tech" player="Russians"/>
      <step name="russianPurchase" delegate="purchase" player="Russians"/>
      <step name="russianPolitics" delegate="politics" player="Russians"/>
      <step name="russianCombatMove" delegate="move" player="Russians"/>
      <step name="russianBattle" delegate="battle" player="Russians"/>
      <step name="russianNonCombatMove" delegate="move" player="Russians" display="Non Combat Move"/>
      <step name="russianPlace" delegate="place" player="Russians"/>
      <step name="russianTechActivation" delegate="tech_activation" player="Russians"/>
      <step name="russianEndTurn" delegate="endTurn" player="Russians"/>
      <!-- Germans Game Sequence -->
      <step name="germanTech" delegate="tech" player="Germans"/>
      <step name="germanPurchase" delegate="purchase" player="Germans"/>
      <step name="germanPolitics" delegate="politics" player="Germans"/>
      <step name="germanCombatMove" delegate="move" player="Germans"/>
      <step name="germanBattle" delegate="battle" player="Germans"/>
      <step name="germanNonCombatMove" delegate="move" player="Germans" display="Non Combat Move"/>
      <step name="germanPlace" delegate="place" player="Germans"/>
      <step name="germanTechActivation" delegate="tech_activation" player="Germans"/>
      <step name="germanEndTurn" delegate="endTurn" player="Germans"/>
      <!-- British Game Sequence -->
      <step name="britishTech" delegate="tech" player="British"/>
      <step name="britishPurchase" delegate="purchase" player="British"/>
      <step name="britishPolitics" delegate="politics" player="British"/>
      <step name="britishCombatMove" delegate="move" player="British"/>
      <step name="britishBattle" delegate="battle" player="British"/>
      <step name="britishNonCombatMove" delegate="move" player="British" display="Non Combat Move"/>
      <step name="britishPlace" delegate="place" player="British"/>
      <step name="britishTechActivation" delegate="tech_activation" player="British"/>
      <step name="britishEndTurn" delegate="endTurn" player="British"/>
      <!-- Japanese Game Sequence -->
      <step name="japaneseTech" delegate="tech" player="Japanese"/>
      <step name="japanesePurchase" delegate="purchase" player="Japanese"/>
      <step name="japanesePolitics" delegate="politics" player="Japanese"/>
      <step name="japaneseCombatMove" delegate="move" player="Japanese"/>
      <step name="japaneseBattle" delegate="battle" player="Japanese"/>
      <step name="japaneseNonCombatMove" delegate="move" player="Japanese" display="Non Combat Move"/>
      <step name="japanesePlace" delegate="place" player="Japanese"/>
      <step name="japaneseTechActivation" delegate="tech_activation" player="Japanese"/>
      <step name="japaneseEndTurn" delegate="endTurn" player="Japanese">
        <stepProperty name="skipPosting" value="false"/>
      </step>
      <!-- Americans Game Sequence -->
      <step name="americanTech" delegate="tech" player="Americans"/>
      <step name="americanPurchase" delegate="purchase" player="Americans"/>
      <step name="americanPolitics" delegate="politics" player="Americans"/>
      <step name="americanUserActions" delegate="userActions" player="Americans"/>
      <step name="americanCombatMove" delegate="move" player="Americans"/>
      <step name="americanBattle" delegate="battle" player="Americans"/>
      <step name="americanNonCombatMove" delegate="move" player="Americans" display="Non Combat Move"/>
      <step name="americanPlace" delegate="place" player="Americans"/>
      <step name="americanTechActivation" delegate="tech_activation" player="Americans"/>
      <!--<step name="americanEndTurn" delegate="endTurn" player="Americans"/>-->
      <step name="americanEndTurn" delegate="endTurn" player="Americans">
        <!--<stepProperty name="skipPosting" value="true"/>-->
        <stepProperty name="turnSummaryPlayers" value="Americans"/>
      </step>
      <!-- Chinese Game Sequence -->
      <step name="chineseBurmaRoadPurchase" delegate="purchase" player="Chinese"/>
      <step name="chinesePolitics" delegate="politics" player="Chinese"/>
      <step name="chineseCombatMove" delegate="move" player="Chinese"/>
      <step name="chineseBattle" delegate="battle" player="Chinese"/>
      <step name="chineseNonCombatMove" delegate="move" player="Chinese" display="Non Combat Move"/>
      <step name="chineseNoPUPurchase" delegate="purchaseNoPU" player="Chinese"/>
      <step name="chinesePlace" delegate="place" player="Chinese"/>
      <!--<step name="chineseEndTurn" delegate="endTurnNoPU" player="Chinese"/>-->
      <step name="chineseEndTurn" delegate="endTurnNoPU" player="Chinese">
        <stepProperty name="turnSummaryPlayers" value="Chinese"/>
        <!--<stepProperty name="turnSummaryPlayers" value="Americans:Chinese"/>-->
      </step>
      <step name="endRoundStep" delegate="endRound"/>
    </sequence>
    <!-- offset is used by the xml exporter to have a game begin in a round other than round 1. The default is zero if this attribute does not exist. -->
    <offset round="0"/>
  </gamePlay>
  <production>
    <!-- You can use a production frontier to buy resources using other resources.
		<productionRule name="buyTechTokens">
			<cost resource="PUs" quantity="6" />
			<result resourceOrUnit="techTokens" quantity="1"/>
		</productionRule>-->
    <!-- Unit Production Cost -->
    <productionRule name="buyInfantry">
      <cost resource="PUs" quantity="3"/>
      <result resourceOrUnit="infantry" quantity="1"/>
    </productionRule>
    <productionRule name="buyArtillery">
      <cost resource="PUs" quantity="4"/>
      <!--<cost resource="Steel" quantity="2" />-->
      <result resourceOrUnit="artillery" quantity="1"/>
    </productionRule>
    <productionRule name="buyArmour">
      <cost resource="PUs" quantity="5"/>
      <!--<cost resource="Steel" quantity="4" />
			<cost resource="Aluminium" quantity="10" />-->
      <result resourceOrUnit="armour" quantity="1"/>
    </productionRule>
    <productionRule name="buyFighter">
      <cost resource="PUs" quantity="10"/>
      <result resourceOrUnit="fighter" quantity="1"/>
    </productionRule>
    <productionRule name="buyJP_Fighter">
      <cost resource="PUs" quantity="10"/>
      <result resourceOrUnit="jp_fighter" quantity="1"/>
    </productionRule>
    <productionRule name="buyJP_FighterKamikaze">
      <cost resource="PUs" quantity="8"/>
      <result resourceOrUnit="jp_fighter" quantity="1"/>
    </productionRule>
    <productionRule name="buyBomber">
      <cost resource="PUs" quantity="12"/>
      <result resourceOrUnit="bomber" quantity="1"/>
    </productionRule>
    <productionRule name="buyAir_Transport">
      <cost resource="PUs" quantity="10"/>
      <result resourceOrUnit="air_transport" quantity="1"/>
    </productionRule>
    <productionRule name="buyTransport">
      <cost resource="PUs" quantity="7"/>
      <result resourceOrUnit="transport" quantity="1"/>
    </productionRule>
    <productionRule name="buyJP_Transport">
      <cost resource="PUs" quantity="7"/>
      <result resourceOrUnit="jp_transport" quantity="1"/>
    </productionRule>
    <productionRule name="buyCarrier">
      <cost resource="PUs" quantity="14"/>
      <result resourceOrUnit="carrier" quantity="1"/>
    </productionRule>
    <productionRule name="buyDestroyer">
      <cost resource="PUs" quantity="8"/>
      <result resourceOrUnit="destroyer" quantity="1"/>
    </productionRule>
    <productionRule name="buyJP_Destroyer">
      <cost resource="PUs" quantity="8"/>
      <result resourceOrUnit="jp_destroyer" quantity="1"/>
    </productionRule>
    <productionRule name="buyCruiser">
      <cost resource="PUs" quantity="12"/>
      <result resourceOrUnit="cruiser" quantity="1"/>
    </productionRule>
    <productionRule name="buyBattleship">
      <cost resource="PUs" quantity="20"/>
      <result resourceOrUnit="battleship" quantity="1"/>
    </productionRule>
    <productionRule name="buySuper_Carrier">
      <cost resource="PUs" quantity="21"/>
      <result resourceOrUnit="super_carrier" quantity="1"/>
    </productionRule>
    <productionRule name="buySubmarine">
      <cost resource="PUs" quantity="6"/>
      <result resourceOrUnit="submarine" quantity="1"/>
    </productionRule>
    <productionRule name="buySubmarineTech2">
      <cost resource="PUs" quantity="7"/>
      <result resourceOrUnit="submarine" quantity="1"/>
    </productionRule>
    <productionRule name="buySubmarineTech3">
      <cost resource="PUs" quantity="8"/>
      <result resourceOrUnit="submarine" quantity="1"/>
    </productionRule>
    <productionRule name="buyMidget_Submarine">
      <cost resource="PUs" quantity="4"/>
      <result resourceOrUnit="midget_submarine" quantity="1"/>
    </productionRule>
    <productionRule name="buyBunker">
      <cost resource="PUs" quantity="4"/>
      <result resourceOrUnit="bunker" quantity="1"/>
    </productionRule>
    <productionRule name="buyFactory">
      <cost resource="PUs" quantity="15"/>
      <result resourceOrUnit="factory" quantity="1"/>
    </productionRule>
    <productionRule name="buyAirfield">
      <cost resource="PUs" quantity="12"/>
      <result resourceOrUnit="airfield" quantity="1"/>
    </productionRule>
    <productionRule name="buyHarbour">
      <cost resource="PUs" quantity="12"/>
      <result resourceOrUnit="harbour" quantity="1"/>
    </productionRule>
    <productionRule name="buyAAGun">
      <cost resource="PUs" quantity="6"/>
      <result resourceOrUnit="aaGun" quantity="1"/>
    </productionRule>
    <!-- SHIPYARD PRICES -->
    <!-- Shipyards production rules are only needed if you are using the "shipyards" tech AND have the shipyards game option ON. -->
    <productionRule name="buyTransportShipyards">
      <cost resource="PUs" quantity="6"/>
      <result resourceOrUnit="transport" quantity="1"/>
    </productionRule>
    <productionRule name="buyJP_TransportShipyards">
      <cost resource="PUs" quantity="6"/>
      <result resourceOrUnit="jp_transport" quantity="1"/>
    </productionRule>
    <productionRule name="buyCarrierShipyards">
      <cost resource="PUs" quantity="11"/>
      <result resourceOrUnit="carrier" quantity="1"/>
    </productionRule>
    <productionRule name="buyDestroyerShipyards">
      <cost resource="PUs" quantity="7"/>
      <result resourceOrUnit="destroyer" quantity="1"/>
    </productionRule>
    <productionRule name="buyJP_DestroyerShipyards">
      <cost resource="PUs" quantity="7"/>
      <result resourceOrUnit="jp_destroyer" quantity="1"/>
    </productionRule>
    <productionRule name="buyCruiserShipyards">
      <cost resource="PUs" quantity="10"/>
      <result resourceOrUnit="cruiser" quantity="1"/>
    </productionRule>
    <productionRule name="buyBattleshipShipyards">
      <cost resource="PUs" quantity="17"/>
      <result resourceOrUnit="battleship" quantity="1"/>
    </productionRule>
    <productionRule name="buySuper_CarrierShipyards">
      <cost resource="PUs" quantity="17"/>
      <result resourceOrUnit="super_carrier" quantity="1"/>
    </productionRule>
    <productionRule name="buySubmarineShipyards">
      <cost resource="PUs" quantity="5"/>
      <result resourceOrUnit="submarine" quantity="1"/>
    </productionRule>
    <productionRule name="buySubmarineTech2Shipyards">
      <cost resource="PUs" quantity="6"/>
      <result resourceOrUnit="submarine" quantity="1"/>
    </productionRule>
    <productionRule name="buySubmarineTech3Shipyards">
      <cost resource="PUs" quantity="7"/>
      <result resourceOrUnit="submarine" quantity="1"/>
    </productionRule>
    <productionRule name="buyMidget_SubmarineShipyards">
      <cost resource="PUs" quantity="3"/>
      <result resourceOrUnit="midget_submarine" quantity="1"/>
    </productionRule>
    <!-- Advanced Industrial Production -->
    <!-- IndustrialTechnology production rules are only needed if you are using or plan to use the "industrialTechnology" tech.

		<productionRule name="buyInfantryIndustrialTechnology">
			<cost resource="PUs" quantity="3" />
			<result resourceOrUnit="infantry" quantity="1"/>
		</productionRule>

		<productionRule name="buyArtilleryIndustrialTechnology">
			<cost resource="PUs" quantity="4" />
			<result resourceOrUnit="artillery" quantity="1"/>
		</productionRule>

		<productionRule name="buyArmourIndustrialTechnology">
			<cost resource="PUs" quantity="5" />
			<result resourceOrUnit="armour" quantity="1"/>
		</productionRule>

		<productionRule name="buyFighterIndustrialTechnology">
			<cost resource="PUs" quantity="9" />
			<result resourceOrUnit="fighter" quantity="1"/>
		</productionRule>

		<productionRule name="buyJP_FighterIndustrialTechnology">
			<cost resource="PUs" quantity="9" />
			<result resourceOrUnit="jp_fighter" quantity="1"/>
		</productionRule>

		<productionRule name="buyBomberIndustrialTechnology">
			<cost resource="PUs" quantity="11" />
			<result resourceOrUnit="bomber" quantity="1"/>
		</productionRule>

		<productionRule name="buyAir_TransportIndustrialTechnology">
			<cost resource="PUs" quantity="9" />
			<result resourceOrUnit="air_transport" quantity="1"/>
		</productionRule>

		<productionRule name="buyTransportIndustrialTechnology">
			<cost resource="PUs" quantity="6" />
			<result resourceOrUnit="transport" quantity="1"/>
		</productionRule>

		<productionRule name="buyJP_TransportIndustrialTechnology">
			<cost resource="PUs" quantity="6" />
			<result resourceOrUnit="jp_transport" quantity="1"/>
		</productionRule>

		<productionRule name="buyCarrierIndustrialTechnology">
			<cost resource="PUs" quantity="11" />
			<result resourceOrUnit="carrier" quantity="1"/>
		</productionRule>

		<productionRule name="buyDestroyerIndustrialTechnology">
			<cost resource="PUs" quantity="7" />
			<result resourceOrUnit="destroyer" quantity="1"/>
		</productionRule>

		<productionRule name="buyJP_DestroyerIndustrialTechnology">
			<cost resource="PUs" quantity="7" />
			<result resourceOrUnit="jp_destroyer" quantity="1"/>
		</productionRule>
		
		<productionRule name="buyCruiserIndustrialTechnology">
			<cost resource="PUs" quantity="10" />
			<result resourceOrUnit="cruiser" quantity="1"/>
		</productionRule>

		<productionRule name="buyBattleshipIndustrialTechnology">
			<cost resource="PUs" quantity="17" />
			<result resourceOrUnit="battleship" quantity="1"/>
		</productionRule>

		<productionRule name="buySuper_CarrierIndustrialTechnology">
			<cost resource="PUs" quantity="17" />
			<result resourceOrUnit="super_carrier" quantity="1"/>
		</productionRule>

		<productionRule name="buySubmarineIndustrialTechnology">
			<cost resource="PUs" quantity="5" />
			<result resourceOrUnit="submarine" quantity="1"/>
		</productionRule>

		<productionRule name="buyMidget_SubmarineIndustrialTechnology">
			<cost resource="PUs" quantity="3" />
			<result resourceOrUnit="midget_submarine" quantity="1"/>
		</productionRule>

		<productionRule name="buyBunkerIndustrialTechnology">
			<cost resource="PUs" quantity="4" />
			<result resourceOrUnit="bunker" quantity="1"/>
		</productionRule>

		<productionRule name="buyFactoryIndustrialTechnology">
			<cost resource="PUs" quantity="13" />
			<result resourceOrUnit="factory" quantity="1"/>
		</productionRule>

		<productionRule name="buyAirfieldIndustrialTechnology">
			<cost resource="PUs" quantity="10" />
			<result resourceOrUnit="airfield" quantity="1"/>
		</productionRule>

		<productionRule name="buyHarbourIndustrialTechnology">
			<cost resource="PUs" quantity="10" />
			<result resourceOrUnit="harbour" quantity="1"/>
		</productionRule>

		<productionRule name="buyAAGunIndustrialTechnology">
			<cost resource="PUs" quantity="5" />
			<result resourceOrUnit="aaGun" quantity="1"/>
		</productionRule>
		-->
    <!-- Repair rules -->
    <!-- if you use ww2v3 style factory damage, you need repair rules -->
    <repairRule name="repairFactory">
      <cost resource="PUs" quantity="1"/>
      <result resourceOrUnit="factory" quantity="1"/>
    </repairRule>
    <repairRule name="repairBunker">
      <cost resource="PUs" quantity="1"/>
      <result resourceOrUnit="bunker" quantity="1"/>
    </repairRule>
    <repairRule name="repairAirfield">
      <cost resource="PUs" quantity="1"/>
      <result resourceOrUnit="airfield" quantity="1"/>
    </repairRule>
    <repairRule name="repairHarbour">
      <cost resource="PUs" quantity="1"/>
      <result resourceOrUnit="harbour" quantity="1"/>
    </repairRule>
    <repairRule name="repairFactoryIndustrialTechnology">
      <cost resource="PUs" quantity="1"/>
      <result resourceOrUnit="factory" quantity="2"/>
    </repairRule>
    <repairRule name="repairBunkerIndustrialTechnology">
      <cost resource="PUs" quantity="1"/>
      <result resourceOrUnit="bunker" quantity="2"/>
    </repairRule>
    <repairRule name="repairAirfieldIndustrialTechnology">
      <cost resource="PUs" quantity="1"/>
      <result resourceOrUnit="airfield" quantity="2"/>
    </repairRule>
    <repairRule name="repairHarbourIndustrialTechnology">
      <cost resource="PUs" quantity="1"/>
      <result resourceOrUnit="harbour" quantity="2"/>
    </repairRule>
    <repairFrontier name="repair">
      <repairRules name="repairFactory"/>
      <repairRules name="repairBunker"/>
      <repairRules name="repairAirfield"/>
      <repairRules name="repairHarbour"/>
    </repairFrontier>
    <repairFrontier name="repairIndustrialTechnology">
      <repairRules name="repairFactoryIndustrialTechnology"/>
      <repairRules name="repairBunkerIndustrialTechnology"/>
      <repairRules name="repairAirfieldIndustrialTechnology"/>
      <repairRules name="repairHarbourIndustrialTechnology"/>
    </repairFrontier>
    <!-- all players can use the same frontier, or you can have a different frontier for each player -->
    <!-- only "production" (a single production frontier) is needed for most maps. if you use ww2v2 tech then you need IndustrialTechnology production, and if you use ww2v3 tech you need Shipyards -->
    <!-- the order of units in the productionFrontier is used to determine the order in which they display in the battle calculator after grouping (land, air, can't combat move, bombard) -->
	<!--<productionFrontier name="production">
			<frontierRules name="buyInfantry"/>
			<frontierRules name="buyArtillery"/>
			<frontierRules name="buyArmour"/>
			<frontierRules name="buyFighter"/>
			<frontierRules name="buyBomber"/>
			<frontierRules name="buyTransport"/>
			<frontierRules name="buySubmarine"/>
			<frontierRules name="buyDestroyer"/>
			<frontierRules name="buyCruiser"/>
			<frontierRules name="buyCarrier"/>
			<frontierRules name="buyBattleship"/>
			<frontierRules name="buySuper_Carrier"/>
			<frontierRules name="buyBunker"/>
			<frontierRules name="buyAAGun"/>
			<frontierRules name="buyFactory"/>
			<frontierRules name="buyAirfield"/>
			<frontierRules name="buyHarbour"/>
		</productionFrontier>-->
    <!--<productionFrontier name="productionIndustrialTechnology">
			<frontierRules name="buyInfantryIndustrialTechnology"/>
			<frontierRules name="buyArtilleryIndustrialTechnology"/>
			<frontierRules name="buyArmourIndustrialTechnology"/>
			<frontierRules name="buyFighterIndustrialTechnology"/>
			<frontierRules name="buyBomberIndustrialTechnology"/>
			<frontierRules name="buyTransportIndustrialTechnology"/>
			<frontierRules name="buySubmarineIndustrialTechnology"/>
			<frontierRules name="buyDestroyerIndustrialTechnology"/>
			<frontierRules name="buyCruiserIndustrialTechnology"/>
			<frontierRules name="buyCarrierIndustrialTechnology"/>
			<frontierRules name="buyBattleshipIndustrialTechnology"/>
			<frontierRules name="buySuper_CarrierIndustrialTechnology"/>
			<frontierRules name="buyBunkerIndustrialTechnology"/>
			<frontierRules name="buyAAGunIndustrialTechnology"/>
			<frontierRules name="buyFactoryIndustrialTechnology"/>
			<frontierRules name="buyAirfieldIndustrialTechnology"/>
			<frontierRules name="buyHarbourIndustrialTechnology"/>
		</productionFrontier>-->
    <!-- Shipyards frontier rules are only needed if you are using the "shipyards" tech AND have the shipyards game option ON. If the shipyards game option is ON, then all players must use 1 frontier called "production".
				If you want to use multiple production frontiers for different nations, then it is highly recommended you use triggers to add or remove productionRules instead of using the shipyard frontier.
		<productionFrontier name="productionShipyards">
			<frontierRules name="buyTransportShipyards"/>
			<frontierRules name="buySubmarineShipyards"/>
			<frontierRules name="buyDestroyerShipyards"/>
			<frontierRules name="buyCruiserShipyards"/>
			<frontierRules name="buyCarrierShipyards"/>
			<frontierRules name="buyBattleshipShipyards"/>
			<frontierRules name="buySuper_CarrierShipyards"/>
		</productionFrontier>-->
    <productionFrontier name="Germans_production">
      <frontierRules name="buyInfantry"/>
      <frontierRules name="buyArtillery"/>
      <frontierRules name="buyArmour"/>
      <frontierRules name="buyFighter"/>
      <frontierRules name="buyBomber"/>
      <frontierRules name="buyTransport"/>
      <frontierRules name="buySubmarine"/>
      <frontierRules name="buyDestroyer"/>
      <frontierRules name="buyCruiser"/>
      <frontierRules name="buyCarrier"/>
      <frontierRules name="buyBattleship"/>
      <frontierRules name="buySuper_Carrier"/>
      <frontierRules name="buyBunker"/>
      <frontierRules name="buyAAGun"/>
      <frontierRules name="buyFactory"/>
      <frontierRules name="buyAirfield"/>
      <frontierRules name="buyHarbour"/>
    </productionFrontier>
    <productionFrontier name="Russians_production">
      <frontierRules name="buyInfantry"/>
      <frontierRules name="buyArtillery"/>
      <frontierRules name="buyArmour"/>
      <frontierRules name="buyFighter"/>
      <frontierRules name="buyBomber"/>
      <frontierRules name="buyTransport"/>
      <frontierRules name="buySubmarine"/>
      <frontierRules name="buyDestroyer"/>
      <frontierRules name="buyCruiser"/>
      <frontierRules name="buyCarrier"/>
      <frontierRules name="buyBattleship"/>
      <frontierRules name="buySuper_Carrier"/>
      <frontierRules name="buyBunker"/>
      <frontierRules name="buyAAGun"/>
      <frontierRules name="buyFactory"/>
      <frontierRules name="buyAirfield"/>
      <frontierRules name="buyHarbour"/>
    </productionFrontier>
    <productionFrontier name="Japanese_production">
      <frontierRules name="buyInfantry"/>
      <frontierRules name="buyArtillery"/>
      <frontierRules name="buyArmour"/>
      <frontierRules name="buyJP_Fighter"/>
      <frontierRules name="buyBomber"/>
      <frontierRules name="buyJP_Transport"/>
      <frontierRules name="buySubmarine"/>
      <frontierRules name="buyJP_Destroyer"/>
      <frontierRules name="buyCruiser"/>
      <frontierRules name="buyCarrier"/>
      <frontierRules name="buyBattleship"/>
      <frontierRules name="buySuper_Carrier"/>
      <frontierRules name="buyBunker"/>
      <frontierRules name="buyAAGun"/>
      <frontierRules name="buyFactory"/>
      <frontierRules name="buyAirfield"/>
      <frontierRules name="buyHarbour"/>
    </productionFrontier>
    <productionFrontier name="British_production">
      <frontierRules name="buyInfantry"/>
      <frontierRules name="buyArtillery"/>
      <frontierRules name="buyArmour"/>
      <frontierRules name="buyFighter"/>
      <frontierRules name="buyBomber"/>
      <frontierRules name="buyTransport"/>
      <frontierRules name="buySubmarine"/>
      <frontierRules name="buyDestroyer"/>
      <frontierRules name="buyCruiser"/>
      <frontierRules name="buyCarrier"/>
      <frontierRules name="buyBattleship"/>
      <frontierRules name="buySuper_Carrier"/>
      <frontierRules name="buyBunker"/>
      <frontierRules name="buyAAGun"/>
      <frontierRules name="buyFactory"/>
      <frontierRules name="buyAirfield"/>
      <frontierRules name="buyHarbour"/>
    </productionFrontier>
    <productionFrontier name="Italians_production">
      <frontierRules name="buyInfantry"/>
      <frontierRules name="buyArtillery"/>
      <frontierRules name="buyArmour"/>
      <frontierRules name="buyFighter"/>
      <frontierRules name="buyBomber"/>
      <frontierRules name="buyTransport"/>
      <frontierRules name="buySubmarine"/>
      <frontierRules name="buyDestroyer"/>
      <frontierRules name="buyCruiser"/>
      <frontierRules name="buyCarrier"/>
      <frontierRules name="buyBattleship"/>
      <frontierRules name="buySuper_Carrier"/>
      <frontierRules name="buyBunker"/>
      <frontierRules name="buyAAGun"/>
      <frontierRules name="buyFactory"/>
      <frontierRules name="buyAirfield"/>
      <frontierRules name="buyHarbour"/>
    </productionFrontier>
    <!--<productionFrontier name="Chinese_production">
			<frontierRules name="buyInfantry"/>
			<frontierRules name="buyArtillery"/>
			<frontierRules name="buyArmour"/>
			<frontierRules name="buyFighter"/>
			<frontierRules name="buyBomber"/>
			<frontierRules name="buyTransport"/>
			<frontierRules name="buySubmarine"/>
			<frontierRules name="buyDestroyer"/>
			<frontierRules name="buyCruiser"/>
			<frontierRules name="buyCarrier"/>
			<frontierRules name="buyBattleship"/>
			<frontierRules name="buySuper_Carrier"/>
			<frontierRules name="buyBunker"/>
			<frontierRules name="buyAAGun"/>
			<frontierRules name="buyFactory"/>
			<frontierRules name="buyAirfield"/>
			<frontierRules name="buyHarbour"/>
		</productionFrontier>-->
    <productionFrontier name="Chinese_CutOff_production">
      <frontierRules name="buyInfantry"/>
      <frontierRules name="buyArtillery"/>
    </productionFrontier>
    <productionFrontier name="Chinese_BurmaRoad_production">
      <frontierRules name="buyInfantry"/>
      <frontierRules name="buyArtillery"/>
      <frontierRules name="buyArmour"/>
      <frontierRules name="buyFighter"/>
    </productionFrontier>
    <productionFrontier name="Americans_production">
      <frontierRules name="buyInfantry"/>
      <frontierRules name="buyArtillery"/>
      <frontierRules name="buyArmour"/>
      <frontierRules name="buyFighter"/>
      <frontierRules name="buyBomber"/>
      <frontierRules name="buyTransport"/>
      <frontierRules name="buySubmarine"/>
      <frontierRules name="buyDestroyer"/>
      <frontierRules name="buyCruiser"/>
      <frontierRules name="buyCarrier"/>
      <frontierRules name="buyBattleship"/>
      <frontierRules name="buySuper_Carrier"/>
      <frontierRules name="buyBunker"/>
      <frontierRules name="buyAAGun"/>
      <frontierRules name="buyFactory"/>
      <frontierRules name="buyAirfield"/>
      <frontierRules name="buyHarbour"/>
    </productionFrontier>
    <playerProduction player="Germans" frontier="Germans_production"/>
    <playerProduction player="Russians" frontier="Russians_production"/>
    <playerProduction player="Japanese" frontier="Japanese_production"/>
    <playerProduction player="British" frontier="British_production"/>
    <playerProduction player="Italians" frontier="Italians_production"/>
    <playerProduction player="Chinese" frontier="Chinese_BurmaRoad_production"/>
    <playerProduction player="Americans" frontier="Americans_production"/>
    <playerRepair player="Germans" frontier="repair"/>
    <playerRepair player="Russians" frontier="repair"/>
    <playerRepair player="Japanese" frontier="repair"/>
    <playerRepair player="British" frontier="repair"/>
    <playerRepair player="Italians" frontier="repair"/>
    <playerRepair player="Chinese" frontier="repair"/>
    <playerRepair player="Americans" frontier="repair"/>
  </production>
  <technology>
    <!-- list all available techs for this map, for all players possible -->
    <technologies>
      <!-- this is the current list of all HARDCODED techs that come with TripleA -->
      <!-- (+1 attack to isSub) superSub requires all isSub units to have a "_ss" image variant -->
      <techname name="superSub"/>
      <!-- (+1 att or def for isAir non-isStrategicBomber) jetPower requires all non-isStrategicBomber units to have a "_jp" image variant (and "_lr_jp") -->
      <techname name="jetPower"/>
      <!-- (removes all sea units from "production" and adds "Shipyards" production rules.  Only currently works when all players use a production frontier called "production") -->
      <techname name="shipyards"/>
      <!-- (+1 attack for anti-air units) aARadar requires all isAA units to have a "_r" image variant (and "rockets_r" or "_rockets_r") -->
      <techname name="aARadar"/>
      <!-- (+2 movement for isAir) longRangeAir requires all isAir units to have a "_lr" image variant (and "_lr_jp" OR "_lr_hb") -->
      <techname name="longRangeAir"/>
      <!-- (+X dice rolls for isAir isStrategicBomber) heavyBomber requires all isStrategicBomber units to have a "_hb" image variant (and "_lr_hb") -->
      <techname name="heavyBomber"/>
      <!-- (doubles number of units supported by artillery, and optionally by other support types) -->
      <techname name="improvedArtillerySupport"/>
      <!-- (allows isAA and isRocket to shoot rockets) rocket requires all isAA units to have a "rockets" image variant if they are called "aaGun", and a "_rockets" if they are called anything else (and "rockets_r" or "_rockets_r") -->
      <techname name="rocket"/>
      <!-- (allows isAirTransport units to carry isAirTransportable units) -->
      <techname name="paratroopers"/>
      <!-- (gives +2 production slots to factories on territories worth at least 3, and halves the price of repairing) increasedFactoryProduction requires all isFactory units to have a "_it" image variant (and "_hit" and "_it_hit") -->
      <techname name="increasedFactoryProduction"/>
      <!-- (rolls a die at the end of the player's turn, adds that many PUs to their bank) -->
      <techname name="warBonds"/>
      <!-- (allows isLandTransport units to carry isInfantry units) -->
      <techname name="mechanizedInfantry"/>
      <!-- (destroyerBombard allows isDestroyer to bombard) this is an example of renaming a technology. the first part is the new name, the second is the old name (the hardcoded tech's name) -->
      <techname name="destroyersCanBombard" tech="destroyerBombard"/>
      <!-- (industrialTechnology replaces a users production frontier with one called productionIndustrialTechnology (and i don't use it in this map))
			<techname name="industrialTechnology"/> -->
      <!-- below is a list of user created techs. they do nothing by themselves, but can be used a conditions for triggers. simply use a name that isn't already taken by a hardcoded tech -->
      <techname name="reinforcedHulls"/>
      <techname name="wolfPackTactics"/>
    </technologies>
    <!-- list all available techs for this player -->
    <playerTech player="Italians">
      <!-- Number of categories is unlimited. Use descriptive names, as they are shown to the player. You may have empty categories, if you plan on adding to them inside the game using triggers -->
      <!-- At least minimum of 0 techs per category, max of 6 per category if using ww2v3-style random selection of techs,
					max is unlimited if using ww2v2-style selected techs (however, any number of techs per category greater than 6 will be unreachable by the dice chooser)  -->
      <!-- please list techs in the order that they appear in the technoligies list, as doing otherwise may cause an error -->
      <!-- you can have a technology listed more than once, if you want to increase the chance of getting it -->
      <category name="Italian Technology">
        <tech name="destroyersCanBombard"/>
        <tech name="jetPower"/>
        <tech name="shipyards"/>
        <tech name="improvedArtillerySupport"/>
        <tech name="increasedFactoryProduction"/>
        <tech name="warBonds"/>
      </category>
    </playerTech>
    <playerTech player="Russians">
      <category name="Air and Naval Advances">
        <tech name="destroyersCanBombard"/>
        <tech name="jetPower"/>
        <tech name="shipyards"/>
        <tech name="aARadar"/>
        <tech name="longRangeAir"/>
        <tech name="heavyBomber"/>
      </category>
      <category name="Land and Production Advances">
        <tech name="improvedArtillerySupport"/>
        <tech name="improvedArtillerySupport"/>
        <tech name="rocket"/>
        <tech name="increasedFactoryProduction"/>
        <tech name="warBonds"/>
        <tech name="mechanizedInfantry"/>
      </category>
    </playerTech>
    <playerTech player="Germans">
      <category name="Air and Naval Advances">
        <tech name="superSub"/>
        <tech name="jetPower"/>
        <tech name="shipyards"/>
        <tech name="aARadar"/>
        <tech name="longRangeAir"/>
        <tech name="heavyBomber"/>
      </category>
      <category name="Land and Production Advances">
        <tech name="improvedArtillerySupport"/>
        <tech name="rocket"/>
        <tech name="paratroopers"/>
        <tech name="increasedFactoryProduction"/>
        <tech name="mechanizedInfantry"/>
      </category>
      <category name="Submarine Technology">
        <!-- as you can see, this category is empty.  that is because we will add techs to this category later by triggers -->
      </category>
    </playerTech>
    <playerTech player="British">
      <category name="Air and Naval Advances">
        <tech name="destroyersCanBombard"/>
        <tech name="jetPower"/>
        <tech name="shipyards"/>
        <tech name="aARadar"/>
        <tech name="longRangeAir"/>
        <tech name="heavyBomber"/>
      </category>
      <category name="Land and Production Advances">
        <tech name="improvedArtillerySupport"/>
        <tech name="rocket"/>
        <tech name="paratroopers"/>
        <tech name="increasedFactoryProduction"/>
        <tech name="warBonds"/>
      </category>
    </playerTech>
    <playerTech player="Japanese">
      <category name="Air and Naval Advances">
        <tech name="superSub"/>
        <tech name="jetPower"/>
        <tech name="aARadar"/>
        <tech name="longRangeAir"/>
        <tech name="heavyBomber"/>
      </category>
      <category name="Land and Production Advances">
        <tech name="improvedArtillerySupport"/>
        <tech name="rocket"/>
        <tech name="paratroopers"/>
        <tech name="increasedFactoryProduction"/>
        <tech name="warBonds"/>
        <tech name="mechanizedInfantry"/>
      </category>
    </playerTech>
    <playerTech player="Americans">
      <category name="Air and Naval Advances">
        <tech name="superSub"/>
        <tech name="jetPower"/>
        <tech name="shipyards"/>
        <tech name="aARadar"/>
        <tech name="longRangeAir"/>
        <tech name="heavyBomber"/>
      </category>
      <category name="Land and Production Advances">
        <tech name="improvedArtillerySupport"/>
        <tech name="paratroopers"/>
        <tech name="increasedFactoryProduction"/>
        <tech name="warBonds"/>
        <tech name="mechanizedInfantry"/>
      </category>
    </playerTech>
    <playerTech player="Chinese">
      <category name="Air and Naval Advances">
        <tech name="superSub"/>
        <tech name="jetPower"/>
        <tech name="shipyards"/>
        <tech name="aARadar"/>
        <tech name="longRangeAir"/>
        <tech name="heavyBomber"/>
      </category>
      <category name="Land and Production Advances">
        <tech name="improvedArtillerySupport"/>
        <tech name="rocket"/>
        <tech name="paratroopers"/>
        <tech name="increasedFactoryProduction"/>
        <tech name="warBonds"/>
        <tech name="mechanizedInfantry"/>
      </category>
    </playerTech>
  </technology>
  <attachmentList>
	  
  <!-- FOREACH: All attachments can use the "foreach" attribute to generate multiple similar attachments from a template. The "foreach" attribute must reference "variables" defined near the start of the XML which define a list of elements. The "foreach" then loops through these elements one at a time and replaces them in the attachment template where @nameOfVariable@ is specified. If there is an empty element in the list then any option in the attachment which references that will be skipped for that iteration. Here is an example of generating 2 similar triggers using this feature:
  Here we define 2 variables: Players and Phases
  <variableList>
    <variable name="Players">
      <element name="Germany"/>
      <element name="Brazil"/>
    </variable>
    <variable name="Phases">
      <element name="germanyBattle"/>
      <element name=""/>
    </variable>
  </variableList>
  Here we have our attachment "template" that uses foreach and references both of our variables (foreach="$Players$:$Phases$") and uses the elements of these to replace into the template where @Players@ and @Phases@ are specified.
    <attachment foreach="$Players$:$Phases$" name="triggerAttachmentLiberationUsaBy@Players@" attachTo="@Players@" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentWashingtonlost:conditionAttachmentChicagolost"/>
      <option name="when" value="after:@Phases@"/>
      <option name="players" value="Usa"/>
      <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentLiberationUsa"/>
      <option name="playerProperty" value="switch" count="true"/>
    </attachment>
  Here are the 2 attachments which would be generated by the engine using these 2 variables and the above template. You can see that the second one skips the "when" option as the "Phases" variable's second element is empty.
    <attachment name="triggerAttachmentLiberationUsaByGermany" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentWashingtonlost:conditionAttachmentChicagolost"/>
      <option name="when" value="after:germanyBattle"/>
      <option name="players" value="Usa"/>
      <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentLiberationUsa"/>
      <option name="playerProperty" value="switch" count="true"/>
    </attachment>
    <attachment name="triggerAttachmentLiberationUsaByBrazil" attachTo="Brazil" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentWashingtonlost:conditionAttachmentChicagolost"/>
      <option name="players" value="Usa"/>
      <option name="playerAttachmentName" value="RulesAttachment" count="conditionAttachmentLiberationUsa"/>
      <option name="playerProperty" value="switch" count="true"/>
    </attachment>
  There is also the ability to do a nested foreach loop (limited to just 1 level though) using the '^' character. For example, if there are 2 variables 'Territories' and 'Players' then I could do a nested loop to generate say a trigger for all combinations of territories and players: foreach="$Territories$^$Players$"
  Here is an example that replaces "Factories" with "NavalFactories" for any territories that are designated as "PortTerritories". If there are ~50 port territories and ~10 different players then not using this feature it would require 500 conditions, 500 remove factory triggers, and 500 add naval factory triggers for a total of 1500 conditions/triggers. But with a nested foreach loop I can achieve this with 3 conditions/triggers:
        <attachment foreach="$PortTerritories$^$MajorPlayers$:$PlayerPrefixes$" name="conditionAttachmentHas@PlayerPrefixes@Factory@PortTerritories@" attachTo="@MajorPlayers@" javaClass="RulesAttachment" type="player">
            <option name="directPresenceTerritories" value="@PortTerritories@"/>
            <option name="unitPresence" value="@PlayerPrefixes@Factory" count="1"/>
        </attachment>
        <attachment foreach="$PortTerritories$^$MajorPlayers$:$PlayerPrefixes$" name="triggerAttachmentAdd@PlayerPrefixes@NavalFactory@PortTerritories@" attachTo="@MajorPlayers@" javaClass="TriggerAttachment" type="player">
            <option name="conditions" value="conditionAttachmentHas@PlayerPrefixes@Factory@PortTerritories@"/>
            <option name="when" value="after:@PlayerPrefixes@Place"/>
            <option name="placement" value="@PortTerritories@:@PlayerPrefixes@NavalFactory"/>     
        </attachment>
        <attachment foreach="$PortTerritories$^$MajorPlayers$:$PlayerPrefixes$" name="triggerAttachmentRemove@PlayerPrefixes@Factory@PortTerritories@" attachTo="@MajorPlayers@" javaClass="TriggerAttachment" type="player">
            <option name="conditions" value="conditionAttachmentHas@PlayerPrefixes@Factory@PortTerritories@"/>
            <option name="when" value="after:@PlayerPrefixes@Place"/>
            <option name="removeUnits" value="@PortTerritories@:@PlayerPrefixes@Factory"/>     
        </attachment>
-->	  
	  
    <!--  relationshipType Attachments -->
    <!--  each PoliticalRelationship needs a relationshipTypeAttachment
		and each relationshipTypeAttachment needs an option: archetype that needs to be set to one of the following 3 values:
		* "allied"
		* "neutral"
		* "war"
		the archeType determines the default behaviour of this relationshipType that can be modified by setting other options.
		Also the archeType determines the outcomes of isAllied, isNeutral and isWar query in the engine
	-->
    <!-- the following options are allowed for "relationshipTypeAttachment", (all options except for archeType only allow "true", "false", or "default")
		archeType								values: "allied" or "war" or "neutral"
		canMoveLandUnitsOverOwnedLand			values: "true", "false", or "default". default setting is "default", and "default" means that archeType of war and allied can move into, while neutral can not
		canMoveAirUnitsOverOwnedLand			values: "true", "false", or "default". default setting is "default", and "default" means that archeType of war and allied can move into, while neutral can not
		canLandAirUnitsOnOwnedLand				values: "true", "false", or "default". default setting is "default", and "default" means that archeType of allied only lets you land units in the player's territories
		upkeepCost								values: "default", or any valid integer, or "percentage" with a count of a valid integer. Default = zero (0). This determines if there is a cost to maintain a relationship, which would be subtracted from PUs gained at end of turn.
															examples: a cost of 1 PU per turn: <option name="upkeepCost" value="1"/> or <option name="upkeepCost" value="flat" count="1"/>, or a cost of 9% of your income per turn: <option name="upkeepCost" value="percentage" count="9"/>
		alliancesCanChainTogether				values: "true", "false", or "default". can only be applied to a relationship that is archetype "allied", and only 1 relationship can have it. if true, any nations that reach this relationship will share both allies and enemies.
		isDefaultWarPosition					values: "true", "false", or "default". can only be applied to a relationship that is archetype "war", and only 1 relationship can have it. if true, any nations that reach an alliance chaining relationship, will have their enemies who are not yet at war with, set to this relationship.
		canTakeOverOwnedTerritory				values: "true", "false", or "default". default setting is "default", and "default" means that archeType of war lets you take over territories.  By setting true, you can take over territories of an ally
		givesBackOriginalTerritories			values: "true", "false", or "default". default setting is "default", and "default" means false. If true, at the end of each politics phase, any territories originally belonging to the other player will revert to that players control.
		canMoveIntoDuringCombatMove				values: "true", "false", or "default". default setting is "default", and "default" means true. If false, you may not move into any territories owned by the other player during combat move, and must wait for non-combat move.
		canMoveThroughCanals					values: "true", "false", or "default". default setting is "default", and "default" means that archeType of allied lets you move through canals. If true, you may move through a canal owned by the other player.
		rocketsCanFlyOver						values: "true", "false", or "default". default setting is "default", and "default" means "true" which is that rockets may fly over everyone.
	-->
    <attachment name="relationshipTypeAttachment" attachTo="War" javaClass="games.strategy.triplea.attachments.RelationshipTypeAttachment" type="relationship">
      <option name="archeType" value="war"/>
    </attachment>
    <attachment name="relationshipTypeAttachment" attachTo="Allied" javaClass="games.strategy.triplea.attachments.RelationshipTypeAttachment" type="relationship">
      <option name="archeType" value="allied"/>
      <option name="givesBackOriginalTerritories" value="true"/>
    </attachment>
    <attachment name="relationshipTypeAttachment" attachTo="Neutrality" javaClass="games.strategy.triplea.attachments.RelationshipTypeAttachment" type="relationship">
      <option name="archeType" value="neutral"/>
    </attachment>
    <!--<attachment name="relationshipTypeAttachment" attachTo="NAP" javaClass="games.strategy.triplea.attachments.RelationshipTypeAttachment" type="relationship">
			<option name="archeType" value="neutral"/>
		</attachment>

		<attachment name="relationshipTypeAttachment" attachTo="ColdWar" javaClass="games.strategy.triplea.attachments.RelationshipTypeAttachment" type="relationship">
			<option name="archeType" value="neutral"/>
		</attachment>-->
    <!-- Tech Attachments -->
    <!-- IF you are using custom technologies (generic techs), then ALL players need a tech attachment, even if it is an empty tech attachment, otherwise there will be errors
	-->
    <!-- the following options are allowed for "techAttachment".  These are not required, they only determine if a country starts with a tech or not.  All default to False.
		techCost							values: the cost of buying tech rolls for this player, defaults to 5
		superSub
		jetPower
		shipyards
		aARadar
		longRangeAir
		heavyBomber
		improvedArtillerySupport
		rocket
		paratroopers
		increasedFactoryProduction
		warBonds
		mechanizedInfantry
		destroyerBombard
		industrialTechnology
	-->
    <!-- Italians -->
    <attachment name="techAttachment" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
      <!-- techCost is optional, and defaults to 5 if missing.  techs default to false if missing -->
      <option name="techCost" value="6"/>
      <option name="superSub" value="false"/>
      <option name="jetPower" value="false"/>
      <option name="shipyards" value="false"/>
      <option name="aARadar" value="false"/>
      <option name="longRangeAir" value="false"/>
      <option name="heavyBomber" value="false"/>
      <option name="improvedArtillerySupport" value="false"/>
      <option name="rocket" value="false"/>
      <option name="paratroopers" value="false"/>
      <option name="increasedFactoryProduction" value="false"/>
      <option name="warBonds" value="false"/>
      <option name="mechanizedInfantry" value="false"/>
    </attachment>
    <!-- Russians -->
    <attachment name="techAttachment" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
      <option name="techCost" value="5"/>
      <option name="superSub" value="false"/>
      <option name="jetPower" value="false"/>
      <option name="shipyards" value="false"/>
      <option name="aARadar" value="false"/>
      <option name="longRangeAir" value="false"/>
      <option name="heavyBomber" value="false"/>
      <option name="improvedArtillerySupport" value="false"/>
      <option name="rocket" value="false"/>
      <option name="paratroopers" value="false"/>
      <option name="increasedFactoryProduction" value="false"/>
      <option name="warBonds" value="false"/>
      <option name="mechanizedInfantry" value="false"/>
    </attachment>
    <!-- Germans -->
    <attachment name="techAttachment" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
      <option name="techCost" value="5"/>
      <option name="superSub" value="false"/>
      <option name="jetPower" value="false"/>
      <option name="shipyards" value="false"/>
      <option name="aARadar" value="false"/>
      <option name="longRangeAir" value="false"/>
      <option name="heavyBomber" value="false"/>
      <option name="improvedArtillerySupport" value="false"/>
      <option name="rocket" value="false"/>
      <option name="paratroopers" value="false"/>
      <option name="increasedFactoryProduction" value="false"/>
      <option name="warBonds" value="false"/>
      <option name="mechanizedInfantry" value="false"/>
      <!-- Currently you are not yet allowed to set custom techs at the start of the game through here
			<option name="reinforcedHulls" value="false"/>
			<option name="wolfPackTactics" value="false"/>-->
    </attachment>
    <!-- British -->
    <attachment name="techAttachment" attachTo="British" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
      <option name="techCost" value="5"/>
      <option name="superSub" value="false"/>
      <option name="jetPower" value="false"/>
      <option name="shipyards" value="false"/>
      <option name="aARadar" value="false"/>
      <option name="longRangeAir" value="false"/>
      <option name="heavyBomber" value="false"/>
      <option name="improvedArtillerySupport" value="false"/>
      <option name="rocket" value="false"/>
      <option name="paratroopers" value="false"/>
      <option name="increasedFactoryProduction" value="false"/>
      <option name="warBonds" value="false"/>
      <option name="mechanizedInfantry" value="false"/>
    </attachment>
    <!-- Japanese -->
    <attachment name="techAttachment" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
      <option name="techCost" value="6"/>
      <option name="superSub" value="false"/>
      <option name="jetPower" value="false"/>
      <option name="shipyards" value="false"/>
      <option name="aARadar" value="false"/>
      <option name="longRangeAir" value="false"/>
      <option name="heavyBomber" value="false"/>
      <option name="improvedArtillerySupport" value="false"/>
      <option name="rocket" value="false"/>
      <option name="paratroopers" value="false"/>
      <option name="increasedFactoryProduction" value="false"/>
      <option name="warBonds" value="false"/>
      <option name="mechanizedInfantry" value="false"/>
    </attachment>
    <!-- Americans -->
    <attachment name="techAttachment" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
      <option name="techCost" value="4"/>
      <option name="superSub" value="false"/>
      <option name="jetPower" value="false"/>
      <option name="shipyards" value="false"/>
      <option name="aARadar" value="false"/>
      <option name="longRangeAir" value="false"/>
      <option name="heavyBomber" value="false"/>
      <option name="improvedArtillerySupport" value="false"/>
      <option name="rocket" value="false"/>
      <option name="paratroopers" value="false"/>
      <option name="increasedFactoryProduction" value="false"/>
      <option name="warBonds" value="false"/>
      <option name="mechanizedInfantry" value="false"/>
    </attachment>
    <!-- Chinese -->
    <attachment name="techAttachment" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TechAttachment" type="player">
      <option name="improvedArtillerySupport" value="false"/>
      <!-- Even the Chinese, who can not roll for tech because they don't have a phase for it, must have a tech attachment because we are using custom techs,
					so this here is an almost empty tech attachment.  Actually, we could fill it with more stuff, that is false or true, but 1 is enough.
					Just because something is in this list doesn't mean we can get it.  Whether we can get it or not is determined by what is in "playerTech". -->
    </attachment>
    <!-- Unit Attachments -->
    <!-- Certain units require extra graphical icons present, for when technology is researched or damage is done.  Here is a list, in order of what is needed:
		Anything I list as "_something" means that you must have the units exact name in front of it, example: fighter_jp
		if the unit is called "aaGun" then you need units called "rockets", "rockets_r", and "aaGun_r"
		if the unit has "isAA", but is not exactly named "aaGun", then you need units called "_rockets" and "_r" and "_rockets_r"
		if the unit has "isRocket", you need "_rockets"
		if the unit has "isAAforCombatOnly" and/or "isAAforBombingThisUnitOnly", then you need "_r"
		if the unit has "isAir", but not "isStrategicBomber", then you need "_lr", and "_jp", and "_lr_jp"
		if the unit has "isAir", and is "isStrategicBomber", then you need "_lr", and "_hb", and "_lr_hb"
		if the unit has "isSub", then you need "_ss"
		if the unit has "isFactory", or is called "factory", then you need "_it", and "_it_hit"
		if a unit can be damaged (by being a factory, or by having "canBeDamaged", then you will need "_hit"
		if a unit can be disabled, then you will need "_disabled"
	-->
    <!-- the following options are allowed for "unitAttachment"
		isAir								values: if a unit is air or not, defaults to false
		isSea								values: if a unit is sea or not, defaults to false. any unit that is neither air or sea, is land
		movement							values: the allowed movement of a unit, defaults to zero
		attack								values: the attack value, where a rolled dice must be equal or less than to hit the enemy
		defense								values: the defense value, where a rolled dice must be equal or less than to hit the enemy
		hitPoints							values: how many hit points this unit has (default is 1)
		
		artillerySupportable					DEPRECATED: use SupportAttachment
		artillery						DEPRECATED: use SupportAttachment
		unitSupportCount					DEPRECATED: use SupportAttachment
		attackRolls							values: number of rolls this unit gets on attack (default = 1)
		defenseRolls						values: number of rolls this unit gets on defense (default = 1)
		chooseBestRoll						values: true/false, whether we pick the best dice or use all dice rolls, when there is more than one roll (default false). When in Low Luck, we instead add +1 onto the power for each extra roll.
		isMarine							values: gives the unit bonus attack if it is attacking amphibiously. Is an integer, so you can set it to give 1, or -1, or 3, etc.
		canBlitz							values: allows the unit to move through multiple empty enemy territories in one turn
		receivesAbilityWhenWith				values: gives a unit an ability when they are with, or on the same route as, another unit. currently only works with 'canBlitz'. example: value="canBlitz:armour"
		canBeGivenByTerritoryTo				values: will allow a unit to be given from one player to another player, if it is in a territory with changeUnitOwners
														must be a list of Players who this unit can be given to.  example: value="Russians:Chinese"
		canBeCapturedOnEnteringBy			values: will allow a unit to be captured from one player to another, if the specified player enters a territory with captureUnitOnEnteringBy
														must be a list of Players who this unit can be given to.  example: value="Russians:Chinese"
		canInvadeOnlyFrom					values: is a colon dilimited list of the transporting units which this unit can perform amphibious assaults from.
														A unit which can not perform amphibious assaults may instead disembark during non-combat
														can be set to "all", or "none", or a list of some transports. if this option is not present, it defaults to "all"
		requiresUnitsToMove					values: is a list of units required to be present in all territories of a unit's route for it to move.  Can have multiple instances. Only one instance needs to be true in order to move.
														Checks all owned/allied units in each territory along the unit's route for necessary units.
														examples: <option name="requiresUnitsToMove" value="Rail:Road"/> would mean we need at least one Rail AND at least one Road in order to move there.
														If after that line we had a second line saying <option name="requiresUnits" value="SuperRail"/> then it would mean OR we need at least one SuperRail.
		
		isLandTransportable					values: allows the unit to be transported by 'isLandTransport', if you have mechanizedInfantry technology
		isInfantry						values: DEPRECATED, same as isLandTransportable
		isLandTransport						values: allows the unit to transport "isLandTransportable" on a one-to-one basis, if you have the mechanizedInfantry technology
														If "transportCapacity" is set then use "transportCost" and be able to transport multiple units just like sea transports														
		isAirTransportable					values: allows the unit to be transported by an "isAirTransport" unit, IF you have paratroopers technology
		isAirTransport						values: allows an air unit to carry land units when you have paratroopers tech
		transportCost						values: the space this unit takes up in a transport
		transportCapacity					values: the amount of space of land units this unit can carry. can be used with sea or air units, except that air units will also require isAirTransport.
		isCombatTransport					values: considers a unit to be a combat sea unit, even if it has transport capacity, for the purposes of convoys and restricted attack on transports
		
		canScramble						values: allows the aircraft to enter a surrounding sea zone if the enemy is doing an attack on or from the surrounding sea zone
		maxScrambleDistance					values: the distance out an aircraft can scramble. anything higher than 1 is not supported well at this point.
		isSuicide						values: DEPRECATED, use isSuicideOnAttack, isSuicideOnDefense, and isFirstStrike instead; sets isSuicideOnAttack to true, isFirstStrike to true, and isSuicideOnDefense to true if property "Defending Suicide and Munition Units Do Not Fire" is false
		isSuicideOnAttack					values: unit suicides during round 1 when attacking, it will suicide right after its turn to fire so either right after normal rolls or right after first strike if that's set to true, can't target isSuicideOnDefense units since those will suicide themselves
		isSuicideOnDefense					values: unit suicides during round 1 when defending, it will suicide right after its turn to fire so either right after normal rolls or right after first strike if that's set to true, can't target isSuicideOnAttack units since those will suicide themselves
  		isSuicideOnHit						values: if unit gets a hit in combat then it instantly dies, can be used for units like mines
		isKamikaze						values: allows an air unit to use up all of its movement to go to a battle
		isStrategicBomber					values: allows a unit to bombing factories and canBeDamaged units
		bombingMaxDieSides					values: is the max dice sides for a strategic bombing or rocket attack.  the default is to use the diceSides for the map.  this property is optional and is only used when you have "Use Bombing Max Dice Sides And Bonus" turned on.  this property is no longer affected by "Low Luck for Bombing and Territory Damage".
		bombingBonus						values: is a number added to the die rolled, to give the total cost [displayed as a new die rolled], for strategic bombing and rockets only.  this property is optional (default is zero) and is only used when you have "Use Bombing Max Dice Sides And Bonus" turned on.  
														this property is no longer affected by "Low Luck for Bombing and Territory Damage". Can be negative to simulate bombers potentially missing and doing no damage.
														example: if you want a unit to throw a 12 sided die, then add 4 onto the result, you would do: <option name="bombingMaxDieSides" value="12"/> and <option name="bombingBonus" value="4"/>
		bombingTargets						values: is a list of units that this unit may strategic bomb or rocket attack.  if not present, then all units that can be damaged are legal targets. example: <option name="bombingTargets" value="factory:bunker:airfield:harbour"/>
		carrierCost						values: the space this unit takes up when sitting on a carrier. if set to 0 then air units can even land on sea zones without a carrier being present (think sea planes)
		carrierCapacity						values: the amount of space or air unit this unit can carry.
		
		canBombard						values: allows a sea unit to bombard the enemy during an amphibious assault
		bombard							values: the value this unit bombards at. defaults to the attack value of the unit if missing
		blockade						values: allows the unit to do damage up to the value of land territories surrounding a blockade zone, to the enemy's income
		
		canBeDamaged						values: sets if a unit can be attacked by strategic bombing raids or by rockets.  isFactory also allows these things
		maxDamage						values: is the total bombing damage the unit can take (defaults to 2 if not set).  If a factory, and canProduceXUnits = -1 or is missing then maxDamage will be a multiple of the territory value (maxDamage defaults to 2 if canProduceXUnits = -1), otherwise it will be a set number
														So for example, if the unit isFactory Or canProduceUnits, And canProduceXUnits = -1, And maxDamage = 3, THEN you will be able to do 3x the territory value in damage to this unit.
														If However, canProduceXUnits = 2, and maxDamage = 3, then you can do up to 3 damage to this unit.
		maxOperationalDamage					values: is used together with only the following options: isAirBase, canScramble, givesMovement, repairsUnits, requiresUnits, requiresUnitsToMove, isRocket, airborneBases (tech), and airborneTypes (tech). Determines if those features are active based on the current damage of the unit not exceeding the value assigned to this option. A disabled unit will not participate in combat or be able to move.  Does not impact isFactory or canProduceUnits.
		canDieFromReachingMaxDamage				values: means that if this unit reaches its maxDamage, then it will die.  maxDamage must be larger than zero
		isInfrastructure					values: means a unit does not participate in combat, and they will be captured if the attacker is successful
		destroyedWhenCapturedFrom				values: is a list of players who destroy a non-combat unit instead of letting it be captured.  destroyedWhenCapturedFrom just takes the value input then adds "FROM:" to the beginning, then calls destroyedWhenCapturedBy with the new value. This can't be set by triggers, use destroyedWhenCapturedBy instead.
		destroyedWhenCapturedBy					values: is a list of the players who destroy this non-combat unit instead of capturing it.  all non-combat units are normally captured by default. is a colon delimited list of player names.
														You can prefix them with single instance of "BY:" or "FROM:" in order to determine if it is being captured by, or captured from, that determines if the unit is destroyed.
														examples: <option name="destroyedWhenCapturedBy" value="BY:Chinese:Japanese"/> and <option name="destroyedWhenCapturedBy" value="FROM:Russians:Chinese"/>
		whenCapturedChangesInto					values: allows a unit to change into a different unit when captured from a specific player to a specific player.  "fromPlayer:toPlayer:transferAttributes:unitType:numberOfUnits".  accepts "any" instead of a player name. allows multiple.
														examples: <option name="whenCapturedChangesInto" value="any:any:true:Minor_Factory:1"/> and <option name="whenCapturedChangesInto" value="Russians:Germans:false:gold:3:lumber:1"/>
		whenCapturedSustainsDamage				values: unit takes specified amount of damage when captured
														examples: <option name="whenCapturedSustainsDamage" value="5"/>
		isAirBase						values: allows units with canScramble and requiresAirbaseToIntercept function from a territory with this unit
		maxScrambleCount					values: max number of units which can scramble from this air base. defaults to infinite.
		maxInterceptCount					values: max number of units which can intercept from this air base. defaults to infinite.
		givesMovement						values: allows a unit to give movement to other units. Colon delimited list of an integer followed by 1 or more unit types
		repairsUnits						values: is a colon delimited list of all the units this unit can repair. it should start with the amount to be repaired (or use 'count' for the amount to be repaired) each turn. if not used, defaults to 1.
														units to be repaired must be in the same territory as this unit. unless the unit being repaired is sea, and the unit repairing it is land, in which case the sea unit must be adjacent to the land unit
														example: option name="repairsUnits" value="1:battleship:super_carrier"
		whenCombatDamaged					values: this property lets you set certain behaviors for when this unit is damaged. the value is the effect, while the count is the damage from where to where. (example: <option name="whenCombatDamaged" value="unitsMayNotLandOnCarrier" count="1:2"/>)
														units start at zero combat damage, and usually die at 1 damage. some units have 2 hp, so you can use this with 1:1 to say that when a unit has 1 damage they have this effect.
														currently only allows: unitsMayNotLandOnCarrier, unitsMayNotLeaveAlliedCarrier
		whenHitPointsDamagedChangesInto				values: allows this unit to change into another unit if it takes a certain amount of damage in combat, primarily used for having weaker versions of a unit
														examples: <option name="whenHitPointsDamagedChangesInto" value="damage:transferAttributes:unitType"/>
														damage - specifies how many points of damage, transferAttributes - if new unit keeps damage amount, unitType - new unit
		whenHitPointsRepairedChangesInto			values: allows this unit to change into another unit during repair if it has a certain amount or 0 damage, primarily used to repair weaker versions of a unit
														examples: <option name="whenHitPointsRepairedChangesInto" value="damage:transferAttributes:unitType"/>
														damage - specifies how many points of damage, transferAttributes - if new unit keeps damage amount, unitType - new unit
		
		canIntercept						values: allows this unit to participate in air raids (air battles for strat bombing), as a defending unit
		requiresAirbaseToIntercept				values: if true then intercepting units must have an airbase like scrambling
		canEscort							values: allows this unit to participate in air raids (air battles for strat bombing), as an attacking unit
		canAirBattle						values: allows this unit to participate in air battles (for normal battles), as an attacking or defending unit
		airDefense							values: defense value of interceptor
		airAttack							values: attack value of escort

		fuelCost							values: fuelCost is a list of at least one resource that get used up for each point of movementCost a unit does.  (can have multiple). example: <option name="fuelCost" value="Fuel" count="5"/> and <option name="fuelCost" value="PUs" count="1"/>
		fuelFlatCost						values: charges fuel flat cost if unit moves any amount during turn rather than for each movement point. (can have multiple). example: <option name="fuelFlatCost" value="Fuel" count="2"/>
                tuv									values: overrides default TUV calculation for the unit based on production cost

	production related:
		isFactory							values: just sets: canBeDamaged, isInfrastructure, canProduceUnits, isConstruction, constructionType = "factory", maxConstructionsPerTypePerTerr = 1, constructionsPerTerrPerTypePerTurn = 1
														isFactory is no longer its own variable. Instead isFactory just sets the above variables. setting is factory will possibly overwrite those variables, so do not use it if you are planning to set those variables to something else.
														allows a unit to produce other units, not participate in combat, be placed anywhere you owned at the beginning of the turn, be capturable, and be damaged by rockets and raids
		canProduceXUnits					values: allows a factory-type unit to produce a set amount of units no matter where it is located.  if -1 then it will produce at the value of the territory where it is.
														if greater than -1, you must have "maxDamage" set to some number if the unit is also "canBeDamaged" or "isFactory".  defaults to -1 if missing.  this option will only work if "Damage From Bombing Done To Units Instead Of Territories" game property is turned on.
		canProduceUnits						values: allows a unit to be a factory, without all the other things that come with being a factory (like capturable, land, non-combat, etc).  So if you want flying factories, go ahead. Just don't complain if you get errors.
		createsUnitsList					values: is a list of units that this unit will create every turn at the end of the turn. can have multiple instances
		createsResourcesList				values: is a list of resources that this unit will create every turn at the end of the turn. can have multiple instances

	placement related:
		maxBuiltPerPlayer					values: is the number of this unit that can be BUILT by a player.  If they have fewer than this number they can build more, if they have more than this number they can not build more
														[this does not cause excess ones to disappear, and the player can still capture more and more of them if they are capturable]
		canOnlyBePlacedInTerritoryValuedAtX	values: the minimum territory value to place the unit there. defaults to "-1" which means anywhere
		unitPlacementRestrictions			values: a list of territories or territoryEffects where this unit can not be built. List can contain any number of territories, including sea zones, and territoryEffects. If using territoryEffects then TerritoryAttachments specifying the territoryEffects must come before UnitAttachments in the XML.
														every unit may have a list, and the lists may be different for each unit. default is no list.
														the list may be turned on/off with "Unit Placement Restrictions" game property
		unitPlacementOnlyAllowedIn			values: is the direct inverse of unitPlacementRestrictions
		requiresUnits						values: is a list of units required to be present in the territory in order for you to build this unit there.  Can have multiple instances. Only one instance needs to be true in order to build.
														examples: <option name="requiresUnits" value="CombatEngineer:Truck"/> would mean we need at least one CombatEngineer AND at least one Truck in order to build there.
														If after that line we had a second line saying <option name="requiresUnits" value="SuperEngineer"/> then it would mean OR we need at least one SuperEngineer.
		consumesUnits						values: requires that a unit be present in a territory, then when this unit is placed the other units are destroyed / upgraded into this unit.  Can have multiple instances of this, which means it consumes multiple types of units.
		isConstruction						values: allows the unit to be placed in territories that don't contain factories. only "constructionsPerTerrPerTypePerTurn" contructions of "constructionType" may be placed per territory per turn.
														may have only "maxConstructionsPerTypePerTerr" constructions Total per territory with/without a factory unless you enable "More Constructions with/without Factory", which will allow up a total number of up to the territory value
														and "Unlimited Constructions" game property allows unlimited constructions total in a territory
		constructionType					values: is just a unique string which identifies what kind of construction this.
														if two or more constructions have the exact same constructionType (and the same PerType rules), then they will follow the same rules for placement.
														example: if you have little_bunker and big_bunker both as type "bunker", with constructionsPerTerrPerTypePerTurn=2, then you could place 2 littles, or 2 bigs, or 1 little and 1 big in a territory
														if you do not want this unit to be effected by the global properties "More Constructions with/without Factory" and "Unlimited Constructions", then make sure the type ends in "structure". example: "harbour_structure"
		constructionsPerTerrPerTypePerTurn	values: is how many of this type you can place in a territory every turn
		maxConstructionsPerTypePerTerr		values: is how many max of this type may be in a territory. this must be greater than constructionsPerTerrPerTypePerTurn
														if "More Constructions with/without Factory" = true, then the minimum will be either maxConstructionsPerTypePerTerr or the PU value of the territory (whichever number is greater) in territories with/without factories
														if "Unlimited Constructions" = true, then this number becomes 10000
		special								values:	a colon delimited list of possible options for this unit.  Currently only supports: "canOnlyPlaceInOriginalTerritories"

	sub/destroyer related:
		isDestroyer						values: cancels out an isSub unit's first strike and submerge abilities, and allows it to be hit by air units if using ww2v3 rules
		isSub							values: allows the unit to roll dice before other units and submerge or retreat from battle even on defense
										this is a shortcut option that sets the below 6 unit options based on the global sub properties specifically:
										sets canEvade and isFirstStrike to true
										sets canNotTarget to all air units
										sets canNotBeTargetedBy to all air unit types if "Air Attack Sub Restricted" 
										sets canBeMovedThroughEnemies to true if "Ignore Sub In Movement"
										sets canMoveThroughEnemies to true if "Submersible Subs" 
		canEvade						values: whether the unit can submerge or escape battle
		isFirstStrike						values: whether to roll dice and take casualties before regular units
		canNotTarget						values: colon delimited list of units that this unit can't target in battles, ex. subs not being able to target air units
		canNotBeTargetedBy					values: colon delimited list of units that can't target this unit, ex. air units not being able to target subs
		canMoveThroughEnemies					values: whether unit is unblockable and treats hostile territories as friendly
		canBeMovedThroughByEnemies				values: whether enemies can move through territories if only these types of units are present (would also need blitz for enemy land territories)

	aa related:
		isAA								values: just sets isAAmovement, isAAforCombatOnly, isAAforBombingThisUnitOnly, isAAforFlyOverOnly, isInfrastructure, and isRocket to true.
		isAAmovement						values: just sets canNotMoveDuringCombatMove to "true", and only for aa guns it will set the stacking limits (movementLimit, attackingLimit, placementLimit) to "1:allied" when playing by classic rules
		attackAA							values: the value that an isAA unit will attack at, for shooting at air units before battle
		attackAAmaxDieSides					values: sets the dice sides for aa guns.  defaults to whatever you chose above in diceSides (or 6 if you didn't choose).  All units with the same typeAA must have the same dice sides.
														Be Warned that all aa attack values (including with Radar and without Radar), MUST divide into attackAAmaxDieSides without remainders, or else there WILL be errors in LowLuck!
		offensiveAttackAA 					values: same as attackAA but for offensive side
		offensiveAttackAAmaxDieSides 		values: same as attackAAmaxDieSides but for offensive side
		maxAAattacks						values: sets how many times this unit may fire its AA guns. Defaults to -1, which means infinite. If not infinite, then aa guns can stack.
														(If you have multiple aa of the same type-group in a territory, and they have different attack values or dicesides, and different maxAAattacks, then what happens is that the engine will roll for the best attack/diceSides and for the best maxAAattacks, even if that is two different units
														For example, if you have an aa gun that has infinite attacks and rolls a 4/20, and you have another gun with only one attack and rolls 3/6, then you will end up rolling infinite times at 3/6.  This might be fixed in the future.)
		mayOverStackAA						values: sets if this unit may fire aa more times than there are aircraft (default = false).
		maxRoundsAA 						values: sets how many rounds the AA may fire in. negative (-1) means infinite. (default = 1).
		damageableAA						values: sets if this unit can damage a two-hitpoint unit, instead of killing it instantly with aa fire (default = false = kill instantly).
		isAAforCombatOnly					values: allows this unit to be an AA gun for normal combat only.  it will not defend against strategic bombing raids.
		isAAforBombingThisUnitOnly			values: allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit).  it will not defend against a normal attack.
		isAAforFlyOverOnly					values: allows this unit to be an AA gun only when being flown over. if the air unit moves into this territory and stays, then this will not fire.
														isAAforFlyOverOnly will only work if "AA Territory Restricted" is turned off, and will normally only fire during combat move and not during noncombat move, unless you also turn on "Always on AA".
		typeAA								values: any string which identifies this type-group of aa guns. Only 1 aa gun per group may fire (unless you've set maxAAattacks). (defaults to "AA")
													Warning: all units with the same typeAA must have the same dice sides, or else you will experience weird results.
		targetsAA							values: a list of unit types which this aa gun can hit. (defaults to all air units) (any aa guns in the same group should have the same targetsAA)
		willNotFireIfPresent				values: a list of unit types for which if they are present in the battle, this aa gun will not fire.
		isRocket							values: allows this unit to become a rocket if the player has the rocket technology.  If the unit is named exactly "aaGun" then it will require an image called "rockets".  If the unit is named anything else, then it will require an image with "_rockets" appended to its original name
		canNotMoveDuringCombatMove			values: true or false, defaults to false, does not allow this unit to move during 'combat move phase'
		movementLimit						values: only affects normal movement. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too)
		attackingLimit						values: only affects movement into enemy territory/units. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too)
		placementLimit						values: only affects placement. the count is equal to the number of this unit allowed per territory, and the value is equal to "owned" (we are only counting units owned by each player), or "allied" (allied too), or "total" (which counts enemy units too)
														example: <option name="placementLimit" value="allied" count="1"/>
		
	-->
    <!-- Infantry -->
    <attachment name="unitAttachment" attachTo="infantry" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="1"/>
      <option name="transportCost" value="2"/>
      <!-- isInfantry allows the unit to be transported by 'isLandTransport' IF you have mechanizedInfantry technology -->
      <option name="isInfantry" value="true"/>
      <!-- isMarine gives the unit +x attack if it is attacking amphibiously -->
      <!-- <option name="isMarine" value="1"/> -->
      <option name="attack" value="1"/>
      <option name="defense" value="2"/>
      <!-- artillerySupportable allows the unit to receive support from an "artillery" unit (land, sea, or air are allowed) -->
      <option name="artillerySupportable" value="true"/>
      <!-- isAirTransportable allows the unit to be transported by an "isAirTransport" unit, IF you have paratroopers technology -->
      <option name="isAirTransportable" value="true"/>
      <!-- canBeGivenByTerritoryTo will allow a unit to be given from one player to another player, if it is in a territory with changeUnitOwners
					must be a list of Players who this unit can be given to.  example: value="Russians:Chinese" -->
      <option name="canBeGivenByTerritoryTo" value="Russians"/>
      <!-- canBeCapturedOnEnteringBy will allow a unit to be captured from one player to another, if the specified player enters a territory with captureUnitOnEnteringBy
					must be a list of Players who this unit can be given to.  example: value="Russians:Chinese"
			<option name="canBeCapturedOnEnteringBy" value="Americans:British"/>-->
    </attachment>
    <!-- Artillery -->
    <attachment name="unitAttachment" attachTo="artillery" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="1"/>
      <option name="transportCost" value="3"/>
      <option name="attack" value="2"/>
      <option name="defense" value="2"/>
      <!-- artillery gives support (+1 attack) to "artillerySupportable" units (land, sea, or air are allowed) -->
      <option name="artillery" value="true"/>
      <!-- unitSupportCount is the number of units that will be supported by the artillery, defaults to 1 if missing -->
      <option name="unitSupportCount" value="1"/>
      <option name="canBeGivenByTerritoryTo" value="Russians"/>
      <option name="isAirTransportable" value="true"/>
      <!-- canInvadeOnlyFrom is a colon dilimited list of the transporting units which this unit can perform amphibious assaults from.
					A unit which can not perform amphibious assaults may instead disembark during non-combat
					can be set to "all", or "none", or a list of some transports. if this option is not present, it defaults to "all" -->
      <option name="canInvadeOnlyFrom" value="transport:jp_transport:air_transport:super_carrier"/>
      <!-- fuelCost is a list of at least one resource that get used up for each point of movementCost a unit does
			<option name="fuelCost" value="Fuel" count="5"/>
			<option name="fuelCost" value="PUs" count="1"/>-->
    </attachment>
    <!-- Armour -->
    <attachment name="unitAttachment" attachTo="armour" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="2"/>
      <option name="transportCost" value="3"/>
      <!-- canBlitz allows the unit to move through multiple empty enemy territories in one turn -->
      <option name="canBlitz" value="true"/>
      <option name="attack" value="3"/>
      <option name="defense" value="3"/>
      <!-- isLandTransport allows the unit to transport "isInfantry" on a one-to-one basis, if you have the mechanizedInfantry technology -->
      <option name="isLandTransport" value="true"/>
      <option name="canBeGivenByTerritoryTo" value="Russians"/>
      <!-- consumesUnits requires that a unit be present in a territory, then when this unit is placed the other units are destroyed / upgraded into this unit.  Can have multiple instances of this, which means it consumes multiple types of units.
			<option name="consumesUnits" value="2:infantry"/>
			<option name="consumesUnits" value="1:artillery"/>-->
      <option name="isAirTransportable" value="true"/>
      <!-- receivesAbilityWhenWith gives a unit an ability when they are with, or on the same route as, another unit
			<option name="receivesAbilityWhenWith" value="canBlitz:armour"/>-->
    </attachment>
    <!-- Fighter -->
    <attachment name="unitAttachment" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="4"/>
      <option name="carrierCost" value="1"/>
      <option name="isAir" value="true"/>
      <option name="attack" value="3"/>
      <option name="defense" value="4"/>
      <!-- canScramble and maxScrambleDistance are properties for scrambling. allows the aircraft to enter a surrounding sea zone if the enemy is doing an attack on or from the surrounding sea zone -->
      <option name="canScramble" value="true"/>
      <option name="maxScrambleDistance" value="1"/>
      <option name="canIntercept" value="true"/>
      <!-- <option name="requiresAirbaseToIntercept" value="true"/> -->		    
      <option name="canEscort" value="true"/>
      <option name="canAirBattle" value="true"/>
      <option name="airDefense" value="2"/>
      <option name="airAttack" value="2"/>
    </attachment>
    <attachment name="unitAttachment" attachTo="jp_fighter" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="4"/>
      <option name="carrierCost" value="1"/>
      <option name="isAir" value="true"/>
      <option name="attack" value="3"/>
      <option name="defense" value="4"/>
      <option name="canScramble" value="true"/>
      <option name="maxScrambleDistance" value="1"/>
      <!-- isSuicide makes a unit die before combat begins, however they do get to roll -->
      <!--<option name="isSuicide" value="true"/>-->
      <!-- isKamikaze allows an air unit to use up all of its movement to go to a battle -->
      <!--<option name="isKamikaze" value="true"/>-->
      <option name="canIntercept" value="true"/>
      <option name="canEscort" value="true"/>
      <option name="canAirBattle" value="true"/>
      <option name="airDefense" value="2"/>
      <option name="airAttack" value="2"/>
    </attachment>
    <!-- Bomber -->
    <attachment name="unitAttachment" attachTo="bomber" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="6"/>
      <option name="isAir" value="true"/>
      <option name="attack" value="4"/>
      <option name="defense" value="1"/>
      <!-- isStrategicBomber allows a unit to bombing factories and canBeDamaged units -->
      <option name="isStrategicBomber" value="true"/>
      <option name="canAirBattle" value="true"/>
      <!-- transportCapacity + isAirTransport can be used for transporting units IF you have the paratroopers technology -->
      <option name="transportCapacity" value="2"/>
      <option name="isAirTransport" value="true"/>
      <option name="airDefense" value="1"/>
      <option name="airAttack" value="1"/>
      <!--<option name="bombingMaxDieSides" value="6"/>
			<option name="bombingBonus" value="0"/>-->
    </attachment>
    <!-- Air_Transport -->
    <attachment name="unitAttachment" attachTo="air_transport" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="4"/>
      <option name="isAir" value="true"/>
      <option name="attack" value="0"/>
      <option name="defense" value="0"/>
      <option name="canAirBattle" value="true"/>
      <!-- transportCapacity + isAirTransport can be used for transporting units IF you have the paratroopers technology -->
      <option name="transportCapacity" value="6"/>
      <option name="isAirTransport" value="true"/>
      <option name="airDefense" value="1"/>
      <option name="airAttack" value="1"/>
    </attachment>
    <!-- Transport -->
    <attachment name="unitAttachment" attachTo="transport" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="transportCapacity" value="5"/>
      <!-- attack and defense must be zero if you are using ww2v3 style transport rules (transports can not be used as fodder, etc.) -->
      <option name="attack" value="0"/>
      <option name="defense" value="0"/>
    </attachment>
    <attachment name="unitAttachment" attachTo="jp_transport" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="transportCapacity" value="5"/>
      <option name="attack" value="0"/>
      <option name="defense" value="0"/>
    </attachment>
    <!-- Battle Ship -->
    <attachment name="unitAttachment" attachTo="battleship" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="4"/>
      <option name="defense" value="4"/>
      <option name="hitPoints" value="2"/>
      <option name="canBombard" value="true"/>
      <!-- bombard defaults to the attack value of the unit if missing -->
      <option name="bombard" value="4"/>
      <!-- blockade allows the unit to do damage up to the value of land territories surrounding a blockade zone, to the enemy's income -->
      <option name="blockade" value="1"/>
    </attachment>
    <!-- Cruiser -->
    <attachment name="unitAttachment" attachTo="cruiser" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="3"/>
      <option name="defense" value="3"/>
      <option name="canBombard" value="true"/>
      <option name="bombard" value="3"/>
      <option name="blockade" value="1"/>
    </attachment>
    <!-- Destroyer -->
    <attachment name="unitAttachment" attachTo="destroyer" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="2"/>
      <option name="defense" value="2"/>
      <!-- isDestroyer does a number of things, all of which target units that are isSub -->
      <option name="isDestroyer" value="true"/>
      <option name="blockade" value="1"/>
    </attachment>
    <attachment name="unitAttachment" attachTo="jp_destroyer" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="2"/>
      <option name="defense" value="2"/>
      <option name="isDestroyer" value="true"/>
      <option name="blockade" value="1"/>
      <!--<option name="transportCapacity" value="2"/>-->
    </attachment>
    <!-- Carrier -->
    <attachment name="unitAttachment" attachTo="carrier" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="carrierCapacity" value="2"/>
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="1"/>
      <option name="defense" value="2"/>
      <option name="blockade" value="1"/>
    </attachment>
    <!-- Super_Carrier -->
    <attachment name="unitAttachment" attachTo="super_carrier" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="carrierCapacity" value="2"/>
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="1"/>
      <option name="defense" value="3"/>
      <option name="blockade" value="2"/>
      <option name="transportCapacity" value="5"/>
      <!-- isCombatTransport tells the engine that this sea unit can transport but can fight too. units will not be able to move through it like they would a transport, and it can be taken casualty during battle as normal -->
      <option name="isCombatTransport" value="true"/>
      <!--<option name="hitPoints" value="2"/>-->
      <!-- whenCombatDamaged means that when this unit has x:y damage on it, it will have this effect
			<option name="whenCombatDamaged" value="unitsMayNotLandOnCarrier" count="1:2"/>
			<option name="whenCombatDamaged" value="unitsMayNotLeaveAlliedCarrier" count="1:2"/>-->
    </attachment>
    <!-- Submarine -->
    <attachment name="unitAttachment" attachTo="submarine" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <!-- isSub usually allows a unit to do first strikes and submerge and move under non-isDestroyer units, but all of these are subject to global game properties -->
      <option name="isSub" value="true"/>
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="2"/>
      <option name="defense" value="1"/>
      <option name="blockade" value="2"/>
    </attachment>
    <!-- Midget Submarine -->
    <attachment name="unitAttachment" attachTo="midget_submarine" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="isSub" value="true"/>
      <option name="movement" value="2"/>
      <option name="isSea" value="true"/>
      <option name="attack" value="3"/>
      <option name="defense" value="2"/>
      <option name="blockade" value="1"/>
      <!-- isSuicide makes a unit die before combat begins, however they do get to roll -->
      <option name="isSuicide" value="true"/>
    </attachment>
    <!-- Bunker -->
    <attachment name="unitAttachment" attachTo="bunker" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="movement" value="0"/>
      <option name="attack" value="0"/>
      <option name="defense" value="4"/>
      <!-- canBeDamaged sets if a unit can be attacked by strategic bombing raids or by rockets.  isFactory also allows these things -->
      <option name="canBeDamaged" value="true"/>
      <!-- maxDamage is the total damage the unit can take.  If a factory, and canProduceXUnits = -1 or is missing then maxDamage will be a multiple of the territory value (maxDamage defaults to 2 if canProduceXUnits = -1), otherwise it will be a set number
					So for example, if the unit isFactory Or canProduceUnits, And canProduceXUnits = -1, And maxDamage = 3, THEN you will be able to do 3x the territory value in damage to this unit. If However, canProduceXUnits = 2, and maxDamage = 3, then you can do up to 3 damage to this unit. -->
      <option name="maxDamage" value="4"/>
      <!-- maxOperationalDamage is used with certain features like isAirBase, repairsUnits, and givesMovement to determine if those features work or not based on the current damage of this unit. A disabled unit will not participate in combat too.  Does Not work with isFactory or canProduceUnits. -->
      <option name="maxOperationalDamage" value="0"/>
      <!-- isConstruction allows the unit to be placed in territories that don't contain factories. only "constructionsPerTerrPerTypePerTurn" contructions of "constructionType" may be placed per territory per turn.
					may have only "maxConstructionsPerTypePerTerr" constructions Total per territory with/without a factory unless you enable "More Constructions with/without Factory", which will allow up a total number of up to the territory value
					and "Unlimited Constructions" game property allows unlimited constructions total in a territory -->
      <option name="isConstruction" value="true"/>
      <!-- constructionType is just a unique string which identifies what kind of construction this.
					if two or more constructions have the exact same constructionType (and the same PerType rules), then they will follow the same rules for placement.
					example: if you have little_bunker and big_bunker both as type "bunker", with constructionsPerTerrPerTypePerTurn=2, then you could place 2 littles, or 2 bigs, or 1 little and 1 big in a territory
					if you do not want this unit to be effected by the global properties "More Constructions with/without Factory" and "Unlimited Constructions", then make sure the type ends in "structure". example: "harbour_structure" -->
      <option name="constructionType" value="bunker"/>
      <!-- constructionsPerTerrPerTypePerTurn is how many of this type you can place in a territory every turn -->
      <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
      <!-- maxConstructionsPerTypePerTerr is how many max of this type may be in a territory. this must be greater than constructionsPerTerrPerTypePerTurn
					if "More Constructions with/without Factory" = true, then the minimum will be either maxConstructionsPerTypePerTerr or the PU value of the territory (whichever number is greater) in territories with/without factories
					if "Unlimited Constructions" = true, then this number becomes 10000 -->
      <option name="maxConstructionsPerTypePerTerr" value="1"/>
      <!--<option name="hitPoints" value="2"/>-->
      <!-- canDieFromReachingMaxDamage means that if this unit reaches its maxDamage, then it will die.  maxDamage must be larger than zero -->
      <option name="canDieFromReachingMaxDamage" value="true"/>
      <!-- requiresUnits is a list of units required to be present in the territory in order for you to build this unit there.  Can have multiple instances. Only one instance needs to be true in order to build. -->
      <option name="requiresUnits" value="fighter:bomber:air_transport"/>
      <option name="requiresUnits" value="factory"/>
      <option name="requiresUnits" value="airfield"/>
      <option name="requiresUnits" value="harbour"/>
      <option name="requiresUnits" value="infantry"/>
      <option name="requiresUnits" value="artillery"/>
      <option name="requiresUnits" value="armour"/>
      <option name="requiresUnits" value="aaGun"/>
    </attachment>
    <!-- Airfield -->
    <attachment name="unitAttachment" attachTo="airfield" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <!-- isInfrastructure means a unit does not participate in combat, and they will be captured if the attacker is successful -->
      <option name="isInfrastructure" value="true"/>
      <option name="canBeDamaged" value="true"/>
      <option name="maxDamage" value="6"/>
      <option name="maxOperationalDamage" value="2"/>
      <!-- isAirBase allows units with canScramble to scramble from a territory with this unit -->
      <option name="isAirBase" value="true"/>
      <!-- <option name="maxInterceptCount" value="2"/> -->
      <option name="isConstruction" value="true"/>
      <option name="constructionType" value="airfield_structure"/>
      <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
      <option name="maxConstructionsPerTypePerTerr" value="1"/>
      <!-- destroyedWhenCapturedBy is a list of the players who destroy this non-combat unit instead of capturing it.  all non-combat units are normally captured by default
					is a colon delimited list. example: value="Chinese:Russians" -->
      <option name="destroyedWhenCapturedBy" value="Chinese"/>
      <!-- givesMovement allows a unit to give movement to other units.  must be an integer, followed by a colon ":", followed by the name of the unit -->
      <option name="givesMovement" value="1:fighter"/>
      <option name="givesMovement" value="1:jp_fighter"/>
      <option name="givesMovement" value="1:bomber"/>
      <option name="givesMovement" value="1:air_transport"/>
      <!--<option name="givesMovement" value="1:fighter:jp_fighter:bomber:air_transport"/>-->  	    
      <!--<option name="isAAforBombingThisUnitOnly" value="true"/>-->
      <!--<option name="whenCapturedChangesInto" value="any:Italians:false:aaGun:2:infantry:1"/>
			<option name="whenCapturedChangesInto" value="Russians:any:true:factory:1"/>-->
    </attachment>
    <!-- Harbour -->
    <attachment name="unitAttachment" attachTo="harbour" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="isInfrastructure" value="true"/>
      <option name="canBeDamaged" value="true"/>
      <option name="maxDamage" value="6"/>
      <option name="maxOperationalDamage" value="2"/>
      <!-- repairsUnits is a colon delimited list of all the units this unit can repair. it should start with the amount to be repaired (or use 'count' for the amount to be repaired) each turn. if not used, defaults to 1.
					units to be repaired must be in the same territory as this unit. unless the unit being repaired is sea, and the unit repairing it is land, in which case the sea unit must be adjacent to the land unit
					example: option name="repairsUnits" value="1:battleship:super_carrier" -->
      <option name="repairsUnits" value="1:battleship"/>
      <option name="isConstruction" value="true"/>
      <option name="constructionType" value="harbour_structure"/>
      <option name="constructionsPerTerrPerTypePerTurn" value="1"/>
      <option name="maxConstructionsPerTypePerTerr" value="1"/>
      <option name="destroyedWhenCapturedBy" value="Chinese"/>
      <!--<option name="givesMovement" value="1:transport"/>
			<option name="givesMovement" value="1:jp_transport"/>-->
      <!--<option name="givesMovement" value="1:midget_submarine"/>-->
      <option name="givesMovement" value="1:submarine"/>
      <option name="givesMovement" value="1:destroyer"/>
      <option name="givesMovement" value="1:jp_destroyer"/>
      <option name="givesMovement" value="1:cruiser"/>
      <option name="givesMovement" value="1:carrier"/>
      <option name="givesMovement" value="1:battleship"/>
      <option name="givesMovement" value="1:super_carrier"/>
      <!--<option name="isAAforBombingThisUnitOnly" value="true"/>-->
    </attachment>
    <!-- Factory -->
    <attachment name="unitAttachment" attachTo="factory" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <!-- isFactory units can have movement, but not much else -->
      <option name="isFactory" value="true"/>
      <!--<option name="maxDamage" value="-1"/>-->
      <!-- unitPlacementRestrictions are a list of territories where this unit can not be built. list can contain any number of territories, including sea zones .
					every unit may have a list, and the lists may be different for each unit. default is no list.
					the list may be turned on/off with "Unit Placement Restrictions" game property -->
      <option name="unitPlacementRestrictions" value="Midway:Greenland:Gibraltar:Solomon Islands:Wake Island:Caroline Islands"/>
      <!-- canOnlyBePlacedInTerritoryValuedAtX means the minimum territory value to place the unit there. defaults to "-1" which means anywhere -->
      <option name="canOnlyBePlacedInTerritoryValuedAtX" value="2"/>
      <!-- maxBuiltPerPlayer is the number of this unit that can be BUILT by a player.  If they have fewer than this number they can build more,
					if they have more than this number they can not build more [this does not cause excess ones to disappear, and the player can still capture more and more of them if they are capturable] -->
      <option name="maxBuiltPerPlayer" value="3"/>
      <option name="destroyedWhenCapturedBy" value="Chinese"/>
      <!-- unitPlacementOnlyAllowedIn is the direct inverse of unitPlacementRestrictions
			<option name="unitPlacementOnlyAllowedIn" value="Germany:East Balkans"/>-->
      <!-- canProduceXUnits allows a factory-type unit to produce a set amount of units no matter where it is located.  if -1 then it will produce at the value of the territory where it is.
					if greater than -1, you must have "maxDamage" set to some number if the unit is also "canBeDamaged" or "isFactory".  defaults to -1 if missing -->
      <option name="canProduceXUnits" value="-1"/>
      <!-- canProduceUnits allows a unit to be a factory, without all the other things that come with being a factory (like capturable, land, non-combat, etc).  So if you want flying factories, go ahead. Just don't complain if you get errors.
			<option name="canProduceUnits" value="true"/>-->
      <!-- createsUnitsList is a list of units that this unit will create every turn at the end of the turn. can have multiple instances
			<option name="createsUnitsList" value="2:infantry"/>
			<option name="createsUnitsList" value="1:artillery"/>-->
      <!-- createsResourcesList is a list of resources that this unit will create every turn at the end of the turn. can have multiple instances
			<option name="createsResourcesList" value="3:PUs"/>
			<option name="createsResourcesList" value="2:techTokens"/>-->
      <!-- special allows for some different options for the unit.
			<option name="special" value="canOnlyPlaceInOriginalTerritories"/>-->
    </attachment>
    <!-- AA Gun -->
    <attachment name="unitAttachment" attachTo="aaGun" javaClass="games.strategy.triplea.attachments.UnitAttachment" type="unitType">
      <option name="isAA" value="true"/>
      <option name="transportCost" value="3"/>
      <option name="movement" value="1"/>
      <option name="destroyedWhenCapturedBy" value="Chinese"/>
      <option name="destroyedWhenCapturedFrom" value="Russians"/>
      <!-- destroyedWhenCapturedBy and destroyedWhenCapturedFrom let a unit be destroyed instead of captured.  They can be a colon delimited list of players.
					You can prefix them with single instance of "BY:" or "FROM:" in order to determine if it is being captured by, or captured from, that determines if the unit is destroyed.
					destroyedWhenCapturedFrom just takes the value input then adds "FROM:" to the beginning, then calls destroyedWhenCapturedBy with the new value.
			<option name="destroyedWhenCapturedBy" value="BY:Chinese:Japanese"/>
			<option name="destroyedWhenCapturedBy" value="FROM:Russians:Chinese"/>-->
      <!--<option name="bombingMaxDieSides" value="6"/>
			<option name="bombingBonus" value="0"/>-->
      <!-- attackAA sets the value the AA will attack at (radar adds 1 if this is not 0). Defaults to 1.  Can not be more than half the diceSides (even with radar)-->
      <option name="attackAA" value="1"/>
      <!-- attackAAmaxDieSides sets the dice sides for aa guns.  defaults to whatever you chose above in diceSides (or 6 if you didn't choose).
					Be Warned that all aa attack values (including with Radar and without Radar), MUST divide into attackAAmaxDieSides without remainders, or else there WILL be errors in LowLuck! -->
      <option name="attackAAmaxDieSides" value="6"/>
      <!-- isAAforCombatOnly allows this unit to be an AA gun for normal combat only.  it will not defend against strategic bombing raids
			<option name="isAAforCombatOnly" value="true"/>-->
      <!-- isAAforBombingThisUnitOnly allows this unit to be an AA gun only when this unit is directly attacked by a strategic bombing raid (currently defends against all strategic bombing attacks in this territory, not just against this unit).  it will not defend against a normal attack
			<option name="isAAforBombingThisUnitOnly" value="true"/>-->
      <!-- isRocket allows this unit to become a rocket if the player has the rocket technology.  If the unit is named exactly "aaGun" then it will require an image called "rockets".  If the unit is named anything else, then it will require an image with "_rockets" appended to its original name.
			<option name="isRocket" value="true"/>-->
      <!-- canNotMoveDuringCombatMove does not allow movement during 'combat move phase'
			<option name="canNotMoveDuringCombatMove" value="true"/>-->
      <!-- movementLimit / attackingLimit / placementLimit sets a maximum for the number of this unit in any territory. value can be "owned", "allied", or "total".
			<option name="movementLimit" value="allied" count="1"/>-->
      <!-- typeAA sets what group this aaGun is considered to fire with. only 1 aa gun per group may fire.
			<option name="typeAA" value="aaGun"/>-->
      <!-- targetsAA sets what this aaGun can shoot at. a guns in the same group must have the same targets
			<option name="targetsAA" value="fighter:jp_fighter:bomber:air_transport"/>-->
      <!-- maxAAattacks sets the max number of attacks this aa gun can perform. defaults to -1 which means infinite. if not infinite, then aa guns can stack.
			<option name="maxAAattacks" value="-1"/>-->
    </attachment>
    <!-- Territory Attachments -->
    <!-- <option name="unitProduction" value="x"/> must be placed under <option name="production" value="x"/> if it is being used.
			This is because a recent update to TripleA had the setting of 'production' automatically set 'unitProduction' to be equal to it.
			If you want to set "production" without also setting "unitProduction", then please use "productionOnly" -->
    <!-- the following options are allowed for "territoryAttachment"
			production								values: the PU production of the territory. also sets unitProduction to the same value. (If setting unitProduction separately, please set "production" before setting "unitProduction")
			productionOnly							values: this sets "production" without setting "unitProduction"
			unitProduction							values: unitProduction defaults to whatever "production" is, so please set it after you set "production"
																If using property, "Damage From Bombing Done To Units Instead Of Territories", damage will be done to an individual Unit instead of a Territory.
																"unitProduction" lets you set the unit production potential of a territory, separate from the production. This means a territory with unitProduction = 2 will be able to produce 2 units there, regardless of if production is 0 or 20.
																(The damage potential of these units will normally be 2x the unitProduction, but this can be set individually by creative use of maxDamage and canProduceXUnits)
			resources								values: the amount we will get, then the name of the resource. example: value="2:steel"
			isImpassable							values: true or false, is this territory not passable?
			capital									values: the capital of a player, and player's can have multiple capitals.  all players except for optional players require a capital.
																capital uses an image located in the "flags" folder of a map called "<nation>_large.png", and the location is determined in a file called "capitols.txt" in the map's root directory
			victoryCity								values: a victory city is typically used for victory conditions. Is actually an integer, so you can set it to 0, or 1, or 2, or greater numbers.
																victoryCity uses an image located in the "misc" folder of a map called "vc.png", and the location is determined in a file called "vc.txt" in the map's root directory
			originalFactory							values: means that the original controller of the territory may produce infinite units there, however if it is captured the opponent may only produce as normal, not infinite units
			originalOwner							values: allows a territory to revert to this player's control if liberated by an ally
			navalBase								values: works according to original pacific rules: it increases the non-combat movement of naval units by +1 IF they go from friendly naval base TO friendly naval base
			airBase									values: works according to original pacific rules: it allows free movement between the land territory and any connecting water territories,
																which potentially gives an air units +2 movement if they move from airbase to airbase and both airbases have water connecting to them on the route (or are islands)
			captureUnitOnEnteringBy					values: allows some players to have their units change to another player's control, if they are located in territories with this attachment, and the specified player captures this territory
																it must be a list of the player's names in a ":" delimited list.  For example: value="Russians:Germans"
			changeUnitOwners						values: allows some players to have their units change to another player's control, if they are located in territories with this attachment
																it must be a list of the player's names in a ":" delimited list.  For example: value="Russians:Germans"
			convoyRoute								values: true or false. Is this territory part of a Convoy route. (meaning, if this territory Either REQUIRES other territories to be owned, or is REQUIRED BY other territories to be owned).
			convoyAttached							values: a colon (":") delimited list of the territories this convoy is route is using (list of territories This territory REQUIRES). This can be empty if this territory does not require any other territories but is required by other territories.
																At least one of the attached territories must be owned by a friendly to collect income from this territory.
			blockadeZone							values: true or false, can this territory be blockaded by neighboring sea zones?
			kamikazeZone							values: true or false, does nothing right now, but it will put a symbol on the map (the kamikazeZone symbol must be in the flags folder and be named "<owner_name>_fade"
			territoryEffect							values: adds a territoryEffect to a territory, can have multiple
			whenCapturedByGoesTo					values: the player that captures the territory, then the player that will get the territory, separated by a colon.  Can have multiple. For example: value="Americans:Russians"
			
		-->
    <attachment name="territoryAttachment" attachTo="West Balkans" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
      <!-- resources allow you to use custom resource production for a territory.
			<option name="resources" value="1:Steel"/>
			<option name="resources" value="1:Aluminium"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Greece" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
      <!-- captureUnitOnEnteringBy allows some players to have their units change to another player's control, if they are located in territories with this attachment, and the specified player captures this territory
					it must be a list of the player's names in a ":" delimited list.  For example: value="Russians:Germans"
			<option name="captureUnitOnEnteringBy" value="Americans:British"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Sicily" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Sardinia" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
      <!-- convoyRoute and convoyAttached are for setting a territory to require another territory in order to collect income. at least one of the listed territories must be owned by a friendly to collect income from this territory.
			<option name="convoyRoute" value="true"/>
			<option name="convoyAttached" value="14 Sea Zone:13 Sea Zone"/> -->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Eastern Canada" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Germany" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="14"/>
      <!-- capital uses an image located in the "flags" folder of a map called "<nation>_large.png", and the location is determined in a file called "capitols.txt" in the map's root directory -->
      <option name="capital" value="Germans"/>
      <!-- victoryCity uses an image located in the "misc" folder of a map called "vc.png", and the location is determined in a file called "vc.txt" in the map's root directory -->
      <option name="victoryCity" value="1"/>
      <!--- originalFactory means that the original controller of the territory may produce infinite units there, however if it is captured the opponent may only produce as normal, not infinite units
			<option name="originalFactory" value="true"/> -->
      <!-- navalBase territory attachment works according to original pacific rules: it increases the non-combat movement of naval units by +1 IF they go from friendly naval base TO friendly naval base
			<option name="navalBase" value="true"/> -->
      <!-- airBase territory attachment works according to original pacific rules: it allows free movement between the land territory and any connecting water territories,
					which potentially gives an air units +2 movement if they move from airbase to airbase and both airbases have water connecting to them on the route (or are islands)
			<option name="airBase" value="true"/> -->
      <!-- unitProduction is complex and has 2 uses, depending on how you plan on dealing with damage.
					(setting "production" sets "unitProduction" at the same time to be equal, therefore unitProduction defaults to production if it is not set, or if it is set before production.
					If you want unitProduction to be different, please set it after you set production.)
			1. 	First use is used only with ww2v3 factory damage rules ("SBR Affects Unit Production"), which have damage done to a Territory, not to a Unit.
					This decides the damage the territory starts at.  If unitProduction is less than production, then the territory starts damaged.  If they are equal, then the territory is not damaged.
			2. 	Second use is used with newer maps which are using the new damage rules ("Damage From Bombing Done To Units Instead Of Territories"), which have damage done to an individual Unit instead of a Territory.
					When used with these rules, "unitProduction" lets you set the unit production potential of a territory, separate from the production. This means a territory with unitProduction = 2 will be able to produce 2 units there, regardless of if production is 0 or 20.
					The damage potential of these units will normally be 2x the unitProduction, but this can be set individually by creative use of maxDamage and canProduceXUnits.
				Must be placed UNDER 'production' in the xml, because 'production' automatically sets 'unitProduction' to be equal otherwise.
			<option name="unitProduction" value="14"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Midway" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Greenland" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Union of South Africa" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Australia" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
      <option name="victoryCity" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Kenya" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Manchuria" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
      <!-- originalOwner allows a territory to revert to that player's control if liberated by an ally -->
      <option name="originalOwner" value="Chinese"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Alaska" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Persia" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="French West Africa" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Turkey" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Belgian Congo" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="India" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
      <option name="victoryCity" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Soviet Far East" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <!-- Italian Capital -->
    <attachment name="territoryAttachment" attachTo="Italy" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="8"/>
      <option name="capital" value="Italians"/>
      <option name="victoryCity" value="1"/>
      <!--<option name="unitProduction" value="8"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Mexico" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Spain" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Afghanistan" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Philipine Islands" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
      <option name="victoryCity" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Archangel" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
      <!-- changeUnitOwners allows some players to have their units change to another player's control, if they are located in territories with this attachment
					it must be a list of the player's names in a ":" delimited list.  For example: value="Russians:Germans" -->
      <option name="changeUnitOwners" value="Russians"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Novisibirsk" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Eire" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Mozambique" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Italian East Africa" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Eastern Europe" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="4"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Western United States" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="10"/>
      <option name="victoryCity" value="1"/>
      <!--<option name="unitProduction" value="10"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Karelia S.S.R." javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
      <option name="victoryCity" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Kwangtung" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
      <option name="victoryCity" value="1"/>
      <option name="originalOwner" value="Chinese"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Brazil" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Borneo" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="4"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="French Madagascar" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Yakut S.S.R." javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Hawaiian Islands" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
      <option name="victoryCity" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="East Indies" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="4"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Saudia Arabia" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Switzerland" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Norway" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
      <option name="convoyRoute" value="true"/>
      <option name="convoyAttached" value="5 Sea Zone:6 Sea Zone"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="French Indochina" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="West Indies" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Kazakh S.S.R." javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Venezuala" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Trans-Jordan" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <!-- British Capital -->
    <attachment name="territoryAttachment" attachTo="United Kingdom" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="8"/>
      <option name="capital" value="British"/>
      <option name="victoryCity" value="1"/>
      <!--<option name="unitProduction" value="8"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Western Europe" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="6"/>
      <option name="victoryCity" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Rio De Oro" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Angloa" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="New Zealand" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Sahara" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="French Equatorial Africa" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Gibraltar" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Solomon Islands" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Caucus" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="4"/>
      <option name="victoryCity" value="1"/>
      <!--<option name="unitProduction" value="4"/>-->
      <!-- you can have multiple capitals per country, and can modify if they capture or destroy their PUs, and how many capitals are needed for that to happen -->
      <!--<option name="capital" value="Russians"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Sinkiang" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Algeria" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="East Balkans" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
      <!--<option name="unitProduction" value="3"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Wake Island" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Himilaya" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
      <option name="capital" value="Chinese"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Evanki National Okrug" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
      <!--<option name="capital" value="Russians"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Sweden" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Libya" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Ukraine S.S.R." javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="3"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Mongolia" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="West Russia" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
      <option name="whenCapturedByGoesTo" value="Americans:Russians"/>
      <option name="whenCapturedByGoesTo" value="British:Russians"/>
      <option name="whenCapturedByGoesTo" value="Chinese:Russians"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Peru" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <!-- American Capital -->
    <attachment name="territoryAttachment" attachTo="Eastern United States" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="12"/>
      <option name="capital" value="Americans"/>
      <option name="victoryCity" value="1"/>
      <!--<option name="unitProduction" value="12"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Belorussia" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Burytia S.S.R." javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <!-- Russian Capital -->
    <attachment name="territoryAttachment" attachTo="Russia" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="8"/>
      <option name="capital" value="Russians"/>
      <option name="victoryCity" value="1"/>
      <!--<option name="unitProduction" value="8"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Anglo Egypt" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="New Guinea" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Okinawa" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Panama" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Western Canada" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Central United States" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="4"/>
      <!--<option name="territoryEffect" value="mountain"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Argentina" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="isImpassable" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="China" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="Central China" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="1"/>
    </attachment>
    <!-- Japanese Capital -->
    <attachment name="territoryAttachment" attachTo="Japan" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="8"/>
      <option name="capital" value="Japanese"/>
      <option name="victoryCity" value="1"/>
      <!--<option name="unitProduction" value="8"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="Caroline Islands" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
    </attachment>
    <!-- Convoy Centers, Convoy Routes, Blockade Zones -->
    <!-- Convoy Routes must be attached to both the Requiring territory and the Required territory. Sea convoys can have income too, and if they do then they operate just like Convoy Centers for the income
		<attachment name="territoryAttachment" attachTo="13 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
			<option name="production" value="0"/>
			<option name="convoyRoute" value="true"/>
			<option name="convoyAttached" value=""/>
		</attachment>
		<attachment name="territoryAttachment" attachTo="14 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
			<option name="production" value="2"/>
			<option name="convoyRoute" value="true"/>
			<option name="convoyAttached" value=""/>
		</attachment> -->
    <attachment name="territoryAttachment" attachTo="5 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
      <!-- Sea zone 5 is part of the convoyRoute of Norway (Norway has it listed under convoyAttached), so Sea zone 5 must have convoyRoute = true -->
      <option name="convoyRoute" value="true"/>
      <!-- Sea zone 5 has an income of 2 for Germany, but it does not Require ownership of another territory in order to get the income, so "convoyAttached" is blank -->
      <option name="convoyAttached" value=""/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="6 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="convoyRoute" value="true"/>
    </attachment>
    <!-- Convoy Centers are simply sea zones with income. if you control your convoy zone, you get the income from it, but if an enemy takes the zone they do not get any income, they just deny you the income. can only be entered during combat movement -->
    <attachment name="territoryAttachment" attachTo="3 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
      <option name="originalOwner" value="Russians"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="4 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="2"/>
    </attachment>
    <!-- Blockade Zones are areas where if the enemy has ships there, they subtract money from each of the connecting land territories up to the value of the territory.
				if there are many enemy ships, you will collect no income from the connecting land territories. should be set to zero production otherwise they become convoy zones too -->
    <attachment name="territoryAttachment" attachTo="37 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="blockadeZone" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="47 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="blockadeZone" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="48 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="blockadeZone" value="true"/>
    </attachment>
    <attachment name="territoryAttachment" attachTo="49 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="blockadeZone" value="true"/>
      <!-- kamikazeZone does nothing right now, but it will put a symbol on the map (the kamikazeZone symbol must be in the flags folder and be named "<owner_name>_fade"
			<option name="kamikazeZone" value="true"/>-->
    </attachment>
    <attachment name="territoryAttachment" attachTo="58 Sea Zone" javaClass="games.strategy.triplea.attachments.TerritoryAttachment" type="territory">
      <option name="production" value="0"/>
      <option name="blockadeZone" value="true"/>
    </attachment>
    <!-- Canals -->
    <!-- You may have multiple canalAttachments per land or sea zone, so long as they have different names that start with "canalAttachment". You should anyway specifically name the canalAttachment (not necessary).
			Each "canal" must consist of 2 attachments attached to a pair of connected land or sea zones (meaning that are part of a same connection, you should also define). Despite what the name may mean, a "canal" only effect is to limit movement between the zones it is attached to (so, it is not really representing the canal itself, but the ability of closing it from a territory; or similar cases, like booms, etc.).
			In case of multiple canals (meaning multiple pairs of canal attachments) for the same two connected zones, a unit is blocked only if blocked by all of the canals. If the property "Control All Canals Between Territories To Pass" is true, a unit is blocked if blocked by any of the canals. -->
    <!-- The following options are allowed for "canalAttachmentXXX" (all canal attachments need identical attachments attached to the 2 sea zones involved).
				canalName							values: any string name for the canal. must match its counterpart attachment.
				landTerritories						values: a colon (":") delimited list of the territories that make up this canal. must match its counterpart attachment. Can be any number of territories, but at least 1 territory.
				excludedUnits						values: an optional list of all the units that will NOT be validated by the canal. If left blank, then all Air units will not be validated. Can also be set to "NONE" or "ALL".
															example: <option name="excludedUnits" value="submarine:fighter:bomber:air_transport"/>
				canNotMoveThroughDuringCombatMove			values: true/false, defaults to false, setting to true allows canals to only be moved through during non-combat move which can be very useful for simulating connections take more time to pass through
		-->
    <attachment name="canalAttachmentSuez" attachTo="15 Sea Zone" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory">
      <option name="canalName" value="Suez Canal"/>
      <option name="landTerritories" value="Anglo Egypt:Trans-Jordan"/>
    </attachment>
    <attachment name="canalAttachmentSuez" attachTo="34 Sea Zone" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory">
      <option name="canalName" value="Suez Canal"/>
      <option name="landTerritories" value="Anglo Egypt:Trans-Jordan"/>
    </attachment>
    <attachment name="canalAttachmentPanama" attachTo="19 Sea Zone" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory">
      <option name="canalName" value="Panama Canal"/>
      <option name="landTerritories" value="Panama"/>
    </attachment>
    <attachment name="canalAttachmentPanama" attachTo="20 Sea Zone" javaClass="games.strategy.triplea.attachments.CanalAttachment" type="territory">
      <option name="canalName" value="Panama Canal"/>
      <option name="landTerritories" value="Panama"/>
    </attachment>
    <!-- Territory Effects -->
    <!-- the following options are allowed for "territoryEffectAttachment"
				combatOffenseEffect					values: unit or colon delimited list of units, and the count of how much offense you want to give this unit
				combatDefenseEffect					values: unit or colon delimited list of units, and the count of how much defense you want to give this unit
				noBlitz								values: the names of the units that can't blitz through this territoryEffect, can be multiple units (separated by a colon ":")
				unitsNotAllowed 					values: the names of the units that are not allowed into or through this territoryEffect, can be multiple units (separated by a colon ":")
				movementCostModifier 					values: unit or colon delimited list of units, and the count of how much to adjust base movement cost (can be any positive/negative decimal value)
												multiple territory effect costs are added together, movement impacted by the property "Enter Territories With Higher Movement Costs Then Remaining Moves"
    
		<attachment name="territoryEffectAttachment" attachTo="mountain" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect">
			<option name="combatOffenseEffect" value="infantry" count="1"/>
			<option name="combatOffenseEffect" value="armour" count="-1"/>
			<option name="combatDefenseEffect" value="infantry:armour" count="2"/>
			<option name="noBlitz" value="armour"/>
			<option name="unitsNotAllowed" value="armour"/>
			<option name="movementCostModifier" value="cavalry" count="5"/>			
		</attachment>
		<attachment name="territoryEffectAttachment" attachTo="road" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect">
        		<option name="movementCostModifier" value="infantry:artillery:tank" count="-0.5"/>
		</attachment>
        	<attachment name="territoryEffectAttachment" attachTo="Sea" javaClass="games.strategy.triplea.attachments.TerritoryEffectAttachment" type="territoryEffect">
            		<option name="movementCostModifier" value="germanAntiAirGun" count="-1"/>
        	</attachment>
		-->
    <!-- Support Attachments -->
    <!-- the following options are allowed for "supportAttachmentXXX" (must be unique names!)
				unitType							values: the name of the unit (or units in a : delimited list) TO BE SUPPORTED BY THE ATTACHED UNIT (attached unit is "attachTo").
															If you are changing the properties of the same unit, then unitType should be the same as attachTo
				faction								values: "allied" or "enemy"
				side								values: "offence" or "defence", support when attacking or defending, can be both (example: value="offence:defence"). The side the attached-to unit is on when giving this support.
				dice								values: "strength", "roll", "AAstrength", or "AAroll"; may be a list of multiple; AA options give support to AA values during regular combat (doesn't effect SBR or fly over)
				bonus								values: how much to add to strength or roll
				number								values: how many units to be supported
				bonusType							values: the name of the bonus, any string. Any bonus with the same name will not stack unless a count of how many can stack is specified, any bonus with a different name will stack. 
													Can use count (defaults to 1) to stack the same bonusType on a single unit like <option name="bonusType" value="ArtStackBonus" count="3"/> where a unit could receive up to 3 units supporting it of that bonusType. Any support of the same bonusType MUST have the same count. 
													A count of -1 indicates the support can stack infinitely and a count of 0 means it will not apply at all.
													Please us the string "ArtyOld" if do not want your bonus to stack with normal artillery (ie: do not want the bonus to stack with any unit with the normal artillery attachment: <option name="artillery" value="true"/>)
				players								values: names of players in a list, if missing defaults to no players, and if no players it means this support will not be active at start of game (can be activated later by a trigger) (example: value="Germans:Italians")
				impArtTech							values: "true" or "false", does this support get doubled by the improvedArtillery technology?
		-->
    <!--
		<attachment name="supportAttachmentRussiansArtillery1" attachTo="artillery" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
			<option name="unitType" value="infantry"/>
			<option name="faction" value="allied"/>
			<option name="side" value="offence"/>
			<option name="dice" value="strength"/>
			<option name="bonus" value="1"/>
			<option name="number" value="1"/>
			<option name="bonusType" value="ArtyOld"/>
			<option name="impArtTech" value="true"/>
		</attachment>-->
<!--    <attachment name="supportAttachmentAASupport" attachTo="AASupport" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
      <option name="unitType" value="AntiAir"/>
      <option name="faction" value="allied"/>
      <option name="side" value="defence"/>
      <option name="dice" value="AAstrength"/>
      <option name="bonus" value="2"/>
      <option name="number" value="3"/>
      <option name="bonusType" value="AABonus"/>
      <option name="impArtTech" value="false"/>
    </attachment>-->
<!--    <attachment name="supportAttachmentWithStackingBonusType" attachTo="artillery" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
      <option name="unitType" value="infantry"/>
      <option name="faction" value="allied"/>
      <option name="side" value="offence"/>
      <option name="dice" value="strength"/>
      <option name="bonus" value="1"/>
      <option name="number" value="1"/>
      <option name="bonusType" value="ArtStackBonus" count="3"/>
      <option name="impArtTech" value="false"/>
    </attachment>-->
    <attachment name="supportAttachmentRussiansArtillery2" attachTo="artillery" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
      <option name="unitType" value="infantry"/>
      <option name="faction" value="allied"/>
      <option name="side" value="offence"/>
      <option name="dice" value="strength"/>
      <option name="bonus" value="1"/>
      <option name="number" value="2"/>
      <option name="bonusType" value="ArtyNew"/>
      <option name="impArtTech" value="true"/>
      <!--<option name="players" value="Russians:British"/>-->
    </attachment>
    <attachment name="supportAttachmentFighter" attachTo="fighter" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
      <option name="unitType" value="infantry"/>
      <option name="faction" value="allied"/>
      <option name="side" value="offence"/>
      <option name="dice" value="strength"/>
      <option name="bonus" value="1"/>
      <option name="number" value="1"/>
      <option name="bonusType" value="combined_arms"/>
      <option name="impArtTech" value="false"/>
    </attachment>
    <attachment name="supportAttachmentSubmarineReinforcedHulls" attachTo="submarine" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
      <option name="unitType" value="submarine"/>
      <option name="faction" value="allied"/>
      <option name="side" value="defence"/>
      <option name="dice" value="strength"/>
      <option name="bonus" value="2"/>
      <option name="number" value="1"/>
      <option name="bonusType" value="hulls"/>
      <option name="impArtTech" value="false"/>
    </attachment>
    <attachment name="supportAttachmentSubmarineWolfPackTacticsOffence" attachTo="submarine" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
      <option name="unitType" value="submarine"/>
      <option name="faction" value="allied"/>
      <option name="side" value="offence"/>
      <option name="dice" value="strength"/>
      <option name="bonus" value="1"/>
      <option name="number" value="1"/>
      <option name="bonusType" value="tactics1"/>
      <option name="impArtTech" value="false"/>
    </attachment>
    <!--
		<attachment name="supportAttachmentSubmarineWolfPackTacticsDefence" attachTo="submarine" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
			<option name="unitType" value="submarine"/>
			<option name="faction" value="allied"/>
			<option name="side" value="defence"/>
			<option name="dice" value="strength"/>
			<option name="bonus" value="1"/>
			<option name="number" value="1"/>
			<option name="bonusType" value="tactics2"/>
			<option name="impArtTech" value="false"/>
		</attachment>-->
    <!--  National Objectives  and  Condition Attachments -->
    <!-- all Objective Attachments, Conditions, Triggers, Rules, etc, must have a unique name (if you don't use unique names, you may get funny results with your trigger attachments, or even java errors) -->
    <!-- the following options are allowed for "objectiveAttachmentXXX" (and also for "conditionAttachmentXXX").  all options below have an "AND" relationship with each other.
			conditions							values: any objectiveAttachment or conditionAttachment, can be any player's attachment (must have unique names!), tested during attached player's turn
															can be in a delimited list for an AND relationship (example: value="conditionAttachmentGermans3a:conditionAttachmentGermans3b")
															any condition which includes other conditions, is considered a meta-condition, and it must come AFTER any conditions that it includes.
			conditionType 						values: AND, OR, XOR, y, y-z.  Defaults to AND if missing. Defines the relationship the conditions must have if there are more than one condition or rules attachment in the "conditions" option.
														AND means all conditions must be true, OR means just one condition must be true, XOR means that only one condition must be true while all others must be false. 'y' is an exact number of conditions, and 'y-z' is a range of numbers.
														conditionType only affects the conditions listed under the option name="conditions", and does not affect any additional things also present.
			invert								values: true or false. default if missing is false. if true, this attachment's condition will be reversed (does not reverse the effect).
														This reverses the result of boolean result of this entire objectiveAttachment/conditionAttachment, and is considered a logical negation.
			objectiveValue						values: any integer number of PUs to be given (example: value="4")
			uses								values: integer for the maximum number of times it should be awarded. if missing it defaults to infinity. Only applies to objectiveValue, and does NOT determine if the conditions is true or false.
			switch								values: "true" or "false" (default is true).  This is just a simple on/off switch, which gives map makers some memory function for their conditions.
			turns								values: which turns this will be checked on (example: value="1:4:6-8:11-+" means turns 1,4,6,7,8,11,and all turns after 11)
			gameProperty 						values: can be set equal to the exact string of any boolean game property option, including custom made up ones.
			relationship						values: a relationship that needs to be present in the game: "player1:player2:relationship" (will set #rounds to -1 by default) OR "player1:player2:relationship:numberOfRoundsThisRelationshipMustExistForMinimum"
														for example: "Japan:China:War" or "Japan:China:War:-1" or "Japan:China:War:3".  It will accept "anyWar", "anyNeutral" and "anyAllied" as well.
			battle								values: checks if there has been a battle in the territory. Format is "attacker:defender:battleType:rounds:territory1", where attacker, defender, and battleType can all be "any", and rounds can be "currentRound".
														Territories can be any number of territories, and if more than one territory is listed then if any of them are true, it will return true.  You can also have multiple instances.
														example: <option name="battle" value="any:Japanese:any:2-3:Manchuria"/> or <option name="battle" value="Russians:Japanese:any:currentRound:Manchuria:Jehol:Chahar:Suiyuyan:Kansu"/>
			
			count								values: the number required to satisfy a rule. if missing, it defaults to ALL (unless specified). it can also be set to "each", which will act as "1" for the purposes of being a condition, but will multiply the bonus (do not use multiple options if you are using each).
		the below options use count:
			destroyedTUV						values: count=an amount of TUV that the attached player must destroy. value=currentRound/allRounds. This is not counting neutral (null) player, and is based on the cost for the defender to buy the units.
														Be sure to check this condition only after the player's battle phase is completely over, since the data is only recorded after all battles are done. example: value="currentRound" count="20"
			atWarPlayers						values: player names, in a : delimited list (example: value="Germans:Italians:Japanese" count="2" means that you must be at war with 2 of the 3 listed players). if count is zero, then you must be at war with none.
			techs								values: any list of technologies, : delimited (if count = zero, then must have exactly zero technologies [if count is missing, defaults to zero])
			directOwnershipTerritories			values: "original", "originalNoWater", "enemy", or a : delimited list of territories (for all xxxTerritories conditions, if count is missing it defaults to the number of territories)
			alliedOwnershipTerritories			values: "original", "originalNoWater", "enemy", or a : delimited list of territories (alliedOwnershipTerritories DOES count both owned and allied)
			directExclusionTerritories 			values: "original", "originalNoWater", "controlled", "controlledNoWater", "all" (all = original + controlled), "map" (map = all territories on map), or a : delimited list of territories
			alliedExclusionTerritories			values: "original", "originalNoWater", "controlled", "controlledNoWater", "all" (all = original + controlled), "map" (map = all territories on map), or a : delimited list of territories (alliedExclusionTerritories does NOT count owned units, it only counts allied units)
			enemyExclusionTerritories			values: "original", "originalNoWater", "controlled", "controlledNoWater", "all" (all = original + controlled), "map" (map = all territories on map), or a : delimited list of territories
			enemySurfaceExclusionTerritories	values: "original", "originalNoWater", "controlled", "controlledNoWater", "all" (all = original + controlled), "map" (map = all territories on map), or a : delimited list of territories
			directPresenceTerritories 			values: "original", "originalNoWater", "controlled", "controlledNoWater", "all" (all = original + controlled), "map" (map = all territories on map), or a : delimited list of territories
			alliedPresenceTerritories 			values: "original", "originalNoWater", "controlled", "controlledNoWater", "all" (all = original + controlled), "map" (map = all territories on map), or a : delimited list of territories (alliedPresenceTerritories DOES count both owned units and allied units)
			enemyPresenceTerritories 			values: "original", "originalNoWater", "controlled", "controlledNoWater", "all" (all = original + controlled), "map" (map = all territories on map), or a : delimited list of territories
			unitPresence 						values: "ANY" or the exact name or names of the units, and the number of that unit.  (example: value="infantry" count="2", or: value="ANY" count="3", or: value="infantry:artillery:armour" count="3")
														unitPresence can be put in multiple times. Its purpose is to specify the units for presence and excluded territories. If missing, then presence needs only 1 of any unit, and excluded needs to be completely devoid of units
														For an "AND" relationship between the required units, put them in separately. For an "OR" relationship, put them in on one line with a colon separating them.
														It can be used in conjunction with directPresenceTerritories, alliedPresenceTerritories, enemyPresenceTerritories, directExclusionTerritories, alliedExclusionTerritories, enemyExclusionTerritories, enemySurfaceExclusionTerritories
														If used with an exclusion, then the number of units of that type must be less than or equal the count.  (Use count="0" if you want no units of that type in the territories) (can not use "each" for count here).
			players								values: players is used with any of the territory lists above. players defaults to the 'attachTo' player if missing.  When used with directOwnershipTerritories/PresenceTerritories it allows you to specify who must own the selected territories in an OR relationship.
														example: if we were to say <option name="players" value="Germans:Italians"/> and use it with directOwnershipTerritories, then it means that either Germans or Italians or both must own those territories. (thus you can use this to exclude some allies)
			
		-->
    <!-- German Objectives -->
    <attachment name="objectiveAttachmentGermans1_EasternEurope" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="East Balkans:Eastern Europe:Ukraine S.S.R.:Belorussia:West Russia:Norway:Karelia S.S.R.:Archangel:Caucus" count="7"/>
    </attachment>
    <attachment name="objectiveAttachmentGermans2_BalticSea" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="enemySurfaceExclusionTerritories" value="5 Sea Zone:6 Sea Zone:7 Sea Zone" count="3"/>
      <option name="alliedOwnershipTerritories" value="Western Europe" count="1"/>
    </attachment>
    <!-- Russian Objectives -->
    <attachment name="objectiveAttachmentRussians1_EasternEurope" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="directOwnershipTerritories" value="Norway:Eastern Europe:East Balkans:Ukraine S.S.R.:Belorussia" count="3"/>
    </attachment>
    <attachment name="objectiveAttachmentRussians2_LendLease" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="Archangel" count="1"/>
      <option name="alliedExclusionTerritories" value="controlledNoWater"/>
    </attachment>
    <attachment name="objectiveAttachmentRussians3_HardAdvance" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="2"/>
      <option name="directOwnershipTerritories" value="Norway:East Balkans" count="1"/>
      <option name="uses" value="1"/>
      <option name="atWarPlayers" value="Germans:Italians:Japanese" count="2"/>
    </attachment>
    <!-- Japanese Objectives -->
    <attachment name="objectiveAttachmentJapanese1_ControlOfAsia" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="India:French Indochina:Kwangtung:Manchuria:China:Central China:Sinkiang" count="7"/>
    </attachment>
    <attachment name="objectiveAttachmentJapanese2_ControlOfPacific" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="Alaska:East Indies:Borneo:Philipine Islands:New Guinea:Solomon Islands:Caroline Islands:Australia:New Zealand:Okinawa:Wake Island:Hawaiian Islands:Midway" count="10"/>
    </attachment>
    <!-- British Objectives -->
    <attachment name="objectiveAttachmentBritish1_PacificCounterAttack" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="directOwnershipTerritories" value="East Indies:Borneo:New Guinea:Solomon Islands:Caroline Islands:Okinawa" count="1"/>
    </attachment>
    <attachment name="objectiveAttachmentBritish2_Africa" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="Gibraltar:Algeria:Libya:Anglo Egypt:Trans-Jordan:Persia:French West Africa:French Equatorial Africa:Italian East Africa:Belgian Congo:Kenya" count="9"/>
    </attachment>
    <attachment name="objectiveAttachmentBritish3_SeatOfEmpire" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="Union of South Africa:India:Australia" count="3"/>
    </attachment>
    <!-- Italian Objectives -->
    <attachment name="objectiveAttachmentItalians1_TheMed" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="Western Europe:Sardinia:Sicily:West Balkans:Greece:Algeria:Libya:Anglo Egypt:Trans-Jordan:Italian East Africa:Gibraltar" count="8"/>
      <option name="enemySurfaceExclusionTerritories" value="13 Sea Zone:14 Sea Zone:15 Sea Zone:15B Sea Zone" count="4"/>
    </attachment>
    <!-- American Objectives -->
    <attachment name="objectiveAttachmentAmericans2_TheAtlantic" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="Western Europe:Sardinia:Sicily:Italy:Greece:West Balkans:Algeria:Libya" count="3"/>
      <option name="enemySurfaceExclusionTerritories" value="1 Sea Zone:2 Sea Zone:7 Sea Zone:8 Sea Zone:9 Sea Zone:10 Sea Zone:11 Sea Zone:12 Sea Zone:13 Sea Zone:14 Sea Zone" count="10"/>
    </attachment>
    <attachment name="objectiveAttachmentAmericans3_ThePacific" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="East Indies:Borneo:New Guinea:Solomon Islands:Caroline Islands:Australia:New Zealand:Okinawa:Wake Island:Philipine Islands:Alaska:Hawaiian Islands:Midway" count="6"/>
    </attachment>
    <attachment name="objectiveAttachmentAmericans1_WarPhase1" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="2"/>
      <option name="rounds" value="2-3"/>
    </attachment>
    <attachment name="objectiveAttachmentAmericans1_WarPhase2" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="rounds" value="4-5"/>
    </attachment>
    <attachment name="objectiveAttachmentAmericans1_WarPhase3" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="6"/>
      <option name="rounds" value="6-7"/>
    </attachment>
    <attachment name="objectiveAttachmentAmericans1_WarPhase4" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="8"/>
      <option name="rounds" value="8-9"/>
    </attachment>
    <attachment name="objectiveAttachmentAmericans1_WarPhase5" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="10"/>
      <option name="rounds" value="10-+"/>
    </attachment>
    <!--
		<attachment name="objectiveAttachmentAmericans8" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
			<option name="objectiveValue" value="12"/>
			<option name="rounds" value="12-13"/>
		</attachment>

		<attachment name="objectiveAttachmentAmericans9" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
			<option name="objectiveValue" value="14"/>
			<option name="rounds" value="14-15"/>
		</attachment>

		<attachment name="objectiveAttachmentAmericans10" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
			<option name="objectiveValue" value="16"/>
			<option name="rounds" value="16-17"/>
		</attachment>

		<attachment name="objectiveAttachmentAmericans11" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
			<option name="objectiveValue" value="18"/>
			<option name="rounds" value="18-19"/>
		</attachment>

		<attachment name="objectiveAttachmentAmericans12" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
			<option name="objectiveValue" value="20"/>
			<option name="rounds" value="20-+"/>
		</attachment>-->
    <!-- Chinese Objectives -->
    <attachment name="objectiveAttachmentChinese2_BurmaRoad" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="objectiveValue" value="4"/>
      <option name="alliedOwnershipTerritories" value="Sinkiang:Central China:India" count="3"/>
    </attachment>
    <!-- Conditions -->
    <!-- Conditions follow the same rules as national objectives. both conditions and objectives must be BEFORE any triggers in the XML -->
    <!-- Victory Conditions -->
    <attachment name="conditionAttachmentAxisVictory1" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="United Kingdom:Russia:Germany:Japan" count="4"/>
    </attachment>
    <attachment name="conditionAttachmentAlliesVictory1" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="Germany:Japan:United Kingdom:Eastern United States" count="4"/>
    </attachment>
    <!-- Germans Conditions -->
    <attachment name="conditionAttachmentGermans1" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="4:5"/>
      <option name="enemySurfaceExclusionTerritories" value="5 Sea Zone:6 Sea Zone:7 Sea Zone" count="3"/>
    </attachment>
    <attachment name="conditionAttachmentGermans2" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3:4"/>
      <option name="alliedOwnershipTerritories" value="East Balkans:Eastern Europe:Ukraine S.S.R.:Belorussia:Karelia S.S.R.:Archangel:Caucus" count="6"/>
    </attachment>
    <attachment name="conditionAttachmentGermans3a" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3:4"/>
      <option name="alliedOwnershipTerritories" value="Western Europe" count="1"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="conditionAttachmentGermans3b" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3:4"/>
      <option name="alliedOwnershipTerritories" value="Norway" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentGermansParatroopers" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="paratroopers" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentGermansSuperSubs" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="superSub" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentGermansReinforcedHulls" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="reinforcedHulls" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentGermansWolfPackTactics" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="wolfPackTactics" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentGermansShipyards" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="shipyards" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentGermansShipyardsInvert" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="shipyards" count="1"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="conditionAttachmentGermansSubmarineTech2" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansReinforcedHulls:conditionAttachmentGermansWolfPackTactics"/>
      <option name="conditionType" value="1"/>
    </attachment>
    <attachment name="conditionAttachmentGermansSubmarineTech3" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansReinforcedHulls:conditionAttachmentGermansWolfPackTactics"/>
      <option name="conditionType" value="2-3"/>
    </attachment>
    <!-- Japanese Conditions -->
    <attachment name="conditionAttachmentJapanese1a" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="Sinkiang:India:Burytia S.S.R." count="1"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="conditionAttachmentJapanese1b" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3:4"/>
    </attachment>
    <attachment name="conditionAttachmentJapanese2" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3:4:5"/>
      <option name="alliedOwnershipTerritories" value="Australia:India:Sinkiang" count="3"/>
    </attachment>
    <attachment name="conditionAttachmentJapanese3" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="1-2:3:4-+"/>
      <option name="directOwnershipTerritories" value="original"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="conditionAttachmentJapanese4" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="directOwnershipTerritories" value="Burytia S.S.R.:Soviet Far East:Yakut S.S.R.:Evanki National Okrug:Novisibirsk:Kazakh S.S.R.:Caucus:Russia:Archangel:Karelia S.S.R." count="1"/>
    </attachment>
    <attachment name="conditionAttachmentJapaneseParatroopers" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="paratroopers" count="1"/>
    </attachment>
    <!--
		<attachment name="conditionAttachmentJapaneseMidget1" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
				<option name="alliedOwnershipTerritories" value="Okinawa:Philipine Islands" count="2"/>
				<option name="invert" value="true"/>
		</attachment>
		
		<attachment name="conditionAttachmentJapaneseMidget2" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
				<option name="alliedOwnershipTerritories" value="East Indies:Borneo:New Guinea:Solomon Islands:Caroline Islands:Wake Island" count="6"/>
				<option name="invert" value="true"/>
		</attachment>-->
    <attachment name="conditionAttachmentJapaneseMidget" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="Okinawa:Philipine Islands:East Indies:Borneo:New Guinea:Solomon Islands:Caroline Islands:Wake Island" count="7"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="conditionAttachmentJapaneseKamikaze1" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="Philipine Islands" count="1"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="conditionAttachmentJapaneseKamikaze2" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="Okinawa:East Indies:Borneo:New Guinea:Solomon Islands:Caroline Islands:Wake Island" count="7"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="conditionAttachmentJapaneseBattleships" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="directPresenceTerritories" value="map" count="1"/>
      <option name="unitPresence" value="battleship" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentJapaneseCarriers" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="directPresenceTerritories" value="map" count="1"/>
      <option name="unitPresence" value="carrier" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentJapaneseShipyards" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="shipyards" count="1"/>
    </attachment>
    <!-- Italians Conditions -->
    <attachment name="conditionAttachmentItalians1" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3:4"/>
      <option name="alliedOwnershipTerritories" value="Algeria:Libya:Anglo Egypt:Trans-Jordan" count="4"/>
    </attachment>
    <attachment name="conditionAttachmentItaliansParatroopers" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="paratroopers" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentItaliansShipyards" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="shipyards" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentItalianTurn2" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="2"/>
    </attachment>
    <attachment name="conditionAttachmentItalianTurn1" attachTo="Italians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="1"/>
    </attachment>
    <!-- Americans Conditions -->
    <attachment name="conditionAttachmentAmericans1_WarPhase" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="2-+"/>
    </attachment>
    <attachment name="conditionAttachmentAmericans1" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3-5"/>
      <option name="alliedOwnershipTerritories" value="Western Europe" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentAmericans2" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3-5"/>
      <option name="alliedOwnershipTerritories" value="Alaska:Wake Island:Hawaiian Islands:Midway" count="4"/>
    </attachment>
    <attachment name="conditionAttachmentAmericans3a" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="1-8"/>
      <option name="alliedOwnershipTerritories" value="Western Europe" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentAmericans3b" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="1:2:3-7:8"/>
      <option name="alliedOwnershipTerritories" value="Alaska:Wake Island:Hawaiian Islands:Midway" count="4"/>
    </attachment>
    <attachment name="conditionAttachmentAmericans4" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="jetPower:warBonds" count="2"/>
    </attachment>
    <attachment name="conditionAttachmentAmericansParatroopers" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="paratroopers" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentAmericansShipyards" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="shipyards" count="1"/>
    </attachment>
    <!-- British Conditions -->
    <attachment name="conditionAttachmentBritish2" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3:4"/>
      <option name="alliedOwnershipTerritories" value="Union of South Africa:Gibraltar:Anglo Egypt:India:Australia" count="4"/>
    </attachment>
    <attachment name="conditionAttachmentBritishParatroopers" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="paratroopers" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentBritishShipyards" attachTo="British" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="shipyards" count="1"/>
    </attachment>
    <!-- Russians Conditions -->
    <attachment name="conditionAttachmentRussians2" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3:4"/>
      <option name="alliedOwnershipTerritories" value="Karelia S.S.R.:Caucus" count="2"/>
    </attachment>
    <attachment name="conditionAttachmentRussiansNeutralAmericans" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="relationship" value="Russians:Americans:anyNeutral"/>
    </attachment>
    <attachment name="conditionAttachmentRussiansNeutralJapan" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="relationship" value="Japanese:Russians:anyNeutral"/>
    </attachment>
    <attachment name="conditionAttachmentRussiansNeutralJapanTurn5plus" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="5-+"/>
      <option name="relationship" value="Japanese:Russians:anyNeutral"/>
    </attachment>
    <attachment name="conditionAttachmentRussiansNeutralItalians" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="relationship" value="Italians:Russians:anyNeutral:1"/>
    </attachment>
    <attachment name="conditionAttachmentRussiansWarItalians" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="relationship" value="Italians:Russians:anyWar:1"/>
    </attachment>
    <attachment name="conditionAttachmentRussiansNeutralItaliansFor2Turns" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="relationship" value="Italians:Russians:anyNeutral:2"/>
    </attachment>
    <attachment name="conditionAttachmentChineseNeutralItalians" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="relationship" value="Italians:Chinese:anyNeutral"/>
    </attachment>
    <attachment name="conditionAttachmentRussians3" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="Burytia S.S.R." count="1"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="conditionAttachmentRussiansParatroopers" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="paratroopers" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentRussiansShipyards" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="techs" value="shipyards" count="1"/>
    </attachment>
    <attachment name="conditionAttachmentRussianCapitalLost" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="Russia" count="1"/>
      <option name="invert" value="true"/>
    </attachment>
    <!-- Chinese Conditions -->
    <attachment name="conditionAttachmentChinese3" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="enemyExclusionTerritories" value="Sinkiang:Central China:China:Manchuria:Kwangtung:French Indochina" count="3"/>
    </attachment>
    <attachment name="conditionAttachmentChinese4" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="alliedOwnershipTerritories" value="Japan" count="1"/>
    </attachment>
    <!--
		<attachment name="conditionAttachmentChineseParatroopers" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
			<option name="techs" value="paratroopers" count="1"/>
		</attachment>
		
		<attachment name="conditionAttachmentChineseShipyards" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
			<option name="techs" value="shipyards" count="1"/>
		</attachment>-->
    <!-- Triggers -->
    <!-- Triggers with "uses" will use up a single 'use' every round that they are used.  So a trigger that gives a player a tech, adds units to a territory, changes a relationship, and sends a notification to a player,
				will use up a Single (1) use, assuming those four actions were done in a single round (as determined by the endRound phase [EndRoundDelegate])-->
    <!-- the following options are allowed for "triggerAttachmentXXX"
			conditions							values: any objectiveAttachment or conditionAttachment, can be any player's attachment (must have unique names!), tested during attached player's turn
															can be in a delimited list for an AND relationship (example: value="conditionAttachmentGermans3a:conditionAttachmentGermans3b")
			conditionType 						values: AND, OR, XOR, y, y-z.  Defaults to AND if missing. Defines the relationship the conditions must have if there are more than one condition or rules attachment in the trigger.
														AND means all conditions must be true, OR means just one condition must be true, XOR means that only one condition must be true while all others must be false. 'y' is an exact number of conditions, and 'y-z' is a range of numbers.
			invert 								values: true or false. default if missing is false. if true, the condition will be reversed (does not reverse the effect)
														This reverses the result of boolean result of this entire objectiveAttachment/conditionAttachment, and is considered a logical negation.
			uses 								values: integer for the maximum number of times it should be awarded. if missing it defaults to infinity
			when								values: this is a value of when the trigger should fire. it is optional, and if left out the trigger will fire at its default time. "before/after:name-of-step" (example: value="after:chineseEndTurn").  'when' can be set multiple times if you want a trigger to fire in multiple spots.
														FYI: if your triggers are displaying odd behavior, MAKE SURE WHEN IS SET. complex triggers can experience unexpected behavior if 'when' is not set.
			chance								values: "x:y", where x = to hit, and y = dice sides.  So "1:6" = 16.7% chance, while "3:10" = 30% chance
			chanceIncrementOnFailure 			values: integer that will increase our chance by x each time we fail (default = 0)
			chanceDecrementOnSuccess 			values: integer that will decrease our chance by x each time we succeed (default = 0)
			victory								values: the string message from notifications.properties to be displayed if the condition is true.
															victory can be used to play sounds as well. victory will use victory value + "_sounds" as the key in notifications.properties file, and then will use "defeat_" or "victory_" + the notifications.properties value as the new key to look for in the sounds.properties file.
			notification						values: this is a popup window containing a message that will be given to the trigger players. the message will be whatever is the value for the key equal to this notification value, in the notifications.properties file.
															both "victory" and "notification" will look in the "notifications.properties" in your maps root folder for a string with the value's name, and then it will use whatever is to the right of the = sign.
															notification can be used to play a sound as well. notifications will use the notification value + "_sounds" for the key in notifications.properties file, and will then use "notification_" + the notification.properties value as the new key to look for in the sounds.properties file.
			resource							values: "PUs" or "techTokens" or any valid resource, given at end of turn phase.  "resource" will be affected by "each" in a condition statement.
			resourceCount						values: the number of specified resource to be given
			placement							values: places units at beginning of combat movement phase. first in list is territory to be placed in, then list of units, then count.  "placement" will be affected by "each" in a condition statement.
														(example: value="Moscow:artillery:infantry" count="2" [if count is missing, defaults to 1])
			removeUnits							values: removes up to that number of the desired unit, at the beginning of the combat move phase. "removeUnits" will be affected by "each" in a condition statement.
														removeUnits list is done the same way as placement, but allows the option of "all" in place of the territory name, and also "all" in place of the unit type, such as value="all:all", or "Moscow:all", or "all:infantry". example: <option name="removeUnits" value="all:infantry" count="1"/>
			purchase							values: adds listed units to user's purchase at beginning of purchase phase (example: value="infantry:destroyer" count="3").  "purchase" will be affected by "each" in a condition statement.
			tech								values: the names of any technology to be given to the active or specified player. given at end of tech activation phase. (example: value="rocket:longRangeAir")
			availableTech						values: the name of the category to be added to, followed by the names of the technologies to add to it. (example: value="airCategory:longRangeAir:jetPower:superHeavyBomber")
														If prefixed with "-" then it will remove the tech from that category (if the player already has the tech, it will do nothing).
			frontier							values: name of a production frontier, changes the player's production frontier to BE the one listed, at beginning of the purchase phase. (does not add the production to the current list, is a new list completely)
			productionRule						values: the name of the frontier, and then the name of the production rule you want to add or remove from a frontier, at beginning of the purchase phase.
														If prefixed with "-" then it will remove the production rule instead of adding it. (example: value="Germans_production:buySuper_Carrier" or value="Germans_production:-buyEarly_Fighter")
			support								values: name of support attachment, adds specified player to the list of players a supportAttachment supports. Can be a list. (example: value="supportAttachmentGermans1AwesomeArtillery")
														If prefixed with "-" then it will remove that player from the support attachment (example: value="-supportAttachmentArtyOldartillery")
			relationshipChange					values: the change in relationship for these players, format: "player1:player2:oldRelation:newRelation" example: "Russians:Americans:coldWar:allOutWar"
														oldRelation may be "any", "anyWar", "anyNeutral", "anyAllied", or an actual relationshipType used in this xml
														You can enter multiple relationshipChanges in the trigger and it will perform every change in the trigger which is valid.
			activateTrigger						values: This will fire another named trigger. Format: "triggerName:numberOfTimes:useUses:testUses:testConditions:testChance". "activateTrigger" will be affected by "each" in a condition statement.
														triggerName is the name of the trigger to fire, numberOfTimes is the number of times to fire that trigger, useUses makes sure the firing uses up a "use" at the end of this round, and the tests test the trigger before firing.
														example: value="triggerAttachmentRussians5_FarEastReserves:1:false:false:false:false"
			changeOwnership						values: This will change the ownership of the territory, either directly or by conquering the territory (there is a difference). Format is "territoryName:oldOwner:newOwner:booleanCaptured?".  territoryName can be "all", and oldOwner can be "any". Can have multiple instances.
														examples: <option name="changeOwnership" value="South France:Germans:VichyFrench:false"/> or <option name="changeOwnership" value="all:Mongolians:Russians:true"/> or <option name="changeOwnership" value="Danzig:any:Germans:false"/>
			
		For the following, you are actually changing raw data in the engine by calling the setters in the same way the engine does when it parses the xml.  The following are not validated at all, so if you don't use them correctly you will probably cause the engine to crash mid-game.
		You may prefix the property count portion with "-reset-" if you wish to clear out the data in an array first (example: <option name="unitProperty" value="requiresUnits" count="-reset-factory:hangar"/> )
		To further explain, certain options replace/overwrite when you set them.  For example, "attack", or "invert", will overwrite when you set it with something new. Other properties, like "requiresUnits", or "productionRule", will add more items to a list every time you set it.
		Unless otherwise specified, all options overwrite when set.
			players								values: the names of the players to give these things to. if missing, defaults to attached player. (example: value="Germans:Italians"). For example, if used with placement, it will do all the places for each of the players listed.
															Also used as list of players affected by a playerProperty change.
			playerAttachmentName				values: the type of attachment (PlayerAttachment, TriggerAttachment, RulesAttachment, TechAttachment, PoliticalActionAttachment, UserActionAttachment) and the exact full name of the attachment to be changed.
															(example: value="RulesAttachment" count="rulesAttachment"). Defaults to PlayerAttachment if missing.
			playerProperty						values: the name of any actual attachment property, with a count equal to the property's values (examples: value="destroysPUs" count="true"). (requires players to be set, otherwise it uses the attached player)
			unitType							values: the exact names of the unit to be affected by a unitProperty change (example: value="cruiser:super_cruiser")
			unitAttachmentName					values: the type of attachment (UnitAttachment, UnitSupportAttachment) and the exact full name of the attachment to be changed. Defaults to UnitAttachment if missing.
			unitProperty						values: the name of any actual attachment property, with a count equal to the property's values (examples: value="attack" count="4", or value="isAir" count="true"), requires unitType declared
														Something to note is that <option name="artillery" value="true"/> AND <option name="artillerySupportable" value="true"/> AND <option name="unitSupportCount" value="1"/> are all converted into a support attachment when the game starts,
															so adding or removing them as unit properties will do nothing (the bonusType for them is "ArtyOld", and the supportAttachment name is "supportAttachmentArtyOld<nameofUnit>") unitProperty changes are done for ALL players who use that unitType,
															regardless of the player specified in the trigger. In order to have a unitType+unitProperty change only affect certain players and not others, you need to make a new unit type for those players (ie: rename the unit for those players only)
			territories							values: the exact names of the territories to be affected by a territoryProperty change (example: value="Germany:Italy")
			territoryAttachmentName				values: the type of attachment (TerritoryAttachment, CanalAttachment) and the exact full name of the attachment to be changed. Defaults to TerritoryAttachment if missing.
			territoryProperty					values: the name of any actual attachment property, with a count equal to the property's values (examples: value="production" count="4", or value="victoryCity" count="true"), requires territories declared
			relationshipTypes					values: the exact names of the relationshipType to be affected by a relationshipTypeProperty change
			relationshipTypeAttachmentName		values: the type of attachment (RelationshipTypeAttachment) and the exact full name of the attachment to be changed. Defaults to RelationshipTypeAttachment if missing.
			relationshipTypeProperty			values: the name of any actual attachment property, with a count equal to the property's values, requires relationshipTypes declared
			territoryEffects					values: the exact names of the territoryEffects to be affected by a territoryEffectProperty change
			territoryEffectAttachmentName		values: the type of attachment (TerritoryEffectAttachment) and the exact full name of the attachment to be changed. Defaults to TerritoryEffectAttachment if missing.
			territoryEffectProperty				values: the name of any actual attachment property, with a count equal to the property's values, requires territoryEffects declared
			
		-->
    <!-- Clarification on how "each" works.  (Each is just a way to simplify writing national objectives, conditions, and triggers. It does not do anything extra that you could not do before)
				Lets say you have this objective:
					<attachment name="objectiveAttachmentRussians1_EasternEuropeMegaIncome" attachTo="Russians" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
							<option name="objectiveValue" value="4"/>
							<option name="directOwnershipTerritories" value="Norway:Eastern Europe:East Balkans:Ukraine S.S.R.:Belorussia" count="each"/>
					</attachment>
				What would happen is that "Russians" would get 4 PUs for EACH territory in that list that satisfied directOwnershipTerritories.
				If you used it as a condition statement, then it would act as 1 for the purposes of returning true/false (in other words, own at least 1 territory and the condition would be true).
				Now lets say you have this trigger:
					<attachment name="triggerAttachmentRussians5_FarEastReserves" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
							<option name="conditions" value="objectiveAttachmentRussians1_EasternEuropeMegaIncome"/>
							<option name="placement" value="Russia:infantry" count="2"/>
					</attachment>
				This trigger would add 2 infantry to russia for each territory inside the condition objectiveAttachmentRussians1_EasternEuropeMegaIncome that is true.
				IF you have more than 1 condition with Each, then the trigger will use the largest Each.  If you have a meta-condition (a condition that contains other conditions), the trigger will NOT look inside the conditions inside the meta-condition.
				Since it would be meaningless to, for example, change a relation to the same thing 10 times in a row, Each only works with the following kinds of triggers:
				resource, placement, removeUnits, purchase
		-->
    <!-- Clarification on changing properties and resetting/clearing of properties. (Any property not in this list overwrites itself if you set it multiple times)
				The following attachments may have MULTIPLE instances, meaning that they are adding to some variable, meaning that they may be cleared/reset by triggers if you want to (by prefixing with "-reset-"):
				Unit Attachments:
					canBeGivenByTerritoryTo
					canBeCapturedOnEnteringBy
					destroyedWhenCapturedBy 
					destroyedWhenCapturedFrom (Can't be used by triggers, use destroyedWhenCapturedBy instead)
					requiresUnits
					repairsUnits
					givesMovement
					consumesUnits
					createsUnitsList
					createsResourcesList
					receivesAbilityWhenWith
					whenCapturedChangesInto
					special
					fuelCost
					targetsAA
					willNotFireIfPresent
					bombingTargets
					whenCombatDamaged
					
				Unit Support Attachments:
					players
					
				Territory Attachments:
					changeUnitOwners
					captureUnitOnEnteringBy
					territoryEffect
					whenCapturedByGoesTo
					convoyAttached
					resources
					
				Territory Effect Attachments:
					combatDefenseEffect
					combatOffenseEffect
					unitsNotAllowed
					noBlitz
					
				Player Attachments:
					giveUnitControl
					captureUnitOnEnteringBy
					shareTechnology
					helpPayTechCost
					suicideAttackResources
					suicideAttackTargets
					movementLimit
					attackingLimit
					placementLimit
					
				Objectives & Condition Attachments:
					conditions
					unitPresence
					relationship
					players
					battle
				
				Rules Attachments:
					productionPerXTerritories
					battle
					relationship
					unitPresence
					players
					conditions
					
				Trigger Attachments:
					conditions
					when
					productionRule
					tech
					availableTech
					placement
					removeUnits
					purchase
					support
					relationshipChange
					activateTrigger
					changeOwnership
					
					players
					playerProperty
					unitType
					unitProperty
					territories
					territoryProperty
					relationshipTypes
					relationshipTypeProperty
					territoryEffects
					territoryEffectProperty
					
				Political Action Attachments:
					conditions
					relationshipChange
					actionAccept
					
				Canal Attachments:
					excludedUnits
					
				Tech Ability Attachments:
					attackBonus
					defenseBonus
					movementBonus
					radarBonus
					airAttackBonus
					airDefenseBonus
					productionBonus
					rocketDiceNumber
					unitAbilitiesGained
					airborneCapacity
					airborneTypes
					airborneBases
					airborneTargettedByAA
					attackRollsBonus
					defenseRollsBonus
					bombingBonus
					
		-->
    <!-- Victory Triggers -->
    <!-- Victory Triggers can be attached to anyone. Only 1 is needed per victory condition -->
    <attachment name="triggerAttachmentAxisVictory1_CapitalControl" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentAxisVictory1"/>
      <!--<option name="when" value="after:chineseEndTurn"/>-->
      <!-- both "victory" and "notification" will look in the "notifications.properties" in your maps root folder for a string with the value's name, and then it will use whatever is to the right of the = sign.-->
      <option name="victory" value="AXIS_VICTORY"/>
      <!-- "players" when used with "victory" set which players are the winner. this is important for stats generation and for future use -->
      <option name="players" value="Germans:Italians:Japanese"/>
    </attachment>
    <attachment name="triggerAttachmentAlliesVictory1_CapitalControl" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentAlliesVictory1"/>
      <option name="when" value="after:chineseEndTurn"/>
      <option name="victory" value="ALLIES_VICTORY"/>
      <option name="players" value="Russians:British:Americans:Chinese"/>
    </attachment>
    <!-- Germans Triggers -->
    <attachment name="Conscription" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="gameProperty" value="Conscription"/>
    </attachment>
    <attachment name="conditionAttachmentGermansRounds3-+" attachTo="Germans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="rounds" value="3-+"/>
    </attachment>
    <attachment name="triggerAttachmentConscription" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="Conscription:conditionAttachmentGermansRounds3-+"/>
      <option name="placement" value="Germany:infantry" count="2"/>
      <option name="when" value="after:germanPlace"/>
    </attachment>
    <attachment name="triggerAttachmentGermans3_SuperSubs" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermans1"/>
      <option name="tech" value="superSub"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermans4_MechanizedInfantry" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermans2"/>
      <option name="tech" value="mechanizedInfantry"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermans5_Rockets" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermans3a:conditionAttachmentGermans3b"/>
      <option name="conditionType" value="AND"/>
      <option name="tech" value="rocket"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentAmericans5_British4_Paratroopers" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentAmericans1"/>
      <option name="tech" value="paratroopers"/>
      <option name="players" value="Americans:British"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentAmericans7_WarBonds" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentAmericans3a:conditionAttachmentAmericans3b"/>
      <option name="tech" value="warBonds"/>
      <option name="players" value="Americans"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermansParatroopersCanProduce" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansParatroopers"/>
      <option name="productionRule" value="Germans_production:buyAir_Transport"/>
    </attachment>
    <attachment name="triggerAttachmentGermansSuperSubs1_NewSubmarineTech" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansSuperSubs"/>
      <option name="availableTech" value="Submarine Technology:reinforcedHulls:wolfPackTactics"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermansSuperSubs2_NewItalianTechAvailable" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansSuperSubs"/>
      <option name="availableTech" value="Italian Technology:reinforcedHulls:-shipyards"/>
      <option name="uses" value="1"/>
      <option name="players" value="Italians"/>
    </attachment>
    <attachment name="triggerAttachmentGermansReinforcedHulls" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansReinforcedHulls"/>
      <option name="support" value="supportAttachmentSubmarineReinforcedHulls"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermansWolfPackTactics" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansWolfPackTactics"/>
      <option name="support" value="supportAttachmentSubmarineWolfPackTacticsOffence"/>
      <!--<option name="support" value="supportAttachmentSubmarineWolfPackTacticsDefence"/>-->
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermansShipyards" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansShipyards"/>
      <option name="productionRule" value="Germans_production:-buyTransport"/>
      <option name="productionRule" value="Germans_production:-buySubmarine"/>
      <option name="productionRule" value="Germans_production:-buyDestroyer"/>
      <option name="productionRule" value="Germans_production:-buyCruiser"/>
      <option name="productionRule" value="Germans_production:-buyCarrier"/>
      <option name="productionRule" value="Germans_production:-buyBattleship"/>
      <option name="productionRule" value="Germans_production:-buySuper_Carrier"/>
      <option name="productionRule" value="Germans_production:buyTransportShipyards"/>
      <option name="productionRule" value="Germans_production:buySubmarineShipyards"/>
      <option name="productionRule" value="Germans_production:buyDestroyerShipyards"/>
      <option name="productionRule" value="Germans_production:buyCruiserShipyards"/>
      <option name="productionRule" value="Germans_production:buyCarrierShipyards"/>
      <option name="productionRule" value="Germans_production:buyBattleshipShipyards"/>
      <option name="productionRule" value="Germans_production:buySuper_CarrierShipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermansSubmarineTech2" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansSubmarineTech2:conditionAttachmentGermansShipyardsInvert"/>
      <option name="productionRule" value="Germans_production:-buySubmarine"/>
      <option name="productionRule" value="Germans_production:buySubmarineTech2"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermansSubmarineTech3" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansSubmarineTech3:conditionAttachmentGermansShipyardsInvert"/>
      <option name="productionRule" value="Germans_production:-buySubmarine"/>
      <option name="productionRule" value="Germans_production:-buySubmarineTech2"/>
      <option name="productionRule" value="Germans_production:buySubmarineTech3"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermansSubmarineTech2AndShipyards" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansSubmarineTech2:conditionAttachmentGermansShipyards"/>
      <option name="productionRule" value="Germans_production:-buySubmarine"/>
      <option name="productionRule" value="Germans_production:-buySubmarineShipyards"/>
      <option name="productionRule" value="Germans_production:-buySubmarineTech2"/>
      <option name="productionRule" value="Germans_production:buySubmarineTech2Shipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentGermansSubmarineTech3AndShipyards" attachTo="Germans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansSubmarineTech3:conditionAttachmentGermansShipyards"/>
      <option name="productionRule" value="Germans_production:-buySubmarine"/>
      <option name="productionRule" value="Germans_production:-buySubmarineShipyards"/>
      <option name="productionRule" value="Germans_production:-buySubmarineTech2"/>
      <option name="productionRule" value="Germans_production:-buySubmarineTech3"/>
      <option name="productionRule" value="Germans_production:-buySubmarineTech2Shipyards"/>
      <option name="productionRule" value="Germans_production:buySubmarineTech3Shipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <!-- Japanese Triggers -->
    <attachment name="triggerAttachmentJapanese3_TokyoExpress" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapanese1a:conditionAttachmentJapanese1b"/>
      <option name="unitType" value="jp_destroyer"/>
      <option name="unitProperty" value="transportCapacity" count="2"/>
      <option name="unitProperty" value="isCombatTransport" count="true"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentJapanese4_ArmyControlOfNavy" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapanese2"/>
      <option name="unitType" value="jp_transport"/>
      <option name="unitProperty" value="transportCapacity" count="6"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentJapanese5_ForTheEmperor" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapanese3"/>
      <option name="placement" value="61 Sea Zone:midget_submarine"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentJapaneseParatroopersCanProduce" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapaneseParatroopers"/>
      <option name="productionRule" value="Japanese_production:buyAir_Transport"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentJapanese6_MidgetSubCanProduce" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapaneseMidget"/>
      <option name="productionRule" value="Japanese_production:buyMidget_Submarine"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentJapanese7_KamikazeRecruits" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapaneseKamikaze1:conditionAttachmentJapaneseKamikaze2"/>
      <option name="productionRule" value="Japanese_production:-buyJP_Fighter"/>
      <option name="productionRule" value="Japanese_production:buyJP_FighterKamikaze"/>
      <option name="uses" value="1"/>
    </attachment>
    <!-- since unit property changes occur at end of turn, we have this trigger as attached to British so that it happens at the end of their turn (British go right before Japan does) -->
    <attachment name="triggerAttachmentJapanese7_KamikazeAttack" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapaneseKamikaze1:conditionAttachmentJapaneseKamikaze2"/>
      <option name="unitType" value="jp_fighter"/>
      <option name="unitProperty" value="attack" count="5"/>
      <option name="unitProperty" value="defense" count="3"/>
      <option name="unitProperty" value="movement" count="3"/>
      <option name="unitProperty" value="isSuicide" count="true"/>
      <option name="unitProperty" value="isKamikaze" count="true"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentJapaneseShipyards" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapaneseShipyards"/>
      <option name="productionRule" value="Japanese_production:-buyTransport"/>
      <option name="productionRule" value="Japanese_production:-buySubmarine"/>
      <option name="productionRule" value="Japanese_production:-buyDestroyer"/>
      <option name="productionRule" value="Japanese_production:-buyCruiser"/>
      <option name="productionRule" value="Japanese_production:-buyCarrier"/>
      <option name="productionRule" value="Japanese_production:-buyBattleship"/>
      <option name="productionRule" value="Japanese_production:-buySuper_Carrier"/>
      <option name="productionRule" value="Japanese_production:buyTransportShipyards"/>
      <option name="productionRule" value="Japanese_production:buySubmarineShipyards"/>
      <option name="productionRule" value="Japanese_production:buyDestroyerShipyards"/>
      <option name="productionRule" value="Japanese_production:buyCruiserShipyards"/>
      <option name="productionRule" value="Japanese_production:buyCarrierShipyards"/>
      <option name="productionRule" value="Japanese_production:buyBattleshipShipyards"/>
      <option name="productionRule" value="Japanese_production:buySuper_CarrierShipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <!-- Italians Triggers -->
    <!-- on turn 2 italy will go automatically to war with Russia
		<attachment name="triggerAttachmentItaliansWarRussians" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
				<option name="conditions" value="conditionAttachmentItalianTurn2"/>
				<option name="relationshipChange" value="Italians:Russians:any:War"/>					
		</attachment>-->
    <attachment name="triggerAttachmentItalians2_NorthAfrica" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentItalians1"/>
      <option name="purchase" value="cruiser" count="1"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentItaliansParatroopersCanProduce" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentItaliansParatroopers"/>
      <option name="productionRule" value="Italians_production:buyAir_Transport"/>
    </attachment>
    <attachment name="triggerAttachmentItaliansReinforcedHulls" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentGermansReinforcedHulls"/>
      <option name="support" value="supportAttachmentSubmarineReinforcedHulls"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentItaliansShipyards" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentItaliansShipyards"/>
      <option name="productionRule" value="Italians_production:-buyTransport"/>
      <option name="productionRule" value="Italians_production:-buySubmarine"/>
      <option name="productionRule" value="Italians_production:-buyDestroyer"/>
      <option name="productionRule" value="Italians_production:-buyCruiser"/>
      <option name="productionRule" value="Italians_production:-buyCarrier"/>
      <option name="productionRule" value="Italians_production:-buyBattleship"/>
      <option name="productionRule" value="Italians_production:-buySuper_Carrier"/>
      <option name="productionRule" value="Italians_production:buyTransportShipyards"/>
      <option name="productionRule" value="Italians_production:buySubmarineShipyards"/>
      <option name="productionRule" value="Italians_production:buyDestroyerShipyards"/>
      <option name="productionRule" value="Italians_production:buyCruiserShipyards"/>
      <option name="productionRule" value="Italians_production:buyCarrierShipyards"/>
      <option name="productionRule" value="Italians_production:buyBattleshipShipyards"/>
      <option name="productionRule" value="Italians_production:buySuper_CarrierShipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <!--  these triggers are notificationtriggers
		<attachment name="triggerItalyTurn1CombatMoveNotification" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
			<option name="conditions" value="conditionAttachmentItalianTurn1"/>
			<option name="when" value="before:italianCombatMove"/>
			<option name="notification" value="ITALY_TURN1_BEFORE_CM"/>
		</attachment>
		
		<attachment name="triggerItalyTurn1AfterBattleNotification" attachTo="Italians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
			<option name="conditions" value="conditionAttachmentItalianTurn1"/>
			<option name="when" value="after:italianBattle"/>
			<option name="notification" value="ITALY_TURN1_AFTER_BATTLE"/>
		</attachment>-->
    <!-- Americans Triggers -->
    <!--
		<attachment name="triggerAttachmentAmericans1" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
			<option name="conditions" value="conditionAttachmentGermans3a:conditionAttachmentAmericans1"/>
			<option name="tech" value="paratroopers"/>
			<option name="uses" value="1"/>
		</attachment>-->
    <attachment name="triggerAttachmentAmericans6_TheTurningPointInThePacific" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentAmericans2"/>
      <option name="tech" value="shipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentAmericans8_TacticalAirUse" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentAmericans4"/>
      <option name="support" value="supportAttachmentFighter"/>
      <option name="uses" value="1"/>
    </attachment>
    <!-- Here we want to see if Japan has Either Zero Battleships or Zero Carriers. So we set the relationship to AND, and then invert it.  So !X = (A && B)  becomes  X = !(A && B)  becomes  X = (!A || !B) -->
    <attachment name="triggerAttachmentAmericans4_JapaneseCapitalShipsSunk" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapaneseCarriers:conditionAttachmentJapaneseBattleships"/>
      <option name="conditionType" value="AND"/>
      <option name="invert" value="true"/>
      <option name="resource" value="PUs"/>
      <option name="resourceCount" value="4"/>
    </attachment>
    <attachment name="triggerAttachmentAmericansParatroopersCanProduce" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentAmericansParatroopers"/>
      <option name="productionRule" value="Americans_production:buyAir_Transport"/>
    </attachment>
    <attachment name="triggerAttachmentAmericansShipyards" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentAmericansShipyards"/>
      <option name="productionRule" value="Americans_production:-buyTransport"/>
      <option name="productionRule" value="Americans_production:-buySubmarine"/>
      <option name="productionRule" value="Americans_production:-buyDestroyer"/>
      <option name="productionRule" value="Americans_production:-buyCruiser"/>
      <option name="productionRule" value="Americans_production:-buyCarrier"/>
      <option name="productionRule" value="Americans_production:-buyBattleship"/>
      <option name="productionRule" value="Americans_production:-buySuper_Carrier"/>
      <option name="productionRule" value="Americans_production:buyTransportShipyards"/>
      <option name="productionRule" value="Americans_production:buySubmarineShipyards"/>
      <option name="productionRule" value="Americans_production:buyDestroyerShipyards"/>
      <option name="productionRule" value="Americans_production:buyCruiserShipyards"/>
      <option name="productionRule" value="Americans_production:buyCarrierShipyards"/>
      <option name="productionRule" value="Americans_production:buyBattleshipShipyards"/>
      <option name="productionRule" value="Americans_production:buySuper_CarrierShipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <!-- British Triggers -->
    <attachment name="triggerAttachmentBritish5_CentersOfPower" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentBritish2"/>
      <option name="tech" value="aARadar"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentBritishParatroopersCanProduce" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentBritishParatroopers"/>
      <option name="productionRule" value="British_production:buyAir_Transport"/>
    </attachment>
    <attachment name="triggerAttachmentBritishShipyards" attachTo="British" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentBritishShipyards"/>
      <option name="productionRule" value="British_production:-buyTransport"/>
      <option name="productionRule" value="British_production:-buySubmarine"/>
      <option name="productionRule" value="British_production:-buyDestroyer"/>
      <option name="productionRule" value="British_production:-buyCruiser"/>
      <option name="productionRule" value="British_production:-buyCarrier"/>
      <option name="productionRule" value="British_production:-buyBattleship"/>
      <option name="productionRule" value="British_production:-buySuper_Carrier"/>
      <option name="productionRule" value="British_production:buyTransportShipyards"/>
      <option name="productionRule" value="British_production:buySubmarineShipyards"/>
      <option name="productionRule" value="British_production:buyDestroyerShipyards"/>
      <option name="productionRule" value="British_production:buyCruiserShipyards"/>
      <option name="productionRule" value="British_production:buyCarrierShipyards"/>
      <option name="productionRule" value="British_production:buyBattleshipShipyards"/>
      <option name="productionRule" value="British_production:buySuper_CarrierShipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <!-- Russians Triggers and Conditions -->
    <attachment name="triggerRussiansCapitalLost" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentRussianCapitalLost"/>
      <option name="when" value="before:russianPurchase"/>
      <option name="notification" value="RUSSIAN_CAPITAL_LOST"/>
      <option name="uses" value="1"/>
    </attachment>
    <!-- when Italy is at War with Russia, Russia will automatically go to war with Japan from any Neutral stance
		<attachment name="triggerAttachmentRussiansWarJapanese" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
			<option name="conditions" value="conditionAttachmentRussiansNeutralItalians"/>
			<option name="relationshipChange" value="Russians:Japanese:anyNeutral:War"/>
		</attachment>-->
    <!-- when Italy is at War with Russia, Russia will automatically go to war with Germany from exactly Neutral state
		<attachment name="triggerAttachmentRussiansWarGermans" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
			<option name="conditions" value="conditionAttachmentRussiansNeutralItalians"/>
			<option name="relationshipChange" value="Russians:Germans:Neutrality:War"/>
		</attachment>-->
    <attachment name="triggerAttachmentRussians3_RecoveredGermanTech" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="objectiveAttachmentRussians3_HardAdvance"/>
      <option name="resource" value="techTokens"/>
      <option name="resourceCount" value="2"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentRussians4a_LeningradAndStalingrad" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentRussians2"/>
      <option name="support" value="supportAttachmentRussiansArtillery2"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentRussians4b_LeningradAndStalingrad" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentRussians2"/>
      <option name="players" value="Russians"/>
      <option name="support" value="-supportAttachmentArtyOldartillery"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentRussians5_FarEastReserves" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentJapanese4"/>
      <option name="placement" value="Yakut S.S.R.:infantry" count="3"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentRussiansParatroopersCanProduce" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentRussiansParatroopers"/>
      <option name="productionRule" value="Russians_production:buyAir_Transport"/>
    </attachment>
    <attachment name="triggerAttachmentRussiansShipyards" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentRussiansShipyards"/>
      <option name="productionRule" value="Russians_production:-buyTransport"/>
      <option name="productionRule" value="Russians_production:-buySubmarine"/>
      <option name="productionRule" value="Russians_production:-buyDestroyer"/>
      <option name="productionRule" value="Russians_production:-buyCruiser"/>
      <option name="productionRule" value="Russians_production:-buyCarrier"/>
      <option name="productionRule" value="Russians_production:-buyBattleship"/>
      <option name="productionRule" value="Russians_production:-buySuper_Carrier"/>
      <option name="productionRule" value="Russians_production:buyTransportShipyards"/>
      <option name="productionRule" value="Russians_production:buySubmarineShipyards"/>
      <option name="productionRule" value="Russians_production:buyDestroyerShipyards"/>
      <option name="productionRule" value="Russians_production:buyCruiserShipyards"/>
      <option name="productionRule" value="Russians_production:buyCarrierShipyards"/>
      <option name="productionRule" value="Russians_production:buyBattleshipShipyards"/>
      <option name="productionRule" value="Russians_production:buySuper_CarrierShipyards"/>
      <option name="uses" value="1"/>
    </attachment>
    <attachment name="triggerAttachmentRussiansWarJapanese" attachTo="Russians" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentRussiansNeutralJapanTurn5plus"/>
      <option name="relationshipChange" value="Russians:Japanese:anyNeutral:War"/>
      <option name="notification" value="RUSSIANS_AT_WAR_WITH_JAPAN"/>
      <option name="when" value="before:russianPolitics"/>
    </attachment>
    <!-- Chinese Triggers and Conditions -->
    <attachment name="triggerAttachmentChinese2a_BurmaRoadOpen" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="objectiveAttachmentChinese2_BurmaRoad"/>
      <option name="frontier" value="Chinese_BurmaRoad_production"/>
    </attachment>
    <attachment name="triggerAttachmentChinese2b_BurmaRoadClosed" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="objectiveAttachmentChinese2_BurmaRoad"/>
      <option name="frontier" value="Chinese_CutOff_production"/>
      <option name="invert" value="true"/>
    </attachment>
    <attachment name="triggerAttachmentChinese3_MilitiaRisingUp" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentChinese3"/>
      <option name="placement" value="Sinkiang:infantry"/>
    </attachment>
    <attachment name="triggerAttachmentChinese4_ChineseOverrunTheirBorders" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="conditions" value="conditionAttachmentChinese4"/>
      <option name="uses" value="1"/>
      <option name="players" value="Chinese"/>
      <option name="playerAttachmentName" value="RulesAttachment" count="rulesAttachment"/>
      <option name="playerProperty" value="movementRestrictionTerritories" count="-reset-"/>
      <option name="playerProperty" value="movementRestrictionType" count="disallowed"/>
      <option name="playerProperty" value="productionPerXTerritories" count="-reset-3:infantry"/>
      <option name="playerProperty" value="productionPerXTerritories" count="10:transport"/>
      <option name="playerProperty" value="placementAnySeaZone" count="true"/>
    </attachment>
    <!--
		<attachment name="triggerAttachmentChineseParatroopersCanProduce" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
			<option name="conditions" value="conditionAttachmentChineseParatroopers"/>
			<option name="productionRule" value="Germans_production:buyAir_Transport"/>
		</attachment>

		<attachment name="triggerAttachmentChineseShipyards" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
			<option name="conditions" value="conditionAttachmentChineseShipyards"/>
			<option name="productionRule" value="Chinese_production:-buyTransport"/>
			<option name="productionRule" value="Chinese_production:-buySubmarine"/>
			<option name="productionRule" value="Chinese_production:-buyDestroyer"/>
			<option name="productionRule" value="Chinese_production:-buyCruiser"/>
			<option name="productionRule" value="Chinese_production:-buyCarrier"/>
			<option name="productionRule" value="Chinese_production:-buyBattleship"/>
			<option name="productionRule" value="Chinese_production:-buySuper_Carrier"/>
			<option name="productionRule" value="Chinese_production:buyTransportShipyards"/>
			<option name="productionRule" value="Chinese_production:buySubmarineShipyards"/>
			<option name="productionRule" value="Chinese_production:buyDestroyerShipyards"/>
			<option name="productionRule" value="Chinese_production:buyCruiserShipyards"/>
			<option name="productionRule" value="Chinese_production:buyCarrierShipyards"/>
			<option name="productionRule" value="Chinese_production:buyBattleshipShipyards"/>
			<option name="productionRule" value="Chinese_production:buySuper_CarrierShipyards"/>
			<option name="uses" value="1"/>
		</attachment>-->
    <!--  Rules Restrictions (must have the exact name of "rulesAttachment"-->
    <!-- the following options are allowed for "playerAttachment"
				movementRestrictionType						values: "allowed" or "disallowed", affects the list movementRestrictionTerritories. defaults to null
				movementRestrictionTerritories				values: a colon (":") delimited list of territories that the player either can not move into, or can not move outside of
				productionPerXTerritories					values: gives units to a player as part of NoPuPurchase delegate.  You can have multiple instances of productionPerXTerritories.
																		value = the name of the unit, and count = the number of territories you need to get 1 of that unit.  if the name of the unit is missing, it defaults to "infantry"
				placementAnyTerritory						values: "true" or "false", can you place in any LAND territory you owned at the beginning of the turn?
				placementAnySeaZone							values: "true" or "false", can you place in any SEA territory beside a LAND territory you owned at the beginning of the turn?
				placementCapturedTerritory					values: "true" or "false", can you place in territory you captured this turn?
				placementPerTerritory						values: governs if you can or can not place in that territory, based on the number of owned units in that territory.  You may place in any territory with LESS units than the given value
																		A value greater than Zero is required to be able to produce infinite units (or infinite up to maxPlacePerTerritory, which you can set too)
				maxPlacePerTerritory						values: governs the max you may place per turn per territory (can override factory rules and infinite placement rules)
				unlimitedProduction							values: will turn off warnings about purchasing more units than you can place. does not actually do anything to the game.
				dominatingFirstRoundAttack					values: means that the very first round of the game, all enemies defend on a "1" instead of their normal defense.
				negateDominatingFirstRoundAttack			values: means that this player is not affected by the dominatingFirstRoundAttack
				placementInCapitalRestricted				values: means that the player may only place units in their capitol
		-->
    <!-- Chinese Rules -->
    <attachment name="rulesAttachment" attachTo="Chinese" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="movementRestrictionTerritories" value="Sinkiang:Central China:China:Manchuria:Kwangtung:French Indochina"/>
      <!-- allowed or disallowed -->
      <option name="movementRestrictionType" value="allowed"/>
      <!-- productionPerXTerritories gives units to a player as part of NoPuPurchase delegate.  You can have multiple instances of productionPerXTerritories.
					value = the name of the unit, and count = the number of territories you need to get 1 of that unit.  if the name of the unit is missing, it defaults to "infantry" -->
      <option name="productionPerXTerritories" value="infantry" count="2"/>
      <!--<option name="productionPerXTerritories" value="fighter" count="6"/>-->
      <!-- if you are using productionPerXTerritories, you can have only territories worth at least 1 pu count towards the X by setting the game property "Production Per Valued Territory Restricted".
					the amount produced will be increased by 1 infantry if you are using PacificTheater and you control territories called "India", "Burma", "Yunnan", "Szechwan" -->
      <option name="placementAnyTerritory" value="true"/>
      <option name="placementCapturedTerritory" value="true"/>
      <!-- placementPerTerritory governs if you can or can not place in that territory, based on the number of owned units in that territory.  You may place in any territory with LESS units than the given value
					A value greater than Zero is required to be able to produce infinite units (or infinite up to maxPlacePerTerritory, which you can set too) -->
      <option name="placementPerTerritory" value="4"/>
      <!-- maxPlacePerTerritory governs the max you may place per turn per territory (can override factory rules and infinite placement rules) -->
      <option name="maxPlacePerTerritory" value="2"/>
      <option name="unlimitedProduction" value="true"/>
      <!-- dominatingFirstRoundAttack means that the very first round of the game, all enemies defend on a "1" instead of their normal defense. negateDominatingFirstRoundAttack means that this player is not affected by the dominatingFirstRoundAttack
			<option name="dominatingFirstRoundAttack" value="true"/>
			<option name="negateDominatingFirstRoundAttack" value="true"/> -->
      <!-- placementInCapitalRestricted means that the player may only place units in their capitol
			<option name="placementInCapitalRestricted" value="true"/> -->
    </attachment>
    <!-- Player Attachments -->
    <!-- the following options are allowed for "playerAttachment"
				giveUnitControl						values: allow multiple players to give units to multiple other players, if those units are in a designated territory
																must be a list of the player's names, in a ":" delimited list.  Example: value="Russians:Chinese"
				giveUnitControlInAllTerritories				values: true/false, defaults to false, setting this to true makes it so all territories will check if units should be given to another player. This is primarily just a short cut to avoid having to put the changeUnitOwners option on every territory.
				captureUnitOnEnteringBy				values: allows multiple players to let their units be captured by multiple other players, if those units are in a designated territory and a designated player captures that territory
																must be a list of the player's names, in a ":" delimited list.  Example: value="Russians:Chinese"
				shareTechnology						values: automatically gives all technologies this player has to all players in the list, during tech activation phase. must be a list of the player's names, in a ":" delimited list.  Example: value="Russians:Chinese"
				helpPayTechCost						values: allows the players in the list to help this player pay for the cost of technology.
				immuneToBlockade 					values: true/false, is this player immune being blockaded through 'blockadeZone' territory attachment?
				destroysPUs							values: means that when this player loses their capital, their PUs are destroyed instead of captured (defaults to false = capture the PUs)
				retainCapitalNumber					values: means that we do not lose our money if we still control at least this many of our capitals (defaults to 1).
																If a player has no playerAttachment, then it defaults to X, where X = total number of capitals (ie: you lose your money if a single capital is captured)
				retainCapitalProduceNumber			values: is similar to above, but only affect gaining income and producing units (probably should be less than or equal to retainCapitalNumber)
																If a player has no playerAttachment, then it defaults to 1 (ie: you keep collecting and producing units so long as you control at least 1 capital)
				suicideAttackResources				values: the first value is the resource we wish to use for the suicide attacks, and the count is the attack value each of that resource has when used in Kamikaze Suicide Attacks
																The attacks happen during an opponents turn at the beginning of the battle step, so for example Japan may launch these attacks after the American combat move. The attacks target specific warships for destruction.
																These attacks only occur in territories that are designated as kamikazeZone, and the attacks will be done by the original owner of that territory (owner when the game started, make sure to set it in the ownerInitialize)
																Currently the attacks only target units owned by the current player, and must be surface warships (not subs, not transports) [I plan to let you specify which units later, and let you target land units too].
																examples: <option name="suicideAttackResources" value="SuicideAttackTokens" count="2"/>
				suicideAttackTargets				values: a colon delimited list of the units that this player may target during a Kamikaze Suicide Attack. If not set, then it defaults to all surface combat sea units.
																examples: <option name="suicideAttackTargets" value="battleship:carrier"/>
				vps									values: not sure if it works
				captureVps							values: not sure if it works
				movementLimit						values: only affects normal movement. count equal to the maximum number of units allowed in a territory. value must start with "owned", "allied", or "total", then after that is a colon delimited list of units or the word "all".
																You may have multiple instances of this, per player. example: <option name="movementLimit" value="owned:Battleship:Battlecruiser:Cruiser:Destroyer:Submarine:Transport" count="4"/>
				attackingLimit						values: only affects movement into enemy territory/units. count equal to the maximum number of units allowed in a territory. value must start with "owned", "allied", or "total", then after that is a colon delimited list of units or the word "all".
																You may have multiple instances of this, per player. example: <option name="attackingLimit" value="owned:Battleship:Battlecruiser:Cruiser:Destroyer:Submarine:Transport" count="4"/>
				placementLimit						values: only affects placement. count equal to the maximum number of units allowed in a territory. value must start with "owned", "allied", or "total", then after that is a colon delimited list of units or the word "all".
																You may have multiple instances of this, per player. example: <option name="placementLimit" value="owned:Battleship:Battlecruiser:Cruiser:Destroyer:Submarine:Transport" count="4"/>
		-->
    <!-- Currently "vps" and "captureVps" do not work. if they work in the future they will follow original pacific rules
		<attachment name="playerAttachment" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player">
			<option name="vps" value="0"/>
			<option name="captureVps" value="0"/>
		</attachment> -->
    <attachment name="playerAttachment" attachTo="Russians" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player">
      <!-- destroysPUs means that when this player loses their capital, their PUs are destroyed instead of captured (defaults to false = capture the PUs) -->
      <option name="destroysPUs" value="true"/>
      <!-- retainCapitalNumber means that we do not lose our money if we still control at least this many of our capitals (defaults to 1).
					If a player has no playerAttachment, then it defaults to X, where X = total number of capitals (ie: you lose your money if a single capital is captured) -->
      <!-- <option name="retainCapitalNumber" value="2"/> -->
      <!-- retainCapitalProduceNumber is similar to above, but only affect gaining income and producing units (probably should be less than or equal to retainCapitalNumber)
					If a player has no playerAttachment, then it defaults to 1 (ie: you keep collecting and producing units so long as you control at least 1 capital) -->
      <!-- <option name="retainCapitalProduceNumber" value="1"/> -->
    </attachment>
    <attachment name="playerAttachment" attachTo="Americans" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player">
      <!-- giveUnitControl allow multiple players to give units to multiple other players, if those units are in a designated territory
					must be a list of the player's names, in a ":" delimited list.  Example: value="Russians:Chinese"-->
      <option name="giveUnitControl" value="Russians"/>
    </attachment>
    <!--
		<attachment name="playerAttachment" attachTo="Italians" javaClass="games.strategy.triplea.attachments.PlayerAttachment" type="player">
				<- captureUnitOnEnteringBy allows multiple players to let their units be captured by multiple other players, if those units are in a designated territory and a designated player captures that territory
					must be a list of the player's names, in a ":" delimited list.  Example: value="Russians:Chinese"
				<option name="captureUnitOnEnteringBy" value="Americans:British"/>
		</attachment>-->
    <!-- Political Action Attachments -->
    <!-- the following options are allowed for "politicalActionAttachmentXXX"
				conditions							value: 	this is a colon delimited list of conditions, and this politicalActionAttachment is only active (thus can be performed) if this returns true
				conditionType 						value: 	AND, OR, XOR, y, y-z.  Defaults to AND if missing. Defines the relationship the conditions must have if there are more than one condition or rules attachment in the trigger.
															AND means all conditions must be true, OR means just one condition must be true, XOR means that only one condition must be true while all others must be false. 'y' is an exact number of conditions, and 'y-z' is a range of numbers.
				invert 								value: 	true or false. default if missing is false. if true, the condition will be reversed (does not reverse the effect)
															This reverses the result of boolean result of this entire objectiveAttachment/conditionAttachment, and is considered a logical negation.
				chance								value: 	diceroll:dicesides to hit for this action to succeed for example "1:6" for the action to succeed 1 out of 6 times
				chanceIncrementOnFailure 			value: 	integer that will increase our chance by x each time we fail (default = 0)
				chanceDecrementOnSuccess 			value: 	integer that will decrease our chance by x each time we succeed (default = 0)
				costResources						value:  amount of resources an action requires and will be removed from the player if action is attempted
				text								value: 	a KEY referring to politicstext.properties to indicate the texts used for regarding this action
				actionAccept						value: 	a list of players that must accept this action before it takes effect (handy for peacetreaties)
				attemptsPerTurn						value: 	the number of times this action can be attempted per round (default: 1)
				relationshipChange					value: 	the relationshipType that will exist after the action is succesful between the player and the otherPlayer format: "player1:player2:relationship"
															You can add multiple relationshipchanges per attachment
		-->
    <!--
		<attachment name="politicalActionAttachmentItaliansDeclareWarOnRussians" attachTo="Italians" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
			<option name="conditions" value="conditionAttachmentRussiansNeutralItaliansFor2Turns"/>
			<option name="relationshipChange" value="Italians:Russians:War"/>
			<option name="text" value="ITALY_DECLAREWAR_RUSSIA"/>
			<option name="chance" value="6:6"/>
			<option name="costResources" value="10:PUs"/>
			<option name="costResources" value="2:Iron"/>
			<option name="costResources" value="1:Fuel"/>
			<option name="attemptsPerTurn" value="1"/>
		</attachment>
		<attachment name="politicalActionAttachmentItaliansProposeCeasefireRussians" attachTo="Italians" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
			<option name="conditions" value="conditionAttachmentRussiansWarItalians"/>
			<option name="relationshipChange" value="Italians:Russians:Neutrality"/>
			<option name="text" value="ITALY_PROPOSEPEACE_RUSSIA"/>
			<option name="chance" value="6:6"/>
			<option name="actionAccept" value="Russians"/>
			<option name="attemptsPerTurn" value="1"/>
		</attachment>
		<attachment name="politicalActionAttachmentItaliansDeclareWarOnChineseAndAmericans" attachTo="Italians" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
			<option name="conditions" value="conditionAttachmentChineseNeutralItalians"/>
			<option name="relationshipChange" value="Italians:Chinese:War"/>
			<option name="relationshipChange" value="Italians:Americans:War"/>
			<option name="text" value="ITALY_DECLAREWAR_CHINA_USA"/>
			<option name="chance" value="2:6"/>
			<option name="attemptsPerTurn" value="1"/>
		</attachment>-->
    <attachment name="politicalActionAttachmentJapaneseDeclareWarOnRussians" attachTo="Japanese" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
      <option name="conditions" value="conditionAttachmentRussiansNeutralJapan"/>
      <option name="relationshipChange" value="Japanese:Russians:War"/>
      <option name="text" value="JAPANESE_DECLAREWAR_RUSSIANS"/>
      <option name="chance" value="6:6"/>
      <option name="attemptsPerTurn" value="1"/>
    </attachment>
    <!--<attachment name="politicalActionAttachmentRussiansDeclareWarOnItalians" attachTo="Russians" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
			<option name="conditions" value="conditionAttachmentRussiansNeutralItaliansFor2Turns"/>
			<option name="relationshipChange" value="Italians:Russians:War"/>
			<option name="text" value="RUSSIANS_DECLAREWAR_ITALIANS"/>
			<option name="chance" value="6:6"/>
			<option name="attemptsPerTurn" value="1"/>
		</attachment>-->
    <attachment name="politicalActionAttachmentRussiansDeclareWarOnJapanese" attachTo="Russians" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
      <option name="conditions" value="conditionAttachmentRussiansNeutralJapan"/>
      <option name="relationshipChange" value="Japanese:Russians:War"/>
      <option name="text" value="RUSSIANS_DECLAREWAR_JAPANESE"/>
      <option name="chance" value="6:6"/>
      <option name="attemptsPerTurn" value="1"/>
    </attachment>
    <!--<attachment name="politicalActionAttachmentRussiansAllyWithAmericansAndBritish" attachTo="Russians" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
			<option name="conditions" value="conditionAttachmentRussiansNeutralAmericans"/>
			<option name="relationshipChange" value="Americans:Russians:Allied"/>
			<option name="relationshipChange" value="British:Russians:Allied"/>
			<option name="text" value="RUSSIANS_ALLY_AMERICANS_BRITISH"/>
			<option name="chance" value="6:6"/>
			<option name="costResources" value="1:PUs"/>
			<option name="attemptsPerTurn" value="1"/>
			<option name="actionAccept" value="Americans:British"/>
		</attachment>
		<attachment name="politicalActionAttachmentBritishAndAmericansAllyWithRussians" attachTo="British" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
			<option name="conditions" value="conditionAttachmentRussiansNeutralAmericans"/>
			<option name="relationshipChange" value="Americans:Russians:Allied"/>
			<option name="relationshipChange" value="British:Russians:Allied"/>
			<option name="text" value="AMERICANS_BRITISH_ALLY_RUSSIANS"/>
			<option name="chance" value="6:6"/>
			<option name="costResources" value="2:PUs"/>
			<option name="attemptsPerTurn" value="1"/>
			<option name="actionAccept" value="Russians"/>
		</attachment>
		<attachment name="politicalActionAttachmentAmericansAndBritishAllyWithRussians" attachTo="Americans" javaClass="games.strategy.triplea.attachments.PoliticalActionAttachment" type="player">
			<option name="conditions" value="conditionAttachmentRussiansNeutralAmericans"/>
			<option name="relationshipChange" value="Americans:Russians:Allied"/>
			<option name="relationshipChange" value="British:Russians:Allied"/>
			<option name="text" value="AMERICANS_BRITISH_ALLY_RUSSIANS"/>
			<option name="chance" value="6:6"/>
			<option name="costResources" value="3:PUs"/>
			<option name="attemptsPerTurn" value="1"/>
			<option name="actionAccept" value="Russians"/>
		</attachment>-->
    <!-- User Action Attachments -->
    <!-- the following options are allowed for "userActionAttachmentXXX"
				conditions							value: 	this is a colon delimited list of conditions, and this userActionAttachment is only active (thus can be performed) if this returns true
				conditionType 						value: 	AND, OR, XOR, y, y-z.  Defaults to AND if missing. Defines the relationship the conditions must have if there are more than one condition or rules attachment in the trigger.
															AND means all conditions must be true, OR means just one condition must be true, XOR means that only one condition must be true while all others must be false. 'y' is an exact number of conditions, and 'y-z' is a range of numbers.
				invert 								value: 	true or false. default if missing is false. if true, the condition will be reversed (does not reverse the effect)
															This reverses the result of boolean result of this entire objectiveAttachment/conditionAttachment, and is considered a logical negation.
				chance								value: 	diceroll:dicesides to hit for this action to succeed for example "1:6" for the action to succeed 1 out of 6 times
				chanceIncrementOnFailure 			value: 	integer that will increase our chance by x each time we fail (default = 0)
				chanceDecrementOnSuccess 			value: 	integer that will decrease our chance by x each time we succeed (default = 0)
				costResources						value:  amount of resources an action requires and will be removed from the player if action is attempted
				text								value: 	a KEY referring to actionstext.properties to indicate the texts used for regarding this action
				actionAccept						value: 	a list of players that must accept this action before it takes effect
				attemptsPerTurn						value: 	the number of times this action can be attempted per round (default: 1)
				activateTrigger						value:  This will fire another named trigger. Format: "triggerName:numberOfTimes:useUses:testUses:testConditions:testChance". "activateTrigger" will be affected by "each" in a condition statement.
															triggerName is the name of the trigger to fire, numberOfTimes is the number of times to fire that trigger, useUses makes sure the firing uses up a "use" at the end of this round, and the tests test the trigger before firing.
															example: value="triggerAttachmentRussians5_FarEastReserves:1:false:false:false:false"
															(FYI: it is probably not a good idea to test the trigger before firing, as it will confuse the user. Instead, put all the conditions you want into the condition for the userActionAttachment.)
		-->
    <attachment name="conditionAttachment_Americans_Aid_UK" attachTo="Americans" javaClass="games.strategy.triplea.attachments.RulesAttachment" type="player">
      <option name="switch" value="true"/>
    </attachment>
    <attachment name="triggerAttachment_Americans_Aid_UK" attachTo="Americans" javaClass="games.strategy.triplea.attachments.TriggerAttachment" type="player">
      <option name="resource" value="PUs"/>
      <option name="resourceCount" value="6"/>
      <option name="players" value="British"/>
    </attachment>
    <attachment name="userActionAttachment_Americans_Aid_UK" attachTo="Americans" javaClass="games.strategy.triplea.attachments.UserActionAttachment" type="player">
      <option name="conditions" value="conditionAttachment_Americans_Aid_UK"/>
      <option name="activateTrigger" value="triggerAttachment_Americans_Aid_UK:1:false:false:false:false"/>
      <option name="text" value="AMERICANS_AID_UK"/>
      <option name="chance" value="6:6"/>
      <option name="costResources" value="PUs" count="10"/>
      <!--<option name="costResources" value="Fuel" count="5"/>-->
      <option name="attemptsPerTurn" value="1"/>
      <!--<option name="actionAccept" value="British"/>-->
    </attachment>
    <!-- Tech Ability Attachment -->
    <!-- Custom (Generic) Techs that name a hard coded tech (ie: we are changing the name of a hardcoded tech) may NOT have a tech ability attachment.  If you want a tech ability attachment for your tech, either use a custom (generic) tech, or do not rename a hard coded tech. -->
    <!-- the following options are allowed for "techAbilityAttachment"
				attackBonus									value:	gives some amount of attack to these units.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				defenseBonus								value:	gives some amount of defense to these units.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				movementBonus								value:	gives some amount of movement to these units.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				radarBonus									value:	gives some amount of radar aa attack to these units.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				airAttackBonus								value:	gives some amount of air escort attack to these units.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				airDefenseBonus								value:	gives some amount of air interceptor defense to these units.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				productionBonus								value:	gives some amount of production to these units.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				minimumTerritoryValueForProductionBonus 	value:	sets the minimum value of a territory that a factory units must be in to receive the production bonus.  must be an integer (default -1) between -1 and 10000.  If multiple techs, the lowest is chosen.
				repairDiscount								value:	sets the discount to repairing.  must be an integer (default -1) between 0 and 100.  Effects from multiple techs are added together.
				warBondDiceSides							value:	sets how large the dice are which are rolled to determine the war bonds bonus.  must be an integer (default -1) between 0 and 200. Effects from multiple techs are added together.
				warBondDiceNumber							value:	sets how many dice get rolled for war bonds.  must be an integer (default 0) between 0 and 100.  Effects from multiple techs are added together.
				rocketDiceNumber							value:	sets the number of rocket rolls for each rocket.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				rocketDistance								value:	sets the maximum distance rockets travel for the map.  must be an integer (default 0) between 0 and 100.  Effects from multiple techs are added together.
				rocketNumberPerTerritory					value:	sets the maximum number of rocket rolls per territory.  must be an integer (default 0) between 0 and 200.  Effects from multiple techs are added together.
				unitAbilitiesGained							value:	allows unit types to gain abilities through this tech.  must be the name of the unit, followed by a colon ":", followed by all the abilities gained (separated by colons).  currently allows only "canBlitz" and "canBombard".  Effects from multiple techs are added together.
				airborneForces								value:	"true" or "false", does this tech allow the owner to start making airborne movements?  At least 1 tech must have this as true, for it to be turned on.
				airborneCapacity							value:	gives some amount of capacity to an airborne base, for the number of units that can be launched from there.  must be an integer, followed by a colon ":", followed by the name of the unit.  Effects from multiple techs are added together.
				airborneTypes								value:	sets which units are airborne type units, therefore which units get to move.  must be a list of unit types, separated by a colon ":". Effects from multiple techs are added together.
				airborneDistance							value:	sets the maximum distance for moving any airborne type unit. must be an integer (default 0) between 0 and 100.  Effects from multiple techs are added together.
				airborneBases								value:	sets which units are airborne base units, therefore which units are required at the start territory.  must be a list of unit types, separated by a colon ":". Effects from multiple techs are added together.
				airborneTargettedByAA						value:	sets which airborne units are subject to AA gun fire, and by what aa types. First is the "targetsAA" that can hit these units, and next is a list of units hit by it. Effects from multiple techs are added together.
				attackRollsBonus							value:	sets how many extra rolls this unit gets on attack. Effects from multiple techs are added together.
				defenseRollsBonus							value:	sets how many extra rolls this unit gets on defense. Effects from multiple techs are added together.
				bombingBonus								value:	gives an extra amount of damage to strategic bombing raids, after all dice have been rolled, per unit (not per die). Effects from multiple techs are added together.
				
				
		-->
    <attachment name="techAbilityAttachment" attachTo="longRangeAir" javaClass="games.strategy.triplea.attachments.TechAbilityAttachment" type="technology">
      <option name="movementBonus" value="1:fighter"/>
      <option name="movementBonus" value="1:jp_fighter"/>
      <option name="movementBonus" value="1:bomber"/>
      <option name="movementBonus" value="1:air_transport"/>
    </attachment>
  </attachmentList>
  <initialize>
    <ownerInitialize>
      <!-- Italian Owned Territories -->
      <territoryOwner territory="Libya" owner="Italians"/>
      <territoryOwner territory="Italy" owner="Italians"/>
      <territoryOwner territory="West Balkans" owner="Italians"/>
      <territoryOwner territory="Greece" owner="Italians"/>
      <territoryOwner territory="Sicily" owner="Italians"/>
      <territoryOwner territory="Sardinia" owner="Italians"/>
      <!-- German Owned Territories -->
      <territoryOwner territory="Algeria" owner="Germans"/>
      <territoryOwner territory="Western Europe" owner="Germans"/>
      <territoryOwner territory="Germany" owner="Germans"/>
      <territoryOwner territory="Norway" owner="Germans"/>
      <territoryOwner territory="East Balkans" owner="Germans"/>
      <territoryOwner territory="Ukraine S.S.R." owner="Germans"/>
      <territoryOwner territory="Eastern Europe" owner="Germans"/>
      <territoryOwner territory="Belorussia" owner="Germans"/>
      <territoryOwner territory="West Russia" owner="Germans"/>
      <territoryOwner territory="5 Sea Zone" owner="Germans"/>
      <territoryOwner territory="6 Sea Zone" owner="Germans"/>
      <!-- Russian Owned Territories -->
      <territoryOwner territory="Karelia S.S.R." owner="Russians"/>
      <territoryOwner territory="Archangel" owner="Russians"/>
      <territoryOwner territory="Russia" owner="Russians"/>
      <territoryOwner territory="Caucus" owner="Russians"/>
      <territoryOwner territory="Kazakh S.S.R." owner="Russians"/>
      <territoryOwner territory="Novisibirsk" owner="Russians"/>
      <territoryOwner territory="Evanki National Okrug" owner="Russians"/>
      <territoryOwner territory="Yakut S.S.R." owner="Russians"/>
      <territoryOwner territory="Soviet Far East" owner="Russians"/>
      <territoryOwner territory="Burytia S.S.R." owner="Russians"/>
      <territoryOwner territory="3 Sea Zone" owner="Germans"/>
      <territoryOwner territory="4 Sea Zone" owner="Russians"/>
      <!-- British Owned Territories -->
      <territoryOwner territory="United Kingdom" owner="British"/>
      <territoryOwner territory="Western Canada" owner="British"/>
      <territoryOwner territory="Eastern Canada" owner="British"/>
      <territoryOwner territory="French West Africa" owner="British"/>
      <territoryOwner territory="French Equatorial Africa" owner="British"/>
      <territoryOwner territory="Anglo Egypt" owner="British"/>
      <territoryOwner territory="Italian East Africa" owner="British"/>
      <territoryOwner territory="Belgian Congo" owner="British"/>
      <territoryOwner territory="Kenya" owner="British"/>
      <territoryOwner territory="Union of South Africa" owner="British"/>
      <territoryOwner territory="French Madagascar" owner="British"/>
      <territoryOwner territory="Trans-Jordan" owner="British"/>
      <territoryOwner territory="Persia" owner="British"/>
      <territoryOwner territory="India" owner="British"/>
      <territoryOwner territory="Australia" owner="British"/>
      <territoryOwner territory="New Zealand" owner="British"/>
      <territoryOwner territory="Gibraltar" owner="British"/>
      <!-- Japanese Owned Territories -->
      <territoryOwner territory="Japan" owner="Japanese"/>
      <territoryOwner territory="Kwangtung" owner="Japanese"/>
      <territoryOwner territory="French Indochina" owner="Japanese"/>
      <territoryOwner territory="Manchuria" owner="Japanese"/>
      <territoryOwner territory="East Indies" owner="Japanese"/>
      <territoryOwner territory="Borneo" owner="Japanese"/>
      <territoryOwner territory="New Guinea" owner="Japanese"/>
      <territoryOwner territory="Philipine Islands" owner="Japanese"/>
      <territoryOwner territory="Caroline Islands" owner="Japanese"/>
      <territoryOwner territory="Solomon Islands" owner="Japanese"/>
      <territoryOwner territory="Okinawa" owner="Japanese"/>
      <territoryOwner territory="Wake Island" owner="Japanese"/>
      <!--<territoryOwner territory="37 Sea Zone" owner="Japanese"/>
			<territoryOwner territory="47 Sea Zone" owner="Japanese"/>
			<territoryOwner territory="48 Sea Zone" owner="Japanese"/>
			<territoryOwner territory="49 Sea Zone" owner="Japanese"/>
			<territoryOwner territory="58 Sea Zone" owner="Japanese"/>-->
      <!-- American Owned Territories -->
      <territoryOwner territory="Western United States" owner="Americans"/>
      <territoryOwner territory="Eastern United States" owner="Americans"/>
      <territoryOwner territory="Central United States" owner="Americans"/>
      <territoryOwner territory="Midway" owner="Americans"/>
      <territoryOwner territory="Hawaiian Islands" owner="Americans"/>
      <territoryOwner territory="Mexico" owner="Americans"/>
      <territoryOwner territory="Brazil" owner="Americans"/>
      <territoryOwner territory="Alaska" owner="Americans"/>
      <territoryOwner territory="West Indies" owner="Americans"/>
      <territoryOwner territory="Panama" owner="Americans"/>
      <territoryOwner territory="Greenland" owner="Americans"/>
      <!-- Chinese Owned Territories -->
      <territoryOwner territory="China" owner="Chinese"/>
      <territoryOwner territory="Central China" owner="Chinese"/>
      <territoryOwner territory="Sinkiang" owner="Chinese"/>
      <territoryOwner territory="Himilaya" owner="Chinese"/>
    </ownerInitialize>
    <unitInitialize>
      <!-- example of how to have a unit start in player's inventory, allowing the player to place the unit during any placement phase (normal or bid placement)
					<heldUnits unitType="infantry" player="Russians" quantity="1"/>-->
      <!-- Russian Unit Placements -->
      <unitPlacement unitType="infantry" territory="Karelia S.S.R." quantity="3" owner="Russians"/>
      <unitPlacement unitType="fighter" territory="Karelia S.S.R." quantity="1" owner="Russians"/>
      <unitPlacement unitType="armour" territory="Archangel" quantity="1" owner="Russians"/>
      <unitPlacement unitType="artillery" territory="Archangel" quantity="1" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Archangel" quantity="2" owner="Russians"/>
      <unitPlacement unitType="factory" territory="Caucus" quantity="1" owner="Russians"/>
      <unitPlacement unitType="aaGun" territory="Caucus" quantity="1" owner="Russians"/>
      <unitPlacement unitType="artillery" territory="Caucus" quantity="1" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Caucus" quantity="3" owner="Russians"/>
      <unitPlacement unitType="armour" territory="Caucus" quantity="1" owner="Russians"/>
      <unitPlacement unitType="factory" territory="Russia" quantity="1" owner="Russians"/>
      <unitPlacement unitType="aaGun" territory="Russia" quantity="1" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Russia" quantity="3" owner="Russians"/>
      <unitPlacement unitType="artillery" territory="Russia" quantity="2" owner="Russians"/>
      <unitPlacement unitType="armour" territory="Russia" quantity="2" owner="Russians"/>
      <unitPlacement unitType="fighter" territory="Russia" quantity="1" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Evanki National Okrug" quantity="2" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Novisibirsk" quantity="3" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Yakut S.S.R." quantity="2" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Soviet Far East" quantity="2" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Burytia S.S.R." quantity="2" owner="Russians"/>
      <unitPlacement unitType="infantry" territory="Kazakh S.S.R." quantity="2" owner="Russians"/>
      <unitPlacement unitType="submarine" territory="4 Sea Zone" quantity="1" owner="Russians"/>
      <unitPlacement unitType="cruiser" territory="16 Sea Zone" quantity="1" owner="Russians"/>
      <!-- Italian Unit Placements -->
      <unitPlacement unitType="cruiser" territory="14 Sea Zone" quantity="1" owner="Italians"/>
      <unitPlacement unitType="transport" territory="14 Sea Zone" quantity="2" owner="Italians"/>
      <unitPlacement unitType="battleship" territory="14 Sea Zone" quantity="1" owner="Italians"/>
      <unitPlacement unitType="infantry" territory="Libya" quantity="1" owner="Italians"/>
      <unitPlacement unitType="artillery" territory="Libya" quantity="1" owner="Italians"/>
      <unitPlacement unitType="aaGun" territory="Italy" quantity="1" owner="Italians"/>
      <unitPlacement unitType="armour" territory="Italy" quantity="1" owner="Italians"/>
      <unitPlacement unitType="fighter" territory="Italy" quantity="1" owner="Italians"/>
      <unitPlacement unitType="factory" territory="Italy" quantity="1" owner="Italians"/>
      <unitPlacement unitType="infantry" territory="Italy" quantity="3" owner="Italians"/>
      <unitPlacement unitType="artillery" territory="Greece" quantity="1" owner="Italians"/>
      <unitPlacement unitType="infantry" territory="West Balkans" quantity="1" owner="Italians"/>
      <unitPlacement unitType="infantry" territory="Sicily" quantity="1" owner="Italians"/>
      <unitPlacement unitType="infantry" territory="Sardinia" quantity="1" owner="Italians"/>
      <!-- German Unit Placements -->
      <unitPlacement unitType="aaGun" territory="Western Europe" quantity="1" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="Western Europe" quantity="2" owner="Germans"/>
      <unitPlacement unitType="armour" territory="Western Europe" quantity="2" owner="Germans"/>
      <unitPlacement unitType="fighter" territory="Western Europe" quantity="1" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="Algeria" quantity="2" owner="Germans"/>
      <unitPlacement unitType="armour" territory="Algeria" quantity="2" owner="Germans"/>
      <!-- attribute "unitDamage" will let a unit start with bombing factory damage:
			<unitPlacement unitType="factory" territory="Germany" quantity="1" owner="Germans" unitDamage="5"/>-->
      <unitPlacement unitType="factory" territory="Germany" quantity="1" owner="Germans"/>
      <unitPlacement unitType="aaGun" territory="Germany" quantity="1" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="Germany" quantity="4" owner="Germans"/>
      <unitPlacement unitType="armour" territory="Germany" quantity="2" owner="Germans"/>
      <unitPlacement unitType="bomber" territory="Germany" quantity="1" owner="Germans"/>
      <unitPlacement unitType="fighter" territory="Germany" quantity="1" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="Norway" quantity="3" owner="Germans"/>
      <unitPlacement unitType="fighter" territory="Norway" quantity="1" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="East Balkans" quantity="2" owner="Germans"/>
      <unitPlacement unitType="factory" territory="East Balkans" quantity="1" owner="Germans"/>
      <unitPlacement unitType="aaGun" territory="East Balkans" quantity="1" owner="Germans"/>
      <unitPlacement unitType="fighter" territory="East Balkans" quantity="1" owner="Germans"/>
      <unitPlacement unitType="armour" territory="East Balkans" quantity="2" owner="Germans"/>
      <unitPlacement unitType="armour" territory="Eastern Europe" quantity="1" owner="Germans"/>
      <unitPlacement unitType="fighter" territory="Eastern Europe" quantity="1" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="Eastern Europe" quantity="2" owner="Germans"/>
      <unitPlacement unitType="artillery" territory="Eastern Europe" quantity="1" owner="Germans"/>
      <unitPlacement unitType="artillery" territory="Ukraine S.S.R." quantity="1" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="Ukraine S.S.R." quantity="3" owner="Germans"/>
      <unitPlacement unitType="armour" territory="Ukraine S.S.R." quantity="1" owner="Germans"/>
      <unitPlacement unitType="fighter" territory="Ukraine S.S.R." quantity="1" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="Belorussia" quantity="3" owner="Germans"/>
      <unitPlacement unitType="infantry" territory="West Russia" quantity="3" owner="Germans"/>
      <unitPlacement unitType="artillery" territory="West Russia" quantity="1" owner="Germans"/>
      <unitPlacement unitType="armour" territory="West Russia" quantity="1" owner="Germans"/>
      <unitPlacement unitType="transport" territory="5 Sea Zone" quantity="1" owner="Germans"/>
      <!-- attribute "hitsTaken" will let a unit start already hit:
			<unitPlacement unitType="battleship" territory="5 Sea Zone" quantity="1" owner="Germans" hitsTaken="1"/>-->
      <unitPlacement unitType="battleship" territory="5 Sea Zone" quantity="1" owner="Germans"/>
      <unitPlacement unitType="destroyer" territory="5 Sea Zone" quantity="1" owner="Germans"/>
      <unitPlacement unitType="submarine" territory="5 Sea Zone" quantity="2" owner="Germans"/>
      <unitPlacement unitType="submarine" territory="7 Sea Zone" quantity="1" owner="Germans"/>
      <!-- British Unit Placements -->
      <unitPlacement unitType="armour" territory="Eastern Canada" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="United Kingdom" quantity="4" owner="British"/>
      <unitPlacement unitType="artillery" territory="United Kingdom" quantity="1" owner="British"/>
      <unitPlacement unitType="armour" territory="United Kingdom" quantity="1" owner="British"/>
      <unitPlacement unitType="factory" territory="United Kingdom" quantity="1" owner="British"/>
      <unitPlacement unitType="aaGun" territory="United Kingdom" quantity="1" owner="British"/>
      <unitPlacement unitType="fighter" territory="United Kingdom" quantity="2" owner="British"/>
      <unitPlacement unitType="bomber" territory="United Kingdom" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="Persia" quantity="2" owner="British"/>
      <unitPlacement unitType="aaGun" territory="India" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="India" quantity="3" owner="British"/>
      <unitPlacement unitType="infantry" territory="Trans-Jordan" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="Anglo Egypt" quantity="2" owner="British"/>
      <unitPlacement unitType="armour" territory="Anglo Egypt" quantity="1" owner="British"/>
      <unitPlacement unitType="fighter" territory="Anglo Egypt" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="Italian East Africa" quantity="1" owner="British"/>
      <unitPlacement unitType="artillery" territory="Italian East Africa" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="Union of South Africa" quantity="1" owner="British"/>
      <unitPlacement unitType="armour" territory="Union of South Africa" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="Australia" quantity="3" owner="British"/>
      <unitPlacement unitType="infantry" territory="New Zealand" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="Western Canada" quantity="1" owner="British"/>
      <unitPlacement unitType="infantry" territory="French Madagascar" quantity="1" owner="British"/>
      <unitPlacement unitType="transport" territory="1 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="destroyer" territory="1 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="destroyer" territory="1 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="battleship" territory="2 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="transport" territory="2 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="battleship" territory="13 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="cruiser" territory="15 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="carrier" territory="35 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="transport" territory="35 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="fighter" territory="35 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="cruiser" territory="35 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="transport" territory="40 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="cruiser" territory="40 Sea Zone" quantity="1" owner="British"/>
      <unitPlacement unitType="destroyer" territory="40 Sea Zone" quantity="1" owner="British"/>
      <!-- Japanese Unit Placements -->
      <unitPlacement unitType="jp_fighter" territory="Manchuria" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Manchuria" quantity="2" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Kwangtung" quantity="3" owner="Japanese"/>
      <unitPlacement unitType="jp_fighter" territory="French Indochina" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="French Indochina" quantity="2" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Solomon Islands" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="New Guinea" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Borneo" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="East Indies" quantity="2" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Philipine Islands" quantity="2" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Caroline Islands" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Okinawa" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Wake Island" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="aaGun" territory="Japan" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="factory" territory="Japan" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="infantry" territory="Japan" quantity="4" owner="Japanese"/>
      <unitPlacement unitType="artillery" territory="Japan" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="armour" territory="Japan" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="jp_fighter" territory="Japan" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="bomber" territory="Japan" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="battleship" territory="37 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="jp_fighter" territory="37 Sea Zone" quantity="2" owner="Japanese"/>
      <unitPlacement unitType="carrier" territory="37 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="jp_transport" territory="50 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="jp_transport" territory="60 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="battleship" territory="60 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="submarine" territory="61 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="jp_fighter" territory="50 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="cruiser" territory="50 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="carrier" territory="50 Sea Zone" quantity="1" owner="Japanese"/>
      <unitPlacement unitType="submarine" territory="45 Sea Zone" quantity="1" owner="Japanese"/>
      <!-- American Unit Placements -->
      <unitPlacement unitType="factory" territory="Eastern United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="armour" territory="Eastern United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="aaGun" territory="Eastern United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="infantry" territory="Eastern United States" quantity="2" owner="Americans"/>
      <unitPlacement unitType="artillery" territory="Eastern United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="fighter" territory="Eastern United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="bomber" territory="Eastern United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="infantry" territory="Midway" quantity="1" owner="Americans"/>
      <unitPlacement unitType="infantry" territory="Hawaiian Islands" quantity="2" owner="Americans"/>
      <unitPlacement unitType="aaGun" territory="Hawaiian Islands" quantity="1" owner="Americans"/>
      <unitPlacement unitType="infantry" territory="Alaska" quantity="1" owner="Americans"/>
      <unitPlacement unitType="aaGun" territory="Western United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="factory" territory="Western United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="infantry" territory="Western United States" quantity="3" owner="Americans"/>
      <unitPlacement unitType="fighter" territory="Western United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="infantry" territory="Central United States" quantity="3" owner="Americans"/>
      <unitPlacement unitType="armour" territory="Central United States" quantity="1" owner="Americans"/>
      <unitPlacement unitType="transport" territory="10 Sea Zone" quantity="2" owner="Americans"/>
      <unitPlacement unitType="destroyer" territory="55 Sea Zone" quantity="1" owner="Americans"/>
      <unitPlacement unitType="destroyer" territory="10 Sea Zone" quantity="1" owner="Americans"/>
      <unitPlacement unitType="battleship" territory="55 Sea Zone" quantity="1" owner="Americans"/>
      <unitPlacement unitType="transport" territory="55 Sea Zone" quantity="1" owner="Americans"/>
      <unitPlacement unitType="fighter" territory="56 Sea Zone" quantity="2" owner="Americans"/>
      <unitPlacement unitType="carrier" territory="56 Sea Zone" quantity="1" owner="Americans"/>
      <unitPlacement unitType="submarine" territory="56 Sea Zone" quantity="1" owner="Americans"/>
      <!-- Chinese Unit Placements -->
      <unitPlacement unitType="infantry" territory="China" quantity="2" owner="Chinese"/>
      <unitPlacement unitType="fighter" territory="China" quantity="1" owner="Chinese"/>
      <unitPlacement unitType="artillery" territory="Central China" quantity="1" owner="Chinese"/>
      <unitPlacement unitType="infantry" territory="Sinkiang" quantity="1" owner="Chinese"/>
      <unitPlacement unitType="infantry" territory="Central China" quantity="1" owner="Chinese"/>
      <!-- units held, to be placed -->
      <heldUnits unitType="factory" quantity="1" player="British"/>
    </unitInitialize>
    <resourceInitialize>
      <!-- these do not have to match the production of the game starting out, they can be any number -->
      <resourceGiven player="Japanese" resource="PUs" quantity="30"/>
      <resourceGiven player="British" resource="PUs" quantity="24"/>
      <resourceGiven player="Americans" resource="PUs" quantity="37"/>
      <resourceGiven player="Russians" resource="PUs" quantity="26"/>
      <resourceGiven player="Germans" resource="PUs" quantity="40"/>
      <resourceGiven player="Italians" resource="PUs" quantity="16"/>
      <resourceGiven player="Chinese" resource="PUs" quantity="0"/>
      <!-- custom resources below
			<resourceGiven player="Italians" resource="Steel" quantity="20"/>
			<resourceGiven player="Italians" resource="Aluminium" quantity="30"/>
			<resourceGiven player="Italians" resource="Fuel" quantity="20"/>-->
    </resourceInitialize>
    <relationshipInitialize>
      <!-- the order of player1 and player2 does not matter. roundValue is only used for conditions and can be positive or negative (use "1" if you don't know what you are doing).
					having them listed twice in different orders will just have the later one overwrite the earlier one.
					Make sure you cover all possibilities! (the number of possibilities is equal to the triangular number sequence: 1,3,6,10,15,21,28,36,45,55,66,78,91,105,120)
			-->
      <relationship type="Allied" player1="Italians" player2="Germans" roundValue="1"/>
      <relationship type="Allied" player1="Italians" player2="Japanese" roundValue="1"/>
      <relationship type="Allied" player1="Germans" player2="Japanese" roundValue="1"/>
      <relationship type="Allied" player1="Russians" player2="British" roundValue="1"/>
      <relationship type="Allied" player1="Russians" player2="Americans" roundValue="1"/>
      <relationship type="Allied" player1="Russians" player2="Chinese" roundValue="1"/>
      <relationship type="Allied" player1="Americans" player2="British" roundValue="1"/>
      <relationship type="Allied" player1="Americans" player2="Chinese" roundValue="1"/>
      <relationship type="Allied" player1="British" player2="Chinese" roundValue="1"/>
      <relationship type="War" player1="British" player2="Germans" roundValue="1"/>
      <relationship type="War" player1="British" player2="Italians" roundValue="1"/>
      <relationship type="War" player1="British" player2="Japanese" roundValue="1"/>
      <relationship type="War" player1="Americans" player2="Germans" roundValue="1"/>
      <relationship type="War" player1="Americans" player2="Italians" roundValue="1"/>
      <relationship type="War" player1="Americans" player2="Japanese" roundValue="1"/>
      <relationship type="War" player1="Russians" player2="Germans" roundValue="1"/>
      <relationship type="War" player1="Russians" player2="Italians" roundValue="-1"/>
      <relationship type="Neutrality" player1="Russians" player2="Japanese" roundValue="1"/>
      <!--<relationship type="Neutrality" player1="Russians" player2="Germans" roundValue="1"/>
			<relationship type="Allied" player1="Russians" player2="Italians" roundValue="1"/>
			<relationship type="Neutrality" player1="Russians" player2="Japanese" roundValue="1"/>-->
      <relationship type="War" player1="Chinese" player2="Germans" roundValue="1"/>
      <relationship type="War" player1="Chinese" player2="Italians" roundValue="1"/>
      <relationship type="War" player1="Chinese" player2="Japanese" roundValue="1"/>
    </relationshipInitialize>
  </initialize>
  <propertyList>
    <!--	From TripleA 1.5 and onward, ALL properties must be strongly TYPED.  (your map may or may not work if you do not make your properties Type-Safe)
				Allowed values:
					boolean
					number
					string
					file
					list
					color
				
				Examples:
					INSTEAD OF:
						<property name="mapName" value="the_pact_of_steel" editable="false"/>

					DO THIS:
						<property name="mapName" value="the_pact_of_steel" editable="false">
								<string/>
						</property>


					INSTEAD OF:
						<property name="maxFactoriesPerTerritory" value="1"/>

					DO THIS:
						<property name="maxFactoriesPerTerritory" value="1" editable="false">
								<number min="1" max="100"/>
						</property>


					INSTEAD OF:
						<property name="Produce fighters on carriers" value="true"/>

					DO THIS:
						<property name="Produce fighters on carriers" value="true" editable="false">
								<boolean/>
						</property>



					INSTEAD OF:
						<property name="notes">
								<value>Your game notes go here.</value>
						</property>

					DO THIS:
						<property name="notes">
								<string/>
								<value>
									<![CDATA[
										<br>Your game notes go here.
									]]>
								</value>
						</property>
		-->
    <!-- PLEASE KEEP YOUR PROPERTIES IN THIS ORDER!!! -->
    <!-- TYPICAL OPTIONAL PROPERTIES -->
    <!-- Bidding -->
    <property name="Italians bid" value="0" editable="true">
      <number min="0" max="1000"/>
    </property>
    <property name="Russians bid" value="0" editable="true">
      <number min="0" max="1000"/>
    </property>
    <property name="Germans bid" value="0" editable="true">
      <number min="0" max="1000"/>
    </property>
    <property name="British bid" value="0" editable="true">
      <number min="0" max="1000"/>
    </property>
    <property name="Japanese bid" value="0" editable="true">
      <number min="0" max="1000"/>
    </property>
    <property name="Americans bid" value="0" editable="true">
      <number min="0" max="1000"/>
    </property>
    <property name="Chinese bid" value="0" editable="true">
      <number min="0" max="1000"/>
    </property>
    <!-- victory options -->
    <property name="Projection of Power" value="true" editable="true">
      <boolean/>
    </property>
    <!-- format of "<alliance> <Name of Victory Condition>" -->
    <property name="Axis Projection of Power VCs" value="11" editable="false">
      <number min="10" max="15"/>
    </property>
    <property name="Allies Projection of Power VCs" value="11" editable="false">
      <number min="10" max="15"/>
    </property>
    <property name="Honorable Surrender" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Axis Honorable Victory VCs" value="12" editable="false">
      <number min="10" max="15"/>
    </property>
    <property name="Allies Honorable Victory VCs" value="12" editable="false">
      <number min="10" max="15"/>
    </property>
    <property name="Total Victory" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Axis Total Victory VCs" value="15" editable="false">
      <number min="10" max="15"/>
    </property>
    <property name="Allies Total Victory VCs" value="15" editable="false">
      <number min="10" max="15"/>
    </property>
    <property name="Economic Victory" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Axis Economic Victory" value="120" editable="false">
      <number min="0" max="1000"/>
    </property>
    <property name="Allies Economic Victory" value="120" editable="false">
      <number min="0" max="1000"/>
    </property>
    <!-- Triggered Victory is a victory condition set by a trigger, using a condition or national objective -->
    <property name="Triggered Victory" value="true" editable="true">
      <boolean/>
    </property>
    <!-- End of Victory Conditions, rest of typical changed properties below -->
    <property name="Low Luck" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Low Luck for AntiAircraft" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Low Luck for Technology" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Low Luck for Bombing and Territory Damage" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Use Politics" value="true" editable="true">
      <boolean/>
    </property>
    <!-- If this is set, it adds or subtracks from any conditions that require a relationship to last for X rounds -->
    <property name="Relationships Last Extra Rounds" value="0" editable="true">
      <number min="-1" max="2"/>
    </property>
    <property name="Alliances Can Chain Together" value="false" editable="false">
      <boolean/>
    </property>
    <property name="National Objectives" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Use Triggers" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Tech Development" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Remove All Tech Tokens At End Of Turn" value="false" editable="false">
      <boolean/>
    </property>
		<!-- If "true" adds 0-1 to the submarines defensive value if and when SuperSubs tech is activated -->
    <property name="Super Sub Defence Bonus" value="0" editable="true">
      <number min="0" max="1"/>
    </property>
    <!-- All units with multiple dice rolls, will be forced to select the best die rolled instead of using all dice. -->
    <property name="LHTR Heavy Bombers" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Heavy Bomber Dice Rolls" value="2" editable="false">
      <number min="2" max="3"/>
    </property>
    <property name="Paratroopers Can Move During Non Combat" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Paratroopers Can Attack Deep Into Enemy Territory" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Always on AA" value="false" editable="true">
      <boolean/>
    </property>
    <!-- Kamikaze Airplanes will allow all air units on the map to use all their movement to get to a battle -->
    <property name="Kamikaze Airplanes" value="false" editable="true">
      <boolean/>
    </property>
    <!-- Use Kamikaze Suicide Attacks allows a player to use resources designated in player attachments to make special attacks -->
    <property name="Use Kamikaze Suicide Attacks" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Kamikaze Suicide Attacks Done By Current Territory Owner allows you to have the current owner perform the suicide attacks, instead of the original owner -->
    <property name="Kamikaze Suicide Attacks Done By Current Territory Owner" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Kamikaze Suicide Attacks Only Where Battles Are has the attacks only occur only when there are amphibious battles from that territory, or a battle in that territory -->
    <property name="Kamikaze Suicide Attacks Only Where Battles Are" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Units Repair Hits End Turn" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Units Repair Hits Start Turn" value="false" editable="true">
      <boolean/>
    </property>
    <!-- in order to repair, a unit must in the presence of a unit with "repairsUnits" unit attachment -->
    <property name="Two HitPoint Units Require Repair Facilities" value="false" editable="true">
      <boolean/>
    </property>
    <!-- Display Options -->
    <!-- Multiply PUs will multiply all PUs gained or lost during a turn. It will not yet multiply costs of units or any other costs, or starting PUs -->
    <property name="Multiply PUs" value="1" editable="false">
      <number min="1" max="10"/>
    </property>
    <property name="Selectable Zero Movement Units" value="false" editable="false">
      <boolean/>
    </property>
    <!-- END OF TYPICAL OPTIONAL PROPERTIES -->
    <!-- rules and tech -->
    <!-- ww2v2 rules override many individual rules to create revised rules
		<property name="WW2V2" value="false" editable="false">
				<boolean/>
		</property> -->
    <!-- Unlike the WW2V2 option, WW2V3 actually sets very little: If no techs specified then it will create WW2V3 default techs,
								and if a game is not WW2V2 and not WW2V3, then it must be 'classic' rules [this is applicable for when rockets fire, and how aa guns may stack, the default win conditions for classic games, and that air units create retreat paths for ground/sea units]-->
    <property name="WW2V3" value="true" editable="false">
      <boolean/>
    </property>
    <property name="WW2V3 Tech Model" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Selectable Tech Roll" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Use Shipyards turns on the shipyards tech's old way of doing things, which requires that all nations use the same production frontiers. A new way of doing shipywards will require triggers and is currently being coded -->
    <property name="Use Shipyards" value="false" editable="false">
      <boolean/>
    </property>
    <!-- For use with RandomStartDelegate -->
    <property name="Territories Are Assigned Randomly" value="false" editable="false">
      <boolean/>
    </property>
    <!-- If any players are disabled and unused, then all their units, money, etc, gets deleted at the start of the game during initialization delegate. -->
    <property name="Disabled Players Assets Deleted" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Scramble Rules In Effect" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Scrambled Units Return To Base" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Scramble To Sea Only" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Scramble From Island Only" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Scramble To Any Amphibious Assault" value="true" editable="true">
      <boolean/>
    </property>
    <property name="Can Scramble Into Air Battles" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Airborne Attacks Only In Existing Battles" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Airborne Attacks Only In Enemy Territories" value="false" editable="false">
      <boolean/>
    </property>
    <!-- if true we will not use the "classic" rule of getting a single rocket attack for the whole round, and instead get a rocket attack for each rocket we have -->
    <property name="All Rockets Attack" value="true" editable="false">
      <boolean/>
    </property>
    <!-- if true allows infinite attacks against a factory by many rockets, if false,will only allow a max of 1 rocket to attack each factory -->
    <property name="Rocket Attacks Per Factory Infinite" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Rockets Can Fly Over Impassables" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Pacific Theater does 4 things: allows nations to gain VictoryPoints by capturing PUs, allows Strategic Bombing to destroy VPs,
				allows NoPU purchases (ww2v3 does also), and allows an additional purchase in NOPU purchases if you control the Burma Road
		<property name="Pacific Theater" value="false" editable="false">
				<boolean/>
		</property>-->
    <!-- Do we charge for fuel when we move units? -->
    <property name="Use Fuel Cost" value="false" editable="false">
      <boolean/>
    </property>
    <!-- These require an associated value in the attachments section above-->
    <property name="Movement By Territory Restricted" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Production Per X Territories Restricted" value="true" editable="false">
      <boolean/>
    </property>
    <!-- only territories with a production value of 1 or more may count towards the production per x territories -->
    <property name="Production Per Valued Territory Restricted" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Unit Placement Per Territory Restricted" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Place in Any Territory" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Unplaced units live when not placed" value="true" editable="false">
      <boolean/>
    </property>
    <!-- allows a player to give units to another player if true. units must have canBeGivenByTerritory and territories must have changeUnitOwners and the players must have the player attachment giveUnitControl -->
    <property name="Give Units By Territory" value="true" editable="false">
      <boolean/>
    </property>
    <!-- allows a player to let its units be captured by another player if true, when the territory is captured. units must have canBeCapturedOnEnteringBy and territories must have captureUnitOnEnteringBy and the players must have the player attachment captureUnitOnEnteringBy -->
    <property name="Capture Units On Entering Territory" value="false" editable="false">
      <boolean/>
    </property>
    <!-- if "Capture Units On Entering Territory" is true, then the units can either be captured (default) or destroyed (only if this property below is true: "On Entering Units Destroyed Instead Of Captured") -->
    <property name="On Entering Units Destroyed Instead Of Captured" value="false" editable="false">
      <boolean/>
    </property>
    <!-- specific rules -->
    <!-- land related -->
    <!-- if true, units with destroyedWhenCapturedBy will be destroyed instead of captured. only applies to non-combat units, since combat units die in combat -->
    <property name="Units Can Be Destroyed Instead Of Captured" value="true" editable="false">
      <boolean/>
    </property>
    <!-- allows units to change into other units using the whenCapturedChangesInto ability -->
    <property name="Units Can Be Changed On Capture" value="true" editable="false">
      <boolean/>
    </property>
    <!-- if true you may have a number of constructions up to the value of the territory, in territories with factories -->
    <property name="More Constructions with Factory" value="false" editable="true">
      <boolean/>
    </property>
    <!-- if true you may have a number of constructions up to the value of the territory, in territories without factories -->
    <property name="More Constructions without Factory" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Unlimited Constructions" value="false" editable="true">
      <boolean/>
    </property>
    <property name="Blitz Through Factories And AA Restricted" value="true" editable="false">
      <boolean/>
    </property>
    <!-- will roll dice for each type of aircraft separately -->
    <property name="Roll AA Individually" value="true" editable="false">
      <boolean/>
    </property>
    <!-- random aa casualties lets the engine choose casualties randomly, and allows you to lose 2 bombers if you attack with 2 bombers and some fighters. I do not recommend using this property
		<property name="Random AA Casualties" value="false" editable="false">
				<boolean/>
		</property>-->
    <property name="Choose AA Casualties" value="false" editable="false">
      <boolean/>
    </property>
    <!-- will only roll aa if aaGun is in the territory getting attacked or bombed -->
    <property name="AA Territory Restricted" value="true" editable="false">
      <boolean/>
    </property>
    <!-- will cause the isAAforFlyOverOnly to shoot for the last step in a movement, instead of just everything but the end. -->
    <property name="Force AA Attacks For Last Step Of Fly Over" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Multiple AA Per Territory" value="true" editable="false">
      <boolean/>
    </property>
    <!-- DEPRECATED (only used with isSuicide), if false, (all property default to false), then units killed by suicide units can return fire.  if true, they can not return fire -->
    <property name="Suicide and Munition Casualties Restricted" value="false" editable="true">
      <boolean/>
    </property>
    <!-- DEPRECATED (only used with isSuicide), if suicide units act like normal units on defense, except that they can not die to attacks by other suicide units -->
    <property name="Defending Suicide and Munition Units Do Not Fire" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Units May Give Bonus Movement allows units with givesMovement to give other units bonus movement-->
    <property name="Units May Give Bonus Movement" value="true" editable="true">
      <boolean/>
    </property>
    <!-- Used when setting movement costs with territory effects to determine if unit can use remaining movement to enter a territory with a higher cost -->
    <property name="Enter Territories With Higher Movement Costs Then Remaining Moves" value="false" editable="false">
      <boolean/>
    </property>
    <!-- sea related -->
    <property name="Partial Amphibious Retreat" value="true" editable="false">
      <boolean/>
    </property>
    <!-- a subset of partial amphibious retreat, allows attacker to withdraw planes -->
    <property name="Attacker Retreat Planes" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Shore Bombard Per Ground Unit Restricted" value="true" editable="false">
      <boolean/>
    </property>
    <!-- Despite what this one says, it means the opposite.  If true, casualties from naval bombard will get to return fire. -->
    <property name="Naval Bombard Casualties Return Fire" value="true" editable="false">
      <boolean/>
    </property>
    <!-- if true, allied air on your carriers will participate in an attack -->
    <property name="Allied Air Independent" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Surviving Air Move To Land" value="true" editable="false">
      <boolean/>
    </property>
		<!-- If set to "true" a destroyer (isDestroyer) is required in the seazone in order for an air unit (isAir) to be able to hit an enemy submarine (isSub). 
		Furthermore if air unit is the attacker, the destroyer must be owned by the attackers nation. If air unit is a defender, the destroyer can be owned by a allied nation as long as it is also at war with enemy submarines nations. 
		This will also determine if the air unit rolls together or rolls seperately or rolls nothing, depending on the makeup of other allied units in the seazone when a submarine unit is present. -->
    <property name="Air Attack Sub Restricted" value="true" editable="false">
      <boolean/>
    </property>
    <!-- transports may not unload to multiple territories -->
    <property name="Transport Restricted Unload" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Ignore Transport In Movement" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Transport Casualties Restricted" value="true" editable="false">
      <boolean/>
    </property>
    <!-- If enabled, transports can capture convoy zones. -->
    <property name="Transport Control Sea Zone" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Submarines stop transports from doing amphibious assault unless there is at least 1 owned warship in the sea zone. If "true" submarine units are being counted as escorts. Combat transports are unaffected by this property. -->
    <property name="Submarines Prevent Unescorted Amphibious Assaults" value="false" editable="false">
      <boolean/>
    </property>
		<!-- Allows naval units to bypass subs during movement phase (both combat and non combat). Also allows units ending moves in a SZ occupied by an enemy sub with the choice to either attack or ignore enemy sub. -->
    <property name="Ignore Sub In Movement" value="true" editable="false">
      <boolean/>
    </property>
		<!-- They have first strike when defending as well unless a destroyer is present -->
    <property name="Defending Subs Sneak Attack" value="true" editable="false">
      <boolean/>
    </property>
		<!-- Allows option for subs to withdraw from battle prior to the combat rolls -->
    <property name="Sub Retreat Before Battle" value="true" editable="false">
      <boolean/>
    </property>
    <!-- Submarines Defending May Submerge Or Retreat will allow defending submarines to retreat to friendly sea zones or submerge -->
    <property name="Submarines Defending May Submerge Or Retreat" value="false" editable="false">
      <boolean/>
    </property>
		<!-- Subs can travel through enemy sea zones except if enemy destroyer is present. Subs have the option to submerge rather than withdraw. -->
    <property name="Submersible Subs" value="true" editable="false">
      <boolean/>
    </property>
		<!-- Sub Control Sea Zone Restricted should be FALSE if there are any convoy zones! If true, subs will not be able to capture convoy zones. 
		Determines whether or not a sub can controls a sea zone. Determines if transports can't unload if a sub is present -->
    <property name="Sub Control Sea Zone Restricted" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Subs Can End NonCombat Move With Enemies allows submarines to end their noncombat movement in a sea zone containing any enemy units, including enemy subs -->
    <property name="Subs Can End NonCombat Move With Enemies" value="true" editable="false">
      <boolean/>
    </property>
    <!-- if true, naval units may not move into convoy zones or controlled sea zones during non-combat moves -->
    <property name="Naval Units May Not NonCombat Move Into Controlled Sea Zones" value="false" editable="false">
      <boolean/>
    </property>
    <!-- if true, units need to be able to pass through all canals of a same connection to move from one to the other zone -->
    <property name="Control All Canals Between Territories To Pass" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Only affects units exactly called "battleship" -->
    <property name="Two hit battleship" value="true" editable="false">
      <boolean/>
    </property>
    <!-- If false, blockades will deal set amount of damage per unit. If true, a 6 sided die will be rolled for each damage point, with that being the damage, except rolls higher than 3 will be ignored -->
    <property name="Convoy Blockades Roll Dice For Cost" value="false" editable="false">
      <boolean/>
    </property>
    <!-- production related -->
    <property name="Produce fighters on carriers" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Produce new fighters on old carriers" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Move existing fighters to new carriers" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Land existing fighters on new carriers" value="true" editable="false">
      <boolean/>
    </property>
    <!-- LHTR Carrier rules enable 'Produce fighters on carriers', and 'Produce new fighters on old carriers', and 'Land existing fighters on new carriers', AND it will disable 'Move existing fighters to new carriers' -->
    <property name="LHTR Carrier production rules" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Unit Placement In Enemy Seas" value="true" editable="false">
      <boolean/>
    </property>
	<!-- Allows units to be loaded even if there are enemy ships in the transport's sea zone, used to avoid players blocking unit loading with 1 cheap naval unit -->
    <property name="Units Can Load In Hostile Sea Zones" value="false" editable="false">
      <boolean/>
    </property>
    <!-- used to add destroyers and artillery to the ww2v1 map
		<property name="Use Destroyers and Artillery" value="false" editable="false">
				<boolean/>
		</property>-->
    <!-- Any territory that contains enemy units will not produce any income or resources -->
    <property name="Contested Territories Produce No Income" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Any territory abandoned may be taken over by the remaining units on the same turn it was abandoned on. Also includes if a territory is attacked and both all the attackers and all defenders die, then any other player with combat units will take over the territory. -->
    <property name="Abandoned Territories May Be Taken Over Immediately" value="false" editable="false">
      <boolean/>
    </property>
    <!-- may only bomb or rocket a factory to a max of its territory value per turn (the individual two parts are below) -->
    <property name="Territory Turn Limit" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Limit SBR Damage Per Turn" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Limit Rocket Damage Per Turn" value="false" editable="false">
      <boolean/>
    </property>
    <property name="maxFactoriesPerTerritory" value="1" editable="false">
      <number min="1" max="100"/>
    </property>
    <!-- Placement Restricted By Factory warns the player whenever they try to produce more units than their factories can handle (can be turned off for individual players using rules attachments for unlimitedProduction -->
    <property name="Placement Restricted By Factory" value="true" editable="false">
      <boolean/>
    </property>
    <!-- Unit Placement Restrictions are restrictions on the placement of units: unitPlacementRestrictions, unitPlacementOnlyAllowedIn, canOnlyBePlacedInTerritoryValuedAtX, requiresUnits, -->
    <property name="Unit Placement Restrictions" value="true" editable="false">
      <boolean/>
    </property>
    <!-- Attacker is given the option not to create a battle for sea battles -->
    <property name="Sea Battles May Be Ignored" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Land Battle Rounds means the number of rounds that a normal Battle goes on for (land). Default is -1, and if negative, the battle continues forever until 1 side is eliminated. -->
    <property name="Land Battle Rounds" value="-1" editable="false">
      <number min="-1" max="100"/>
    </property>
    <!-- Sea Battle Rounds means the number of rounds that a normal Battle goes on for (sea). Default is -1, and if negative, the battle continues forever until 1 side is eliminated. -->
    <property name="Sea Battle Rounds" value="-1" editable="false">
      <number min="-1" max="100"/>
    </property>
    <!-- Air Battle Rounds means the number of rounds that an Air Battle goes on for. If negative, the battle continues forever until 1 side is eliminated. Default is 1, meaning the battle ends after the first round of combat. -->
    <property name="Air Battle Rounds" value="1" editable="false">
      <number min="-1" max="100"/>
    </property>
    <!-- Retreating Units Remain In Place means units retreat to the same territory as the battle territory, both both land and sea territories -->
    <property name="Retreating Units Remain In Place" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Air Battle Attackers Can Retreat" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Air Battle Defenders Can Retreat" value="false" editable="false">
      <boolean/>
    </property>
    <!-- Allows normal battles to have Escort aircraft and also be Intercepted by the defender -->
    <property name="Battles May Be Preceeded By Air Battles" value="false" editable="true">
      <boolean/>
    </property>
    <!-- Allows Strategic Bombing Raids to have Escort aircraft and also be Intercepted by the defender -->
    <property name="Raids May Be Preceeded By Air Battles" value="true" editable="true">
      <boolean/>
    </property>
    <!-- SBR Affects Unit Production no longer does anything at all.  Instead it just sets to true: "Damage From Bombing Done To Units Instead Of Territories"
-->
    <!-- Damage From Bombing Done To Units Instead Of Territories has Strategic Bombing and Rockets do damage to a specific unit rather than directly to the player's PUs or to a territory. -->
    <property name="Damage From Bombing Done To Units Instead Of Territories" value="true" editable="false">
      <boolean/>
    </property>
    <!-- Allows all units that cause strategic bombing raid or rocket damage, to use "bombingMaxDieSides" and "bombingBonus" -->
    <property name="Use Bombing Max Dice Sides And Bonus" value="true" editable="false">
      <boolean/>
    </property>
    <!-- similar to TTL, except that it is per rocket/aircraft instead of per turn -->
    <property name="Limit SBR Damage To Factory Production" value="false" editable="false">
      <boolean/>
    </property>
    <!-- allows the loss of a victory point for every 10 sbr damage per turn
		<property name="SBR Victory Points" value="false" editable="false">
				<boolean/>
		</property>-->
    <!-- Neutrals related -->
    <!-- amount of money subtracted to attack a neutral territory, (set neutrals charge to zero if you plan on attacking neutrals) -->
    <property name="neutralCharge" value="9999999" editable="false">
      <number min="0" max="9999999"/>
    </property>
    <property name="Neutrals Are Impassable" value="true" editable="false">
      <boolean/>
    </property>
    <property name="Neutrals Are Blitzable" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Neutral Flyover Allowed" value="false" editable="false">
      <boolean/>
    </property>
    <property name="Conscription" value="false" editable="true">
      <boolean/>
    </property>
    <!-- Map Name: also used for map utils when asked (MUST exactly match the folder or zip name of your map (do not include the .zip of course). May point to another map folder if you are making a mod of that map) -->
    <property name="mapName" value="the_pact_of_steel" editable="false">
      <string/>
    </property>
    <!-- notes appear in the notes menu in the main screen, format as html -->
    <property name="notes">
      <string/>
      <value><![CDATA[
					<h2>Pact of Steel 2</h2>
					<br>A mod of POS by Veqryn
					<br>
					<br>The purpose of this map is to provide a fun map that shows off all the newest features TripleA has to offer.
					<br>
					<br>This map uses the ww2v3 + LHTR rules as a base, expanding it with various upgrades like triggered bonuses, air scrambling, etc.
					<br>
					<br>
					<br><b>New things:</b>
					<br>1. Sea Zones 3 and 4, are Russian Convoy Centers. If Russia controls it, they get the income from it. If someone else controls it, that player gets no income from it, but they deny the income to Russia. It can not be captured during non-combat phase.
					<br>2. Sea Zones 5 and 6, are Convoy Routes. They are linked to the land territory of Norway. At least one Convoy Zone must be controlled by the same power that controls the land territory for that power to gain the income from the land territory.
							They can not be captured during non-combat phase. If more than 1 route is linked to a single land territory, only 1 route needs to be controlled to get the income from land territory. Routes can have PU values just like convoy centers.
					<br>3. Sea Zones 37, 47, 48, 49, 58, are Blockade Zones. Each enemy warship in these zones reduces the income of touching land territories by 1 per warship, 2 per normal submarine.
					<br>4. Air_Transport is an air unit that specializes in dropping off units, has 4 movement, and can carry into battle or drop off in a friendly territory any 2-3 units. Enabled when you get "paratroopers" tech.
					<br>5. Super_Carrier is a beefed up carrier that can also transport 1 infantry and 1 other land unit like a tank or artillery. It has only 1 hitpoint, just like normal carriers and cruisers.
					<br>6. Midget_Submarine is a Japanese only unit with 3 attack, 2 defence, and 2 movement (costs 4). If it attacks or defends it will die after shooting (it is a suicide unit). Japan can purchase them after certain conditions are met, and they don't receive bonus movement from harbours.
					<br>7. Kamikaze Fighters are what Japanese fighters turn into if certain conditions are met.  They have 5 attack, 3 defense, and 3 movement (cost 8), and they are allowed to use up all their movement to go to a battle,
								do not require a landing zone for movement, and they will die after rolling their dice.
					<br>8. Airfield gives +1 movement to air units, and allows fighters to scramble to defend surrounding sea zones if you turn on "Scramble Rules In Effect". Can receive up to 6 damage, and stops working when having more than 2 damage.
					<br>9. Harbour gives +1 movement to warships, and are needed to repair Battleships if you turn on "Two HitPoint Units Require Repair Facilities". Can receive up to 6 damage, and stops working when having more than 2 damage.
					<br>10. Bunkers are defensive units that can also be bombed/rocketted, will not participate in battle if damaged, and will die if they reach 4 damage.
								They may be placed in any territory you owned at the beginning of the turn (just like Factories, Airfields, and Harbours) where you also have a land unit, but there is a limit of 1 per territory.
					<br>11. New Technologies: reinforcedHulls (gives +2 defense to subs), and wolfPackTactics (gives +1 att). Available to Germans after they get superSubs.
					<br>12. Each nation may only purchase factories up to 3 total, if a nation controls more than 3 they can not purchase new factories (they can keep capturing new ones though).
					<br>13. Politics phase: alliances and states of war are now dynamic and can be changed in game.  Japan and Russia start out in a state of Neutrality towards each other.
								Japan and Russia will go to war on the 5th turn if they are still neutral by then.
					<br>14. Strategic Bombing Raids can now have an Air battle preceeding the raid. Fighters escorting the bombers, and any defending interceptors fire at 2, while the bombers fire at 1.  The battle only lasts 1 round.
					<br>15. Long Range Aircraft tech now only increases movement by 1.
					<br>
					<br>
					<br>
					<b>National Objectives</b><br>
					<i>Germany: Lebensraum-</i><br>
					+4 PUs if Axis control 7 out of 9 of
						East Balkans, Eastern Europe, Ukraine S.S.R., Belorussia, West Russia, Norway, Karelia S.S.R., Archangel, Caucus<br>
					+4 PUs if Axis control Western Europe, AND there are NO enemy surface ships in 3 out of 3 of sea zones 5, 6, and 7<br>
					* Germany gains Super Subs if at the end of their 4th or 5th turn, there are NO enemy surface ships in 3 out of 3 of
						sea zones 5, 6, and 7<br>
					* Germany gains Mechanized Infantry if at the end of their 3rd or 4th turn, the Axis control 6 out of 7 of
						East Balkans, Eastern Europe, Ukraine S.S.R., Belorussia, Karelia S.S.R., Archangel, Caucus<br>
					* Germany gains Rockets if at the end of their 3rd or 4th turn, the Axis do NOT control Western Europe, but DO control Norway<br>
					* Germany has access to additional submarine technology if they get superSubs, and getting superSubs also gives access to reinforcedHulls to Italians (in place of Shipyards)<br>
					<br>
					<i>Japan: The Greater East Asia Co-Prosperity Sphere-</i><br>
					+4 PUs if Axis control 7 out of 7 of India, French Indochina, Kwangtung, Manchuria, China, Central China, Sinkiang<br>
					+4 PUs if Axis control 10 out of 13 of Alaska, East Indies, Borneo, Philipine Islands, New Guinea, Solomon Islands,
						Caroline Islands, Australia, New Zealand, Okinawa, Wake Island, Hawaiian Islands, Midway<br>
					* Japan's destroyers gain the ability to transport a single infantry If on the 3rd or 4th turn, the Axis do NOT control ANY of
						Sinkiang, India, Burytia S.S.R.<br>
					* Japan's transports gain an additional capacity of 1 (allowing 3 infantry or 2 tanks/artillery per transport) If at the end of their 3rd, 4th, or 5th turns,
						Japan controls 3 out of 3 of Australia, India, Sinkiang<br>
					* Japan gains, only once, a single additional midget_submarine in sz61 If it loses control over any of its original territories<br>
					* Japan gains the ability to produce midget_submarines If it loses control over 2 of its islands: Okinawa, Philipine Islands, East Indies, Borneo, New Guinea, Solomon Islands, Caroline Islands, Wake Island<br>
					* Japan gains the ability to produce kamikaze fighters, and all their current fighters turn into kamikaze fighters
						If it loses control over 2 of its islands, one of which being Philipine Islands (note that this objective may or may not be wanted, depending on the situation)<br>
					<br>
					<i>Italy: Mare Nostrum-</i><br>
					+4 PUs if Axis control 8 out of 11 of
						Western Europe, Sardinia, Sicily, West Balkans, Greece, Algeria, Libya, Anglo Egypt, Trans-Jordan, Italian East Africa, Gibraltar
						AND no enemy surface ships in sea zones 13, 14, 15, and 15B<br>
					* Italy gains, only once, a free purchase of a cruiser If at the beginning of their 3rd or 4th turn the Axis control 4 out of 4 of
						Algeria, Libya, Anglo Egypt, Trans-Jordan<br>
					<br>
					<i>United States: The Arsenal of Democracy-</i><br>
					+2-10 PUs, starting on turn 2 America will begin making +2 income as America's war-time economy ramps up. This will increase by +2 more every 2 turns, so that turn 4 will begin making +4, turn 6 will make +6, and so on until +10 is reached<br>
					+4 PUs if Allies control 3 out of 8 of Western Europe, Sardinia, Sicily, Italy, Greece, West Balkans, Algeria, Libya
						AND no enemy surface ships in sea zones 1, 2, 7, 8, 9, 10, 11, 12, 13, and 14<br>
					+4 PUs if Allies controls 6 out of 13 of Alaska, East Indies, Borneo, Philipine Islands, New Guinea, Solomon Islands, Caroline Islands,
						Australia, New Zealand, Okinawa, Wake Island, Hawaiian Islands, Midway<br>
					+4 PUs if Japan has no Battleships OR no Carriers at the end of USA's turn<br>
					* USA gains Paratroopers if at the end of Germany's 3rd, 4th or 5th turns, the Allies control Western Europe<br>
					* USA gains Improved Shipyards if at the end of their 3rd, 4th or 5th turns, USA controls 4 out of 4 of
						Alaska, Wake Island, Hawaiian Islands, Midway<br>
					* USA gains War Bonds if at any time before the end of the 8th turn, the above 2 conditions are met at the end of Germany's turn<br>
					* USA's fighter's gain the ability to support infantry, stackable with artillery, IF at any time the USA has 2 out of 2 of War Bonds and Jet Power technologies<br>
					* USA can give land units to Russia by landing them in Archangel<br>
					<br>
					<i>United Kingdom: The British Empire-</i><br>
					+4 PUs if the UK controls 1 out of 6 of East Indies, Borneo, New Guinea, Solomon Islands, Caroline Islands, Okinawa<br>
					+4 PUs if Allies control 9 out of 11 of Gibraltar, Algeria, Libya, Anglo Egypt, Trans-Jordan, Persia, French West Africa,
						French Equatorial Africa, Italian East Africa, Belgian Congo, Kenya<br>
					+4 PUs if Allies control 3 out of 3 of Union of South Africa, India, Australia<br>
					* UK gains Paratroopers if at the end of Germany's 3rd, 4th or 5th turns, the Allies control Western Europe<br>
					* UK gains AA Radar if at the end their 3rd or 4th turn, the Allies control 4 out of 5 of
						Union of South Africa, Gibraltar, Anglo Egypt, India, Australia<br>
					<br>
					<i>Soviet Union: The Great Patriotic War-</i><br>
					+4 PUs if Soviets control 3 out of 5 of Norway, Eastern Europe, East Balkans, Ukraine S.S.R., Belorussia<br>
					+4 PUs if Soviets control Archangel and no allied forces in Soviet controlled land territories<br>
					+2 PUs AND +2 Tech Token, only once, if Soviets control Norway or East Balkans<br>
					* Soviet's artillery gain the ability to support 2 infantry on attack If at the end of their 3rd or 4th turn, the Soviets control
						Karelia S.S.R. and Caucus (this effect can be doubled to 4 infantry supported if Russia gets Improved Artillery technology)<br>
					* Soviets gain, only once, an additional 3 infantry in Yakut S.S.R. if at the beginning of their turn, Japan controls any original Russian territory<br>
					* Soviets gain control of any American land units that are in Archangel at the end of America's turn<br>
					* Soviets have double chance of getting Improved Artillery when rolling for tech<br>
					* Soviets destroy their industrial production (PUs) instead of letting it be captured, when they lose their capital<br>
					* Soviets destroy their AA Guns instead of letting them be captured<br>
					<br>
					<i>China: Chinese Resistance & The Flying Tigers </i><br>
					+1 infantry for every two territories controlled by China at the end of her turn, rounded up. May only place a max of 2 units per territory per turn.
						All units must be place in a territory with less than 4 Chinese units<br>
					+4 PUs and the ability to produce extra units, if Allies control Sinkiang, Central China, India.
						May use this money to produce a limited selection of units. May purchase tanks and fighters if these territories are controlled.<br>
					* China gains 1 infantry in Sinkiang if at the beginning of their turn, there are no enemy units in 3 out of 6 of
						Sinkiang, Central China, China, Manchuria, Kwangtung, French Indochina. This unit is given at the beginning of combat move step, and can not be moved until next turn.<br>
					* No Chinese Units, including the Chinese Fighter may leave Chinese territory: Sinkiang, Central China, China, Manchuria, Kwangtung, French Indochina
						(this means no entering sea zones), unless the Japanese capital has fallen once<br>
					* Chinese destroy any non-combat units they would otherwise capture (factories, aa guns, harbours, airfields)<br>
					<br>
					<br>
					<b>Technology</b><br>
					*** Air/Naval Tech ***<br>
					SUPER SUBS- submarine units get +1 attack<br>
					JET POWER- fighters and air transports get +1 attack<br>
					IMPROVED SHIPYARDS- naval units are cheaper<br>
					AA RADAR- AA hit on 2 or less<br>
					LONG RANGE AIRCRAFT- aircraft range increased by 1<br>
					HEAVY BOMBER- roll 2 dice for each bomber attack (if LHTR enabled: rolls 2 dice and selects the best one, StratBombing adds one to result)<br>
					<br>
					*** Land/Production Tech ***<br>
					IMPROVED ARTILLERY SUPPORT- artillery support 2 infantry (double the support given)<br>
					ROCKETS- AA conduct rocket attacks for 1d6 damage to production (each factory may only be targetted once per turn by one rocket, and only 1 rocket in each territory may fire)<br>
					PARATROOPERS- each bomber may carry 1 infantry into combat (must stop in first enemy territory it reaches)<br>
					INCREASED FACTORY PRODUCTION- factories produce 2 additional units (if territory value is 3 or greater), repairs 1/2 price<br>
					WAR BONDS- collect an 1d6 extra PUs each turn<br>
					MECHANIZED INFANTRY- tanks may carry 1 infantry each for 2 spaces<br>
					<br>
					*** Submarine Technology ***<br>
					REINFORCED HULLS- submarines get +2 defense (only shows up in battles)<br>
					WOLF PACK TACTICS- submarines get +1 attack and +1 defense (only shows up in battles)<br>
					<br>
					<br>Each nation has at least one technology that they can not research. This is shown by a "-" in the research tab.
						The Germans can't research War Bonds, Japanese can't get Shipyards, Russians can't get Paratroopers,
						British can't get Mechanized Inf, Americans can't get Rockets, and Italians can't get about half of the techs.
						Also, UK, Russia, and Italy get Destroyers Bombard instead of Super Subs.
					<br>
					<br>
					<b>Victory Conditions</b><br>
					Total Victory - 15 Victory Cities<br>
					Projection of Power - 11 Victory Cities<br>
					Axis can achieve a Triggered Victory by controlling all 4 of Germany, Japan, United Kingdom, and Russia.<br>
					Allies can achieve a Triggered Victory by controlling all 4 of United Kingdom, Eastern United States, Germany, and Japan.<br>
					<br>
					<br>
					<br>
					<br><b>Major Differences Between ww2v2 revised and ww2v3</b>
					<br>1.  In ww2v2 transport units are just like any other unit, and can be used as fodder by being taken casualty first in combat, however in ww2v3 style rules, transports have no defense power and may only be taken casualty after all other non-transport ships are dead.
					<br>2.  In ww2v2, you can build fighters on carriers if you build both at the same time, and if you build a carrier you can move existing fighters to carriers when you build a carrier in the adjacent sea zone. In ww2v3, you can build new fighters onto existing
							carriers as well as new carriers, but you may not move existing fighters onto new carriers, as instead you can non-combat move the fighters to where the carrier will be built, then place the carrier under it.
					<br>3.  In ww2v2, when you strategic bomb or rocket a factory, you immediately reduce the enemy's PUs. In ww2v3, you do damage to the factory, up to twice the value of the territory.
							Each point of damage reduces the number of units that can be produced there by 1. The player may repair the damage during their purchase phase.
					<br>4.  In ww2v2, when you fly over a territory with an AA Gun, the gun gets to fire at each aircraft. In ww2v3, the AA Gun only fires when you attack or bomb the territory it is in.
					<br>5.  In ww2v2, submarines and transports block the movement of other sea units. In ww2v3, submarines and transports do not block the movement of other sea units, and may be bypassed or attacked.
					<br>6.  In ww2v2, technology is rolled for, and if you miss nothing happens. In ww2v3, you buy tech tokens, and at the beginning of your turn you roll for each of your tokens. If you roll a 6, you discard all tokens and roll a second time to see which technology you get.
					<br>7.  In ww2v2, no land units may retreat from an amphibious assault. In ww2v3, the non-amphibious units may retreat.
					<br>8.  In ww2v2, bombardment immediately kills units, and you are allowed infinite bombardments. In ww2v3, a unit hit by bombard may return fire against the attacking units before dying, and the number of bombards is limited to the number of land units being dropped off from that sea zone.
					<br>9.  In ww2v2, air units can hit submarines. In ww2v3, an owned destroyer must be present for air units to hit submarines.
					<br>10. In ww2v2, submarines may choose to submerge at the end of each round of combat. In ww2v3, they may choose to submerge before each round of combat (and consequently, you can't kill them without a destroyer).
					<br>11. In ww2v2, submarines fire at the beginning of combat, and if there is no enemy destroyer then any casualties are removed immediately. In ww2v3, submarines get their surprise strike both on offense and defense, and both can be nullified by the presence of an enemy destroyer
							(so in ww2v3, if attacking an enemy sub, the attacker with a sub + destroyer, who's sub hits, would immediately kill the defending sub with no chance for it to return fire).
					<br>
					<br>
					<br><b>Differences for LHTR rules</b>
					<br>1. Technology is activated during the Place-Units phase (at the end of the turn rather then the beginning).
					<br>2. Heavy Bombers roll 2 dice, selecting best one. If strategic bombing, select best of two dice, then add '1' to the result.
					<br>3. Super Subs get a bonus of '1' to defense in addition to the bonus of '1' to attack.
					<br>4. LHTR uses same fighter-carrier rules, and aaGun rules, as ww2v3.
					<br>
					<br>
					<br><b>Generic How-To-Play</b>
					<br>The game is made up of rounds, during a round each player gets to do a number of steps/phases.
					<br>The phases are, in order: Research Technology, Repair Factories and Purchase Units, Combat Movement, Resolve Battles, Non-Combat Movement, Place Units.
					<br>At the beginning of your turn, you purchase units. At the end of the turn, you get to place those units in territories you own that have a factory.
					<br>During Combat Movment, you move any units to attack enemy units and territories. During Non-Combat Movement, you may move any units that have movement left (attacking an enemy remove any movement of land and sea units, but not air units).
					<br>Battles happen by use of dice. A unit has a certain attack power, and you roll a dice for each unit. If your dice is equal or less than the attack power of the unit, you have scored a hit.
						So for example, a tank attacks on 3. For it, you will roll a single die, and if you score 1-3 on the die you have hit the enemy, while if you score 4-6 you have missed the enemy. An infantry defends on 2, so a roll of 1-2 is a hit, while 3-6 are misses.
					<br>After the attacker has rolled dice for each of his units, the defender tallies the total number of 'hits' and then selects which of his defending units will die later. After this, the defender rolls for his units and the attacker selects which of his units will die.
						When both have finished rolling, the units selected to die are removed from the game. If there are no more attackers left, then the defender has won, and if there are no more defenders left, then the attacker has won and he moves his remaining attacking units into that territory.
						If both players have units left still, the attack may choose to play another round of battle, or retreat all his remaining forces to a territory where at least one of his forces came from.
					<br>Players must work with their allies to destroy the enemies, with the game ending when one side surrenders or certain conditions are met (like having captured a clear majority of the major cities).
					<br>
					<br>
					<br>Credits for original POS:
					<br>Triplelk, DMA02, Iron Cross, Aibrahim, SGB, KC1189, Zero Pilot, Tactics, Underdog
					<br>A mod by Veqryn
					<br>Many of the new properties and options were coded by Veqryn.
					<br>A personal thank you to Squid Daddy and ComradeKev for coding some of the new features that this map shows off
					<br>Relief Tiles by Conarymor.
					<br>Only actual unit changes: some destroyers turned into cruisers, and a German destroyer added to sz5, German sub in sz8 moved to sz7.
					<br>The AIs are meant to be bad at this map, please don't tell me the AIs are bad at this map.
				]]></value>
    </property>
  </propertyList>
</game>
