<?xml version="1.0"?>
<settings>
<game worldSize="54" minZoom="2" maxZoom="4" defaultZoom="3" zoomStep="1" inGameDaySeconds="82800" avatarScale="0.5" walkSpeed="8.33" playerWalkSpeed="8.33" NPCWalkSpeed="4.16" foodUsedPerEnergy="0.25" buildMultiplier="1" growMultiplier="1" witherMultiplier="2.2" witherRandomRange="0.5" witherRefundMultiplier="0.5" tutorialDelaySeconds="7" sellBackRatio="0.2" buyXpGainRatio="0.00" buyXpGainMin="0" backgroundMusicUrl="assets/sounds/music/MUSIC_Main_Theme.mp3" wishlistSize="5" missionXp="5" missionCoins="20" missionFriendLimit="20" missionFertilizerLimit="20" missionXpLimit="1" missionCoinsLimit="5" missionFeedCount="5" startingEnergy="10" startingEnergyMax="10" startingCoins="5000" startingCrowns="13" startingGems="0" startingGemsMax="1000" startingHappiness="0" startingHappinessMax="2000" startingLevel="1" startingXp="0" startingPosX="32" startingPosY="81" defaultCostOverride="1" buildingSpeedupCostMultiplier="1" buildingSpeedupTimeMultiplier="0.8" buildingSpeedupMaxCount="5" fidgetIntervalMinSeconds="30" fidgetIntervalMaxSeconds="60" idleMissionTime="600" raffleLowLevel="5" raffleLowMoney="100" raffleLowAward="100" raffleThreshold="10000" bookmarkRewardMaxLevel="30" bookmarkCoinsPerLevel="100" sellLockLevel="0" highestLevel="70" minSeededPlots="10" maxInventoryCapacity="100" missionPerUserTimeLimit="86400" fertilizerPerUserTimeLimit="86400" giftingPerUserTimeLimit="14400" giftingRedirectFromPlayTimeout="14400" fanRedirectFromPlayTimeout="14400" hideGiftNotifyTimeout="14400" inviteRedirectFromPlayTimeout="3600" maxGiftLimit="30" maxNeighbors="300" giftMissionTime="60" giftMissionTimeRange="300" addNeighborTime="15" genericAdLevel="7" feedCallbackTimeOut="15" firstDayTimer="3600" shortStoryTimeout="2" activePromotion="PromoNonBuyer" promoDialogDelay="300" promoWaitTime="172800" promoExpirationTime="600" promoUserAge="10" promoUserLevel="5" promoGiftItem="foodcart" prePopulateNeighborsMax="50" featureFrequency="86400" playBackground="ff4b8436" prePopulateStartingNeighborsMax="50" initialDialogDelay="2" initialDialogString="Once Upon a Time..." initialDialogQuest="" maxConcurrentNeighborsPlayingBackHelp="5" onscreenNeighborMax="2" minNeighborTimeOnScreen="120" minNeighborTimeOffScreen="120" maxNeighborWithoutActionCount="5" initialMaxHappiness="0" happinessPerNPC="100" ClientSideValidation="false" freeEnergyItemAward="Cons_EnergyItem1" maxViralSend="50" minViralSend="15" neighborMenuHideDuration="1.0" maxReputation="100" neighborActionExpiration="86400" viralSendTimeout="10.0" marketLandingPageLevel="3" dbid="65" nobilityRefreshCount="4"/>
<levels dbid="66">
  <level num="1" title="tit:{Champion of Logging In}" requiredXP="0" maxHappiness="100" maxEnergy="10" maxFarms="30" maxChickens="4" maxCows="2" maxGenericHouses="2" maxCastleDecos="10" maxCraftingSupportBuildings="1" maxCraftingBuildings="1" maxProductionBuildings="1" maxBeasties="1" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="1" maxBarracks="1" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp1"/>
    </effects>
  </level>
  <level num="2" title="tit:{Regal Newbie}" requiredXP="10" maxHappiness="100" maxEnergy="15" maxFarms="30" maxChickens="4" maxCows="2" maxGenericHouses="2" maxCastleDecos="10" maxCraftingSupportBuildings="2" maxCraftingBuildings="1" maxProductionBuildings="1" maxBeasties="1" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="1" maxBarracks="1" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp2"/>
    </effects>
  </level>
  <level num="3" title="tit:{Proud Peasant}" requiredXP="35" maxHappiness="100" maxEnergy="20" maxFarms="30" maxChickens="4" maxCows="2" maxGenericHouses="3" maxCastleDecos="10" maxCraftingSupportBuildings="2" maxCraftingBuildings="2" maxProductionBuildings="2" maxBeasties="1" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="1" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp3"/>
    </effects>
  </level>
  <level num="4" title="tit:{Sassy Serf}" requiredXP="80" maxHappiness="100" maxEnergy="25" maxFarms="30" maxChickens="4" maxCows="4" maxGenericHouses="3" maxCastleDecos="10" maxCraftingSupportBuildings="2" maxCraftingBuildings="2" maxProductionBuildings="2" maxBeasties="1" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="1" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp4"/>
    </effects>
  </level>
  <level num="5" title="tit:{Jubilant Jester}" requiredXP="150" maxHappiness="200" maxEnergy="25" maxFarms="30" maxChickens="25" maxCows="25" maxGenericHouses="4" maxCastleDecos="10" maxCraftingSupportBuildings="3" maxCraftingBuildings="2" maxProductionBuildings="2" maxBeasties="1" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="1" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp5"/>
    </effects>
  </level>
  <level num="6" title="tit:{Student of Rule}" requiredXP="250" maxHappiness="200" maxEnergy="25" maxFarms="30" maxChickens="25" maxCows="25" maxGenericHouses="4" maxCastleDecos="10" maxCraftingSupportBuildings="3" maxCraftingBuildings="2" maxProductionBuildings="2" maxBeasties="2" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="1" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp6"/>
    </effects>
  </level>
  <level num="7" title="tit:{Plucky Page}" requiredXP="390" maxHappiness="200" maxEnergy="25" maxFarms="30" maxChickens="25" maxCows="25" maxGenericHouses="5" maxCastleDecos="10" maxCraftingSupportBuildings="3" maxCraftingBuildings="2" maxProductionBuildings="2" maxBeasties="2" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp7"/>
    </effects>
  </level>
  <level num="8" title="tit:{Salty Squire}" requiredXP="590" maxHappiness="200" maxEnergy="25" maxFarms="30" maxChickens="25" maxCows="25" maxGenericHouses="5" maxCastleDecos="10" maxCraftingSupportBuildings="4" maxCraftingBuildings="3" maxProductionBuildings="3" maxBeasties="2" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp8"/>
    </effects>
  </level>
  <level num="9" title="tit:{Valiant Vassal}" requiredXP="870" maxHappiness="200" maxEnergy="25" maxFarms="30" maxChickens="25" maxCows="25" maxGenericHouses="6" maxCastleDecos="10" maxCraftingSupportBuildings="4" maxCraftingBuildings="3" maxProductionBuildings="3" maxBeasties="2" maxRats="1" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp9"/>
    </effects>
  </level>
  <level num="10" title="tit:{Naive Knave}" requiredXP="1260" maxHappiness="200" maxEnergy="25" maxFarms="35" maxChickens="25" maxCows="25" maxGenericHouses="6" maxCastleDecos="12" maxCraftingSupportBuildings="4" maxCraftingBuildings="3" maxProductionBuildings="3" maxBeasties="2" maxRats="2" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="30" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="1" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp10"/>
    </effects>
  </level>
  <level num="11" title="tit:{Imperfect Prefect}" requiredXP="1700" maxHappiness="300" maxEnergy="25" maxFarms="35" maxChickens="25" maxCows="25" maxGenericHouses="7" maxCastleDecos="12" maxCraftingSupportBuildings="5" maxCraftingBuildings="3" maxProductionBuildings="3" maxBeasties="2" maxRats="2" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp11"/>
    </effects>
  </level>
  <level num="12" title="tit:{Herald of Glee}" requiredXP="2225" maxHappiness="300" maxEnergy="25" maxFarms="35" maxChickens="25" maxCows="25" maxGenericHouses="7" maxCastleDecos="12" maxCraftingSupportBuildings="5" maxCraftingBuildings="3" maxProductionBuildings="3" maxBeasties="2" maxRats="2" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp12"/>
    </effects>
  </level>
  <level num="13" title="tit:{Merry Minstrel}" requiredXP="2800" maxHappiness="300" maxEnergy="25" maxFarms="35" maxChickens="25" maxCows="25" maxGenericHouses="8" maxCastleDecos="12" maxCraftingSupportBuildings="5" maxCraftingBuildings="4" maxProductionBuildings="4" maxBeasties="2" maxRats="2" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp13"/>
    </effects>
  </level>
  <level num="14" title="tit:{Stone Cold Steward}" requiredXP="3500" maxHappiness="300" maxEnergy="25" maxFarms="35" maxChickens="25" maxCows="25" maxGenericHouses="8" maxCastleDecos="12" maxCraftingSupportBuildings="6" maxCraftingBuildings="4" maxProductionBuildings="4" maxBeasties="2" maxRats="2" maxWolves="1" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="1">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp14"/>
    </effects>
  </level>
  <level num="15" title="tit:{Rowdy Royal}" requiredXP="4275" maxHappiness="300" maxEnergy="25" maxFarms="40" maxChickens="25" maxCows="25" maxGenericHouses="9" maxCastleDecos="14" maxCraftingSupportBuildings="6" maxCraftingBuildings="4" maxProductionBuildings="4" maxBeasties="3" maxRats="2" maxWolves="2" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp15"/>
    </effects>
  </level>
  <level num="16" title="tit:{Discount Viscount}" requiredXP="5175" maxHappiness="110" maxEnergy="25" maxFarms="40" maxChickens="25" maxCows="25" maxGenericHouses="9" maxCastleDecos="14" maxCraftingSupportBuildings="6" maxCraftingBuildings="4" maxProductionBuildings="4" maxBeasties="3" maxRats="2" maxWolves="2" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp16"/>
    </effects>
  </level>
  <level num="17" title="tit:{Naughty Noble}" requiredXP="6200" maxHappiness="120" maxEnergy="25" maxFarms="40" maxChickens="25" maxCows="25" maxGenericHouses="10" maxCastleDecos="14" maxCraftingSupportBuildings="7" maxCraftingBuildings="4" maxProductionBuildings="4" maxBeasties="3" maxRats="2" maxWolves="2" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp17"/>
    </effects>
  </level>
  <level num="18" title="tit:{Guardian of the Forest}" requiredXP="7400" maxHappiness="130" maxEnergy="25" maxFarms="40" maxChickens="25" maxCows="25" maxGenericHouses="10" maxCastleDecos="14" maxCraftingSupportBuildings="7" maxCraftingBuildings="5" maxProductionBuildings="5" maxBeasties="3" maxRats="2" maxWolves="2" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="1" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp18"/>
    </effects>
  </level>
  <level num="19" title="tit:{Venerable Vizier}" requiredXP="8775" maxHappiness="140" maxEnergy="25" maxFarms="40" maxChickens="25" maxCows="25" maxGenericHouses="11" maxCastleDecos="14" maxCraftingSupportBuildings="7" maxCraftingBuildings="5" maxProductionBuildings="5" maxBeasties="3" maxRats="2" maxWolves="2" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp19"/>
    </effects>
  </level>
  <level num="20" title="tit:{Shepherd of the People}" requiredXP="10350" maxHappiness="150" maxEnergy="25" maxFarms="45" maxChickens="25" maxCows="25" maxGenericHouses="11" maxCastleDecos="16" maxCraftingSupportBuildings="8" maxCraftingBuildings="5" maxProductionBuildings="5" maxBeasties="3" maxRats="3" maxWolves="2" maxThieves="1" maxGoblins="1" maxWalls="40" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp20"/>
    </effects>
  </level>
  <level num="21" title="tit:{Awesome Ambassador}" requiredXP="12150" maxHappiness="160" maxEnergy="25" maxFarms="45" maxChickens="25" maxCows="25" maxGenericHouses="12" maxCastleDecos="16" maxCraftingSupportBuildings="10" maxCraftingBuildings="5" maxProductionBuildings="5" maxBeasties="3" maxRats="3" maxWolves="2" maxThieves="1" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp21"/>
    </effects>
  </level>
  <level num="22" title="tit:{Rightful Heir}" requiredXP="14050" maxHappiness="170" maxEnergy="25" maxFarms="45" maxChickens="25" maxCows="25" maxGenericHouses="12" maxCastleDecos="16" maxCraftingSupportBuildings="10" maxCraftingBuildings="5" maxProductionBuildings="5" maxBeasties="3" maxRats="3" maxWolves="3" maxThieves="1" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="1" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp22"/>
    </effects>
  </level>
  <level num="23" title="tit:{Happy Highness}" requiredXP="16050" maxHappiness="180" maxEnergy="25" maxFarms="45" maxChickens="25" maxCows="25" maxGenericHouses="13" maxCastleDecos="16" maxCraftingSupportBuildings="11" maxCraftingBuildings="6" maxProductionBuildings="6" maxBeasties="3" maxRats="3" maxWolves="3" maxThieves="1" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp23"/>
    </effects>
  </level>
  <level num="24" title="tit:{Distinguished Diplomat}" requiredXP="18150" maxHappiness="190" maxEnergy="25" maxFarms="45" maxChickens="25" maxCows="25" maxGenericHouses="13" maxCastleDecos="16" maxCraftingSupportBuildings="11" maxCraftingBuildings="6" maxProductionBuildings="6" maxBeasties="3" maxRats="3" maxWolves="3" maxThieves="1" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp24"/>
    </effects>
  </level>
  <level num="25" title="tit:{Lucky Liege}" requiredXP="20350" maxHappiness="200" maxEnergy="25" maxFarms="50" maxChickens="25" maxCows="25" maxGenericHouses="14" maxCastleDecos="18" maxCraftingSupportBuildings="11" maxCraftingBuildings="6" maxProductionBuildings="6" maxBeasties="4" maxRats="3" maxWolves="3" maxThieves="1" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp25"/>
    </effects>
  </level>
  <level num="26" title="tit:{Saucy Scion}" requiredXP="22650" maxHappiness="220" maxEnergy="25" maxFarms="50" maxChickens="25" maxCows="25" maxGenericHouses="14" maxCastleDecos="18" maxCraftingSupportBuildings="12" maxCraftingBuildings="6" maxProductionBuildings="6" maxBeasties="4" maxRats="3" maxWolves="3" maxThieves="1" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="1" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp26"/>
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  </level>
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  <level num="28" title="tit:{Bane of Beasties}" requiredXP="27600" maxHappiness="260" maxEnergy="25" maxFarms="50" maxChickens="25" maxCows="25" maxGenericHouses="15" maxCastleDecos="18" maxCraftingSupportBuildings="12" maxCraftingBuildings="7" maxProductionBuildings="7" maxBeasties="4" maxRats="3" maxWolves="3" maxThieves="2" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="29" title="tit:{August Aristocrat}" requiredXP="30300" maxHappiness="280" maxEnergy="25" maxFarms="50" maxChickens="25" maxCows="25" maxGenericHouses="16" maxCastleDecos="18" maxCraftingSupportBuildings="13" maxCraftingBuildings="7" maxProductionBuildings="7" maxBeasties="4" maxRats="3" maxWolves="3" maxThieves="2" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="30" title="tit:{Keeper of the Kingdom}" requiredXP="33100" maxHappiness="300" maxEnergy="25" maxFarms="55" maxChickens="25" maxCows="25" maxGenericHouses="16" maxCastleDecos="20" maxCraftingSupportBuildings="13" maxCraftingBuildings="7" maxProductionBuildings="7" maxBeasties="5" maxRats="3" maxWolves="3" maxThieves="2" maxGoblins="1" maxWalls="50" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="1" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="31" title="tit:{Legendary Leader}" requiredXP="36050" maxHappiness="320" maxEnergy="25" maxFarms="55" maxChickens="25" maxCows="25" maxGenericHouses="17" maxCastleDecos="20" maxCraftingSupportBuildings="13" maxCraftingBuildings="7" maxProductionBuildings="7" maxBeasties="5" maxRats="3" maxWolves="3" maxThieves="2" maxGoblins="1" maxWalls="60" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="32" title="tit:{Eminence of Joy}" requiredXP="39150" maxHappiness="340" maxEnergy="25" maxFarms="55" maxChickens="25" maxCows="25" maxGenericHouses="17" maxCastleDecos="20" maxCraftingSupportBuildings="14" maxCraftingBuildings="7" maxProductionBuildings="7" maxBeasties="5" maxRats="3" maxWolves="3" maxThieves="2" maxGoblins="1" maxWalls="60" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="33" title="tit:{Peace Bringer}" requiredXP="42400" maxHappiness="360" maxEnergy="25" maxFarms="55" maxChickens="25" maxCows="25" maxGenericHouses="18" maxCastleDecos="20" maxCraftingSupportBuildings="14" maxCraftingBuildings="8" maxProductionBuildings="8" maxBeasties="5" maxRats="3" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="60" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="34" title="tit:{Most Excellent Excellency}" requiredXP="45800" maxHappiness="380" maxEnergy="25" maxFarms="55" maxChickens="25" maxCows="25" maxGenericHouses="18" maxCastleDecos="20" maxCraftingSupportBuildings="14" maxCraftingBuildings="8" maxProductionBuildings="8" maxBeasties="5" maxRats="3" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="60" maxCathedral="1" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="35" title="tit:{Beacon of Light}" requiredXP="49400" maxHappiness="400" maxEnergy="25" maxFarms="60" maxChickens="25" maxCows="25" maxGenericHouses="19" maxCastleDecos="22" maxCraftingSupportBuildings="15" maxCraftingBuildings="8" maxProductionBuildings="8" maxBeasties="5" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="60" maxCathedral="2" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="36" title="tit:{Crown of Renown}" requiredXP="53150" maxHappiness="450" maxEnergy="25" maxFarms="60" maxChickens="25" maxCows="25" maxGenericHouses="19" maxCastleDecos="22" maxCraftingSupportBuildings="15" maxCraftingBuildings="8" maxProductionBuildings="8" maxBeasties="5" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="60" maxCathedral="2" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="37" title="tit:{Sexy Sovereign}" requiredXP="57100" maxHappiness="500" maxEnergy="25" maxFarms="60" maxChickens="25" maxCows="25" maxGenericHouses="20" maxCastleDecos="22" maxCraftingSupportBuildings="15" maxCraftingBuildings="8" maxProductionBuildings="8" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="60" maxCathedral="2" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="38" title="tit:{Majestic Monarch}" requiredXP="61250" maxHappiness="550" maxEnergy="25" maxFarms="60" maxChickens="25" maxCows="25" maxGenericHouses="20" maxCastleDecos="22" maxCraftingSupportBuildings="16" maxCraftingBuildings="9" maxProductionBuildings="9" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="60" maxCathedral="2" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="1" maxVault="2" maxThroneRoom="2">
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  <level num="39" title="tit:{Emperor of Wow}" requiredXP="65600" maxHappiness="600" maxEnergy="25" maxFarms="60" maxChickens="25" maxCows="25" maxGenericHouses="21" maxCastleDecos="22" maxCraftingSupportBuildings="16" maxCraftingBuildings="9" maxProductionBuildings="9" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="60" maxCathedral="2" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="2" maxVault="2" maxThroneRoom="2">
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  <level num="40" title="tit:{Defender of the Realm}" requiredXP="70150" maxHappiness="650" maxEnergy="25" maxFarms="65" maxChickens="25" maxCows="25" maxGenericHouses="21" maxCastleDecos="24" maxCraftingSupportBuildings="16" maxCraftingBuildings="9" maxProductionBuildings="9" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="60" maxCathedral="2" maxDungeon="2" maxMaidenTower="2" maxBarracks="2" maxLibrary="2" maxWizardKeep="2" maxOperaHouse="2" maxObservatory="2" maxVault="2" maxThroneRoom="2">
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  <level num="42" requiredXP="54600" maxHappiness="650" maxEnergy="25" maxGenericHouses="42" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
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  <level num="43" requiredXP="61550" maxHappiness="650" maxEnergy="25" maxGenericHouses="43" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
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    </effects>
  </level>
  <level num="93" requiredXP="1585900" maxHappiness="650" maxEnergy="25" maxGenericHouses="93" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp40"/>
    </effects>
  </level>
  <level num="94" requiredXP="1669400" maxHappiness="650" maxEnergy="25" maxGenericHouses="94" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp40"/>
    </effects>
  </level>
  <level num="95" requiredXP="1757100" maxHappiness="650" maxEnergy="25" maxGenericHouses="95" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp40"/>
    </effects>
  </level>
  <level num="96" requiredXP="1849150" maxHappiness="650" maxEnergy="25" maxGenericHouses="96" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp40"/>
    </effects>
  </level>
  <level num="97" requiredXP="1945800" maxHappiness="650" maxEnergy="25" maxGenericHouses="97" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp40"/>
    </effects>
  </level>
  <level num="98" requiredXP="2047300" maxHappiness="650" maxEnergy="25" maxGenericHouses="98" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp40"/>
    </effects>
  </level>
  <level num="99" requiredXP="2153900" maxHappiness="650" maxEnergy="25" maxGenericHouses="99" maxCastleBuildings="20" maxCraftingBuildings="15" maxProductionBuildings="20" maxBeasties="6" maxRats="4" maxWolves="3" maxThieves="2" maxGoblins="2" maxWalls="225" maxCathedral="3" maxDungeon="4" maxMaidenTower="7" maxBarracks="5" maxLibrary="6" maxWizardKeep="4" maxOperaHouse="3" maxObservatory="3" maxVault="5" maxThroneRoom="4">
    <effects>
      <GenerateLootFromTable tableName="LevelUpTable_01" position="[player.avatar.position]"/>
      <OpenUIDialog dialog="LevelUpDialog"/>
      <GrantAchievement achievement="dLevelUp40"/>
    </effects>
  </level> -->
</levels>
<preloader low="1" high="2" url="assets/preloader/current_" dbid="67"/>
<inventory dbid="68">
  <allowedClass type="MapResource"/>
</inventory>
<marketmenu dbid="69">
  <menuitem type="crop"/>
  <menuitem type="animal"/>
  <menuitem type="building"/>
  <menuitem type="decoration"/>
  <menuitem type="road"/>
  <menuitem type="consumable"/>
  <menuitem type="castle"/>
</marketmenu>
<dooberStreak expire_time="6" warning_time="2" multiplier="1.0" dbid="70">
  <tier num="1" threshold="4" bonus_per_click="1" reward_value="10"/>
  <tier num="2" threshold="9" bonus_per_click="1" reward_value="20"/>
  <tier num="3" threshold="15" bonus_per_click="1" reward_value="30"/>
  <tier num="4" threshold="22" bonus_per_click="1" reward_value="40"/>
  <tier num="5" threshold="30" bonus_per_click="1" reward_value="50"/>
  <tier num="6" threshold="39" bonus_per_click="1" reward_value="60"/>
  <tier num="7" threshold="49" bonus_per_click="1" reward_value="70"/>
  <tier num="8" threshold="60" bonus_per_click="1" reward_value="80"/>
  <tier num="9" threshold="72" bonus_per_click="1" reward_value="90"/>
  <tier num="10" threshold="85" bonus_per_click="1" reward_value="100"/>
</dooberStreak>
<effects dbid="71">
  <effect name="poof" appearFrame="2">
    <image className="AnimatedBitmap" numFrames="5" frameWidth="277" frameHeight="230" fps="10" offsetX="0" offsetY="-50">
      <asset name="cloud" url="assets/Effects/Poof_01/Poof_01_Animation.png"/>
    </image>
  </effect>
  <effect name="pixieDust">
    <image name="pixieDust" direction="ALL" url="assets/UI/Icons/Resources/TwinkleStar_01.png"/>
  </effect>
  <effect name="fireworkRed">
    <image className="AnimatedBitmap" numFrames="4" frameWidth="128.0" frameHeight="128.0" fps="10.0" direction="ALL">
      <asset name="fireworkRed" url="assets/Effects/Fireworks_01/Red.png"/>
    </image>
  </effect>
  <effect name="fireworkBlue">
    <image className="AnimatedBitmap" numFrames="4" frameWidth="128.0" frameHeight="128.0" fps="10.0" direction="ALL">
      <asset name="fireworkRed" url="assets/Effects/Fireworks_01/Blue.png"/>
    </image>
  </effect>
  <effect name="fireworkPurple">
    <image className="AnimatedBitmap" numFrames="4" frameWidth="128.0" frameHeight="128.0" fps="10.0" direction="ALL">
      <asset name="fireworkRed" url="assets/Effects/Fireworks_01/Purple.png"/>
    </image>
  </effect>
  <effect name="confetti">
    <image className="static" numFrames="1" frameWidth="81.0" frameHeight="72.0" fps="1.0" direction="ALL">
      <asset name="confetti1" url="assets/Effects/Confetti_01/Confetti_01_0001.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="49.0" frameHeight="56.0" fps="1.0" direction="ALL">
      <asset name="confetti2" url="assets/Effects/Confetti_01/Confetti_01_0002.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="64.0" frameHeight="28.0" fps="1.0" direction="ALL">
      <asset name="confetti3" url="assets/Effects/Confetti_01/Confetti_01_0003.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="53.0" frameHeight="49.0" fps="1.0" direction="ALL">
      <asset name="confetti" url="assets/Effects/Confetti_01/Confetti_01_0004.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="40.0" frameHeight="43.0" fps="1.0" direction="ALL">
      <asset name="confetti4" url="assets/Effects/Confetti_01/Confetti_01_0005.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="50.0" frameHeight="85.0" fps="1.0" direction="ALL">
      <asset name="confetti5" url="assets/Effects/Confetti_01/Confetti_01_0006.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="127.0" frameHeight="90.0" fps="1.0" direction="ALL">
      <asset name="confetti6" url="assets/Effects/Confetti_01/Confetti_01_0007.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="42.0" frameHeight="122.0" fps="1.0" direction="ALL">
      <asset name="confetti7" url="assets/Effects/Confetti_01/Confetti_01_0008.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="51.0" frameHeight="77.0" fps="1.0" direction="ALL">
      <asset name="confetti8" url="assets/Effects/Confetti_01/Confetti_01_0009.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="31.0" frameHeight="38.0" fps="1.0" direction="ALL">
      <asset name="confetti9" url="assets/Effects/Confetti_01/Confetti_01_0010.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="28.0" frameHeight="41.0" fps="1.0" direction="ALL">
      <asset name="confetti10" url="assets/Effects/Confetti_01/Confetti_01_0011.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="36.0" frameHeight="39.0" fps="1.0" direction="ALL">
      <asset name="confetti11" url="assets/Effects/Confetti_01/Confetti_01_0012.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="38.0" frameHeight="25.0" fps="1.0" direction="ALL">
      <asset name="confetti12" url="assets/Effects/Confetti_01/Confetti_01_0013.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="33.0" frameHeight="33.0" fps="1.0" direction="ALL">
      <asset name="confetti13" url="assets/Effects/Confetti_01/Confetti_01_0014.png"/>
    </image>
    <image className="static" numFrames="1" frameWidth="43.0" frameHeight="23.0" fps="1.0" direction="ALL">
      <asset name="confetti14" url="assets/Effects/Confetti_01/Confetti_01_0015.png"/>
    </image>
  </effect>
</effects>
<buffs dbid="733">
  <buff name="default" icon="assets/Environment/old_boot_01.png"/>
  <buff name="fertilize" icon="assets/Environment/old_boot_01.png"/>
  <buff name="superchop" icon="assets/Environment/old_boot_01.png"/>
</buffs>
<state_machine_settings state_duration_scale="1.0" dbid="735"/>
<viewport dbid="757">
  <zoomSettings defaultZoom="1">
    <!--  zoom scale of 1 means 1:1 pixel ratio.  zoom scale of 0.5 means zoomed out and only showing half of the pixels -->
    <!--  list your zoom settings from most zoomed out to most zoomed in. -->
    <zoom scale="0.75"/>
    <zoom scale="1"/>
    <!--zoom scale="1.25"/-->
    <!--  <zoom scale="2"/> -->
  </zoomSettings>
</viewport>
<testquests dbid="887">
  <quest name="testQuest" dbid="815">
    <ui icon="assets/quests/Tom" feed="QuestCoinsSmall">
      <reward lootTable="TomQuestTable_01"/>
    </ui>
    <conditions>
      <condition lval="[player.resources.coins]" op="gte" rval="[5000]" icon="assets/quests/QuestGeneric.png" total="1" percent="false" key="1"/>
    </conditions>
    <onComplete>
      <effect type="GenerateLootFromTable" tableName="QuestCoinsSmall"/>
    </onComplete>
  </quest>
</testquests>
<globals dbid="941">
  <global name="one" val="[1]"/>
  <global name="beastie_radius" val="[1]"/>
  <!--Commenting out just in case we decide to go back and allow beasties to make actions cost more energy.-->
  <!--global name="beastie_energy" val="[add([1], [min([1],[num_category_near(beastie, [globals.beastie_radius], [target])])])]"/-->
  <global name="beastie_energy" val="[1]"/>
  <global name="nearby_beasties" val="[num_category_near(beastieanchor, [globals.beastie_radius], [target])]"/>
  <global name="current_happiness" val="[get_player_happiness([player])]"/>
  <global name="max_happiness" val="[get_player_max_happiness([player])]"/>
  <global name="happiness_percentage" val="[div([globals.current_happiness],[globals.max_happiness])]"/>
  <global name="happiness_bonus" val="[add([1],[globals.happiness_percentage])]"/>
  <global name="default_action_duration" val="0:02"/>
  <!-- global strings   should these be in a separate node? -->
  <global name="GloomRolloverTitle" val="GloomRolloverTitle:{Trapped Subject}"/>
  <global name="GloomRolloverMessage" val="GloomRolloverMessage:{Someone is in need of rescuing from the Gloom. Explore here to see who!}"/>
  <global name="EarlyUnlockCrownValue" val="[1]"/>
  <global name="maxReputation" val="100"/>
  <global name="maxCoins" val="5000000"/>
</globals>
<cursors dbid="985">
  <cursor key="artistry" asset="assets/UI/Cursors/CraftArtistry_01.png"/>
  <cursor key="build" asset="assets/UI/Cursors/Build_01.png"/>
  <cursor key="chop" asset="assets/UI/Cursors/Chop_01.png"/>
  <cursor key="clobber" asset="assets/UI/Cursors/Clobber_01.png"/>
  <cursor key="cooking" asset="assets/UI/Cursors/CraftCooking_01.png"/>
  <cursor key="default" asset="assets/UI/Cursors/cursor_default.png"/>
  <cursor key="feed" asset="assets/UI/Cursors/Feed_01.png"/>
  <cursor key="fish" asset="assets/UI/Cursors/Fish_01.png"/>
  <cursor key="forging" asset="assets/UI/Cursors/CraftForging_01.png"/>
  <cursor key="harvest" asset="assets/UI/Cursors/Harvest_01.png"/>
  <cursor key="magic" asset="assets/UI/Cursors/CraftMagic_01.png"/>
  <cursor key="mine" asset="assets/UI/Cursors/Mine_01.png"/>
  <cursor key="move" asset="assets/UI/Cursors/cursor_move.png"/>
  <cursor key="remove" asset="assets/UI/Cursors/cursor_remove.png"/>
  <cursor key="superGrow" asset="assets/UI/Cursors/SuperGrow_01.png"/>
  <cursor key="plant" asset="assets/UI/Cursors/CursorPlantDefault_01.png"/>
  <cursor key="grape" asset="assets/UI/Cursors/CursorGrapes_01.png"/>
  <cursor key="carrot" asset="assets/UI/Cursors/CursorCarrots_01.png"/>
  <cursor key="corn" asset="assets/UI/Cursors/CursorCorn_01.png"/>
  <cursor key="lettuce" asset="assets/UI/Cursors/CursorLettuce_01.png"/>
  <cursor key="potato" asset="assets/UI/Cursors/CursorPotato_01.png"/>
  <cursor key="strawberry" asset="assets/UI/Cursors/CursorStrawberries_01.png"/>
  <cursor key="wheat" asset="assets/UI/Cursors/CursorWheat_01.png"/>
  <cursor key="flax" asset="assets/UI/Cursors/CursorFlax_01.png"/>
  <cursor key="oat" asset="assets/UI/Cursors/CursorOat_01.png"/>
  <cursor key="tomato" asset="assets/UI/Cursors/CursorTomato_01.png"/>
  <cursor key="chilipepper" asset="assets/UI/Cursors/CursorChiliPepper_01.png"/>
  <cursor key="cotton" asset="assets/UI/Cursors/CursorCotton_01.png"/>
  <cursor key="cocoa" asset="assets/UI/Cursors/CursorCocoa_01.png"/>
  <cursor key="magicbean" asset="assets/UI/Cursors/CursorMagicBean_01.png"/>
  <cursor key="superChop" asset="assets/UI/Cursors/SuperChop_01.png"/>
  <cursor key="hyperCraft" asset="assets/UI/Cursors/HyperCraft_01.png"/>
  <cursor key="water" asset="assets/UI/Cursors/WateringCan_01.png"/>
</cursors>
<worldInit dbid="990">
  <!-- Do NOT check these in enabled. Only use these to setup a template world by pushing to sandbox. -->
  <!-- Use size to override the world size when setupNewGame is called on the world -->
  <!-- size x="108" y="108"/ -->
  <!-- Use sectionSize to override the expansion section size when setupNewGame is called on the world -->
  <!-- sectionSize x="12" y="12"/ -->
</worldInit>
<expansions dbid="1173">
  <expansion name="default">
    <costs>
      <cost resource="coins" amount="[expansion.coinsAmount]" description="[expansion.coinsAmount]" skip="[player.Fields.ExpansionCoinUnlock_[expansion.x]_[expansion.y]]"/>
      <cost item="GemsMaterial_01" amount="[expansion.gemsAmount]" description="[expansion.gemsAmount]"/>
    </costs>
    <onClick>
      <effect type="RaiseEvent" event="CheckExpansion_[expansion.x]_[expansion.y]"/>
      <if lval="[expansion.requiredNobility]" op="lte" rval="2100">
        <if lval="[isExpansionAdjacent([expansion.x], [expansion.y])]" op="eq" rval="[true]">
          <!--adjacent-->
          <if lval="[or([or([and([eq([expansion.requiredQuest],[null])],[eq([expansion.requiredLogic],[null])])],[and([eq([quest_completions([expansion.requiredQuest])],[true])],[eq([expansion.requiredLogic],[null])])])],[or([and([eq([expansion.requiredQuest],[null])],[eq([expansion.requiredLogic],[true])])],[and([eq([quest_completions([expansion.requiredQuest])],[true])],[eq([expansion.requiredLogic],[true])])])])]" op="eq" rval="[true]">
            <!-- quest completion: there are four cases to check -->
            <!-- requiredQuest is null AND requiredLogic is null, OR -->
            <!-- requiredQuest is complete AND requiredLogic is null, OR -->
            <!-- requiredQuest is null AND requiredLogic evaluates to true, OR -->
            <!-- reuqiredQuest is complete AND requiredLogic evaluates to true -->
            <if lval="[world.nobility]" op="gte" rval="[expansion.requiredNobility]">
              <!--nobility-->
              <!--<if lval="[expansion.costsMet]" op="eq" rval="[true]">
                    </if>-->
              <!--5-->
              <effect type="OpenUIDialog" dialog="ExpansionDialog" title="[loc(Dialogs, GloomedArea)]" message="[loc(Dialogs, ExpansionNow)]" coins="[expansion.coinsAmount]" gems="[expansion.gemsAmount]" nobility="[expansion.requiredNobility]" frame="[1]">
                <onAsk>
                  <effect type="PublishViral" viralName="CoreExpand_FeedAsk"/>
                </onAsk>
                <onSuccess>
                  <effect type="DisableExpansionInteraction"/>
                  <WalkTo target="[expansion]">
                    <effect type="EnableExpansionInteraction"/>
                    <effect type="BuyExpansion"/>
                    <effect type="GrantAchievement" achievement="Expand[expansion.x]_[expansion.y]"/>
                    <effect type="OpenUIDialog" dialog="GenericDialog" className="ExploredDialog" title="title_01:{Gloom Explored!}" message="congrats:{Congratulations! You've expanded and pushed back the Gloom!}" label_0="share_shard:{Share Crystal Shards}" showCancel="true">
                      <onSuccess>
                        <effect type="PublishViral" viralName="CoreExpand_FeedExpansionUnlocked"/>
                      </onSuccess>
                    </effect>
                    <effect type="RaiseEvent" event="BuyExpansion"/>
                    <effect type="PlayAnimation" target="Avatar" animation="cheer"/>
                    <effect type="GenerateLootFromTable" tableName="ExpansionEnergyTable_01" position="[player.avatar.position]"/>
                    <if lval="[expansion.x]" op="eq" rval="0">
                      <if lval="[expansion.y]" op="eq" rval="4">
                        <effect type="OpenUIDialog" dialog="GenericDialog" className="CharacterIntroDialog" title="izzyTitle:{Izadora: Fashionista}" label_1="label1:{Okay}" showCancel="false" message="message01_Izadora:{Hellooo, Izzy's in the Castle, and I'm ready to party! This is SO much better than being in the Gloom. Thanks for finding me!}" iconUrl="assets/UI/Icons/Characters/IzadoraIntro.zsci" customSound="sfx_character_intro"/>
                      </if>
                    </if>
                    <if lval="[expansion.beastieType]" op="neq" rval="[null]">
                      <if lval="[expansion.beastiePosition1]" op="neq" rval="[null]">
                        <effect type="SpawnItem" itemName="[expansion.beastieType]" position="[expansion.beastiePosition1]" strategy="false"/>
                      </if>
                      <if lval="[expansion.beastiePosition2]" op="neq" rval="[null]">
                        <effect type="SpawnItem" itemName="[expansion.beastieType]" position="[expansion.beastiePosition2]" strategy="false"/>
                      </if>
                      <if lval="[expansion.beastiePosition3]" op="neq" rval="[null]">
                        <effect type="SpawnItem" itemName="[expansion.beastieType]" position="[expansion.beastiePosition3]" strategy="false"/>
                      </if>
                    </if>
                  </WalkTo>
                </onSuccess>
              </effect>
              <else/>
              <!--10-->
              <effect type="OpenUIDialog" dialog="ExpansionDialog" title="[loc(Dialogs, GloomedArea)]" message="ExpansionCastle:{You need nobilityNeeded:[expansion.requiredNobility] Castle to expand!}" nobility="[expansion.requiredNobility]" frame="[2]"/>
            </if>
            <else/>
            <!--9-->
            <effect type="OpenUIDialog" dialog="ExpansionDialog" title="[loc(Dialogs, GloomedArea)]" message="[loc(Dialogs, ExpansionQuest)]" frame="[3]"/>
          </if>
          <else/>
          <if lval="[isWithinMatrixSpiralDistance([expansion.x], [expansion.y], [3])]" op="eq" rval="[true]">
            <!--3 areas away-->
            <!--11-->
            <effect type="OpenUIDialog" dialog="ExpansionDialog" title="[loc(Dialogs, GloomedArea)]" message="[loc(Dialogs, ExpansionTooFar)]" frame="[3]"/>
            <else/>
            <!--12-->
            <effect type="OpenUIDialog" dialog="ExpansionDialog" title="[loc(Dialogs, GloomedArea)]" message="[loc(Dialogs, ExpansionWayTooFar)]" frame="[3]"/>
          </if>
        </if>
        <else/>
        <!--13-->
        <effect type="OpenUIDialog" dialog="ExpansionDialog" title="[loc(Dialogs, GloomedArea)]" message="lockedForLaunch:{The Gloom is too powerful here. Soon we will be able to push it away and expand our kingdom here!}" frame="[3]"/>
      </if>
    </onClick>
    <onMouseIn>
      <if lval="[isExpansionAdjacent([expansion.x], [expansion.y])]" op="eq" rval="[true]">
        <!--adjacent-->
        <if lval="[or([or([and([eq([expansion.requiredQuest],[null])],[eq([expansion.requiredLogic],[null])])],[and([eq([quest_completions([expansion.requiredQuest])],[true])],[eq([expansion.requiredLogic],[null])])])],[or([and([eq([expansion.requiredQuest],[null])],[eq([expansion.requiredLogic],[true])])],[and([eq([quest_completions([expansion.requiredQuest])],[true])],[eq([expansion.requiredLogic],[true])])])])]" op="eq" rval="[true]">
          <!-- quest completion: there are four cases to check -->
          <!-- requiredQuest is null AND requiredLogic is null, OR -->
          <!-- requiredQuest is complete AND requiredLogic is null, OR -->
          <!-- requiredQuest is null AND requiredLogic evaluates to true, OR -->
          <!-- reuqiredQuest is complete AND requiredLogic evaluates to true -->
          <if lval="[world.nobility]" op="gte" rval="[expansion.requiredNobility]">
            <!--nobility-->
            <ShowExpansionInfo x="[expansion.x]" y="[expansion.y]" frame="1" info="[loc(Dialogs, ExpansionInfo_1)]"/>
            <!--<if lval="[expansion.costsMet]" op="eq" rval="[true]">
                    </if>-->
            <else/>
            <!--2-->
            <ShowExpansionInfo x="[expansion.x]" y="[expansion.y]" frame="1" info="[loc(Dialogs, ExpansionInfo_1)]"/>
          </if>
          <else/>
          <!--3-->
          <ShowExpansionInfo x="[expansion.x]" y="[expansion.y]" frame="2" info="[loc(Dialogs, ExpansionInfo_2)]"/>
        </if>
        <else/>
        <!--4-->
        <ShowExpansionInfo x="[expansion.x]" y="[expansion.y]" frame="2" info="[loc(Dialogs, ExpansionInfo_3)]"/>
      </if>
      <ExpansionBorder x="[expansion.x]" y="[expansion.y]" lineSize="1" alpha="0.8" color="0x3F7FFF"/>
      <FadeExpansion alpha="0.5" duration="1"/>
    </onMouseIn>
    <onMouseOut>
      <HideExpansionInfo x="[expansion.x]" y="[expansion.y]"/>
      <ExpansionBorder x="[expansion.x]" y="[expansion.y]" hide="[true]"/>
      <FadeExpansion alpha="1" duration="1"/>
    </onMouseOut>
  </expansion>
  <!--Column 0-->
  <expansion x="0" y="0" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="0" y="1" requiredNobility="3000" coinsAmount="375000" gemsAmount="24" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(2,16,0)]" coinUnlockCost=""/>
  <expansion x="0" y="2" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(4,28,0)]" coinUnlockCost=""/>
  <expansion x="0" y="3" requiredNobility="630" coinsAmount="79000" gemsAmount="16" requiredQuest="null" requiredLogic="null" coinUnlockCost="158"/>
  <expansion x="0" y="4" requiredNobility="500" coinsAmount="62000" gemsAmount="12" requiredQuest="null" requiredLogic="null" coinUnlockCost="124"/>
  <expansion x="0" y="5" requiredNobility="380" coinsAmount="48000" gemsAmount="12" requiredQuest="FTUE_Nobility_02" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(10,66,0)]" beastiePosition2="[vec(1,63,0)]" coinUnlockCost="96"/>
  <expansion x="0" y="6" requiredNobility="2100" coinsAmount="259000" gemsAmount="20" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="0" y="7" requiredNobility="140" coinsAmount="17000" gemsAmount="4" requiredQuest="FTUE_Nobility_02" requiredLogic="null" coinUnlockCost="43"/>
  <expansion x="0" y="8" requiredNobility="2100" coinsAmount="259000" gemsAmount="20" requiredQuest="FTUE_Nobility_02" requiredLogic="null" coinUnlockCost=""/>
  <!--Column 1-->
  <expansion x="1" y="0" requiredNobility="3000" coinsAmount="374000" gemsAmount="24" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(16,7,0)]" coinUnlockCost=""/>
  <expansion x="1" y="1" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="1" y="2" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="Chapter1_Baz_Bump_11" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="1" y="3" requiredNobility="500" coinsAmount="62000" gemsAmount="12" requiredQuest="Chapter1_Giselle_Father_01" requiredLogic="null" coinUnlockCost="124"/>
  <expansion x="1" y="4" requiredNobility="630" coinsAmount="79000" gemsAmount="16" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(19,57,0)]" coinUnlockCost="158"/>
  <expansion x="1" y="5" requiredNobility="20" coinsAmount="2000" gemsAmount="4" requiredQuest="FTUE_Nobility_02" requiredLogic="null" coinUnlockCost="20"/>
  <expansion x="1" y="6" requiredNobility="0" coinsAmount="0" gemsAmount="0" playerOwns="true" coinUnlockCost=""/>
  <expansion x="1" y="7" requiredNobility="0" coinsAmount="0" gemsAmount="0" playerOwns="true" coinUnlockCost=""/>
  <expansion x="1" y="8" requiredNobility="0" coinsAmount="0" gemsAmount="0" playerOwns="true" coinUnlockCost=""/>
  <!--Column 2-->
  <expansion x="2" y="0" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="2" y="1" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="Chapter1_Lamont_03" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="2" y="2" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="Chapter1_Lamont_02" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="2" y="3" requiredNobility="800" coinsAmount="97000" gemsAmount="16" requiredQuest="null" requiredLogic="null" coinUnlockCost="194"/>
  <expansion x="2" y="4" requiredNobility="630" coinsAmount="79000" gemsAmount="16" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(25,57,0)]" coinUnlockCost="158"/>
  <expansion x="2" y="5" requiredNobility="10" coinsAmount="1000" gemsAmount="2" requiredQuest="FTUE_VisitDuke_01" requiredLogic="null" coinUnlockCost="20"/>
  <expansion x="2" y="6" requiredNobility="0" coinsAmount="0" gemsAmount="0" playerOwns="true"/>
  <expansion x="2" y="7" requiredNobility="0" coinsAmount="0" gemsAmount="0" playerOwns="true"/>
  <expansion x="2" y="8" requiredNobility="0" coinsAmount="0" gemsAmount="0" playerOwns="true"/>
  <!--Column 3-->
  <expansion x="3" y="0" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(44,9,0)]" coinUnlockCost=""/>
  <expansion x="3" y="1" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="3" y="2" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="3" y="3" requiredNobility="900" coinsAmount="118000" gemsAmount="16" requiredQuest="null" requiredLogic="null" coinUnlockCost="236"/>
  <expansion x="3" y="4" requiredNobility="140" coinsAmount="17000" gemsAmount="6" requiredQuest="null" requiredLogic="[or([quest_completions(Chapter1_Find_Alastair_05)], [quest_completions(Chapter1_Find_Alastair_05a)])]" coinUnlockCost="43"/>
  <expansion x="3" y="5" requiredNobility="80" coinsAmount="2000" gemsAmount="4" requiredQuest="null" requiredLogic="null" coinUnlockCost="20"/>
  <expansion x="3" y="6" requiredNobility="40" coinsAmount="5000" gemsAmount="4" requiredQuest="FTUE_Nobility_02" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(39,78,0)]" coinUnlockCost="25"/>
  <expansion x="3" y="7" requiredNobility="200" coinsAmount="25000" gemsAmount="6" requiredQuest="FTUE_Nobility_02" requiredLogic="null" coinUnlockCost="63"/>
  <expansion x="3" y="8" requiredNobility="140" coinsAmount="17000" gemsAmount="4" requiredQuest="FTUE_Nobility_02" requiredLogic="null" coinUnlockCost="43"/>
  <!--Column 4-->
  <expansion x="4" y="0" requiredNobility="6400" coinsAmount="797000" gemsAmount="32" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(58,3,0)]" coinUnlockCost=""/>
  <expansion x="4" y="1" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(53,20,0)]" coinUnlockCost=""/>
  <expansion x="4" y="2" requiredNobility="3000" coinsAmount="374000" gemsAmount="24" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(53,33,0)]" coinUnlockCost=""/>
  <expansion x="4" y="3" requiredNobility="900" coinsAmount="118000" gemsAmount="16" requiredQuest="Chapter1_Faugrimm1_02" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(56,39,0)]" beastiePosition2="[vec(56,45,0)]" coinUnlockCost="236"/>
  <expansion x="4" y="4" requiredNobility="800" coinsAmount="97000" gemsAmount="16" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(51,55,0)]" beastiePosition2="[vec(52,50,0)]" coinUnlockCost="194"/>
  <expansion x="4" y="5" requiredNobility="630" coinsAmount="79000" gemsAmount="16" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(56,62,0)]" beastiePosition2="[vec(56,64,0)]" coinUnlockCost="158"/>
  <expansion x="4" y="6" requiredNobility="500" coinsAmount="62000" gemsAmount="12" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(53,79,0)]" coinUnlockCost="124"/>
  <expansion x="4" y="7" requiredNobility="280" coinsAmount="35000" gemsAmount="6" requiredQuest="Chapter1_Ant_Green_09" requiredLogic="null" coinUnlockCost="88"/>
  <expansion x="4" y="8" requiredNobility="380" coinsAmount="48000" gemsAmount="12" requiredQuest="null" requiredLogic="null" coinUnlockCost="96"/>
  <!--Column 5-->
  <expansion x="5" y="0" requiredNobility="8600" coinsAmount="1076000" gemsAmount="36" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(65,3,0)]" coinUnlockCost=""/>
  <expansion x="5" y="1" requiredNobility="6400" coinsAmount="797000" gemsAmount="32" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(64,18,0)]" beastiePosition2="[vec(61,19,0)]" coinUnlockCost=""/>
  <expansion x="5" y="2" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(68,32,0)]" coinUnlockCost=""/>
  <expansion x="5" y="3" requiredNobility="3000" coinsAmount="374000" gemsAmount="24" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(64,44,0)]" beastiePosition2="[vec(64,40,0)]" coinUnlockCost=""/>
  <expansion x="5" y="4" requiredNobility="4500" coinsAmount="563000" gemsAmount="28" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(69,51,0)]" coinUnlockCost=""/>
  <expansion x="5" y="5" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(67,65,0)]" coinUnlockCost=""/>
  <expansion x="5" y="6" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="5" y="7" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="5" y="8" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <!--Column 6-->
  <expansion x="6" y="0" requiredNobility="11200" coinsAmount="1404000" gemsAmount="40" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(81,5,0)]" beastiePosition2="[vec(76,6,0)]" beastiePosition3="[vec(78,11,0)]" coinUnlockCost=""/>
  <expansion x="6" y="1" requiredNobility="8600" coinsAmount="1077000" gemsAmount="36" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(79,20,0)]" coinUnlockCost=""/>
  <expansion x="6" y="2" requiredNobility="6400" coinsAmount="798000" gemsAmount="32" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(80,34,0)]" coinUnlockCost=""/>
  <expansion x="6" y="3" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(80,39,0)]" beastiePosition2="[vec(75,43,0)]" coinUnlockCost=""/>
  <expansion x="6" y="4" requiredNobility="3000" coinsAmount="375000" gemsAmount="24" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="6" y="5" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" beastieType="Wolf_01" beastiePosition1="[vec(78,65,0)]" coinUnlockCost=""/>
  <expansion x="6" y="6" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="6" y="7" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="6" y="8" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <!--Column 7-->
  <expansion x="7" y="0" requiredNobility="14200" coinsAmount="1779000" gemsAmount="44" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="7" y="1" requiredNobility="11200" coinsAmount="1404000" gemsAmount="40" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="7" y="2" requiredNobility="8600" coinsAmount="1077000" gemsAmount="36" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="7" y="3" requiredNobility="6400" coinsAmount="798000" gemsAmount="32" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="7" y="4" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="7" y="5" requiredNobility="3000" coinsAmount="375000" gemsAmount="24" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="7" y="6" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="7" y="7" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="7" y="8" requiredNobility="3000" coinsAmount="375000" gemsAmount="24" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <!--Column 8-->
  <expansion x="8" y="0" requiredNobility="17600" coinsAmount="2205000" gemsAmount="48" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="8" y="1" requiredNobility="14200" coinsAmount="1779000" gemsAmount="44" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="8" y="2" requiredNobility="11200" coinsAmount="1404000" gemsAmount="40" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="8" y="3" requiredNobility="8600" coinsAmount="1077000" gemsAmount="36" requiredQuest="Chapter1_Giselle_Father_01" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="8" y="4" requiredNobility="6400" coinsAmount="798000" gemsAmount="32" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="8" y="5" requiredNobility="3000" coinsAmount="375000" gemsAmount="24" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="8" y="6" requiredNobility="3000" coinsAmount="375000" gemsAmount="24" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="8" y="7" requiredNobility="3000" coinsAmount="375000" gemsAmount="24" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
  <expansion x="8" y="8" requiredNobility="4500" coinsAmount="564000" gemsAmount="28" requiredQuest="null" requiredLogic="null" coinUnlockCost=""/>
</expansions>
<phantomNeighbors dbid="1258">
  <phantomNeighbor uid="31578041196" levelFile="ShammyTown.game" tradeItemName="GoldBarCraftable_01"/>
  <!--phantomNeighbor uid="31713556949" levelFile="LancelotTown.game"/-->
</phantomNeighbors>
<JunkNode name="newNode" dbid="1266"/>
<fakeNeighbors dbid="1374">
  <fakeNeighbor name="Duke" displayName="The Duke" profileImageUrl="Duke_NeighborBarIcon_png" masterCraft="someCraft" gender="masc">
    <stages>
      <stage id="1" worldFile="/public/Duke.game" xp="2500" level="20"/>
      <stage id="2" worldFile="/public/LancelotTown.game" xp="400" level="2"/>
    </stages>
  </fakeNeighbor>
  <fakeNeighbor name="Lance" displayName="Lance Alot" profileImageUrl="Duke_NeighborBarIcon_png" masterCraft="someOtherCraft" gender="masc">
    <stages>
      <stage id="2" worldFile="/public/LancelotTown.game" xp="10" level="1"/>
    </stages>
  </fakeNeighbor>
</fakeNeighbors>
<reputation dbid="1709">
  <level num="1" requiredReputation="5000"/>
</reputation>
<nobility dbid="1845">
  <level num="1" maxValue="25"/>
  <level num="2" maxValue="75"/>
  <level num="3" maxValue="150"/>
  <level num="4" maxValue="250"/>
  <level num="5" maxValue="375"/>
  <level num="6" maxValue="525"/>
  <level num="7" maxValue="700"/>
  <level num="8" maxValue="925"/>
  <level num="9" maxValue="1200"/>
  <level num="10" maxValue="1525"/>
  <level num="11" maxValue="1900"/>
  <level num="12" maxValue="2325"/>
  <level num="13" maxValue="2850"/>
  <level num="14" maxValue="3475"/>
  <level num="15" maxValue="99999"/>
</nobility>
<buildingLevelTable dbid="2117">
  <buildingLevel level="1" tendsPerSlot="1"/>
  <buildingLevel level="2" tendsPerSlot="3"/>
  <buildingLevel level="3" tendsPerSlot="6"/>
  <buildingLevel level="4" tendsPerSlot="10"/>
  <buildingLevel level="5" tendsPerSlot="15"/>
  <buildingLevel level="6" tendsPerSlot="25"/>
  <buildingLevel level="7" tendsPerSlot="35"/>
  <buildingLevel level="8" tendsPerSlot="50"/>
  <buildingLevel level="9" tendsPerSlot="70"/>
  <buildingLevel level="10" tendsPerSlot="100"/>
</buildingLevelTable>
<crewRankTable dbid="2120">
  <crewRank rank="0" payOff="75"/>
  <crewRank rank="1" payOff="100"/>
  <crewRank rank="2" payOff="125"/>
  <crewRank rank="3" payOff="150"/>
  <crewRank rank="4" payOff="175"/>
  <crewRank rank="5" payOff="200"/>
  <crewRank rank="6" payOff="350"/>
  <crewRank rank="7" payOff="400"/>
  <crewRank rank="8" payOff="525"/>
  <crewRank rank="9" payOff="650"/>
  <crewRank rank="10" payOff="800"/>
  <crewRank rank="11" payOff="1000"/>
</crewRankTable>
<colorSchemes dbid="2254">
  <scheme id="building_colors_1">
    <primary id="orange" display="0xf86a1a" actual="0xf86a1a" tooltip="Orange"/>
    <primary id="yellow" display="0xf3cc5f" actual="0xf3cc5f" tooltip="Yellow"/>
    <primary id="brown" display="0x8e614c" actual="0x8e614c" tooltip="Brown"/>
    <primary id="mint" display="0x29a9ad" actual="0x29a9ad" tooltip="Mint"/>
    <primary id="blue" display="0x4e61bf" actual="0x4e61bf" tooltip="Blue"/>
    <primary id="brightblue" display="0x1288ff" actual="0x1288ff" tooltip="Brightblue"/>
    <primary id="red" display="0xda3831" actual="0xda3831" tooltip="Red"/>
    <primary id="Green" display="0x2e8c40" actual="0x2e8c40" tooltip="Green"/>
    <secondary id="orange" display="0xf86a1a" actual="0xf86a1a" tooltip="Orange"/>
    <secondary id="yellow" display="0xf3cc5f" actual="0xf3cc5f" tooltip="Yellow"/>
    <secondary id="brown" display="0x8e614c" actual="0x8e614c" tooltip="Brown"/>
    <secondary id="mint" display="0x29a9ad" actual="0x29a9ad" tooltip="Mint"/>
    <secondary id="blue" display="0x4e61bf" actual="0x4e61bf" tooltip="Blue"/>
    <secondary id="brightblue" display="0x1288ff" actual="0x1288ff" tooltip="Brightblue"/>
    <secondary id="red" display="0xda3831" actual="0xda3831" tooltip="Red"/>
    <secondary id="Green" display="0x2e8c40" actual="0x2e8c40" tooltip="Green"/>
  </scheme>
</colorSchemes>
<filters dbid="2396">
  <filter name="expansionDim" type="dim" strength="1"/>
  <filter name="beastieRed" type="glow" color="0xFF2222" alpha=".9" size="20" strength="2" inner="false"/>
  <filter name="lockdownRed" type="glow" color="0xFF2222" alpha=".9" size="10" strength="5" inner="false"/>
  <filter name="irrigationBlue" type="glow" color="0x2222FF" alpha=".9" size="20" strength="2" inner="false"/>
  <filter name="placementInvalid" type="glow" color="0xFF2222" alpha=".9" size="255" strength="1" inner="true"/>
</filters>
<SpawnStrategies dbid="2434">
  <SpawnStrategy name="rat">
    <requirements>
      <requirement lval="[num_in_category(rat)]" op="lt" rval="[[getLevelInfo([player.level])].maxRats]"/>
      <requirement lval="[num_in_category(beastie)]" op="lt" rval="[[getLevelInfo([player.level])].maxBeasties]"/>
      <requirement lval="[player.level]" op="gte" rval="[5]"/>
    </requirements>
    <priority>
      <targets>
        <target chance="80" category="CropsAndPlots"/>
        <target chance="20" item="Kitchen_01"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="wolf">
    <requirements>
      <requirement lval="[num_in_category(wolf)]" op="lt" rval="[[getLevelInfo([player.level])].maxWolves]"/>
      <requirement lval="[num_in_category(beastie)]" op="lt" rval="[[getLevelInfo([player.level])].maxBeasties]"/>
      <requirement lval="[player.level]" op="gte" rval="[9]"/>
    </requirements>
    <priority>
      <targets>
        <target chance="70" category="Animal"/>
        <target chance="30" category="NPCHouse"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="thief">
    <requirements>
      <requirement lval="[num_in_category(thief)]" op="lt" rval="[[getLevelInfo([player.level])].maxThieves]"/>
      <requirement lval="[num_in_category(beastie)]" op="lt" rval="[[getLevelInfo([player.level])].maxBeasties]"/>
      <requirement lval="[player.level]" op="gte" rval="[15]"/>
    </requirements>
    <priority>
      <targets>
        <target chance="75" category="TaxHouse"/>
        <target chance="25" item="Studio_01"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="goblin">
    <requirements>
      <requirement lval="[num_in_category(goblin)]" op="lt" rval="[[getLevelInfo([player.level])].maxGoblin]"/>
      <requirement lval="[num_in_category(beastie)]" op="lt" rval="[[getLevelInfo([player.level])].maxBeasties]"/>
      <requirement lval="[player.level]" op="gte" rval="[20]"/>
    </requirements>
    <priority>
      <targets>
        <target chance="60" category="CouncilBuilding"/>
        <target chance="40" item="Workshop_01"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <!--Special Strategies for quest events-->
  <SpawnStrategy name="Alastair">
    <priority>
      <targets>
        <target chance="100" item="HouseAlastair_01"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="house_raid">
    <priority>
      <targets>
        <target chance="75" category="TaxHouse"/>
        <target chance="25" category="NPCHouse"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="GiftAPult">
    <priority>
      <targets>
        <target chance="90" item="GiftAPult_01"/>
        <target chance="10" item="HolidayTree_01"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="Decoy">
    <priority>
      <targets>
        <target chance="90" item="HolidayDecoy_01"/>
        <target chance="10" item="NPCHouse"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="tower_raid">
    <priority>
      <targets>
        <target chance="100" category="TOWNWATCH_TOWER"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="FTUE_Chest">
    <priority>
      <targets>
        <target chance="100" category="FTUE_Chest"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="EQ01_Wolf">
    <priority>
      <targets>
        <target chance="100" category="Sheep"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="MaidensTower">
    <priority>
      <targets>
        <target chance="100" item="Tower_01"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="Keep">
    <priority>
      <targets>
        <target chance="100" item="CastleKeep_01"/>
      </targets>
    </priority>
  </SpawnStrategy>
  <SpawnStrategy name="Xmas">
    <priority>
      <targets>
        <target chance="100" item="GiftShoppe_01"/>
      </targets>
    </priority>
  </SpawnStrategy>
</SpawnStrategies>
<motds dbid="2709">
  <motd name="GiftAPultStart2011MOTD" expires="86400">
    <requirements>
      <requirement lval="[player.level]" op="gte" rval="6"/>
      <requirement lval="[quest_completions(Santa_01)]" op="eq" rval="[1]"/>
      <requirement lval="[quest_completions(GiftAPult_01)]" op="eq" rval="[0]"/>
      <requirement lval="[quest_active(GiftAPult_01)]" op="eq" rval="[false]"/>
      <requirement lval="[is_in_experiment(castle_holiday2_motd,1)]" op="eq" rval="[true]"/>
    </requirements>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="intro_MOTD" class="view" rate="10"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="SimpleMotd" frame="22" bgUrl="assets/UI/Dialogs/MOTD/CastleMOTDGiftAPultBG.png" header2="giftapultHeader1:{Check off your Nice List one volley at a time.}" header1="giftapultHeader2:{The GIFT-A-PULT!}" persist="trash">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="intro_MOTD" class="ok" rate="10"/>
          <StartQuest quest="GiftAPult_01" offerer="Santa"/>
        </onSuccess>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="intro_MOTD" class="close" rate="10"/>
          <StartQuest quest="GiftAPult_01" offerer="Santa"/>
        </onCancel>
      </effect>
    </effects>
  </motd>
  <motd name="GiftAPultReminder2011MOTD" expires="86400">
    <requirements>
      <requirement lval="[player.level]" op="gte" rval="8"/>
      <requirement lval="[num_in_world(GiftAPult_01)]" op="gte" rval="[1]"/>
      <requirement lval="[is_in_experiment(castle_giftapult_reminder,1)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.giftapultReminder]"/>
    </requirements>
    <effects>
      <effect type="SetField" target="[player]" field="giftapultReminder" value="[add([now()],[7200])]"/>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="reminder_MOTD" class="view" rate="10"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="SimpleMotd" frame="22" bgUrl="assets/UI/Dialogs/MOTD/CastleMOTDGiftAPultBG.png" header2="giftapultHeader1r:{Gift-A-pult quests are going away soon! Launch your holiday presents now!}" header1="giftapultHeader2:{The GIFT-A-PULT!}" persist="trash">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="reminder_MOTD" class="ok" rate="10"/>
          <effect type="OpenUIDialog" dialog="GiftAPultDialog" frame="SendGifts" showCancel="true">
            <onSuccess0>
              <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="giftapult" class="send" family="gift1" rate="10"/>
              <effect type="OpenMFS" Title="holidayTitle:{Spread Holiday cheer to your friends!}" Help="holidayHelp:{If you don't see a friend in the list, you sent them a gift less than 18 hours ago.}" Info1="holidayInfo01:{You can send Trinket gifts to your friends every 2 hours.}" Info2="selectInfo1:{Select friends to send gifts to}" SendButton="Send" image="assets/UI/Icons/Materials/Gift_1_01_Icon.zsci" selectAllEnabled="[true]" feature="giftapult">
                <onFriendsSelected>
                  <effect type="PublishViral" viralName="giftRequest_giftapult" target="[UI.dialogResult.selectedUIDs]"/>
                  <effect type="PlayAnimation" target="[array_index([items_by_name(GiftAPult_01)],[0])]" animation="fire_01" durationMode="hold"/>
                  <effect type="SendGiftapultGift" tier="0"/>
                </onFriendsSelected>
              </effect>
            </onSuccess0>
            <onSuccess1>
              <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="giftapult" class="send" family="gift2" rate="10"/>
              <effect type="OpenMFS" Title="holidayTitle:{Spread Holiday cheer to your friends!}" Help="holidayHelp:{If you don't see a friend in the list, you sent them a gift less than 18 hours ago.}" Info1="holidayInfo02:{You can send a Knickknack gift to up to 25 friends every 2 hours.}" Info2="selectInfo1:{Select friends to send gifts to}" SendButton="Send" image="assets/UI/Icons/Materials/Gift_2_01_Icon.zsci" selectAllEnabled="[false]" sendLimit="[25]" feature="giftapult">
                <onFriendsSelected>
                  <effect type="PublishViral" viralName="giftRequest_giftapult" target="[UI.dialogResult.selectedUIDs]"/>
                  <effect type="PlayAnimation" target="[array_index([items_by_name(GiftAPult_01)],[0])]" animation="fire_02" durationMode="hold"/>
                  <effect type="SendGiftapultGift" tier="1"/>
                </onFriendsSelected>
              </effect>
            </onSuccess1>
            <onSuccess2>
              <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="giftapult" class="send" family="gift3" rate="10"/>
              <effect type="OpenMFS" Title="holidayTitle:{Spread Holiday cheer to your friends!}" Help="holidayHelp:{If you don't see a friend in the list, you sent them a gift less than 18 hours ago.}" Info1="holidayInfo03:{You can send a Keepsake gift to up to 20 friends every 2 hours.}" Info2="selectInfo1:{Select friends to send gifts to}" SendButton="Send" image="assets/UI/Icons/Materials/Gift_3_01_Icon.zsci" selectAllEnabled="[false]" sendLimit="[20]" feature="giftapult">
                <onFriendsSelected>
                  <effect type="PublishViral" viralName="giftRequest_giftapult" target="[UI.dialogResult.selectedUIDs]"/>
                  <effect type="PlayAnimation" target="[array_index([items_by_name(GiftAPult_01)],[0])]" animation="fire_03" durationMode="hold"/>
                  <effect type="SendGiftapultGift" tier="2"/>
                </onFriendsSelected>
              </effect>
            </onSuccess2>
            <onSuccess3>
              <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="giftapult" class="send" family="gift4" rate="10"/>
              <effect type="OpenMFS" Title="holidayTitle:{Spread Holiday cheer to your friends!}" Help="holidayHelp:{If you don't see a friend in the list, you sent them a gift less than 18 hours ago.}" Info1="holidayInfo04:{You can send a Yulefest Surprise gift to up to 15 friends every 2 hours.}" Info2="selectInfo1:{Select friends to send gifts to}" SendButton="Send" image="assets/UI/Icons/Materials/Gift_4_01_Icon.zsci" selectAllEnabled="[false]" sendLimit="[15]" feature="giftapult">
                <onFriendsSelected>
                  <effect type="PublishViral" viralName="giftRequest_giftapult" target="[UI.dialogResult.selectedUIDs]"/>
                  <effect type="PlayAnimation" target="[array_index([items_by_name(GiftAPult_01)],[0])]" animation="fire_04" durationMode="hold"/>
                  <effect type="SendGiftapultGift" tier="3"/>
                </onFriendsSelected>
              </effect>
            </onSuccess3>
            <onSuccess4>
              <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="giftapult" class="send" family="gift5" rate="10"/>
              <effect type="OpenMFS" Title="holidayTitle:{Spread Holiday cheer to your friends!}" Help="holidayHelp:{If you don't see a friend in the list, you sent them a gift less than 18 hours ago.}" Info1="holidayInfo05:{You can send an Epic Gift to up to 5 friends every 2 hours.}" Info2="selectInfo1:{Select friends to send gifts to}" SendButton="Send" image="assets/UI/Icons/Materials/Gift_5_01_Icon.zsci" selectAllEnabled="[false]" sendLimit="[5]" feature="giftapult">
                <onFriendsSelected>
                  <effect type="PublishViral" viralName="giftRequest_giftapult" target="[UI.dialogResult.selectedUIDs]"/>
                  <effect type="PlayAnimation" target="[array_index([items_by_name(GiftAPult_01)],[0])]" animation="fire_05" durationMode="hold"/>
                  <effect type="SendGiftapultGift" tier="4"/>
                </onFriendsSelected>
              </effect>
            </onSuccess4>
          </effect>
        </onSuccess>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="holiday_feature" phylum="reminder_MOTD" class="close" rate="10"/>
        </onCancel>
      </effect>
    </effects>
  </motd>
  <motd name="StorageMOTD" expires="999999">
    <requirements>
      <requirement lval="[is_in_experiment(castle_storage_cellar,1)]" op="eq" rval="[true]"/>
      <requirement lval="[is_in_experiment(castle_storage_cellar_motd,1)]" op="eq" rval="[true]"/>
      <requirement lval="[player.level]" op="gte" rval="7"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.StorageMOTD]"/>
      <requirement lval="[player.Fields.StorageMOTDCounter]" op="lte" rval="1"/>
    </requirements>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="storage_cellar" phylum="intro_MOTD" class="view" rate="10"/>
      <effect type="SetField" target="[player]" field="StorageMOTD" value="[add([now()],[64800])]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="SimpleMotd" frame="2" bgUrl="assets/UI/Dialogs/MOTD/FinalMOTD/Storage/StorageMOTDBG.png" header2="storageHeader1:{Build a Storage Cellar today! }" header1="storageHeader2:{SPRING CLEANING CAME EARLY!}" persist="trash">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="storage_cellar" phylum="intro_MOTD" class="ok" rate="10"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
        </onSuccess>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="storage_cellar" phylum="intro_MOTD" class="close" rate="10"/>
        </onCancel>
      </effect>
      <effect type="SetField" target="[player]" field="StorageMOTDCounter" value="[add([player.Fields.StorageMOTDCounter], 1)]"/>
    </effects>
  </motd>
  <motd name="SantaGoHomeMOTD" expires="0">
    <requirements>
      <requirement lval="[is_in_experiment(castle_santa_go_home_enable,1)]" op="eq" rval="[true]"/>
      <requirement lval="[is_in_experiment(castle_santa_go_home_motd,1)]" op="eq" rval="[true]"/>
      <requirement lval="[player.level]" op="gte" rval="6"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.santaGoHome]"/>
      <requirement lval="[player.Fields.SantaGoHomeMOTDCounter]" op="lte" rval="1"/>
    </requirements>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="santa_go_home" phylum="intro_MOTD" class="view" rate="10"/>
      <effect type="SetField" target="[player]" field="santaGoHome" value="[add([now()],[28800])]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="SimpleMotd" frame="13" bgUrl="assets/UI/Dialogs/MOTD/FinalMOTD/WinterSanta/MOTD_WinterSantaBG.png" header2="santaGoHomeHeader1:{OPEN YOUR PRESENTS AND HELP KRINGLE GET HOME!}" header1="SantaGoHomeHeader2:{HAPPY HOLIDAYS!}" persist="trash">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="santa_go_home" phylum="intro_MOTD" class="ok" rate="10"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
        </onSuccess>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="santa_go_home" phylum="intro_MOTD" class="close" rate="10"/>
        </onCancel>
      </effect>
      <effect type="SetField" target="[player]" field="SantaGoHomeMOTDCounter" value="[add([player.Fields.SantaGoHomeMOTDCounter], 1)]"/>
    </effects>
  </motd>
  <motd name="CastleberryPunchMOTD" expires="0">
    <requirements>
      <requirement lval="[is_in_experiment(castle_castleberry_punch_enable,1)]" op="eq" rval="[true]"/>
      <requirement lval="[is_in_experiment(castle_castleberry_punch_motd,1)]" op="eq" rval="[true]"/>
      <requirement lval="[player.level]" op="gte" rval="8"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.CastleberryPunchMOTD]"/>
      <requirement lval="[player.Fields.CastleberryPunchMOTDCounter]" op="lte" rval="1"/>
    </requirements>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="castleberry_punch" phylum="intro_MOTD" class="view" rate="10"/>
      <effect type="SetField" target="[player]" field="CastleberryPunchMOTD" value="[add([now()],[64800])]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="SimpleMotd" frame="12" bgUrl="assets/UI/Dialogs/MOTD/FinalMOTD/CastleberryPunch/MOTD_CastleberryPunchBG.png" header2="castleberryHeader1:{Celebrate the New Year with Castleberry Punch!}" header1="castleberryHeader2:{Drink and be merry!}" header2Color="0xffffff" header2Stroke="0xb91e58" persist="trash">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="castleberry_punch" phylum="intro_MOTD" class="ok" rate="10"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
        </onSuccess>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="castleberry_punch" phylum="intro_MOTD" class="close" rate="10"/>
        </onCancel>
      </effect>
      <effect type="SetField" target="[player]" field="CastleberryPunchMOTDCounter" value="[add([player.Fields.CastleberryPunchMOTDCounter], 1)]"/>
    </effects>
  </motd>
  <motd name="cyberMondayLowMOTD" expires="86400">
    <requirements>
      <requirement lval="[player.Fields.purchased_cyberMondaySale]" op="lt" rval="[1]"/>
      <!--Already purchased check-->
      <requirement lval="[player.level]" op="gte" rval="5"/>
      <requirement lval="[is_in_experiment(castle_payment_sale_inapp,1)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.cyberMondayTime]"/>
      <!-- Cool down between seeing popup -->
    </requirements>
    <params>
      <param name="offerId0" val="[105]"/>
      <param name="offerId1" val="[106]"/>
      <param name="offerId2" val="[107]"/>
    </params>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="low_MOTD" class="view" rate="1"/>
      <effect type="SetField" target="[player]" field="cyberMondayTime" value="[add([now()],[14400])]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="ThreeOfferDialog" offerId0="[params.offerId0]" offerId1="[params.offerId1]" offerId2="[params.offerId2]" offer0_Was="10" offer0_Now="9" offer1_Was="20" offer1_Now="17" offer2_Was="50" offer2_Now="40" discount0="10" discount1="15" discount2="20" expirationDate="[11/29/2011 02:00:00]" persist="trash" hudIconImgUrl="assets/UI/HUD/MOTD_CyberMondayCrownIcon.png">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="low_MOTD" class="ok_left" rate="1"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId0]" quantity="1"/>
        </onSuccess>
        <onSuccess1>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="low_MOTD" class="ok_center" rate="1"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId1]" quantity="1"/>
        </onSuccess1>
        <onSuccess2>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="low_MOTD" class="ok_right" rate="1"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId2]" quantity="1"/>
        </onSuccess2>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="low_MOTD" class="close" rate="1"/>
        </onCancel>
      </effect>
    </effects>
  </motd>
  <motd name="cyberMondayHighMOTD" expires="86400">
    <requirements>
      <requirement lval="[player.Fields.purchased_cyberMondaySale]" op="lt" rval="[1]"/>
      <!--Already purchased check-->
      <requirement lval="[player.level]" op="gte" rval="5"/>
      <requirement lval="[is_in_experiment(castle_payment_sale_inapp,2)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.cyberMondayTime]"/>
      <!-- Cool down between seeing popup -->
    </requirements>
    <params>
      <param name="offerId0" val="[106]"/>
      <param name="offerId1" val="[107]"/>
      <param name="offerId2" val="[108]"/>
    </params>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="high_MOTD" class="view" rate="1"/>
      <effect type="SetField" target="[player]" field="cyberMondayTime" value="[add([now()],[14400])]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="ThreeOfferDialog" offerId0="[params.offerId0]" offerId1="[params.offerId1]" offerId2="[params.offerId2]" offer0_Was="20" offer0_Now="17" offer1_Was="50" offer1_Now="40" offer2_Was="100" offer2_Now="75" discount0="15" discount1="20" discount2="25" expirationDate="[11/29/2011 02:00:00]" persist="trash" hudIconImgUrl="assets/UI/HUD/MOTD_CyberMondayCrownIcon.png">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="high_MOTD" class="ok_left" rate="1"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId0]" quantity="1"/>
        </onSuccess>
        <onSuccess1>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="high_MOTD" class="ok_center" rate="1"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId1]" quantity="1"/>
        </onSuccess1>
        <onSuccess2>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="high_MOTD" class="ok_right" rate="1"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId2]" quantity="1"/>
        </onSuccess2>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="3_package_sale" phylum="low_MOTD" class="close" rate="1"/>
        </onCancel>
      </effect>
    </effects>
  </motd>
  <motd name="starterPack-5" expires="0">
    <requirements>
      <requirement lval="[player.HasPurchases]" op="eq" rval="[0]"/>
      <requirement lval="[player.Fields.purchased_starterPack]" op="lt" rval="[1]"/>
      <!--Already purchased check-->
      <requirement lval="[player.level]" op="gte" rval="7"/>
      <requirement lval="[is_in_experiment(castle_starter_pack_exp,4)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.starterPackTime]"/>
      <!-- Cool down between seeing popup -->
      <requirement lval="[player.Fields.testMOTDCounter]" op="lt" rval="5"/>
      <!--Don't see more than 5 times check-->
    </requirements>
    <params>
      <param name="offerId0" val="[103]"/>
    </params>
    <effects>
      <effect type="SetField" target="[player]" field="starterPackTime" value="[add([now()],[172800])]"/>
      <effect type="SetField" target="[player]" field="testMOTDCounter" value="[add([player.Fields.testMOTDCounter], 1)]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="StarterPackDialog" frame="frameSonjaSilver" bonusItem="StatueKnightSilver_01" offerId0="[params.offerId0]" offer0_Was="25" offer0_Now="5" persist="trash" hudIconImgUrl="assets/UI/HUD/MOTD_StarterPackChestIcon.png" confirmationDest="inventory" confirmationTab="Decoration">
        <onSuccess>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId0]" quantity="1"/>
        </onSuccess>
      </effect>
    </effects>
  </motd>
  <motd name="starterPack-15" expires="0">
    <requirements>
      <requirement lval="[player.HasPurchases]" op="eq" rval="[0]"/>
      <requirement lval="[player.Fields.purchased_starterPack]" op="lt" rval="[1]"/>
      <!--Already purchased check-->
      <requirement lval="[player.level]" op="gte" rval="7"/>
      <requirement lval="[is_in_experiment(castle_starter_pack_exp,5)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.starterPackTime]"/>
      <!-- Cool down between seeing popup -->
      <requirement lval="[player.Fields.testMOTDCounter]" op="lt" rval="5"/>
      <!--Don't see more than 5 times check-->
    </requirements>
    <params>
      <param name="offerId0" val="[104]"/>
    </params>
    <effects>
      <effect type="SetField" target="[player]" field="starterPackTime" value="[add([now()],[172800])]"/>
      <effect type="SetField" target="[player]" field="testMOTDCounter" value="[add([player.Fields.testMOTDCounter], 1)]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="StarterPackDialog" frame="frameSonjaGold" bonusItem="StatueKnightGold_01" offerId0="[params.offerId0]" offer0_Was="65" offer0_Now="15" persist="trash" hudIconImgUrl="assets/UI/HUD/MOTD_StarterPackChestIcon.png" confirmationDest="inventory" confirmationTab="Decoration">
        <onSuccess>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId0]" quantity="1"/>
        </onSuccess>
      </effect>
    </effects>
  </motd>
  <motd name="explorerPack-5" expires="0">
    <requirements>
      <requirement lval="[player.HasPurchases]" op="eq" rval="[0]"/>
      <requirement lval="[player.Fields.purchased_starterPack]" op="lt" rval="[1]"/>
      <!--Already purchased check-->
      <requirement lval="[player.level]" op="gte" rval="7"/>
      <requirement lval="[is_in_experiment(castle_starter_pack_exp,2)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.starterPackTime]"/>
      <!-- Cool down between seeing popup -->
      <requirement lval="[player.Fields.testMOTDCounter]" op="lt" rval="5"/>
      <!--Don't see more than 5 times check-->
    </requirements>
    <params>
      <param name="offerId0" val="[109]"/>
    </params>
    <effects>
      <effect type="SetField" target="[player]" field="starterPackTime" value="[add([now()],[172800])]"/>
      <effect type="SetField" target="[player]" field="testMOTDCounter" value="[add([player.Fields.testMOTDCounter], 1)]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="StarterPackDialog" frame="frameRafSilver" bonusItem="StatueKnightSilver_01" offerId0="[params.offerId0]" offer0_Was="25" offer0_Now="5" persist="trash" hudIconImgUrl="assets/UI/HUD/MOTD_ExplorerPackIcon.png" confirmationDest="inventory" confirmationTab="Decoration">
        <onSuccess>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId0]" quantity="1"/>
        </onSuccess>
      </effect>
    </effects>
  </motd>
  <motd name="explorerPack-15" expires="0">
    <requirements>
      <requirement lval="[player.HasPurchases]" op="eq" rval="[0]"/>
      <requirement lval="[player.Fields.purchased_starterPack]" op="lt" rval="[1]"/>
      <!--Already purchased check-->
      <requirement lval="[player.level]" op="gte" rval="7"/>
      <requirement lval="[is_in_experiment(castle_starter_pack_exp,3)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.starterPackTime]"/>
      <!-- Cool down between seeing popup -->
      <requirement lval="[player.Fields.testMOTDCounter]" op="lt" rval="5"/>
      <!--Don't see more than 5 times check-->
    </requirements>
    <params>
      <param name="offerId0" val="[102]"/>
    </params>
    <effects>
      <effect type="SetField" target="[player]" field="starterPackTime" value="[add([now()],[172800])]"/>
      <effect type="SetField" target="[player]" field="testMOTDCounter" value="[add([player.Fields.testMOTDCounter], 1)]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="StarterPackDialog" frame="frameRafGold" bonusItem="StatueKnightGold_01" offerId0="[params.offerId0]" offer0_Was="65" offer0_Now="15" persist="trash" hudIconImgUrl="assets/UI/HUD/MOTD_ExplorerPackIcon.png" confirmationDest="inventory" confirmationTab="Decoration">
        <onSuccess>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenInAppPurchase" itemCode="[params.offerId0]" quantity="1"/>
        </onSuccess>
      </effect>
    </effects>
  </motd>
  <motd name="NewyearsLEMOTD" expires="0">
    <requirements>
      <requirement lval="[is_in_experiment(castle_le_release_newyears_2012_assets,1)]" op="eq" rval="[true]"/>
      <requirement lval="[is_in_experiment(castle_le_release_newyears_2012_MOTD,1)]" op="eq" rval="[true]"/>
      <requirement lval="[player.level]" op="gte" rval="5"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.NewyearsLEMOTD]"/>
      <requirement lval="[player.Fields.NewyearsLEMOTDCounter]" op="lte" rval="3"/>
    </requirements>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_newyears2012" phylum="intro_MOTD" class="view" rate="10"/>
      <effect type="SetField" target="[player]" field="NewyearsLEMOTD" value="[add([now()],[64800])]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="SimpleMotd" frame="32" bgUrl="assets/UI/Dialogs/MOTD/FinalMOTD/NewYears/MOTD_FallBG.png" buttonLabel="newYearsButtonLabel:{Get Now!}" header2="newYearsHeader1:{Celebrate the arrival of 2012!}" header1="newYearsHeader2:{New Year's Limited Edition items!}" header2Color="0x73fcff" header2Stroke="0x001c23" persist="trash">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_newyears2012" phylum="intro_MOTD" class="ok" rate="10"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenUIDialog" dialog="MarketDialog" tab="specials2" subTab="all"/>
        </onSuccess>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_newyears2012" phylum="intro_MOTD" class="close" rate="10"/>
        </onCancel>
      </effect>
      <effect type="SetField" target="[player]" field="NewyearsLEMOTDCounter" value="[add([player.Fields.NewyearsLEMOTDCounter], 1)]"/>
    </effects>
  </motd>
  <motd name="Winter3LE2011MOTD" expires="0">
    <requirements>
      <requirement lval="[is_in_experiment(castle_le_release_winter3_2011_assets,1)]" op="eq" rval="[true]"/>
      <requirement lval="[is_in_experiment(castle_le_release_winter3_2011_MOTD,1)]" op="eq" rval="[true]"/>
      <requirement lval="[player.level]" op="gte" rval="5"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.Winter3LEMOTD]"/>
      <requirement lval="[player.Fields.Winter3LEMOTDCounter]" op="lte" rval="3"/>
    </requirements>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_winter32011" phylum="intro_MOTD" class="view" rate="10"/>
      <effect type="SetField" target="[player]" field="Winter3LEMOTD" value="[add([now()],[64800])]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="SimpleMotd" frame="34" bgUrl="assets/UI/Dialogs/MOTD/FinalMOTD/WinterHoliday/MOTD_Holiday03BG.png" buttonLabel="winter3LEButtonLabel:{Get Now!}" header2="winter3LEHeader1:{Limited Edition Snow Items Are Here!}" header1="winter3LEHeader2:{It's snow time!}" header2Color="0xffd838" header2Stroke="0x330404" persist="trash">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_winter32011" phylum="intro_MOTD" class="ok" rate="10"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenUIDialog" dialog="MarketDialog" tab="specials1" subTab="all"/>
        </onSuccess>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_winter32011" phylum="intro_MOTD" class="close" rate="10"/>
        </onCancel>
      </effect>
      <effect type="SetField" target="[player]" field="Winter3LEMOTDCounter" value="[add([player.Fields.Winter3LEMOTDCounter], 1)]"/>
    </effects>
  </motd>
  <motd name="sendGiftsMOTD" expires="64800">
    <requirements>
      <requirement lval="[player.level]" op="gt" rval="4"/>
      <requirement lval="[is_in_experiment(castle_gift_page_motd_v2,1,2)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.sendGiftsTime]"/>
    </requirements>
    <effects>
      <effect type="SetField" target="[player]" field="sendGiftsTime" value="[add([now()],[64800])]"/>
      <effect type="OpenUIDialog" dialog="SendAGiftDialog" persist="trash">
        <onSuccess>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
        </onSuccess>
      </effect>
    </effects>
  </motd>
  <motd name="addNeighborsMOTD" expires="64800">
    <requirements>
      <requirement lval="[player.level]" op="gt" rval="5"/>
      <requirement lval="[is_in_experiment(castle_add_neighbor_interstitial,3,4)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.addNeighborsTime]"/>
    </requirements>
    <effects>
      <effect type="SetField" target="[player]" field="addNeighborsTime" value="[add([now()],[64800])]"/>
      <effect type="OpenMFS" Info1="Invite your friends to play CastleVille!" Info2="Send Neighbor Request" SendButton="Send" persist="trash">
        <onFriendsSelected>
          <effect type="PublishViral" viralName="neighborRequest" target="[UI.dialogResult.selectedUIDs]"/>
        </onFriendsSelected>
      </effect>
    </effects>
  </motd>
  <motd name="Winter2LE2011MOTD" expires="86400">
    <requirements>
      <requirement lval="[player.level]" op="gte" rval="5"/>
      <requirement lval="[is_in_experiment(castle_le_release_winter2_2011_reindeer_MOTD,1)]" op="eq" rval="[true]"/>
      <requirement lval="[now()]" op="gt" rval="[player.Fields.Santa2LE2011Time]"/>
      <requirement lval="[player.Fields.WinterLE2MOTDCounter]" op="lt" rval="3"/>
    </requirements>
    <effects>
      <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_winter_reindeer2011" phylum="intro_MOTD" class="view" rate="10"/>
      <effect type="SetField" target="[player]" field="Santa2LE2011Time" value="[add([now()],[86400])]"/>
      <effect type="SetField" target="[player]" field="WinterLE2MOTDCounter" value="[add([player.Fields.WinterLE2MOTDCounter], 1)]"/>
      <effect type="OpenUIDialog" dialog="Motd.MotdDialog" className="SimpleMotd" frame="31" bgUrl="assets/UI/Dialogs/MOTD/MOTD_HolidayReindeerBG.png" buttonLabel="Winter2LEButtonLabel:{Get Now!}" header2="Winter2LEHeader1:{CastleVille Reindeer}" header1="Winter2LEHeader2:{Have you collected them all?}" header2Color="0xf92c16" header2Stroke="0x330404" persist="trash">
        <onSuccess>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_winter_reindeer2011" phylum="intro_MOTD" class="ok" rate="10"/>
          <effect type="PlaySound" sound="sfx_dialog_close_click"/>
          <effect type="OpenUIDialog" dialog="MarketDialog" tab="specials1" subTab="all"/>
        </onSuccess>
        <onCancel>
          <effect type="ZDTrack" trackAction="count_sample" counter="dialog" kingdom="le_winter_reindeer2011" phylum="intro_MOTD" class="close" rate="10"/>
        </onCancel>
      </effect>
    </effects>
  </motd>
</motds>
<locales dbid="2809">
  <test_locale name="en_US" val="English"/>
  <test_locale name="fk_US" val="Mbullkee"/>
  <test_locale name="fk_AS" val="&#xC5;&#x15F;&#x167;&#xE9;&#x159;&#xEC;x"/>
  <test_locale name="fk_JP" val="&#x30B4;&#x30B8;&#x30E9;"/>
  <test_locale name="fk_ZH" val="&#x62B5;&#x6297;&#x662F;&#x5F92;&#x52B3;"/>
  <test_locale name="fk_KO" val="&#xC2A4;&#xD338;"/>
  <test_locale name="fk_TH" val="&#xE1C;&#xE39;&#xE49;&#xE2B;&#xE0D;&#xE34;&#xE07;&#xE19;&#xE34;&#xE2A;&#xE31;&#xE22;&#xE40;&#xE25;&#xE27;"/>
  <test_locale name="fk_DE" val="Schrecklich"/>
  <test_locale name="fk_EL" val="&#x3BC;&#x3C0;&#x3B1;&#x3BA;&#x3BB;&#x3B1;&#x3B2;&#x3AC;"/>
  <test_locale name="fk_RU" val="&#x43F;&#x44C;&#x44F;&#x43D;&#x44B;&#x439; &#x43C;&#x435;&#x434;&#x432;&#x435;&#x434;&#x44C;"/>
  <locale name="en_US" val="English (US)"/>
  <locale name="fr_FR" val="Fran&#xE7;ais"/>
  <locale name="it_IT" val="Italiano"/>
  <locale name="de_DE" val="Deutsch"/>
  <locale name="es_ES" val="Espa&#xF1;ol"/>
  <locale name="pt_BR" val="Portugu&#xEA;s"/>
  <locale name="id_ID" val="Bahasa Indonesia"/>
  <locale name="tr_TR" val="T&#xFC;rk&#xE7;e"/>
  <locale name="ko_KR" val="&#xD55C;&#xAD6D;&#xC5B4;"/>
  <locale name="zh_TW" val="&#x7E41;&#x9AD4;&#x4E2D;&#x6587;"/>
  <locale name="ms_MY" val="Bahasa Melayu"/>
  <locale name="ja_JP" val="&#x65E5;&#x672C;&#x8A9E;"/>
  <locale name="nb_NO" val="Norsk (bokm&#xE5;l)"/>
  <locale name="sv_SE" val="Svenska"/>
  <locale name="da_DK" val="Dansk"/>
  <locale name="th_TH" val="&#xE20;&#xE32;&#xE29;&#xE32;&#xE44;&#xE17;&#xE22;"/>
  <locale name="nl_NL" val="Nederlands"/>
</locales>
<toasterSettings dbid="3259">
  <maxActive>5</maxActive>
  <multiToasterDelay>750</multiToasterDelay>
  <lifetime>5000</lifetime>
  <fadeInTime>200</fadeInTime>
  <fadeOutTime>200</fadeOutTime>
</toasterSettings>
<achievements dbid="3369">
  <achievement name="dLevelUp1">
    <title>Level 1: Champion of Logging In</title>
    <description>Start your journey in CastleVille and build and rule your kingdom!</description>
    <image>/images/FacebookIcons/LevelUp1.png</image>
    <points>25</points>
    <displayOrder>1</displayOrder>
  </achievement>
  <achievement name="dLevelUp2">
    <title>Level 2: The Regal Newbie</title>
    <description>Think you have what it takes?                     Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp2.png</image>
    <points>25</points>
    <displayOrder>2</displayOrder>
  </achievement>
  <achievement name="dLevelUp3">
    <title>Level 3: Proud Peasant</title>
    <description>Click to get your own adoring subjects.</description>
    <image>/images/FacebookIcons/LevelUp3.png</image>
    <points>25</points>
    <displayOrder>3</displayOrder>
  </achievement>
  <achievement name="dLevelUp4">
    <title>Level 4: Sassy Serf</title>
    <description>Do you have the attitude to rise above?</description>
    <image>/images/FacebookIcons/LevelUp4.png</image>
    <points>25</points>
    <displayOrder>4</displayOrder>
  </achievement>
  <achievement name="dLevelUp5">
    <title>Level 5: Jubilant Jester</title>
    <description>Revel in the happiness of CastleVille!                                          Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp5.png</image>
    <points>25</points>
    <displayOrder>5</displayOrder>
  </achievement>
  <achievement name="dLevelUp6">
    <title>Level 6: Student of Rule</title>
    <description>Teach your subjects a lesson.                    Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp6.png</image>
    <points>25</points>
    <displayOrder>6</displayOrder>
  </achievement>
  <achievement name="dLevelUp7">
    <title>Level 7: Plucky Page                                        Click to Play CastleVille now!</title>
    <description>Find friends who like to pluck. Click to play!</description>
    <image>/images/FacebookIcons/LevelUp7.png</image>
    <points>25</points>
    <displayOrder>7</displayOrder>
  </achievement>
  <achievement name="dLevelUp8">
    <title>Level 8: Salty Squire</title>
    <description>Get your act together and play!                                                    Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp8.png</image>
    <points>25</points>
    <displayOrder>8</displayOrder>
  </achievement>
  <achievement name="dLevelUp9">
    <title>Level 9: Valliant Vassal</title>
    <description>Charge into CastleVille and protect your kingdom!</description>
    <image>/images/FacebookIcons/LevelUp9.png</image>
    <points>25</points>
    <displayOrder>9</displayOrder>
  </achievement>
  <achievement name="dLevelUp10">
    <title>Level 10: Na&#xEF;ve Knave! Click to play!</title>
    <description>Get the experience you're looking for. Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp10.png</image>
    <points>10</points>
    <displayOrder>10</displayOrder>
  </achievement>
  <achievement name="dLevelUp11">
    <title>Level 11: Imperfect Prefect! Click to play!</title>
    <description>Click to play. After all, practice makes Prefect!                                  Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp11.png</image>
    <points>10</points>
    <displayOrder>11</displayOrder>
  </achievement>
  <achievement name="dLevelUp12">
    <title>Level 12: Herald of Glee! Click to Play!</title>
    <description>Spread happiness across your growing kingdom!                                      Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp12.png</image>
    <points>10</points>
    <displayOrder>12</displayOrder>
  </achievement>
  <achievement name="dLevelUp13">
    <title>Level 13: Merry Minstrel! Click to Play!</title>
    <description>Share good spirits across the land! Play CastleVille!                              Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp13.png</image>
    <points>10</points>
    <displayOrder>13</displayOrder>
  </achievement>
  <achievement name="dLevelUp14">
    <title>Level 14: Stone Cold Steward! Click to Play!</title>
    <description>Click to stop those Beasties cold. Stone cold.                                     Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp14.png</image>
    <points>10</points>
    <displayOrder>14</displayOrder>
  </achievement>
  <achievement name="dLevelUp15">
    <title>Level 15: Rowdy Royal! Click to Play!</title>
    <description>Rock the kingdom. Play CastleVille!                                                Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp15.png</image>
    <points>10</points>
    <displayOrder>15</displayOrder>
  </achievement>
  <achievement name="dLevelUp16">
    <title>Level 16: Discount Viscount! Click to Play!</title>
    <description>Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp16.png</image>
    <points>10</points>
    <displayOrder>16</displayOrder>
  </achievement>
  <achievement name="dLevelUp17">
    <title>Level 17: Naughty Noble! Click to Play!</title>
    <description>Become a Naughty Noble today!                                                      Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp17.png</image>
    <points>10</points>
    <displayOrder>17</displayOrder>
  </achievement>
  <achievement name="dLevelUp18">
    <title>Level 18: Guardian of the Forest</title>
    <description>Become a Gaurdian of the Forest today!                                             Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp18.png</image>
    <points>10</points>
    <displayOrder>18</displayOrder>
  </achievement>
  <achievement name="dLevelUp19">
    <title>Level 19: Venerable Vizier! Click to Play!</title>
    <description>Become a Venerable Vizier today!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp19.png</image>
    <points>10</points>
    <displayOrder>19</displayOrder>
  </achievement>
  <achievement name="dLevelUp20">
    <title>Level 20: Shepherd of the People!</title>
    <description>Protect your flock. Click to play!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp20.png</image>
    <points>10</points>
    <displayOrder>20</displayOrder>
  </achievement>
  <achievement name="dLevelUp21">
    <title>Level 21: Awesome Ambassador! Click to Play!</title>
    <description>Become a Awesome Abassador today!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp21.png</image>
    <points>10</points>
    <displayOrder>21</displayOrder>
  </achievement>
  <achievement name="dLevelUp22">
    <title>Level 22: Rightful Heir! Click to Play!</title>
    <description>Become heir to your own kingdom!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp22.png</image>
    <points>10</points>
    <displayOrder>22</displayOrder>
  </achievement>
  <achievement name="dLevelUp23">
    <title>Level 23: Happy Highness! Click to Play!</title>
    <description>Become a Happy Highness today!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp23.png</image>
    <points>10</points>
    <displayOrder>23</displayOrder>
  </achievement>
  <achievement name="dLevelUp24">
    <title>Level 24: Distinguished Diplomat</title>
    <description>Become a Distinquished Diplomat today!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp24.png</image>
    <points>10</points>
    <displayOrder>24</displayOrder>
  </achievement>
  <achievement name="dLevelUp25">
    <title>Level 25: Lucky Liege! Click to Play!</title>
    <description>Put your good fortune to the test in CastleVille!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp25.png</image>
    <points>10</points>
    <displayOrder>25</displayOrder>
  </achievement>
  <achievement name="dLevelUp26">
    <title>Level 26: Saucy Scion! Click to Play!</title>
    <description>Put a little spice in your kingdom and play now.                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp26.png</image>
    <points>10</points>
    <displayOrder>26</displayOrder>
  </achievement>
  <achievement name="dLevelUp27">
    <title>Level 27: Master Magister! Click to Play!</title>
    <description>Become a Master Magister today!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp27.png</image>
    <points>10</points>
    <displayOrder>27</displayOrder>
  </achievement>
  <achievement name="dLevelUp28">
    <title>Level 28: Bane of the Beasties! Click to Play!</title>
    <description>Show your bravery. Click to grow your kingdom!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp28.png</image>
    <points>10</points>
    <displayOrder>28</displayOrder>
  </achievement>
  <achievement name="dLevelUp29">
    <title>Level 29: August Aristocrat! Click to Play!</title>
    <description>Become a August Aristocrat today!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp29.png</image>
    <points>10</points>
    <displayOrder>29</displayOrder>
  </achievement>
  <achievement name="dLevelUp30">
    <title>Level 30: Keeper of the Kingdom</title>
    <description>Protect your citizens from the Gloom!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp30.png</image>
    <points>10</points>
    <displayOrder>30</displayOrder>
  </achievement>
  <achievement name="dLevelUp31">
    <title>Level 31: Legendary Leader! Click to Play!</title>
    <description>Become a legend in CastleVille!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp31.png</image>
    <points>10</points>
    <displayOrder>31</displayOrder>
  </achievement>
  <achievement name="dLevelUp32">
    <title>Level 32: Eminence of Joy! Click to Play!</title>
    <description>Joy to your world. Play CastleVille.                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp32.png</image>
    <points>10</points>
    <displayOrder>32</displayOrder>
  </achievement>
  <achievement name="dLevelUp33">
    <title>Level 33: Peace Bringer! Click to Play!</title>
    <description>Click to lead your people on to happiness.                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp33.png</image>
    <points>10</points>
    <displayOrder>33</displayOrder>
  </achievement>
  <achievement name="dLevelUp34">
    <title>Level 34: Most Excellent Excellency</title>
    <description>Flattery only goes so far. Click to go all the way                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp34.png</image>
    <points>10</points>
    <displayOrder>34</displayOrder>
  </achievement>
  <achievement name="dLevelUp35">
    <title>Level 35: Beacon of Light! Click to Play!</title>
    <description>Shine on your kingdom today!                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp35.png</image>
    <points>10</points>
    <displayOrder>35</displayOrder>
  </achievement>
  <achievement name="dLevelUp36">
    <title>Level 36: Crown of Renown! Click to Play!</title>
    <description>Bring happiness to your kingdom with a click.                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp36.png</image>
    <points>10</points>
    <displayOrder>36</displayOrder>
  </achievement>
  <achievement name="dLevelUp37">
    <title>Level 37: Sexy Sovereign! Click to Play!</title>
    <description>Show 'em what you've got.                        Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp37.png</image>
    <points>10</points>
    <displayOrder>37</displayOrder>
  </achievement>
  <achievement name="dLevelUp38">
    <title>Level 38: Majestic Monarch! Click to Play!</title>
    <description>Rise to eminence by clicking to play now! Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp38.png</image>
    <points>10</points>
    <displayOrder>38</displayOrder>
  </achievement>
  <achievement name="dLevelUp39">
    <title>Level 39: Emperor of Wow! Click to Play!</title>
    <description>Be the stuff of legends. Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/LevelUp39.png</image>
    <points>10</points>
    <displayOrder>39</displayOrder>
  </achievement>
  <achievement name="dLevelUp40">
    <title>Level 40: Defender of the Realm!</title>
    <description>Show off your magnificent majesty with a click!</description>
    <image>/images/FacebookIcons/LevelUp40.png</image>
    <points>10</points>
    <displayOrder>40</displayOrder>
  </achievement>
  <achievement name="dInstall">
    <title>The start of a harrowing adventure!</title>
    <description>They're chasing their happy ending. Are you? Click to Play CastleVille now!</description>
    <image>/images/FacebookIcons/Princess_W_ScissorsV01.png</image>
    <points>25</points>
    <displayOrder>0</displayOrder>
  </achievement>
  <achievement name="dNeighborAccept">
    <title>Friendship by accepting a new neighbor!</title>
    <description>Click to build your own kingdom of friends!</description>
    <image>/images/FacebookIcons/CrewApplyW2W.png</image>
    <points>10</points>
    <displayOrder>42</displayOrder>
  </achievement>
  <achievement name="dNaming">
    <title>The naming of a kingdom!</title>
    <description>Think you've got a better name? Click here!</description>
    <image>/images/FacebookIcons/NameKingdomCelebration.png</image>
    <points>25</points>
    <displayOrder>43</displayOrder>
  </achievement>
  <achievement name="dGiftAccept">
    <title>Unwrapping a gift! Click to Play!</title>
    <description>Have you gotten a gift, too? Click to find out!</description>
    <image>/images/FacebookIcons/PrincessExploreCrystalFeedAsk001.png</image>
    <points>10</points>
    <displayOrder>44</displayOrder>
  </achievement>
  <achievement name="dWolfBanish">
    <title>The banishment of a wandering Wolf!</title>
    <description>Want to be real life wolfsbane? Click here!</description>
    <image>/images/FacebookIcons/BanishedWolf.png</image>
    <points>10</points>
    <displayOrder>45</displayOrder>
  </achievement>
  <achievement name="dRatBanish">
    <title>The banishment of a rascally Rat!</title>
    <description>Rid yourself of rats by clicking now!</description>
    <image>/images/FacebookIcons/BanishedRat.png</image>
    <points>10</points>
    <displayOrder>46</displayOrder>
  </achievement>
  <achievement name="dThiefBanish">
    <title>A close encounter of the Thief kind!</title>
    <description>Click to send thieves back where they came from!</description>
    <image>/images/FacebookIcons/BanishedThief.png</image>
    <points>10</points>
    <displayOrder>47</displayOrder>
  </achievement>
  <achievement name="dGoblinBanish">
    <title>Giving a Goblin the heave ho!</title>
    <description>Don't let goblins gobble up your kingdom. Click now!</description>
    <image>/images/FacebookIcons/BanishedGoblin.png</image>
    <points>10</points>
    <displayOrder>48</displayOrder>
  </achievement>
  <achievement name="dMaiden">
    <title>Finish Maiden's Tower Crew! Click to play!</title>
    <description>Play now and get royally crewed. In a good way!</description>
    <image>/images/FacebookIcons/FeedCrewCompleter_001.png</image>
    <points>10</points>
    <displayOrder>49</displayOrder>
  </achievement>
  <achievement name="dNeighbor">
    <title>A visit to a Neighbor! Click to play!</title>
    <description>When was the last time you visited? Click now!</description>
    <image>/images/FacebookIcons/FeedCrewCompleter_001.png</image>
    <points>10</points>
    <displayOrder>50</displayOrder>
  </achievement>
</achievements>
<dirtyWords dbid="3415">
  <localizedList id="en_US">
    <dirtyWord name="Shit"/>
    <dirtyWord name="Fuck"/>
    <dirtyWord name="Kike"/>
    <dirtyWord name="kyke"/>
    <dirtyWord name="Nigger"/>
    <dirtyWord name="Cunt"/>
    <dirtyWord name="Gook"/>
    <dirtyWord name="Penis"/>
    <dirtyWord name="Bitch"/>
    <dirtyWord name="Cocaine"/>
    <dirtyWord name="Faggot"/>
    <dirtyWord name="Jizz"/>
    <dirtyWord name="KKK"/>
    <dirtyWord name="Hitler"/>
    <dirtyWord name="Nazi"/>
    <dirtyWord name="Negro"/>
    <dirtyWord name="Niglet"/>
    <dirtyWord name="Pedophile"/>
    <dirtyWord name="Prostitute"/>
    <dirtyWord name="Pussy"/>
    <dirtyWord name="Rape"/>
    <dirtyWord name="Rapist"/>
    <dirtyWord name="Rimjob"/>
    <dirtyWord name="Blowjob"/>
    <dirtyWord name="Testicle"/>
    <dirtyWord name="Vagina"/>
    <dirtyWord name="Twat"/>
    <dirtyWord name="Wetback"/>
    <dirtyWord name="Beaner"/>
    <dirtyWord name="XXX"/>
    <dirtyWord name="Whore"/>
    <dirtyWord name="Queef"/>
    <dirtyWord name="Porn"/>
    <dirtyWord name="Nutsack"/>
    <dirtyWord name="Ballsack"/>
    <dirtyWord name="Hooker"/>
    <dirtyWord name="Handjob"/>
    <dirtyWord name="Rimjob"/>
    <dirtyWord name="Fag"/>
    <dirtyWord name="Dildo"/>
    <dirtyWord name="Cocksuck"/>
    <dirtyWord name="Dicksuck"/>
    <dirtyWord name="Deggo"/>
    <dirtyWord name="Cunilingus"/>
    <dirtyWord name="Anus"/>
    <dirtyWord name="Anal"/>
  </localizedList>
  <localizedList id="fr_FR">
    <dirtyWord name="baise"/>
    <dirtyWord name="bicot"/>
    <dirtyWord name="bite"/>
    <dirtyWord name="bordel"/>
    <dirtyWord name="burne"/>
    <dirtyWord name="chaudasse"/>
    <dirtyWord name="chiennasse"/>
    <dirtyWord name="connasse"/>
    <dirtyWord name="fion"/>
    <dirtyWord name="gogol"/>
    <dirtyWord name="grognasse"/>
    <dirtyWord name="mongol"/>
    <dirtyWord name="moule"/>
    <dirtyWord name="p&#xE9;dale"/>
    <dirtyWord name="p&#xE9;tasse"/>
    <dirtyWord name="pouffiasse"/>
    <dirtyWord name="suceuse"/>
    <dirtyWord name="tantouze"/>
    <dirtyWord name="tarlouze"/>
    <dirtyWord name="t&#xEA;te de noeud"/>
    <dirtyWord name="trouduc"/>
    <dirtyWord name="youpin"/>
    <dirtyWord name="zboub"/>
    <dirtyWord name="zgu&#xE8;gue"/>
    <dirtyWord name="anus"/>
    <dirtyWord name="b&#xE2;tard"/>
    <dirtyWord name="branlette"/>
    <dirtyWord name="branleur"/>
    <dirtyWord name="chatte"/>
    <dirtyWord name="chienne"/>
    <dirtyWord name="chier"/>
    <dirtyWord name="connard"/>
    <dirtyWord name="con"/>
    <dirtyWord name="couille"/>
    <dirtyWord name="cul"/>
    <dirtyWord name="encul&#xE9;"/>
    <dirtyWord name="enculer"/>
    <dirtyWord name="enfoir&#xE9;"/>
    <dirtyWord name="foutre"/>
    <dirtyWord name="merde"/>
    <dirtyWord name="n&#xE8;gre"/>
    <dirtyWord name="nibard"/>
    <dirtyWord name="nibards"/>
    <dirtyWord name="nichons"/>
    <dirtyWord name="niquer"/>
    <dirtyWord name="p&#xE9;d&#xE9;"/>
    <dirtyWord name="p&#xE9;nis"/>
    <dirtyWord name="putain"/>
    <dirtyWord name="pute"/>
    <dirtyWord name="salaud"/>
    <dirtyWord name="salop"/>
    <dirtyWord name="salope"/>
    <dirtyWord name="tafiole"/>
    <dirtyWord name="tapette"/>
    <dirtyWord name="teub"/>
    <dirtyWord name="vagin"/>
    <dirtyWord name="viol"/>
    <dirtyWord name="violeur"/>
    <dirtyWord name="entuber"/>
    <dirtyWord name="p&#xE9;dophile"/>
  </localizedList>
  <localizedList id="it_IT">
    <dirtyWord name="anale"/>
    <dirtyWord name="asessuato"/>
    <dirtyWord name="bagasc"/>
    <dirtyWord name="bagiana"/>
    <dirtyWord name="bastard"/>
    <dirtyWord name="bocce"/>
    <dirtyWord name="bocchin"/>
    <dirtyWord name="buco di culo"/>
    <dirtyWord name="castra"/>
    <dirtyWord name="castrare"/>
    <dirtyWord name="castrat"/>
    <dirtyWord name="castrat"/>
    <dirtyWord name="castro"/>
    <dirtyWord name="chiavare"/>
    <dirtyWord name="chiavat"/>
    <dirtyWord name="cristo"/>
    <dirtyWord name="cristo dio"/>
    <dirtyWord name="cristodio"/>
    <dirtyWord name="deficiente"/>
    <dirtyWord name="dio"/>
    <dirtyWord name="dio bono"/>
    <dirtyWord name="dio buono"/>
    <dirtyWord name="dio can"/>
    <dirtyWord name="dio madonna"/>
    <dirtyWord name="dio madonna di dio"/>
    <dirtyWord name="dio maiale"/>
    <dirtyWord name="dio merda"/>
    <dirtyWord name="diobo"/>
    <dirtyWord name="diob&#xF2;"/>
    <dirtyWord name="diobo'"/>
    <dirtyWord name="diobono"/>
    <dirtyWord name="diobuono"/>
    <dirtyWord name="diocan"/>
    <dirtyWord name="diomadonnadidio"/>
    <dirtyWord name="diomaiale"/>
    <dirtyWord name="diomerda"/>
    <dirtyWord name="fancazzist"/>
    <dirtyWord name="figata"/>
    <dirtyWord name="fighe"/>
    <dirtyWord name="figlia di buona donna"/>
    <dirtyWord name="figlia di mignotta"/>
    <dirtyWord name="figlia di puttana"/>
    <dirtyWord name="figlia di troia"/>
    <dirtyWord name="figlia di zoccola"/>
    <dirtyWord name="figlio di buona donna"/>
    <dirtyWord name="figlio di mignotta"/>
    <dirtyWord name="figlio di puttana"/>
    <dirtyWord name="figlio di troia"/>
    <dirtyWord name="figlio di zoccola"/>
    <dirtyWord name="figo"/>
    <dirtyWord name="finocchi"/>
    <dirtyWord name="frociazz"/>
    <dirtyWord name="frocion"/>
    <dirtyWord name="gay"/>
    <dirtyWord name="handicap"/>
    <dirtyWord name="idiot"/>
    <dirtyWord name="lesbic"/>
    <dirtyWord name="madonna dio"/>
    <dirtyWord name="madonnadio"/>
    <dirtyWord name="maso"/>
    <dirtyWord name="meretrice"/>
    <dirtyWord name="mignott"/>
    <dirtyWord name="minne"/>
    <dirtyWord name="mona"/>
    <dirtyWord name="mongol"/>
    <dirtyWord name="orgasm"/>
    <dirtyWord name="pd"/>
    <dirtyWord name="pederast"/>
    <dirtyWord name="pene"/>
    <dirtyWord name="pere"/>
    <dirtyWord name="pezzo di merda"/>
    <dirtyWord name="pm"/>
    <dirtyWord name="pompinar"/>
    <dirtyWord name="porca madonna"/>
    <dirtyWord name="porcamadonna"/>
    <dirtyWord name="porco dio"/>
    <dirtyWord name="porcodio"/>
    <dirtyWord name="porn"/>
    <dirtyWord name="prostituta"/>
    <dirtyWord name="puttana la madonna"/>
    <dirtyWord name="puttana madonna"/>
    <dirtyWord name="puttanamadonna"/>
    <dirtyWord name="puttanell"/>
    <dirtyWord name="puttanon"/>
    <dirtyWord name="ritardat"/>
    <dirtyWord name="sado"/>
    <dirtyWord name="sadomaso"/>
    <dirtyWord name="sadomasochista"/>
    <dirtyWord name="scema"/>
    <dirtyWord name="scemi"/>
    <dirtyWord name="scemo"/>
    <dirtyWord name="scopar"/>
    <dirtyWord name="scopat"/>
    <dirtyWord name="scopi"/>
    <dirtyWord name="scopiamo"/>
    <dirtyWord name="scopo"/>
    <dirtyWord name="segaiol"/>
    <dirtyWord name="seghe"/>
    <dirtyWord name="sesso"/>
    <dirtyWord name="sessuale"/>
    <dirtyWord name="sexy"/>
    <dirtyWord name="spompin"/>
    <dirtyWord name="stupida"/>
    <dirtyWord name="stupidi"/>
    <dirtyWord name="stupido"/>
    <dirtyWord name="succhiacazz"/>
    <dirtyWord name="testa di cazzo"/>
    <dirtyWord name="testa di minchia"/>
    <dirtyWord name="tetta"/>
    <dirtyWord name="trans"/>
    <dirtyWord name="transessuale"/>
    <dirtyWord name="vai in mona"/>
    <dirtyWord name="zinne"/>
    <dirtyWord name="zoccol"/>
    <dirtyWord name="bottan"/>
    <dirtyWord name="buson"/>
    <dirtyWord name="cazz"/>
    <dirtyWord name="checc"/>
    <dirtyWord name="coglion"/>
    <dirtyWord name="culatton"/>
    <dirtyWord name="culo"/>
    <dirtyWord name="figa"/>
    <dirtyWord name="fott"/>
    <dirtyWord name="froci"/>
    <dirtyWord name="incul"/>
    <dirtyWord name="masturb"/>
    <dirtyWord name="minchi"/>
    <dirtyWord name="negro"/>
    <dirtyWord name="pedofil"/>
    <dirtyWord name="piscia"/>
    <dirtyWord name="pompin"/>
    <dirtyWord name="puttan"/>
    <dirtyWord name="sborr"/>
    <dirtyWord name="sperm"/>
    <dirtyWord name="stronz"/>
    <dirtyWord name="stupr"/>
    <dirtyWord name="succhia"/>
    <dirtyWord name="suka"/>
    <dirtyWord name="tette"/>
    <dirtyWord name="troi"/>
    <dirtyWord name="troiett"/>
    <dirtyWord name="vagina"/>
    <dirtyWord name="vai in mona"/>
    <dirtyWord name="zinna"/>
    <dirtyWord name="zinne"/>
    <dirtyWord name="zoccol"/>
  </localizedList>
  <localizedList id="de_DE">
    <dirtyWord name="Arschficker"/>
    <dirtyWord name="Ficker"/>
    <dirtyWord name="Hure"/>
    <dirtyWord name="Kinderficker"/>
    <dirtyWord name="Nazischlampe"/>
    <dirtyWord name="Nutte"/>
    <dirtyWord name="Schwanzlutscher"/>
    <dirtyWord name="Wixer"/>
    <dirtyWord name="Wixxer"/>
    <dirtyWord name="blasen"/>
    <dirtyWord name="ejakulieren"/>
    <dirtyWord name="geil"/>
    <dirtyWord name="masturbieren"/>
    <dirtyWord name="M&#xF6;se"/>
    <dirtyWord name="onanieren"/>
    <dirtyWord name="orgasmus"/>
    <dirtyWord name="porno"/>
    <dirtyWord name="pornografie"/>
    <dirtyWord name="sado-maso"/>
    <dirtyWord name="schei&#xDF;e"/>
    <dirtyWord name="scheisse"/>
    <dirtyWord name="schwuchtel"/>
    <dirtyWord name="titte"/>
    <dirtyWord name="titten"/>
  </localizedList>
  <localizedList id="es_ES">
    <dirtyWord name="culeada"/>
    <dirtyWord name="culeado"/>
    <dirtyWord name="culear"/>
    <dirtyWord name="enculado"/>
    <dirtyWord name="encular"/>
    <dirtyWord name="enculo"/>
    <dirtyWord name="follar"/>
    <dirtyWord name="follo"/>
    <dirtyWord name="hostia"/>
    <dirtyWord name="hostiar"/>
    <dirtyWord name="hostias"/>
    <dirtyWord name="hostion"/>
    <dirtyWord name="hosti&#xF3;n"/>
    <dirtyWord name="pajear"/>
    <dirtyWord name="pajeas"/>
    <dirtyWord name="pajeo"/>
    <dirtyWord name="zorron"/>
    <dirtyWord name="zorr&#xF3;n"/>
    <dirtyWord name="subnormal"/>
    <dirtyWord name="mongolo"/>
    <dirtyWord name="pajillero"/>
    <dirtyWord name="pajero"/>
    <dirtyWord name="bollera"/>
    <dirtyWord name="tortillera"/>
  </localizedList>
  <localizedList id="pt_BR">
    <dirtyWord name="&#xE2;nus"/>
    <dirtyWord name="arrombada"/>
    <dirtyWord name="arrombado"/>
    <dirtyWord name="babaca"/>
    <dirtyWord name="bagos"/>
    <dirtyWord name="baitola"/>
    <dirtyWord name="bicha"/>
    <dirtyWord name="bixa"/>
    <dirtyWord name="boceta"/>
    <dirtyWord name="boiola"/>
    <dirtyWord name="boiolas"/>
    <dirtyWord name="boquete"/>
    <dirtyWord name="bosseta"/>
    <dirtyWord name="bosta"/>
    <dirtyWord name="bronha"/>
    <dirtyWord name="buceta"/>
    <dirtyWord name="bunda"/>
    <dirtyWord name="busseta"/>
    <dirtyWord name="cacete"/>
    <dirtyWord name="caga"/>
    <dirtyWord name="cagad"/>
    <dirtyWord name="cagao"/>
    <dirtyWord name="cagona"/>
    <dirtyWord name="canalha"/>
    <dirtyWord name="caraleo"/>
    <dirtyWord name="caralho"/>
    <dirtyWord name="cassete"/>
    <dirtyWord name="chana"/>
    <dirtyWord name="chaninha"/>
    <dirtyWord name="chavasca"/>
    <dirtyWord name="checheca"/>
    <dirtyWord name="chereca"/>
    <dirtyWord name="cherereca"/>
    <dirtyWord name="chifruda"/>
    <dirtyWord name="chifrudo"/>
    <dirtyWord name="chochota"/>
    <dirtyWord name="chota"/>
    <dirtyWord name="chupada"/>
    <dirtyWord name="chupado"/>
    <dirtyWord name="corna"/>
    <dirtyWord name="corno"/>
    <dirtyWord name="cretina"/>
    <dirtyWord name="cretino"/>
    <dirtyWord name="cuzao"/>
    <dirtyWord name="cuz&#xE3;o"/>
    <dirtyWord name="cuzona"/>
    <dirtyWord name="cuzuda"/>
    <dirtyWord name="cuzudo"/>
    <dirtyWord name="escrota"/>
    <dirtyWord name="escroto"/>
    <dirtyWord name="foda"/>
    <dirtyWord name="fodendo"/>
    <dirtyWord name="fodido"/>
    <dirtyWord name="fudecao"/>
    <dirtyWord name="fudendo"/>
    <dirtyWord name="fudido"/>
    <dirtyWord name="homo"/>
    <dirtyWord name="iscrota"/>
    <dirtyWord name="iscroto"/>
    <dirtyWord name="ladra"/>
    <dirtyWord name="ladrao"/>
    <dirtyWord name="ladr&#xE3;o"/>
    <dirtyWord name="marica"/>
    <dirtyWord name="maricas"/>
    <dirtyWord name="merda"/>
    <dirtyWord name="otaria"/>
    <dirtyWord name="ot&#xE1;ria"/>
    <dirtyWord name="otario"/>
    <dirtyWord name="ot&#xE1;rio"/>
    <dirtyWord name="paspalha"/>
    <dirtyWord name="paspalho"/>
    <dirtyWord name="p&#xEA;nis"/>
    <dirtyWord name="perseguida"/>
    <dirtyWord name="porra"/>
    <dirtyWord name="punheta"/>
    <dirtyWord name="puta"/>
    <dirtyWord name="putaria"/>
    <dirtyWord name="putas"/>
    <dirtyWord name="puto"/>
    <dirtyWord name="putos"/>
    <dirtyWord name="rapariga"/>
    <dirtyWord name="rolao"/>
    <dirtyWord name="rol&#xE3;o"/>
    <dirtyWord name="rolinha"/>
    <dirtyWord name="siririca"/>
    <dirtyWord name="tesao"/>
    <dirtyWord name="tes&#xE3;o"/>
    <dirtyWord name="tezao"/>
    <dirtyWord name="tez&#xE3;o"/>
    <dirtyWord name="tezuda"/>
    <dirtyWord name="trocha"/>
    <dirtyWord name="troucha"/>
    <dirtyWord name="trouxa"/>
    <dirtyWord name="troxa"/>
    <dirtyWord name="va1jina"/>
    <dirtyWord name="vaca"/>
    <dirtyWord name="vag1na"/>
    <dirtyWord name="vagiina"/>
    <dirtyWord name="vagina"/>
    <dirtyWord name="vaj1na"/>
    <dirtyWord name="vajina"/>
    <dirtyWord name="veado"/>
    <dirtyWord name="viado"/>
    <dirtyWord name="vulva"/>
    <dirtyWord name="xana"/>
    <dirtyWord name="xaninha"/>
    <dirtyWord name="xavasca"/>
    <dirtyWord name="xereca"/>
    <dirtyWord name="xerereca"/>
    <dirtyWord name="xexeca"/>
    <dirtyWord name="xota"/>
    <dirtyWord name="xoxota"/>
  </localizedList>
  <localizedList id="id_ID">
    <dirtyWord name="ampe'"/>
    <dirtyWord name="ampek"/>
    <dirtyWord name="anjing"/>
    <dirtyWord name="babi"/>
    <dirtyWord name="biji"/>
    <dirtyWord name="cabo"/>
    <dirtyWord name="jancu'"/>
    <dirtyWord name="jancuk"/>
    <dirtyWord name="jiyancu'"/>
    <dirtyWord name="jiyancuk"/>
    <dirtyWord name="kampret"/>
    <dirtyWord name="konti"/>
    <dirtyWord name="kontol"/>
    <dirtyWord name="lonte"/>
    <dirtyWord name="meki"/>
    <dirtyWord name="meme'"/>
    <dirtyWord name="memek"/>
    <dirtyWord name="monyet"/>
    <dirtyWord name="ngentot"/>
    <dirtyWord name="ngen-tot"/>
    <dirtyWord name="nono'"/>
    <dirtyWord name="nonok"/>
    <dirtyWord name="pante'"/>
    <dirtyWord name="pantek"/>
    <dirtyWord name="peler"/>
    <dirtyWord name="perek"/>
    <dirtyWord name="slompret"/>
  </localizedList>
  <localizedList id="tr_TR">
    <dirtyWord name="amsalak"/>
    <dirtyWord name="ananin ami"/>
    <dirtyWord name="ancuk"/>
    <dirtyWord name="angut"/>
    <dirtyWord name="am"/>
    <dirtyWord name="amcik"/>
    <dirtyWord name="bok"/>
    <dirtyWord name="aptal"/>
    <dirtyWord name="eben"/>
    <dirtyWord name="gerizekali"/>
    <dirtyWord name="g&#xF6;t"/>
    <dirtyWord name="g&#xF6;tleg"/>
    <dirtyWord name="g&#xF6;tlek"/>
    <dirtyWord name="g&#xF6;tos"/>
    <dirtyWord name="g&#xF6;tveren"/>
    <dirtyWord name="kaltag"/>
    <dirtyWord name="kaltak"/>
    <dirtyWord name="kevase"/>
    <dirtyWord name="orospu"/>
    <dirtyWord name="pezeveng"/>
    <dirtyWord name="pezevenk"/>
    <dirtyWord name="pust"/>
    <dirtyWord name="salak"/>
    <dirtyWord name="sik"/>
    <dirtyWord name="siktir"/>
    <dirtyWord name="s&#xFC;rt&#xFC;g"/>
    <dirtyWord name="s&#xFC;rt&#xFC;k"/>
    <dirtyWord name="tasag"/>
    <dirtyWord name="tasak"/>
    <dirtyWord name="yarag"/>
    <dirtyWord name="yarak"/>
    <dirtyWord name="yarraa"/>
    <dirtyWord name="yarrag"/>
    <dirtyWord name="yarrak"/>
  </localizedList>
  <localizedList id="ko_KR">
    <dirtyWord name="10&#xC0C8;"/>
    <dirtyWord name="10&#xC0C8;&#xAE30;"/>
    <dirtyWord name="10&#xC0C8;&#xB9AC;"/>
    <dirtyWord name="10&#xC138;&#xB9AC;"/>
    <dirtyWord name="10&#xC250;&#xC774;"/>
    <dirtyWord name="10&#xC251;"/>
    <dirtyWord name="10&#xC2A4;"/>
    <dirtyWord name="10&#xC314;"/>
    <dirtyWord name="10&#xC314;&#xAE30;"/>
    <dirtyWord name="10&#xC384;"/>
    <dirtyWord name="10&#xC54C;"/>
    <dirtyWord name="10&#xCC3D;"/>
    <dirtyWord name="10&#xD0F1;"/>
    <dirtyWord name="18&#xAC83;"/>
    <dirtyWord name="18&#xB118;"/>
    <dirtyWord name="18&#xB144;"/>
    <dirtyWord name="18&#xB178;"/>
    <dirtyWord name="18&#xB188;"/>
    <dirtyWord name="18&#xB1EC;"/>
    <dirtyWord name="18&#xB7FC;"/>
    <dirtyWord name="18&#xB86C;"/>
    <dirtyWord name="18&#xC0C8;"/>
    <dirtyWord name="18&#xC0C8;&#xB07C;"/>
    <dirtyWord name="18&#xC0C9;"/>
    <dirtyWord name="18&#xC138;&#xB07C;"/>
    <dirtyWord name="18&#xC138;&#xB9AC;"/>
    <dirtyWord name="18&#xC139;"/>
    <dirtyWord name="18&#xC251;"/>
    <dirtyWord name="18&#xC2A4;"/>
    <dirtyWord name="18&#xC544;"/>
    <dirtyWord name="&#x3131;&#x3150;"/>
    <dirtyWord name="&#xAC08;&#xBCF4;"/>
    <dirtyWord name="&#xAC08;&#xBCF4;&#xB144;"/>
    <dirtyWord name="&#xAC15;&#xC544;&#xC9C0;"/>
    <dirtyWord name="&#xAC19;&#xC740;&#xB144;"/>
    <dirtyWord name="&#xAC19;&#xC740;&#xB1EC;"/>
    <dirtyWord name="&#xAC1C;&#xAC19;&#xC740;"/>
    <dirtyWord name="&#xAC1C;&#xAD6C;&#xB77C;"/>
    <dirtyWord name="&#xAC1C;&#xB144;"/>
    <dirtyWord name="&#xAC1C;&#xB188;"/>
    <dirtyWord name="&#xAC1C;&#xB1EC;"/>
    <dirtyWord name="&#xAC1C;&#xB300;&#xC911;"/>
    <dirtyWord name="&#xAC1C;&#xB3C5;"/>
    <dirtyWord name="&#xAC1C;&#xB3FC;&#xC911;"/>
    <dirtyWord name="&#xAC1C;&#xB784;"/>
    <dirtyWord name="&#xAC1C;&#xBCF4;&#xC9C0;"/>
    <dirtyWord name="&#xAC1C;&#xBEE5;"/>
    <dirtyWord name="&#xAC1C;&#xBFD4;"/>
    <dirtyWord name="&#xAC1C;&#xC0C8;"/>
    <dirtyWord name="&#xAC1C;&#xC0C8;&#xAE30;"/>
    <dirtyWord name="&#xAC1C;&#xC0C8;&#xB07C;"/>
    <dirtyWord name="&#xAC1C;&#xC0C8;&#xD0A4;"/>
    <dirtyWord name="&#xAC1C;&#xC0C9;&#xAE30;"/>
    <dirtyWord name="&#xAC1C;&#xC0C9;&#xB07C;"/>
    <dirtyWord name="&#xAC1C;&#xC0C9;&#xD0A4;"/>
    <dirtyWord name="&#xAC1C;&#xC0C9;&#xD788;"/>
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    <dirtyWord name="pundek"/>
    <dirtyWord name="tek"/>
    <dirtyWord name="tetek"/>
  </localizedList>
  <localizedList id="ja_JP">
    <dirtyWord name="&#x30A2;&#x30CA;&#x30EB;"/>
    <dirtyWord name="&#x30A2;&#x30D8;&#x30F3;"/>
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  <localizedList id="nb_NO">
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  </localizedList>
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  <localizedList id="da_DK">
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    <dirtyWord name="grimrian"/>
    <dirtyWord name="dj&#xE6;vel"/>
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  <localizedList id="th_TH">
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    <dirtyWord name="&#xE41;&#xE21;&#xE48;&#xE21;&#xE23;&#xE36;&#xE07;"/>
    <dirtyWord name="&#xE41;&#xE21;&#xE48;&#xE40;&#xE21;&#xE34;&#xE07;"/>
  </localizedList>
  <localizedList id="nl_NL">
    <dirtyWord name="waterhoofd"/>
    <dirtyWord name="anus"/>
    <dirtyWord name="aars"/>
    <dirtyWord name="kontgat"/>
    <dirtyWord name="reet"/>
    <dirtyWord name="klootzak"/>
    <dirtyWord name="reetkusser"/>
    <dirtyWord name="bitch"/>
    <dirtyWord name="klote"/>
    <dirtyWord name="eikel"/>
    <dirtyWord name="stijve"/>
    <dirtyWord name="bullshit"/>
    <dirtyWord name="kont"/>
    <dirtyWord name="kuttekop"/>
    <dirtyWord name="kontneuker"/>
    <dirtyWord name="sletje"/>
    <dirtyWord name="zakkenwasser"/>
    <dirtyWord name="lul"/>
    <dirtyWord name="poot"/>
    <dirtyWord name="stront"/>
    <dirtyWord name="kut"/>
    <dirtyWord name="verdomme"/>
    <dirtyWord name="pijphoer"/>
    <dirtyWord name="pot"/>
    <dirtyWord name="dildo"/>
    <dirtyWord name="tamp"/>
    <dirtyWord name="mongool"/>
    <dirtyWord name="nicht"/>
    <dirtyWord name="flikker"/>
    <dirtyWord name="scheet"/>
    <dirtyWord name="vetzak"/>
    <dirtyWord name="sukkel"/>
    <dirtyWord name="fuck"/>
    <dirtyWord name="godver"/>
    <dirtyWord name="godverdomme"/>
    <dirtyWord name="homo"/>
    <dirtyWord name="geilbak"/>
    <dirtyWord name="geil"/>
    <dirtyWord name="jezus"/>
    <dirtyWord name="trutje"/>
    <dirtyWord name="lesbo"/>
    <dirtyWord name="moederneuker"/>
    <dirtyWord name="nerd"/>
    <dirtyWord name="nikker"/>
    <dirtyWord name="pooier"/>
    <dirtyWord name="mietje"/>
    <dirtyWord name="neuken"/>
    <dirtyWord name="sloerie"/>
    <dirtyWord name="gleuf"/>
    <dirtyWord name="slet"/>
    <dirtyWord name="zaadhoer"/>
    <dirtyWord name="reetlikker"/>
    <dirtyWord name="klote"/>
    <dirtyWord name="stinkkut"/>
    <dirtyWord name="pijpen"/>
    <dirtyWord name="bruinwerker"/>
    <dirtyWord name="paardelul"/>
    <dirtyWord name="pisnicht"/>
    <dirtyWord name="kontneuken"/>
    <dirtyWord name="christus"/>
    <dirtyWord name="del"/>
    <dirtyWord name="spuitpik"/>
    <dirtyWord name="spleet"/>
    <dirtyWord name="spast"/>
    <dirtyWord name="hoer"/>
    <dirtyWord name="tyfus"/>
    <dirtyWord name="tering"/>
    <dirtyWord name="kanker"/>
    <dirtyWord name="klitje"/>
    <dirtyWord name="schaamluis"/>
    <dirtyWord name="zaadslikker"/>
    <dirtyWord name="pijphomo"/>
    <dirtyWord name="kutsnol"/>
    <dirtyWord name="stinkhol"/>
    <dirtyWord name="schimmelkut"/>
    <dirtyWord name="aidslijer"/>
    <dirtyWord name="dikzak"/>
    <dirtyWord name="allejezus"/>
    <dirtyWord name="reetneuker"/>
    <dirtyWord name="klerelijer"/>
    <dirtyWord name="balzak"/>
    <dirtyWord name="stinkreet"/>
    <dirtyWord name="stoephoer"/>
    <dirtyWord name="zaadslet"/>
    <dirtyWord name="piemel"/>
    <dirtyWord name="gutsgleuf"/>
    <dirtyWord name="klit"/>
    <dirtyWord name="kietelaar"/>
    <dirtyWord name="godskolere"/>
    <dirtyWord name="kakker"/>
    <dirtyWord name="homofiel"/>
    <dirtyWord name="takkehoer"/>
    <dirtyWord name="lamlul"/>
    <dirtyWord name="lamzak"/>
    <dirtyWord name="fucking"/>
    <dirtyWord name="befteef"/>
    <dirtyWord name="viswijf"/>
    <dirtyWord name="gratenkut"/>
    <dirtyWord name="poes"/>
    <dirtyWord name="klootviool"/>
    <dirtyWord name="schaamlip"/>
    <dirtyWord name="teef"/>
    <dirtyWord name="oetlul"/>
    <dirtyWord name="pijpslet"/>
    <dirtyWord name="zakkewasser"/>
    <dirtyWord name="pedo"/>
    <dirtyWord name="tiet"/>
    <dirtyWord name="tieten"/>
    <dirtyWord name="mufkut"/>
    <dirtyWord name="trekzeug"/>
    <dirtyWord name="rukker"/>
    <dirtyWord name="bakvis"/>
    <dirtyWord name="reetridder"/>
    <dirtyWord name="zeikerd"/>
    <dirtyWord name="flapdrol"/>
    <dirtyWord name="takkelijer"/>
    <dirtyWord name="smegma"/>
    <dirtyWord name="zeiklul"/>
    <dirtyWord name="schijt"/>
    <dirtyWord name="stront"/>
    <dirtyWord name="schijterd"/>
    <dirtyWord name="zeikwijf"/>
    <dirtyWord name="kuthoer"/>
    <dirtyWord name="reetkever"/>
    <dirtyWord name="mierenneuker"/>
    <dirtyWord name="hondelul"/>
    <dirtyWord name="slettebak"/>
    <dirtyWord name="spermaslet"/>
    <dirtyWord name="rugtoerist"/>
    <dirtyWord name="tyfuslijer"/>
    <dirtyWord name="kankerlijer"/>
    <dirtyWord name="slijmbal"/>
    <dirtyWord name="debiel"/>
    <dirtyWord name="mafkees"/>
    <dirtyWord name="pijpekop"/>
    <dirtyWord name="strontklep"/>
    <dirtyWord name="hoerenloper"/>
    <dirtyWord name="zaadbal"/>
    <dirtyWord name="beftekkel"/>
    <dirtyWord name="droplul"/>
    <dirtyWord name="pik"/>
    <dirtyWord name="lulhannes"/>
    <dirtyWord name="pedofiel"/>
    <dirtyWord name="boerenlul"/>
    <dirtyWord name="kutruft"/>
    <dirtyWord name="vetklep"/>
    <dirtyWord name="racist"/>
    <dirtyWord name="drol"/>
    <dirtyWord name="kutwijf"/>
    <dirtyWord name="randdebiel"/>
    <dirtyWord name="snol"/>
    <dirtyWord name="aarslikker"/>
    <dirtyWord name="kontlikker"/>
    <dirtyWord name="stinksmoel"/>
    <dirtyWord name="hoerenkut"/>
    <dirtyWord name="galbak"/>
    <dirtyWord name="holtor"/>
    <dirtyWord name="aarsbeffer"/>
    <dirtyWord name="achterlader"/>
    <dirtyWord name="incestgeval"/>
    <dirtyWord name="rioolrat"/>
    <dirtyWord name="kutlikker"/>
    <dirtyWord name="straathoer"/>
    <dirtyWord name="straatslet"/>
    <dirtyWord name="kloothommel"/>
    <dirtyWord name="teefje"/>
    <dirtyWord name="reetgat"/>
    <dirtyWord name="piskut"/>
    <dirtyWord name="stinkhomo"/>
    <dirtyWord name="stinkhoer"/>
    <dirtyWord name="stinklul"/>
    <dirtyWord name="relnicht"/>
    <dirtyWord name="hondenlul"/>
    <dirtyWord name="paardenlul"/>
    <dirtyWord name="kankerlul"/>
    <dirtyWord name="breezerslet"/>
    <dirtyWord name="aftrekken"/>
    <dirtyWord name="geiteneuker"/>
    <dirtyWord name="hoerenjong"/>
    <dirtyWord name="leuter"/>
    <dirtyWord name="poep"/>
    <dirtyWord name="rugridder"/>
    <dirtyWord name="snee"/>
    <dirtyWord name="schaamspleet"/>
    <dirtyWord name="schapeneuker"/>
    <dirtyWord name="schijtbak"/>
    <dirtyWord name="trut"/>
    <dirtyWord name="tyfushond"/>
    <dirtyWord name="verkrachter"/>
    <dirtyWord name="kringspier"/>
    <dirtyWord name="sluitspier"/>
    <dirtyWord name="stinksnol"/>
    <dirtyWord name="rimmen"/>
    <dirtyWord name="tampeloeres"/>
    <dirtyWord name="platje"/>
    <dirtyWord name="paardekut"/>
    <dirtyWord name="swaffelen"/>
    <dirtyWord name="pis"/>
    <dirtyWord name="zeik"/>
    <dirtyWord name="tyfushoer"/>
    <dirtyWord name="klerehoer"/>
    <dirtyWord name="pukkelkut"/>
    <dirtyWord name="reethaar"/>
    <dirtyWord name="kutlul"/>
    <dirtyWord name="reetveeg"/>
    <dirtyWord name="stronthoer"/>
    <dirtyWord name="stinktrut"/>
  </localizedList>
</dirtyWords>
<mysteryLoot dbid="3416">
  <item name="GoldBrickCraftable_01" weight="5"/>
  <!--  
  <item name="WoodPlanksCraftable_01" weight="5"/>
  <item name="StoneBlockCraftable_01" weight="5"/>
 -->
  <item name="LampOilMaterial_01" weight="12"/>
  <item name="WolfPeltMaterial_01" weight="12"/>
  <item name="MapPieceMaterial_01" weight="12"/>
  <item name="CopperTubesMaterial_01" weight="5"/>
  <item name="ClovesMaterial_01" weight="5"/>
  <item name="YummheeYeastMaterial_01" weight="5"/>
  <item name="CoatofArmsMaterial_01" weight="2"/>
  <item name="DragonScaleMaterial_01" weight="2"/>
  <item name="FlaskMaterial_01" weight="2"/>
  <item name="FairyWingMaterial_01" weight="2"/>
  <item name="EyeOfNewtMaterial_01" weight="2"/>
  <item name="LoveLetterMaterial_01" weight="2"/>
  <item name="MysteryMeatMaterial_01" weight="2"/>
  <item name="RegalHoeMaterial_01" weight="2"/>
  <item name="RollingPinMaterial_01" weight="2"/>
  <item name="RoyalJewelMaterial_01" weight="2"/>
  <item name="SpyglassMaterial_01" weight="2"/>
  <item name="WhetStoneMaterial_01" weight="2"/>
</mysteryLoot>
<collisionInfo name="CollisionInfo" defaultSet="default" dbid="3483">
  <!-- "all" is all of them, "none" is none of them -->
  <!-- key prefix: "allExcept" is built in to be !<whatever you chose> -->
  <collisionFlags>
    <collisionFlag name="avatar" char="A"/>
    <collisionFlag name="castleground" char="C"/>
    <collisionFlag name="water" char="W"/>
  </collisionFlags>
  <collisionFlagSets>
    <collisionFlagSet name="default" char="D" exclude="C"/>
  </collisionFlagSets>
  <collisionOverrides>
    <collisionOverride name="overrideWalk" char="H" collider="none" collidee="a"/>
    <collisionOverride name="overrideDefault" char="O" collider="none" collidee="D"/>
  </collisionOverrides>
</collisionInfo>
<bestSellers name="bestSellers" dbid="3585">
  <item name="HouseGingerbread_01"/>
  <item name="TowerCandyCane_01"/>
  <item name="WinterSheep_01_LE"/>
  <item name="Moose_01"/>
  <item name="Moose_02"/>
  <item name="BannerWinter_04_LE"/>
  <item name="Clydesdale_03_LE"/>
  <item name="Reindeer_01"/>
  <item name="Reindeer_02"/>
  <item name="Reindeer_03"/>
  <item name="PartyTable_01"/>
  <item name="Luminaire_01"/>
</bestSellers>
<backgroundloader name="backgroundloader" maxPriority="10" dbid="3605">
  <image url="assets/UI/Icons/Resources/Axp_01.zsci" order="2" priority="3"/>
  <image url="assets/UI/Icons/Resources/Coins_01.zsci" order="2" priority="3"/>
  <image url="assets/UI/Icons/Resources/Crown_01.zsci" order="2" priority="3"/>
  <image url="assets/UI/Icons/Resources/Energy_01.zsci" order="2" priority="3"/>
  <image url="assets/UI/Icons/Resources/ExpansionCrystal.zsci" order="2" priority="3"/>
  <image url="assets/UI/Icons/Resources/Gem_01.zsci" order="2" priority="3"/>
  <image url="assets/UI/Icons/Resources/Smiley_01.zsci" order="2" priority="3"/>
  <image url="assets/UI/Icons/Resources/Smiley_03.zsci" order="2" priority="3"/>
  <sound soundSet="sfx_bonk" order="2" priority="1"/>
  <sound soundSet="vo_duke_cheery" order="2" priority="1"/>
  <sound soundSet="vo_giselle_cheery" order="2" priority="1"/>
  <sound soundSet="character_clap" order="2" priority="1"/>
  <sound soundSet="sfx_character_intro" order="2" priority="1"/>
  <sound soundSet="sfx_story_tracker" order="2" priority="1"/>
  <sound soundSet="sfx_doober_pop" order="2" priority="1"/>
  <sound soundSet="sfx_doober_energy" order="2" priority="1"/>
  <sound soundSet="sfx_doober_happiness" order="2" priority="1"/>
  <sound soundSet="sfx_doober_money" order="2" priority="1"/>
  <sound soundSet="sfx_town_name" order="2" priority="1"/>
  <sound soundSet="sfx_actions_camera_pan" order="2" priority="1"/>
  <sound soundSet="sfx_object_note" order="2" priority="1"/>
  <sound soundSet="sfx_doober_item" order="2" priority="1"/>
  <sound soundSet="sfx_doober_craft" order="2" priority="1"/>
  <sound soundSet="sfx_doober_gem" order="2" priority="1"/>
  <sound soundSet="sfx_doober_xp" order="2" priority="1"/>
  <sound soundSet="sfx_doober_mouseover" order="2" priority="1"/>
  <sound soundSet="sfx_dialog_spawn" order="2" priority="1"/>
  <sound soundSet="sfx_dialog_close" order="2" priority="1"/>
  <sound soundSet="sfx_random_click" order="2" priority="1"/>
  <sound soundSet="sfx_quest_new" order="2" priority="1"/>
  <sound soundSet="sfx_quest_progress" order="2" priority="1"/>
  <sound soundSet="sfx_quest_begin" order="2" priority="1"/>
  <sound soundSet="sfx_quest_complete" order="2" priority="1"/>
  <sound soundSet="celebration_fireworks" order="2" priority="1"/>
  <sound soundSet="sfx_mouseover" order="2" priority="1"/>
  <sound soundSet="sfx_level_up" order="2" priority="1"/>
  <sound soundSet="sfx_actions_knock" order="2" priority="1"/>
  <sound soundSet="ui_building_select" order="2" priority="1"/>
  <sound soundSet="ui_market_buy" order="2" priority="1"/>
  <sound soundSet="ui_beastie_attack" order="2" priority="1"/>
  <sound soundSet="ui_castle_complete" order="2" priority="1"/>
  <sound soundSet="sfx_actions_clobber" order="2" priority="1"/>
  <sound soundSet="sfx_place_castle_ground" order="2" priority="1"/>
  <sound soundSet="sfx_place_building" order="2" priority="1"/>
  <sound soundSet="sfx_place_crop" order="2" priority="1"/>
  <sound soundSet="sfx_place_decoration" order="2" priority="1"/>
  <sound soundSet="sfx_place_water" order="2" priority="1"/>
  <sound soundSet="sfx_expand_world" order="2" priority="1"/>
  <sound soundSet="sfx_actions_feed" order="2" priority="1"/>
  <sound soundSet="sfx_actions_fish" order="2" priority="1"/>
  <sound soundSet="sfx_harvest_mine_stone" order="2" priority="1"/>
  <sound soundSet="sfx_harvest_chop_wood" order="2" priority="1"/>
  <sound soundSet="sfx_actions_clear" order="2" priority="1"/>
  <sound soundSet="sfx_actions_clobber" order="2" priority="1"/>
  <sound soundSet="sfx_actions_building" order="2" priority="1"/>
  <sound soundSet="animals_rat_clobbered" order="2" priority="1"/>
  <sound soundSet="animals_wolf_clobbered" order="2" priority="1"/>
  <sound soundSet="vo_thief_clobbered" order="2" priority="1"/>
  <sound soundSet="vo_goblin_clobbered" order="2" priority="1"/>
  <sound soundSet="beastie_gloom_out" order="2" priority="1"/>
  <sound soundSet="beastie_gloom_in" order="2" priority="1"/>
  <sound soundSet="vo_faugrimm_laugh" order="2" priority="1"/>
  <sound soundSet="vo_faugrimm_laugh_special" order="2" priority="1"/>
  <sound soundSet="vo_faugrimm_summon" order="2" priority="1"/>
  <sound soundSet="vo_faugrimm_banished" order="2" priority="1"/>
  <sound soundSet="sfx_footsteps_default" order="2" priority="1"/>
  <sound soundSet="sfx_action_tree_fall_creak" order="2" priority="1"/>
  <sound soundSet="sfx_action_tree_fall_impact" order="2" priority="1"/>
  <sound soundSet="sfx_action_tree_fall_shake" order="2" priority="1"/>
  <sound soundSet="sfx_object_calliope" order="2" priority="1"/>
  <sound soundSet="character_faugrimm_lockdown" order="2" priority="1"/>
  <sound soundSet="ui_holiday_gift_unwrap" order="2" priority="1"/>
  <sound soundSet="ui_holiday_tree_progress" order="2" priority="1"/>
  <sound soundSet="sfx_object_giftapult_launch" order="2" priority="1"/>
  <sound soundSet="sfx_object_bell" order="2" priority="1"/>
  <sound soundSet="vo_kringle_fall" order="2" priority="1"/>
  <sound soundSet="sfx_object_giftapult_launch_santa_fail" order="2" priority="1"/>
  <sound soundSet="sfx_object_giftapult_launch_santa" order="2" priority="1"/>
  <sound soundSet="vo_kringle_fall" order="2" priority="1"/>
  <image url="assets/UI/Dialogs/Market/Market.swf" order="1" priority="0"/>
  <image url="assets/UI/Dialogs/Generic/Generic.swf" order="2" priority="0"/>
  <image url="assets/UI/Dialogs/Inventory/Inventory.swf" order="3" priority="0"/>
  <image url="assets/UI/Dialogs/StoryTracker/StoryTracker.swf" order="4" priority="0"/>
  <image url="assets/UI/Dialogs/StoryPopUp/StoryPopUp.swf" order="5" priority="0"/>
  <image url="assets/UI/Dialogs/LevelUp/LevelUpDialog.swf" order="6" priority="0"/>
  <image url="assets/UI/Dialogs/FBFriendSelector/FriendSelector.swf" order="7" priority="0"/>
  <image url="assets/UI/Dialogs/Bazaar/Bazaar.swf" order="8" priority="0"/>
  <image url="assets/UI/Dialogs/Construction/Construction.swf" order="9" priority="0"/>
  <image url="assets/UI/Dialogs/AddNeighbor/AddNeighbor.swf" order="10" priority="0"/>
  <image url="assets/UI/Dialogs/ColorSelector/ColorSelectorDialog.swf" order="11" priority="0"/>
  <image url="assets/UI/Dialogs/MessageBoard/MessageBoard.swf" order="12" priority="0"/>
</backgroundloader>
<energy dbid="3853">
  <node name="energyRegenerationSeconds" experimentVariant="0" value="300.0"/>
  <node name="energyRegenerationSeconds" experimentVariant="1" value="300.0"/>
  <node name="energyRegenerationSeconds" experimentVariant="2" value="180.0"/>
  <node name="energyRegenerationSeconds" experimentVariant="3" value="240.0"/>
  <node name="energyRegenerationSeconds" experimentVariant="4" value="240.0"/>
  <node name="energyRegenerationSeconds" experimentVariant="5" value="360.0"/>
  <node name="energyRegenerationSeconds" experimentVariant="6" value="360.0"/>
  <node name="energyRegenerationSeconds" experimentVariant="7" value="420.0"/>
  <node name="energyRegenerationAmount" value="1"/>
</energy>
<neighborRewards dbid="3966">
  <visitCompletion resetPeriod="[8:00:00]">
    <reward>
      <requirements>
        <requirement lval="[visitCount]" op="lte" rval="[10]"/>
      </requirements>
      <effects>
        <effect type="GenerateLootFromTable" tableName="NeighborVisitTable_01" position="[player.avatar.position]"/>
      </effects>
    </reward>
    <reward>
      <requirements>
        <requirement lval="[visitCount]" op="gt" rval="[10]"/>
      </requirements>
      <effects>
        <effect type="GenerateLootFromTable" tableName="NeighborVisitTable_02" position="[player.avatar.position]"/>
      </effects>
    </reward>
  </visitCompletion>
</neighborRewards>
<incentives dbid="3988">
  <!-- code must be unique as it is the key for each incentive -->
  <incentive name="GoodMorningAmerica" code="b8fe2882814e">
    <beginTime>2011-11-10 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2011-12-01 23:59:59</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>GMAFlag_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="WelcomeD1" code="4ddb575052e2">
    <beginTime>2011-10-27 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>coins</item>
    <quantity>500</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="Welcome D3" code="2fe8acc37d3b">
    <beginTime>2011-10-27 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>GemsMaterial_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="WelcomeD5" code="5c9711536bfd">
    <beginTime>2011-10-27 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>GoldBrickCraftable_01</item>
    <quantity>3</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="WelcomeD7" code="acc37a2b5556">
    <beginTime>2011-10-27 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>Cons_Hypercraft</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="TeaserE" code="313bc2e93868">
    <beginTime>2011-10-27 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>GemsMaterial_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="LaunchE" code="4721dab8788d">
    <beginTime>2011-10-27 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>Fountain_02</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="LaunchP" code="2e6d6908f172">
    <beginTime>2011-10-27 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>FountainGold_02</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="HappinessMeter50k" code="64716be14808">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>ArcheryTargets_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="HappinessMeter250k" code="19b994e9a808">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>GemsMaterial_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="HappinessMeter500k" code="220f000684e2">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>Cons_Hypercraft</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="HappinessMeter1M" code="fb40cc5925ce">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>TopiaryCastle_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="HappinessMeter2M" code="7fd5e240d40e">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>Fountain_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="HappinessMeter3M" code="9b8dbc89b4de">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>FlowerGoodMorningGlory_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="HappinessMeter4M" code="a25df4db4527">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>StatueQueenSilver_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="HappinessMeter5M" code="a20f2c0e0874">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>Cannon_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="CommunityXPromo" code="2417598f1bae">
    <beginTime>2011-11-04 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2012-11-02 19:10:00</expiration>
    <!-- Content -->
    <!-- item can be: crowns, coins, xp, energy or in-game item name (i.e. ClubCraftable_01, Cons_CollectionBox, Cons_EnergyItem10, etc) -->
    <!-- only 1 item type can be used per incentive -->
    <item>FlowerBluebonnet_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
  <incentive name="App To User" code="7ca061373d84">
    <beginTime>2011-12-15 0:00:00</beginTime>
    <!-- expiration is required -->
    <expiration>2011-12-30 19:10:00</expiration>
    <item>GemShard_01</item>
    <quantity>1</quantity>
    <clicksAllowed>1</clicksAllowed>
    <landingPages>
      <landingPage name="reward">
        <templateFile>iframe/incentives/reward.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="valueText:{You were rewarded rewardCount,[rewardCount]:[[item([rewardItem])].friendlyName]}"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="expired">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, this prize has expired."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="inventoryCapped">
        <templateFile>iframe/incentives/expired.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Sorry, you can't have any more of these."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="exceeded">
        <templateFile>iframe/incentives/exceeded.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="You claimed this too many times."/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
      <landingPage name="error">
        <templateFile>iframe/incentives/error.tpl</templateFile>
        <variables>
          <variable name="statusMessage" value="Error"/>
          <variable name="itemPicture" value="/images/btn_green/spacer.gif"/>
          <variable name="itemName" value="Item Name"/>
        </variables>
      </landingPage>
    </landingPages>
  </incentive>
</incentives>
<marketSpecials dbid="4296">
  <slot0 title="slot0:{}" url="assets/UI/Dialogs/GameCards/GameCardAd.zsci" color="5BC45D" stroke="022308" buttonVisible="false">
    <requirements>
      <requirement lval="[is_in_experiment(castle_gc_market_ad_dec2011,1)]" op="eq" rval="[true]"/>
    </requirements>
  </slot0>
  <slot1 title="slot1:{Winter Collection}" url="assets/UI/Dialogs/Market/MOTD_Holiday03MarketTabBG.zsci" color="5BC45D" stroke="022308" buttonVisible="true">
    <requirements>
      <requirement lval="[is_in_experiment(castle_le_release_winter3_2011_assets,1)]" op="eq" rval="[true]"/>
    </requirements>
  </slot1>
  <slot2 title="specials:{New Year's Special}" url="assets/UI/Dialogs/MOTD/Final_MarketAd/MOTD_NewYearMarketTabBG.zsci" color="f66c4e" stroke="421806" buttonVisible="true">
    <requirements>
      <requirement lval="[is_in_experiment(castle_le_release_newyears_2012_assets,1)]" op="eq" rval="[true]"/>
    </requirements>
  </slot2>
</marketSpecials>
<allianceData>
  <Levels>
<Level name="0" xp="0" neighborActions="5" dbid="2"/>
<Level name="1" xp="10000000" warningTime="5:00" inactiveTime="10:00" neighborActions="6" dbid="3">
  <!-- effect type="OpenUIDialog" dialog="GenericFakeDialog" assetURL="assets/dialogs/alliance/TempAllianceLevel1.png"/-->
  <effect type="OpenUIDialog" dialog="GenericPopup" message="Your alliance with [allyName] has reached level 1!&#13;You can now perform 6 actions in [allyName]'s town."/>
  <effect type="GenerateLootFromTable" tableName="AllianceLevelUpTable_02"/>
</Level>
<Level name="2" xp="20000000" warningTime="5:00" inactiveTime="10:00" neighborActions="6" dbid="4">
  <effect type="OpenUIDialog" dialog="GenericPopup" message="Your alliance with [allyName] has reached level 2!"/>
  <effect type="GenerateLootFromTable" tableName="AllianceLevelUpTable_02"/>
</Level>
<Level name="3" xp="50000000" warningTime="5:00" inactiveTime="10:00" neighborActions="6" dbid="5">
  <effect type="OpenUIDialog" dialog="GenericPopup" message="Your alliance with [allyName] has reached level 3!"/>
</Level>
<Level name="4" xp="100000000" warningTime="5:00" inactiveTime="10:00" neighborActions="6" dbid="6">
  <effect type="OpenUIDialog" dialog="GenericPopup" message="Your alliance with [allyName] has reached level 4!"/>
</Level>
</Levels>
</allianceData><ambientCreatures>
  <ambientCreature name="bird">
    <actions>
<action name="onTreeChop" dbid="7">
  <stages>
    <stage type="create" location="_target" offsetX="-1" offsetY="-1" randRadius="0"/>
    <stage type="stay" anim="BirdAppear" duration="0:10"/>
    <stage type="move" anim="BirdFly" speed="0.05" to="_sky"/>
    <stage type="remove"/>
  </stages>
</action>
<action name="onTreeSing" dbid="8">
  <stages>
    <stage type="create" location="_target" offsetX="5" offsetY="10" randRadius="5"/>
    <stage type="stay" anim="BirdAppear" duration="0:01"/>
    <stage type="move" anim="BirdFly" speed="0.05" to="_ground"/>
    <stage type="stay" anim="BirdIdle" duration="0:30"/>
    <stage type="move" anim="BirdFly" speed="5.0" to="TreeOak_01,TreePine_01,_sky"/>
    <stage type="remove"/>
  </stages>
</action>
</actions>
  </ambientCreature>
</ambientCreatures><animationDirectory>
<animationSet name="man_walk_a" dbid="9">
  <image name="static" direction="SE">
    <asset name="texture" url="assets\UI\Icons\Animals\Chicken_01_Icon.zsci"/>
  </image>
</animationSet>
</animationDirectory><autoRuns>
<autoRun name="FTUE_Start" dbid="1941">
  <requirements>
    <requirement lval="[quest_completions(FTUE_Start)]" op="eq" rval="[0]"/>
    <requirement lval="[num_active_quests]" op="eq" rval="[0]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="FTUE_Start"/>
  </effects>
</autoRun>
<autoRun name="Antonio2" dbid="2332">
  <requirements>
    <requirement lval="[quest_completions(Chapter1_Raf1.5_05)]" op="gte" rval="[1]"/>
    <requirement lval="[quest_completions(Chapter1_Ant_Hunter_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Ant_Hunter_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Ant_Hunter_01)]" op="lt" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[18]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="messagesdadas01_Antonio:{While freeing Sonja from The Gloom, I missed Yvette, who kept a brave face against Faugrimms' Beasties! She is the one!}" character="AntonioConcerned" x="5" y="100"/>
    <effect type="OfferQuest" quest="Chapter1_Ant_Hunter_01" offerer="Antonio" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="Chapter1_Sonja2_Cursed" dbid="2548">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[21]"/>
    <requirement lval="[quest_completions(MISC_Sonja_PirateLife_05)]" op="gte" rval="[1]"/>
    <requirement lval="[quest_completions(Chapter1_Sonja2_Cursed_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Sonja2_Cursed_01)]" op="eq" rval="[false]"/>
  </requirements>
  <effects>
    <effect type="OfferQuest" quest="Chapter1_Sonja2_Cursed_01" offerer="Sonja"/>
  </effects>
</autoRun>
<autoRun name="Giselle02" dbid="2549">
  <requirements>
    <requirement lval="[quest_completions(Chapter1_Giselle_Lovelorn_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_completions(Chapter1_Giselle_Lovelorn_01B)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_completions(MISC_Giselle_Training_05)]" op="gte" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[14]"/>
    <requirement lval="[quest_active(Chapter1_Giselle_Lovelorn_01B)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Giselle_Lovelorn_01B)]" op="lt" rval="[1]"/>
    <requirement lval="[quest_active(Chapter1_Giselle_Lovelorn_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Giselle_Lovelorn_01)]" op="lt" rval="[1]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="message01_Yvette:{I don&#x2019;t know how you can stand battling the Gloom Lord and his minions day in and day out.  Me?  I could use a dashing prince to help me get through it.  Do you happen to know any?}" character="GiselleDaydreamy" x="5" y="100"/>
    <effect type="OfferQuest" quest="Chapter1_Giselle_Lovelorn_01B" offerer="Giselle" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="Chapter1_Izzy1_Celebutant" dbid="2935">
  <requirements>
    <requirement lval="[ownsExpansionSection(0,4)]" op="eq" rval="[1]"/>
    <requirement lval="[player.isVisiting]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(Chapter1_Izzy1_Celebutant_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Izzy1_Celebutant_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Izzy1_Celebutant_01)]" op="lt" rval="[1]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="message01_Izzy:{It was TOTALLY boring in the Gloom. You're an absolute DOLL for rescuing me! We're gonna have a blast!}" character="IzadoraHappy" x="5" y="100"/>
    <effect type="OfferQuest" quest="Chapter1_Izzy1_Celebutant_01" offerer="Izadora" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="Chapter1_Izzy1_Celebutant2" dbid="2950">
  <requirements>
    <requirement lval="[quest_completions(Chapter1_Izzy1_Celebutant_06)]" op="eq" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[14]"/>
    <requirement lval="[quest_completions(Chapter1_Izzy1_Celebutant_07)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Izzy1_Celebutant_07)]" op="eq" rval="[false]"/>
  </requirements>
  <effects>
    <effect type="OfferQuest" quest="Chapter1_Izzy1_Celebutant_07" offerer="Izadora"/>
  </effects>
</autoRun>
<autoRun name="FTUE_DEBUG_UNLOCK" dbid="3678">
  <requirements>
    <requirement lval="[quest_completions(DEBUG_UnlockFTUE)]" op="eq" rval="[0]"/>
    <!-- local edit and set  true == true to launch this -->
    <requirement lval="[false]" op="eq" rval="[true]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="DEBUG_UnlockFTUE"/>
  </effects>
</autoRun>
<autoRun name="EQ01_Shepherdess_Start" dbid="3777">
  <requirements>
    <requirement lval="[quest_completions(FTUE_Crops_03)]" op="eq" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[10]"/>
    <requirement lval="[quest_active(EQ01_Shepherdess_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(EQ01_Shepherdess_01)]" op="eq" rval="[0]"/>
  </requirements>
  <effects>
    <!--
    <effect type="StartQuest" quest="EQ01_Shepherdess_01"/>
-->
  </effects>
</autoRun>
<autoRun name="Antonio3" dbid="3856">
  <requirements>
    <requirement lval="[quest_completions(Chapter1_Ant_Hunter_10)]" op="gte" rval="[1]"/>
    <requirement lval="[quest_completions(Chapter1_Ant3_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Ant3_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Ant3_01)]" op="lt" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[26]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="message01_Antonio:{We have stuck together this long,you and I... Join me in my Adventure Club, and we will be ready to defeat Senor Shadow!}" character="AntonioConcerned" x="5" y="100"/>
    <effect type="OfferQuest" quest="Chapter1_Ant3_01" offerer="Antonio" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="Giselle03" dbid="3864">
  <requirements>
    <requirement lval="[quest_completions(Chapter1_Giselle_Father_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_completions(Chapter1_Giselle_Lovelorn_14)]" op="gte" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[22]"/>
    <requirement lval="[quest_active(Chapter1_Giselle_Father_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Giselle_Father_01)]" op="lt" rval="[1]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="message01_Yvette:{Could you help save my childhood home from the Gloom? It's out there somewhere, we just have to find it!}" character="GisellePlease2" x="5" y="100"/>
    <effect type="OfferQuest" quest="Chapter1_Giselle_Father_01" offerer="Giselle" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="Teaching_CastleGround" dbid="3891">
  <requirements>
    <requirement lval="[quest_completions(FTUE_Crops_03)]" op="eq" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[8]"/>
    <requirement lval="[quest_active(Teaching_CastleGround_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(Teaching_CastleGround_01)]" op="eq" rval="[0]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="Teaching_CastleGround_01"/>
  </effects>
</autoRun>
<autoRun name="EQ02_CastlePunch_Start" dbid="3903">
  <requirements>
    <requirement lval="[quest_active(EQ01_Shepherdess_01)]" op="eq" rval="[0]"/>
    <requirement lval="[player.level]" op="gte" rval="[14]"/>
    <requirement lval="[quest_active(EQ02_CastlePunch_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(EQ02_CastlePunch_01)]" op="eq" rval="[0]"/>
    <requirement lval="[player.Fields.CastleberryPunchMOTDCounter]" op="gte" rval="1"/>
  </requirements>
  <effects>
    <!--
    <effect type="StartQuest" quest="EQ02_CastlePunch_01"/>
-->
  </effects>
</autoRun>
<autoRun name="Chapter1_Izzy2_FindingWay_01" dbid="3905">
  <requirements>
    <requirement lval="[quest_completions(Chapter1_Izzy1_Celebutant_10)]" op="gte" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[23]"/>
    <requirement lval="[quest_completions(Chapter1_Izzy2_FindingWay_01a)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_completions(Chapter1_Izzy2_FindingWay_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Izzy2_FindingWay_01a)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_active(Chapter1_Izzy2_FindingWay_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Izzy2_FindingWay_01a)]" op="lt" rval="[1]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="message01_Izzy:{I've got it! I'll go into the family business. Everyone loves a good fortune teller, right?}" character="IzadoraHappy" x="5" y="100"/>
    <effect type="OfferQuest" quest="Chapter1_Izzy2_FindingWay_01a" offerer="Izadora"/>
  </effects>
</autoRun>
<autoRun name="Teaching_Crafting_01" dbid="3976">
  <requirements>
    <requirement lval="[quest_completions(FTUE_Crops_03)]" op="eq" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[7]"/>
    <requirement lval="[quest_active(Teaching_Crafting_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(Teaching_Crafting_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Teaching_Crafting_01B)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(Teaching_Crafting_01B)]" op="eq" rval="[0]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="Teaching_Crafting_01B"/>
  </effects>
</autoRun>
<autoRun name="Teaching_SlowboatFishing" dbid="3987">
  <requirements>
    <requirement lval="[quest_completions(FTUE_Crops_03)]" op="eq" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[6]"/>
    <requirement lval="[get_experiment_variant(castle_slow_boat_v1)]" op="gt" rval="[1]"/>
    <requirement lval="[is_in_experiment(castle_slow_boat_v1,1,6)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_active(Teaching_Slowboat_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(Teaching_Slowboat_01)]" op="eq" rval="[0]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="Teaching_Slowboat_01"/>
  </effects>
</autoRun>
<autoRun name="Rafael1.5" dbid="4158">
  <requirements>
    <!-- if I've started line #2, don't start 1.5 -->
    <requirement lval="[quest_completions(Chapter1_Ant_Hunter_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Ant_Hunter_01)]" op="eq" rval="[false]"/>
    <!-- normal requirements -->
    <requirement lval="[quest_completions(Chapter1_Ant_Green_10)]" op="gte" rval="[1]"/>
    <requirement lval="[quest_completions(Chapter1_Raf1.5_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Raf1.5_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Raf1.5_01)]" op="lt" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[10]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="messagesdadas01_Antonio:{I could use a little help, friend. No one was around to document some of my greatest exploits, for my memoirs, so, I have to do them again, care to join me?}" character="AntonioConcerned" x="5" y="100"/>
    <effect type="OfferQuest" quest="Chapter1_Raf1.5_01" offerer="Antonio" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="Duke_Hungry" dbid="4161">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[11]"/>
    <requirement lval="[quest_completions(MISC_Duke_Schooled_05)]" op="eq" rval="[1]"/>
    <requirement lval="[quest_active(MISC_Duke_Hungry_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(MISC_Duke_Hungry_01)]" op="eq" rval="[0]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="MISC_Duke_Hungry_01"/>
  </effects>
</autoRun>
<autoRun name="MISC_Sonja_Fish" dbid="4171">
  <requirements>
    <!-- if I've started line #2, don't start 1.5 -->
    <requirement lval="[quest_completions(Chapter1_Sonja2_Cursed_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Sonja2_Cursed_01)]" op="eq" rval="[false]"/>
    <!-- normal requirements -->
    <requirement lval="[player.level]" op="gte" rval="[17]"/>
    <requirement lval="[quest_completions(Chapter1_Sonja_Money_11)]" op="gte" rval="[1]"/>
    <requirement lval="[quest_completions(MISC_Sonja_Fish_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(MISC_Sonja_Fish_01)]" op="eq" rval="[false]"/>
  </requirements>
  <effects>
    <effect type="OfferQuest" quest="MISC_Sonja_Fish_01" offerer="Sonja" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="MISC_Schooled_Start" dbid="4184">
  <requirements>
    <requirement lval="[quest_completions(Teaching_Selling)]" op="eq" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[8]"/>
    <requirement lval="[quest_active(MISC_Duke_Schooled_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(MISC_Duke_Schooled_01)]" op="eq" rval="[0]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="MISC_Duke_Schooled_01"/>
  </effects>
</autoRun>
<autoRun name="MISC_Giselle_Training" dbid="4185">
  <requirements>
    <requirement lval="[quest_completions(MISC_Giselle_Training_01)]" op="eq" rval="[0]"/>
    <!-- if I've started line #2, don't start 1.5 -->
    <requirement lval="[quest_completions(Chapter1_Giselle_Lovelorn_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Giselle_Lovelorn_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(Chapter1_Giselle_Lovelorn_01B)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Giselle_Lovelorn_01B)]" op="eq" rval="[false]"/>
    <!-- normal requirements -->
    <requirement lval="[player.level]" op="gte" rval="[10]"/>
    <requirement lval="[quest_completions(Chapter1_Giselle_NatureLover_11)]" op="gte" rval="[1]"/>
    <requirement lval="[quest_active(MISC_Giselle_Training_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(MISC_Giselle_Training_01)]" op="lt" rval="[1]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="message01_Yvette:{Now that I know how bad the Beasties are, I think I should learn how to defend myself from them!}" character="GisellePlease2" x="5" y="100"/>
    <effect type="OfferQuest" quest="MISC_Giselle_Training_01" offerer="Giselle"/>
  </effects>
</autoRun>
<autoRun name="MISC_Duke_DukeBar_01" dbid="4194">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[14]"/>
    <requirement lval="[quest_completions(MISC_Duke_Hungry_06)]" op="eq" rval="[1]"/>
    <requirement lval="[quest_active(MISC_Duke_DukeBar_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(MISC_Duke_DukeBar_01)]" op="eq" rval="[0]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="MISC_Duke_DukeBar_01"/>
  </effects>
</autoRun>
<autoRun name="MISC_Sylphie_Revive" dbid="4364">
  <requirements>
    <requirement lval="[quest_completions(MISC_Sylphie_Revive_00)]" op="eq" rval="[0]"/>
    <requirement lval="[player.level]" op="gte" rval="[19]"/>
    <requirement lval="[quest_active(MISC_Sylphie_Revive_00)]" op="eq" rval="[false]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="MISC_Sylphie_Revive_00"/>
  </effects>
</autoRun>
<autoRun name="MISC_Quinn_Intro" dbid="4368">
  <requirements>
    <requirement lval="[quest_completions(MISC_Quinn_Intro_01)]" op="eq" rval="[0]"/>
    <requirement lval="[player.level]" op="gte" rval="[15]"/>
    <requirement lval="[quest_active(MISC_Quinn_Intro_01)]" op="eq" rval="[false]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="MISC_Quinn_Intro_01" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="MISC_Duke_Dungeon" dbid="4384">
  <requirements>
    <requirement lval="[quest_completions(MISC_Duke_Dungeon_01)]" op="eq" rval="[0]"/>
    <requirement lval="[player.level]" op="gte" rval="[18]"/>
    <requirement lval="[quest_active(MISC_Duke_Dungeon_01)]" op="eq" rval="[false]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="MISC_Duke_Dungeon_01"/>
  </effects>
</autoRun>
<autoRun name="Izzy03" dbid="4436">
  <requirements>
    <requirement lval="[quest_completions(Chapter1_Izzy3_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Chapter1_Izzy3_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_offers(Chapter1_Izzy3_01)]" op="lt" rval="[1]"/>
    <requirement lval="[quest_completions(Chapter1_Izzy2_FindingWay_11)]" op="gte" rval="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[26]"/>
  </requirements>
  <effects>
    <effect type="OpenUIDialog" dialog="StoryPopUpDialog" message="message01_Izzy:{This icky Gloom is getting everyone down, but I'm sure we can create happiness through the magic of FASHION!}" character="IzadoraHappy" x="5" y="100"/>
    <effect type="OfferQuest" quest="Chapter1_Izzy3_01" offerer="Izadora" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="Santa_Starter_01" dbid="4550">
  <requirements>
    <requirement lval="[quest_completions(Santa_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(Santa_01)]" op="eq" rval="[false]"/>
    <requirement lval="[is_in_experiment(castle_santa_gift_shop_ramp,1)]" op="eq" rval="[true]"/>
    <requirement lval="[player.level]" op="gte" rval="[6]"/>
    <requirement lval="[player.Fields.SantaMOTDCounter]" op="gte" rval="1"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="Santa_01"/>
  </effects>
</autoRun>
<autoRun name="FTUE_DukeBandAid" dbid="4654">
  <!-- Band-aid to fix CST-12520 where users are getting stuck on the Duke's quest line and not being offered FTUETracker_VisitDuke_02-->
  <requirements>
    <requirement lval="[quest_completions(FTUETracker_VisitDuke_01)]" op="gte" rval="[1]"/>
    <requirement lval="[quest_completions(FTUETracker_VisitDuke_02)]" op="lte" rval="[0]"/>
    <requirement lval="[quest_active(FTUETracker_VisitDuke_02)]" op="eq" rval="[false]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="FTUETracker_VisitDuke_02" worldID="ANY"/>
    <effect type="ZDLog" message="FTUE_Tracker_VisitDuke_02 fixing users not receiving after completing FTUETracker_VisitDuke_01"/>
  </effects>
</autoRun>
<autoRun name="FixUp_ResetVisitAllowed" dbid="4657">
  <!-- CST-12976: [CM] Some Users unable to visit Neighbors and see the Gray "You must complete a Quest" Button instead. -->
  <requirements>
    <requirement lval="[is_in_experiment(castle_fixup_resetvisitallowed,1)]" op="eq" rval="[true]"/>
    <requirement lval="[player.visitAllowed]" op="neq" rval="[true]"/>
    <requirement lval="[quest_completions(FTUE_VisitDuke_01)]" op="gte" rval="[1]"/>
    <requirement lval="[quest_active(FTUE_Antonio_House_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_active(Chapter1_Find_Alastair_04)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_active(Chapter1_Find_Alastair_02_Tracker)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_active(Chapter1_Alastair_20)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_active(Chapter1_Faugrimm1_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_active(Chapter1_Faugrimm1_03)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_active(Chapter1_Faugrimm1_06)]" op="eq" rval="[false]"/>
  </requirements>
  <effects>
    <effect type="SetVisitAllowed" allowed="[true]"/>
    <effect type="NPCLockDown" npc="Giselle" action="unlock"/>
    <effect type="NPCLockDown" npc="Antonio" action="unlock"/>
  </effects>
</autoRun>
<autoRun name="CastleberryPunch_starter" dbid="4831">
  <requirements>
    <requirement lval="[quest_completions(EQ02_CastlePunch_02)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(EQ02_CastlePunch_02)]" op="eq" rval="[false]"/>
    <requirement lval="[is_in_experiment(castle_castleberry_punch_enable,1)]" op="eq" rval="[true]"/>
    <requirement lval="[player.level]" op="gte" rval="[8]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="EQ02_CastlePunch_02"/>
  </effects>
</autoRun>
<autoRun name="EQ_Storage_Start" dbid="4836">
  <requirements>
    <requirement lval="[quest_active(Storage_01)]" op="eq" rval="[0]"/>
    <requirement lval="[player.level]" op="gte" rval="[7]"/>
    <requirement lval="[quest_active(Storage_01)]" op="eq" rval="[false]"/>
    <requirement lval="[quest_completions(Storage_01)]" op="eq" rval="[0]"/>
    <requirement lval="[is_in_experiment(castle_storage_cellar,1)]" op="eq" rval="[true]"/>
    <requirement lval="[player.Fields.StorageMOTDCounter]" op="gte" rval="1"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="Storage_01" worldID="ANY"/>
  </effects>
</autoRun>
<autoRun name="SantaVacation_Starter_01" dbid="4841">
  <requirements>
    <requirement lval="[quest_completions(SantaVacation_01)]" op="eq" rval="[0]"/>
    <requirement lval="[quest_active(SantaVacation_01)]" op="eq" rval="[false]"/>
    <requirement lval="[is_in_experiment(castle_santa_go_home_enable,1)]" op="eq" rval="[true]"/>
    <requirement lval="[player.Fields.SantaGoHomeMOTDCounter]" op="gte" rval="1"/>
    <requirement lval="[player.level]" op="gte" rval="[6]"/>
  </requirements>
  <effects>
    <effect type="StartQuest" quest="SantaVacation_01"/>
    <effect type="MoveObject" pos="[vec(27,86,0)]" target="[npc(Santa)]"/>
    <effect type="HideNpc" npcName="Santa" hidden="false"/>
  </effects>
</autoRun>
</autoRuns><avatarSettings>
<avatar name="princess" sex="female" isPlayer="true" baseArchetypeURL="assets/Avatars/Female_01/Female_01.arc" forceZsciSpriteSheet="false" dbid="778">
  <defaultColors primary="0x0726db" secondary="0x5373b1" eye="0x00cb1d" hair="0xdaaa5e" skin="0xe1a693"/>
  <defaultAttachments>
    <defaultAttachment category="head" name="Female_02_Head_01"/>
    <defaultAttachment category="hair" name="FemaleHair_01"/>
    <defaultAttachment category="shirt" name="FemaleShirt_11"/>
    <defaultAttachment category="pants" name="FemalePants_11"/>
    <defaultAttachment category="tool" name="tools_01"/>
  </defaultAttachments>
  <attachmentPartList name="shirt_parts">
    <part skinContainer="geo_r_arm_upper"/>
    <part skinContainer="geo_l_arm_upper"/>
    <part skinContainer="geo_r_arm_lower"/>
    <part skinContainer="geo_l_arm_lower"/>
    <part skinContainer="geo_torso"/>
    <part skinContainer="geo_torso_front"/>
    <part skinContainer="geo_r_hand"/>
    <part skinContainer="geo_l_hand"/>
    <part skinContainer="geo_cape_upper"/>
    <part skinContainer="geo_cape_lower"/>
    <part skinContainer="geo_l_shoulder_pad"/>
    <part skinContainer="geo_r_shoulder_pad"/>
    <part skinContainer="geo_collar"/>
  </attachmentPartList>
  <attachmentPartList name="pants_parts">
    <part skinContainer="geo_waist"/>
    <part skinContainer="geo_apron_upper"/>
    <part skinContainer="geo_apron_lower"/>
    <part skinContainer="geo_l_dress_upper"/>
    <part skinContainer="geo_l_dress_lower"/>
    <part skinContainer="geo_r_dress_upper"/>
    <part skinContainer="geo_r_dress_lower"/>
    <part skinContainer="geo_r_dress_foot"/>
    <part skinContainer="geo_l_dress_foot"/>
    <part skinContainer="geo_r_leg_upper"/>
    <part skinContainer="geo_l_leg_upper"/>
    <part skinContainer="geo_r_leg_lower"/>
    <part skinContainer="geo_l_leg_lower"/>
    <part skinContainer="geo_r_foot"/>
    <part skinContainer="geo_l_foot"/>
  </attachmentPartList>
  <attachmentPartList name="head_parts">
    <part skinContainer="geo_head"/>
    <part skinContainer="geo_ear"/>
  </attachmentPartList>
  <attachmentPartList name="headgear_parts">
    <part skinContainer="geo_headgear"/>
    <part skinContainer="geo_headgear_back"/>
  </attachmentPartList>
  <attachmentPartList name="hair_parts">
    <part skinContainer="geo_hair_front"/>
    <part skinContainer="geo_hair_back"/>
    <part skinContainer="geo_hair_bottom_upper"/>
    <part skinContainer="geo_hair_bottom_lower"/>
    <part skinContainer="geo_hair_top_upper"/>
    <part skinContainer="geo_hair_top_lower"/>
  </attachmentPartList>
  <attachmentPartList name="hat_parts">
    <part skinContainer="geo_headgear"/>
    <part skinContainer="geo_headgear_back"/>
  </attachmentPartList>
  <attachmentPartList name="tool_parts">
    <part skinContainer="geo_l_object"/>
    <part skinContainer="geo_r_object"/>
  </attachmentPartList>
  <!--   Conflict List -->
  <conflict attachment="FemaleHat_05" conflicts="FemaleHair_02 FemaleHair_03 FemaleHair_04 FemaleHair_06"/>
  <conflict attachment="FemaleHat_08" conflicts="FemaleHair_01 FemaleHair_04 FemaleHair_06"/>
  <conflict attachment="FemaleHat_12" conflicts="FemaleHair_03 FemaleHair_04 FemaleHair_06"/>
  <conflict attachment="FemaleHat_13" conflicts="FemaleHair_03"/>
  <conflict attachment="FemaleHat_17" conflicts="FemaleHair_02 FemaleHair_03 FemaleHair_04 FemaleHair_06"/>
  <attachment name="tools_01" skinURL="assets/Avatars/Female_01/Female_01_Object.asc" partList="tool_parts"/>
  <!-- shirt -->
  <attachment name="FemaleShirt_01" skinURL="assets/Avatars/Female_01/Female_01_Set_01.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_01/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_02" skinURL="assets/Avatars/Female_01/Female_01_Set_02.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_02/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_03" skinURL="assets/Avatars/Female_01/Female_01_Set_03.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_03/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_04" skinURL="assets/Avatars/Female_01/Female_01_Set_04.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_04/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_05" skinURL="assets/Avatars/Female_01/Female_01_Set_05.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_05/Shirt_Icon.zsci"/>
  <!--  <attachment name="FemaleShirt_06" skinURL="assets/Avatars/Female_01/Female_01_Set_06.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_06/Shirt_Icon.zsci"/>  -->
  <attachment name="FemaleShirt_07" skinURL="assets/Avatars/Female_01/Female_01_Set_07.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_07/Shirt_Icon.zsci"/>
  <!-- <attachment name="FemaleShirt_08" skinURL="assets/Avatars/Female_01/Female_01_Set_08.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_08/Shirt_Icon.zsci"/>  -->
  <attachment name="FemaleShirt_09" skinURL="assets/Avatars/Female_01/Female_01_Set_09.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_09/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_10" skinURL="assets/Avatars/Female_01/Female_01_Set_10.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_10/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_11" skinURL="assets/Avatars/Female_01/Female_01_Set_11.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_11/Shirt_Icon.zsci">
    <defaultColors primary="0xc60000" secondary="0xd7c7b4"/>
  </attachment>
  <!--  <attachment name="FemaleShirt_12" skinURL="assets/Avatars/Female_01/Female_01_Set_12.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_12/Shirt_Icon.zsci"/>  -->
  <attachment name="FemaleShirt_13" skinURL="assets/Avatars/Female_01/Female_01_Set_13.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_13/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_14" skinURL="assets/Avatars/Female_01/Female_01_Set_14.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_14/Shirt_Icon.zsci"/>
  <!--  <attachment name="FemaleShirt_15" skinURL="assets/Avatars/Female_01/Female_01_Set_15.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_15/Shirt_Icon.zsci"/>  -->
  <attachment name="FemaleShirt_16" skinURL="assets/Avatars/Female_01/Female_01_Set_16.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_16/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_17" skinURL="assets/Avatars/Female_01/Female_01_Set_17.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_17/Shirt_Icon.zsci"/>
  <!--  <attachment name="FemaleShirt_18" skinURL="assets/Avatars/Female_01/Female_01_Set_18.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_18/Shirt_Icon.zsci"/> -->
  <!-- <attachment name="FemaleShirt_19" skinURL="assets/Avatars/Female_01/Female_01_Set_19.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_19/Shirt_Icon.zsci"/> -->
  <attachment name="FemaleShirt_20" skinURL="assets/Avatars/Female_01/Female_01_Set_20.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_20/Shirt_Icon.zsci"/>
  <!--<attachment name="FemaleShirt_21" skinURL="assets/Avatars/Female_01/Female_01_Set_21.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_21/Shirt_Icon.zsci"/> -->
  <attachment name="FemaleShirt_22" skinURL="assets/Avatars/Female_01/Female_01_Set_22.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_22/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_23" skinURL="assets/Avatars/Female_01/Female_01_Set_23.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_23/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_24" skinURL="assets/Avatars/Female_01/Female_01_Set_24.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_24/Shirt_Icon.zsci"/>
  <attachment name="FemaleSantaShirt" skinURL="assets/Avatars/Female_01/Female_01_Set_25.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_25/Shirt_Icon.zsci"/>
  <attachment name="FemaleSnowShirt" skinURL="assets/Avatars/Female_01/Female_01_Set_26.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_26/Shirt_Icon.zsci"/>
  <attachment name="FemaleElfShirt" skinURL="assets/Avatars/Female_01/Female_01_Set_27.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_27/Shirt_Icon.zsci"/>
  <attachment name="FemaleDeerShirt" skinURL="assets/Avatars/Female_01/Female_01_Set_28.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_28/Shirt_Icon.zsci"/>
  <attachment name="FemaleSweater" skinURL="assets/Avatars/Female_01/Female_01_Set_29.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_29/Shirt_Icon.zsci"/>
  <!-- pants -->
  <attachment name="FemalePants_01" skinURL="assets/Avatars/Female_01/Female_01_Set_01.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_01/Pants_Icon.zsci"/>
  <attachment name="FemalePants_02" skinURL="assets/Avatars/Female_01/Female_01_Set_02.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_02/Pants_Icon.zsci"/>
  <attachment name="FemalePants_03" skinURL="assets/Avatars/Female_01/Female_01_Set_03.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_03/Pants_Icon.zsci"/>
  <attachment name="FemalePants_04" skinURL="assets/Avatars/Female_01/Female_01_Set_04.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_04/Pants_Icon.zsci"/>
  <attachment name="FemalePants_05" skinURL="assets/Avatars/Female_01/Female_01_Set_05.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_05/Pants_Icon.zsci"/>
  <!-- <attachment name="FemalePants_06" skinURL="assets/Avatars/Female_01/Female_01_Set_06.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_06/Pants_Icon.zsci"/>  -->
  <attachment name="FemalePants_07" skinURL="assets/Avatars/Female_01/Female_01_Set_07.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_07/Pants_Icon.zsci"/>
  <!--  <attachment name="FemalePants_08" skinURL="assets/Avatars/Female_01/Female_01_Set_08.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_08/Pants_Icon.zsci"/> -->
  <attachment name="FemalePants_09" skinURL="assets/Avatars/Female_01/Female_01_Set_09.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_09/Pants_Icon.zsci"/>
  <attachment name="FemalePants_10" skinURL="assets/Avatars/Female_01/Female_01_Set_10.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_10/Pants_Icon.zsci"/>
  <attachment name="FemalePants_11" skinURL="assets/Avatars/Female_01/Female_01_Set_11.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_11/Pants_Icon.zsci">
    <defaultColors primary="0xb78783" secondary="0x8c9b6d"/>
  </attachment>
  <!--  <attachment name="FemalePants_12" skinURL="assets/Avatars/Female_01/Female_01_Set_12.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_12/Pants_Icon.zsci"/> -->
  <attachment name="FemalePants_13" skinURL="assets/Avatars/Female_01/Female_01_Set_13.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_13/Pants_Icon.zsci"/>
  <attachment name="FemalePants_14" skinURL="assets/Avatars/Female_01/Female_01_Set_14.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_14/Pants_Icon.zsci"/>
  <!-- <attachment name="FemalePants_15" skinURL="assets/Avatars/Female_01/Female_01_Set_15.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_15/Pants_Icon.zsci"/>  -->
  <attachment name="FemalePants_16" skinURL="assets/Avatars/Female_01/Female_01_Set_16.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_16/Pants_Icon.zsci"/>
  <attachment name="FemalePants_17" skinURL="assets/Avatars/Female_01/Female_01_Set_17.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_17/Pants_Icon.zsci"/>
  <!--  <attachment name="FemalePants_18" skinURL="assets/Avatars/Female_01/Female_01_Set_18.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_18/Pants_Icon.zsci"/>  -->
  <!-- <attachment name="FemalePants_19" skinURL="assets/Avatars/Female_01/Female_01_Set_19.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_19/Pants_Icon.zsci"/> -->
  <attachment name="FemalePants_20" skinURL="assets/Avatars/Female_01/Female_01_Set_20.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_20/Pants_Icon.zsci"/>
  <!--  <attachment name="FemalePants_21" skinURL="assets/Avatars/Female_01/Female_01_Set_21.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_21/Pants_Icon.zsci"/>  -->
  <attachment name="FemalePants_22" skinURL="assets/Avatars/Female_01/Female_01_Set_22.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_22/Pants_Icon.zsci"/>
  <attachment name="FemalePants_23" skinURL="assets/Avatars/Female_01/Female_01_Set_23.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_23/Pants_Icon.zsci"/>
  <attachment name="FemalePants_24" skinURL="assets/Avatars/Female_01/Female_01_Set_24.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_24/Pants_Icon.zsci"/>
  <attachment name="FemaleSantaPants" skinURL="assets/Avatars/Female_01/Female_01_Set_25.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_25/Pants_Icon.zsci"/>
  <attachment name="FemaleSnowPants" skinURL="assets/Avatars/Female_01/Female_01_Set_26.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_26/Pants_Icon.zsci"/>
  <attachment name="FemaleElfPants" skinURL="assets/Avatars/Female_01/Female_01_Set_27.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_27/Pants_Icon.zsci"/>
  <attachment name="FemaleDeerPants" skinURL="assets/Avatars/Female_01/Female_01_Set_28.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_28/Pants_Icon.zsci"/>
  <!-- head  -->
  <attachment name="Female_02_Head_01" skinURL="assets/Avatars/Female_01/Female_01_Set_01_Head.asc" partList="head_parts:set_01_a" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_01/Head_01_A_Icon.zsci"/>
  <!-- <attachment name="Female_02_Head_02" skinURL="assets/Avatars/Female_01/Female_01_Set_01_Head.asc" partList="head_parts:set_01_b" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_01/Head_01_B_Icon.zsci"/>
  <attachment name="Female_02_Head_03" skinURL="assets/Avatars/Female_01/Female_01_Set_01_Head.asc" partList="head_parts:set_01_c" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_01/Head_01_C_Icon.zsci"/>
  <attachment name="Female_02_Head_04" skinURL="assets/Avatars/Female_01/Female_01_Set_01_Head.asc" partList="head_parts:set_01_d" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_01/Head_01_D_Icon.zsci"/> -->
  <attachment name="Female_02_Head_05" skinURL="assets/Avatars/Female_01/Female_01_Set_02_Head.asc" partList="head_parts:set_02_a" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_02/Head_Set_02_A.zsci"/>
  <!-- <attachment name="Female_02_Head_06" skinURL="assets/Avatars/Female_01/Female_01_Set_02_Head.asc" partList="head_parts:set_02_b" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_02/Head_Set_02_B.zsci"/>
  <attachment name="Female_02_Head_07" skinURL="assets/Avatars/Female_01/Female_01_Set_02_Head.asc" partList="head_parts:set_02_c" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_02/Head_Set_02_C.zsci"/>
  <attachment name="Female_02_Head_08" skinURL="assets/Avatars/Female_01/Female_01_Set_02_Head.asc" partList="head_parts:set_02_d" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_02/Head_Set_02_D.zsci"/> -->
  <attachment name="Female_02_Head_09" skinURL="assets/Avatars/Female_01/Female_01_Set_03_Head.asc" partList="head_parts:set_03_a" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_03/Head_Set_03_A.zsci"/>
  <!--  <attachment name="Female_02_Head_10" skinURL="assets/Avatars/Female_01/Female_01_Set_03_Head.asc" partList="head_parts:set_03_b" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_03/Head_Set_03_B.zsci"/>
  <attachment name="Female_02_Head_11" skinURL="assets/Avatars/Female_01/Female_01_Set_03_Head.asc" partList="head_parts:set_03_c" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_03/Head_Set_03_C.zsci"/>
  <attachment name="Female_02_Head_12" skinURL="assets/Avatars/Female_01/Female_01_Set_03_Head.asc" partList="head_parts:set_03_d" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_03/Head_Set_03_D.zsci"/> -->
  <attachment name="Female_02_Head_13" skinURL="assets/Avatars/Female_01/Female_01_Set_04_Head.asc" partList="head_parts:set_04_a" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_04/Head_Set_04_A.zsci"/>
  <!--  <attachment name="Female_02_Head_14" skinURL="assets/Avatars/Female_01/Female_01_Set_04_Head.asc" partList="head_parts:set_04_b" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_04/Head_Set_04_B.zsci"/>
  <attachment name="Female_02_Head_15" skinURL="assets/Avatars/Female_01/Female_01_Set_04_Head.asc" partList="head_parts:set_04_c" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_04/Head_Set_04_C.zsci"/>
  <attachment name="Female_02_Head_16" skinURL="assets/Avatars/Female_01/Female_01_Set_04_Head.asc" partList="head_parts:set_04_d" iconURL="assets/UI/Icons/Avatars/Female_01/Head_Set_04/Head_Set_04_D.zsci"/>  -->
  <!-- <attachment name="Female_02_Head_17" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_b" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_04_B_Icon.zsci"/>
  <attachment name="Female_02_Head_18" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_c" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_04_C_Icon.zsci"/>
  <attachment name="Female_02_Head_19" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_d" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_04_D_Icon.zsci"/> -->
  <!-- <attachment name="Female_02_Head_20" skinURL="assets/Avatars/Female_02/Female_02_Set_05_Head.asc" partList="head_parts:set_05_a" iconURL="assets/UI/Icons/Avatars/Female_02/Head_set_05/Head__05_A_Icon.zsci"/> 
 <attachment name="Female_02_Head_21" skinURL="assets/Avatars/Female_02/Female_02_Set_05_Head.asc" partList="head_parts:set_05_b" iconURL="assets/UI/Icons/Avatars/Female_02/Head_set_05/Head__05_B_Icon.zsci"/>  -->
  <!-- hair -->
  <attachment name="FemaleHair_01" skinURL="assets/Avatars/Female_01/Female_01_Set_01.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_01/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_02" skinURL="assets/Avatars/Female_01/Female_01_Set_02.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_02/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_03" skinURL="assets/Avatars/Female_01/Female_01_Set_03.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_03/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_04" skinURL="assets/Avatars/Female_01/Female_01_Set_04.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_04/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_05" skinURL="assets/Avatars/Female_01/Female_01_Set_05.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_05/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_06" skinURL="assets/Avatars/Female_01/Female_01_Set_06.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_06/Hair_Icon.zsci"/>
  <!--  <attachment name="FemaleHair_07" skinURL="assets/Avatars/Female_01/Female_01_Set_07.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_07/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_08" skinURL="assets/Avatars/Female_01/Female_01_Set_08.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_08/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_09" skinURL="assets/Avatars/Female_01/Female_01_Set_09.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_09/Hair_Icon.zsci"/>
<attachment name="FemaleHair_10" skinURL="assets/Avatars/Female_01/Female_01_Set_10.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_10/Hair_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHair_11" skinURL="assets/Avatars/Female_01/Female_01_Set_11.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_11/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_12" skinURL="assets/Avatars/Female_01/Female_01_Set_12.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_12/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_13" skinURL="assets/Avatars/Female_01/Female_01_Set_13.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_13/Hair_Icon.zsci"/>  -->
  <!-- <attachment name="FemaleHair_14" skinURL="assets/Avatars/Female_01/Female_01_Set_14.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_14/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_15" skinURL="assets/Avatars/Female_01/Female_01_Set_15.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_15/Hair_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHair_16" skinURL="assets/Avatars/Female_01/Female_01_Set_16.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_16/Hair_Icon.zsci"/>
<attachment name="FemaleHair_17" skinURL="assets/Avatars/Female_01/Female_01_Set_17.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_17/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_18" skinURL="assets/Avatars/Female_01/Female_01_Set_18.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_18/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_19" skinURL="assets/Avatars/Female_01/Female_01_Set_19.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_19/Hair_Icon.zsci"/>  -->
  <!--  <attachment name="FemaleHair_20" skinURL="assets/Avatars/Female_01/Female_01_Set_20.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_20/Hair_Icon.zsci"/> 
  <attachment name="FemaleHair_21" skinURL="assets/Avatars/Female_01/Female_01_Set_21.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_21/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_22" skinURL="assets/Avatars/Female_01/Female_01_Set_22.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_22/Hair_Icon.zsci"/> -->
  <!-- hat -->
  <!--  <attachment name="FemaleHat_01" skinURL="assets/Avatars/Female_01/Female_01_Set_01.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_01/Headgear_Icon.png"/> -->
  <attachment name="FemaleHat_02" skinURL="assets/Avatars/Female_01/Female_01_Set_02.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_02/Headgear_Icon.zsci"/>
  <attachment name="FemaleHat_03" skinURL="assets/Avatars/Female_01/Female_01_Set_03.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_03/Headgear_Icon.zsci"/>
  <!--  <attachment name="FemaleHat_04" skinURL="assets/Avatars/Female_01/Female_01_Set_04.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_04/Headgear_Icon.zsci"/>  -->
  <attachment name="FemaleHat_05" skinURL="assets/Avatars/Female_01/Female_01_Set_05.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_05/Headgear_Icon.zsci"/>
  <!--  <attachment name="FemaleHat_06" skinURL="assets/Avatars/Female_01/Female_01_Set_06.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_06/Headgear_Icon.zsci"/>  -->
  <!-- <attachment name="FemaleHat_07" skinURL="assets/Avatars/Female_01/Female_01_Set_07.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_07/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHat_08" skinURL="assets/Avatars/Female_01/Female_01_Set_08.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_08/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHat_09" skinURL="assets/Avatars/Female_01/Female_01_Set_09.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_09/Headgear_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHat_10" skinURL="assets/Avatars/Female_01/Female_01_Set_10.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_10/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHat_11" skinURL="assets/Avatars/Female_01/Female_01_Set_11.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_11/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHat_12" skinURL="assets/Avatars/Female_01/Female_01_Set_12.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_12/Headgear_Icon.zsci"/>  -->
  <attachment name="FemaleHat_13" skinURL="assets/Avatars/Female_01/Female_01_Set_13.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_13/Headgear_Icon.zsci"/>
  <!--<attachment name="FemaleHat_14" skinURL="assets/Avatars/Female_01/Female_01_Set_14.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_14/Headgear_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHat_15" skinURL="assets/Avatars/Female_01/Female_01_Set_15.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_15/Headgear_Icon.zsci"/>  -->
  <!--  <attachment name="FemaleHat_16" skinURL="assets/Avatars/Female_01/Female_01_Set_16.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_16/Headgear_Icon.zsci"/> -->
  <attachment name="FemaleHat_17" skinURL="assets/Avatars/Female_01/Female_01_Set_17.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_17/Headgear_Icon.zsci"/>
  <!-- <attachment name="FemaleHat_18" skinURL="assets/Avatars/Female_01/Female_01_Set_18.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_18/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHat_19" skinURL="assets/Avatars/Female_01/Female_01_Set_19.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_19/Headgear_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHat_20" skinURL="assets/Avatars/Female_01/Female_01_Set_20.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_20/Headgear_Icon.zsci"/> -->
  <attachment name="FemaleHat_23" skinURL="assets/Avatars/Female_01/Female_01_Set_23.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_23/Headgear_Icon.zsci"/>
  <attachment name="FemaleHat_24" skinURL="assets/Avatars/Female_01/Female_01_Set_24.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_24/Headgear_Icon.zsci"/>
  <attachment name="FemaleSantaHat" skinURL="assets/Avatars/Female_01/Female_01_Set_25.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_25/Headgear_Icon.zsci"/>
  <attachment name="FemaleSnowHat" skinURL="assets/Avatars/Female_01/Female_01_Set_26.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_26/Headgear_Icon.zsci"/>
  <attachment name="FemaleElfHat" skinURL="assets/Avatars/Female_01/Female_01_Set_27.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_27/Headgear_Icon.zsci"/>
  <attachment name="FemaleAntlers" skinURL="assets/Avatars/Female_01/Female_01_Set_28.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_28/Headgear_Icon.zsci"/>
  <attachment name="FemaleNewyearsHat" skinURL="assets/Avatars/Female_01/Female_01_Set_30.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_01/Set_30/Headgear_Icon.zsci"/>
</avatar>
<avatar name="prince" sex="male" isPlayer="true" baseArchetypeURL="assets/Avatars/Male_01/Male_01.arc" forceZsciSpriteSheet="false" dbid="779">
  <defaultColors primary="0xc60000" secondary="0x5373b1" eye="0x00cb1d" hair="0x762903" skin="0xe1a693"/>
  <defaultAttachments>
    <defaultAttachment category="head" name="MaleHead_01"/>
    <defaultAttachment category="hair" name="MaleHair_01"/>
    <defaultAttachment category="shirt" name="MaleShirt_01"/>
    <defaultAttachment category="pants" name="MalePants_01"/>
    <defaultAttachment category="tool" name="tools_01"/>
  </defaultAttachments>
  <attachmentPartList name="shirt_parts">
    <part skinContainer="geo_r_arm_upper"/>
    <part skinContainer="geo_l_arm_upper"/>
    <part skinContainer="geo_r_arm_lower"/>
    <part skinContainer="geo_l_arm_lower"/>
    <part skinContainer="geo_torso"/>
    <part skinContainer="geo_wings"/>
    <part skinContainer="geo_torso_front"/>
    <part skinContainer="geo_r_hand"/>
    <part skinContainer="geo_l_hand"/>
    <part skinContainer="geo_cape_upper"/>
    <part skinContainer="geo_cape_lower"/>
    <part skinContainer="geo_l_shoulder_pad"/>
    <part skinContainer="geo_r_shoulder_pad"/>
  </attachmentPartList>
  <attachmentPartList name="pants_parts">
    <part skinContainer="geo_waist"/>
    <part skinContainer="geo_l_dress_upper"/>
    <part skinContainer="geo_l_dress_lower"/>
    <part skinContainer="geo_r_dress_upper"/>
    <part skinContainer="geo_r_dress_lower"/>
    <part skinContainer="geo_r_leg_upper"/>
    <part skinContainer="geo_l_leg_upper"/>
    <part skinContainer="geo_r_leg_lower"/>
    <part skinContainer="geo_l_leg_lower"/>
    <part skinContainer="geo_r_foot"/>
    <part skinContainer="geo_l_foot"/>
    <part skinContainer="geo_r_dress_foot"/>
    <part skinContainer="geo_l_dress_foot"/>
  </attachmentPartList>
  <attachmentPartList name="head_parts">
    <part skinContainer="geo_head"/>
    <part skinContainer="geo_ear"/>
    <part skinContainer="geo_facial_hair"/>
  </attachmentPartList>
  <attachmentPartList name="headgear_parts">
    <part skinContainer="geo_headgear"/>
    <part skinContainer="geo_headgear_back"/>
  </attachmentPartList>
  <attachmentPartList name="hair_parts">
    <part skinContainer="geo_hair_front"/>
    <part skinContainer="geo_hair_back"/>
    <part skinContainer="geo_hair_bottom_upper"/>
    <part skinContainer="geo_hair_bottom_lower"/>
    <part skinContainer="geo_hair_top_upper"/>
    <part skinContainer="geo_hair_top_lower"/>
  </attachmentPartList>
  <attachmentPartList name="hat_parts">
    <part skinContainer="geo_headgear"/>
    <part skinContainer="geo_headgear_back"/>
  </attachmentPartList>
  <attachmentPartList name="tool_parts">
    <part skinContainer="geo_l_object"/>
    <part skinContainer="geo_r_object"/>
  </attachmentPartList>
  <!--   Conflict List -->
  <!-- <conflict attachment="MaleHead_10" conflicts="MaleHat_03 MaleHat_04 MaleHat_05  MaleHat_07 MaleHat_08 MaleHat_09 MaleHat_10 MaleHat_13 MaleHat_15 MaleHat_16 MaleHat_19 MaleHat_20"/> -->
  <conflict attachment="MaleHat_04" conflicts="MaleHead_10 MaleHead_20"/>
  <conflict attachment="MaleHat_08" conflicts="MaleHair_01 MaleHair_03 MaleHair_04 MaleHead_09 MaleHead_10 MaleHead_19 MaleHead_20"/>
  <conflict attachment="MaleHat_13" conflicts="MaleHead_09 MaleHead_10 MaleHead_19 MaleHead_20"/>
  <conflict attachment="MaleHat_15" conflicts="MaleHead_09 MaleHead_10 MaleHead_19 MaleHead_20"/>
  <!-- <conflict attachment="MaleHat_06" conflicts="MaleHead_02 MaleHead_03 MaleHead_04" /> -->
  <attachment name="tools_01" skinURL="assets/Avatars/Male_01/Male_01_Object.asc" partList="tool_parts"/>
  <!-- shirt -->
  <attachment name="MaleShirt_01" skinURL="assets/Avatars/Male_01/Male_01_Set_01.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_01/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_02" skinURL="assets/Avatars/Male_01/Male_01_Set_02.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_02/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_03" skinURL="assets/Avatars/Male_01/Male_01_Set_03.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_03/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_04" skinURL="assets/Avatars/Male_01/Male_01_Set_04.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_04/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_05" skinURL="assets/Avatars/Male_01/Male_01_Set_05.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_05/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_06" skinURL="assets/Avatars/Male_01/Male_01_Set_06.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_06/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_07" skinURL="assets/Avatars/Male_01/Male_01_Set_07.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_07/Shirt_Icon.zsci"/>
  <!--  <attachment name="MaleShirt_08" skinURL="assets/Avatars/Male_01/Male_01_Set_08.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_08/Shirt_Icon.zsci"/>  -->
  <attachment name="MaleShirt_09" skinURL="assets/Avatars/Male_01/Male_01_Set_09.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_09/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_10" skinURL="assets/Avatars/Male_01/Male_01_Set_10.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_10/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_11" skinURL="assets/Avatars/Male_01/Male_01_Set_11.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_11/Shirt_Icon.zsci"/>
  <!--  <attachment name="MaleShirt_12" skinURL="assets/Avatars/Male_01/Male_01_Set_12.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_12/Shirt_Icon.zsci"/> -->
  <attachment name="MaleShirt_13" skinURL="assets/Avatars/Male_01/Male_01_Set_13.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_13/Shirt_Icon.zsci"/>
  <!-- <attachment name="MaleShirt_14" skinURL="assets/Avatars/Male_01/Male_01_Set_14.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_14/Shirt_Icon.zsci"/> -->
  <!-- <attachment name="MaleShirt_15" skinURL="assets/Avatars/Male_01/Male_01_Set_15.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_15/Shirt_Icon.zsci"/>  -->
  <attachment name="MaleShirt_16" skinURL="assets/Avatars/Male_01/Male_01_Set_16.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_16/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_17" skinURL="assets/Avatars/Male_01/Male_01_Set_17.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_17/Shirt_Icon.zsci"/>
  <!--  <attachment name="MaleShirt_18" skinURL="assets/Avatars/Male_01/Male_01_Set_18.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_18/Shirt_Icon.zsci"/>  -->
  <!-- <attachment name="MaleShirt_19" skinURL="assets/Avatars/Male_01/Male_01_Set_19.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_19/Shirt_Icon.zsci"/>  -->
  <attachment name="MaleShirt_20" skinURL="assets/Avatars/Male_01/Male_01_Set_20.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_20/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_21" skinURL="assets/Avatars/Male_01/Male_01_Set_21.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_21/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_22" skinURL="assets/Avatars/Male_01/Male_01_Set_22.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_22/Shirt_Icon.zsci"/>
  <attachment name="MaleElfShirt" skinURL="assets/Avatars/Male_01/Male_01_Set_23.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_23/Shirt_Icon.zsci"/>
  <attachment name="MaleSantaShirt" skinURL="assets/Avatars/Male_01/Male_01_Set_24.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_24/Shirt_Icon.zsci"/>
  <attachment name="MaleSweater" skinURL="assets/Avatars/Male_01/Male_01_Set_25.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_25/Shirt_Icon.zsci"/>
  <!-- pants -->
  <attachment name="MalePants_01" skinURL="assets/Avatars/Male_01/Male_01_Set_01.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_01/Pants_Icon.zsci"/>
  <attachment name="MalePants_02" skinURL="assets/Avatars/Male_01/Male_01_Set_02.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_02/Pants_Icon.zsci"/>
  <attachment name="MalePants_03" skinURL="assets/Avatars/Male_01/Male_01_Set_03.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_03/Pants_Icon.zsci"/>
  <attachment name="MalePants_04" skinURL="assets/Avatars/Male_01/Male_01_Set_04.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_04/Pants_Icon.zsci"/>
  <attachment name="MalePants_05" skinURL="assets/Avatars/Male_01/Male_01_Set_05.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_05/Pants_Icon.zsci"/>
  <attachment name="MalePants_06" skinURL="assets/Avatars/Male_01/Male_01_Set_06.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_06/Pants_Icon.zsci"/>
  <attachment name="MalePants_07" skinURL="assets/Avatars/Male_01/Male_01_Set_07.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_07/Pants_Icon.zsci"/>
  <!--  <attachment name="MalePants_08" skinURL="assets/Avatars/Male_01/Male_01_Set_08.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_08/Pants_Icon.zsci"/>  -->
  <attachment name="MalePants_09" skinURL="assets/Avatars/Male_01/Male_01_Set_09.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_09/Pants_Icon.zsci"/>
  <attachment name="MalePants_10" skinURL="assets/Avatars/Male_01/Male_01_Set_10.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_10/Pants_Icon.zsci"/>
  <attachment name="MalePants_11" skinURL="assets/Avatars/Male_01/Male_01_Set_11.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_11/Pants_Icon.zsci"/>
  <!-- <attachment name="MalePants_12" skinURL="assets/Avatars/Male_01/Male_01_Set_12.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_12/Pants_Icon.zsci"/> -->
  <attachment name="MalePants_13" skinURL="assets/Avatars/Male_01/Male_01_Set_13.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_13/Pants_Icon.zsci"/>
  <!--  <attachment name="MalePants_14" skinURL="assets/Avatars/Male_01/Male_01_Set_14.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_14/Pants_Icon.zsci"/>  -->
  <!-- <attachment name="MalePants_15" skinURL="assets/Avatars/Male_01/Male_01_Set_15.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_15/Pants_Icon.zsci"/>  -->
  <attachment name="MalePants_16" skinURL="assets/Avatars/Male_01/Male_01_Set_16.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_16/Pants_Icon.zsci"/>
  <attachment name="MalePants_17" skinURL="assets/Avatars/Male_01/Male_01_Set_17.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_17/Pants_Icon.zsci"/>
  <!-- <attachment name="MalePants_18" skinURL="assets/Avatars/Male_01/Male_01_Set_18.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_18/Pants_Icon.zsci"/>  -->
  <!-- <attachment name="MalePants_19" skinURL="assets/Avatars/Male_01/Male_01_Set_19.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_19/Pants_Icon.zsci"/>  -->
  <attachment name="MalePants_20" skinURL="assets/Avatars/Male_01/Male_01_Set_20.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_20/Pants_Icon.zsci"/>
  <attachment name="MalePants_21" skinURL="assets/Avatars/Male_01/Male_01_Set_21.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_21/Pants_Icon.zsci"/>
  <attachment name="MalePants_22" skinURL="assets/Avatars/Male_01/Male_01_Set_22.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_22/Pants_Icon.zsci"/>
  <attachment name="MaleElfPants" skinURL="assets/Avatars/Male_01/Male_01_Set_23.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_23/Pants_Icon.zsci"/>
  <attachment name="MaleSantaPants" skinURL="assets/Avatars/Male_01/Male_01_Set_24.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_24/Pants_Icon.zsci"/>
  <!-- head  -->
  <attachment name="MaleHead_01" skinURL="assets/Avatars/Male_01/Male_01_Set_01_Head.asc" partList="head_parts:prince_01" iconURL="assets/UI/Icons/Avatars/Male_01/Head_Set_01/Head_01_A_Icon.zsci"/>
  <attachment name="MaleHead_02" skinURL="assets/Avatars/Male_01/Male_01_Set_01_Head.asc" partList="head_parts:prince_02" iconURL="assets/UI/Icons/Avatars/Male_01/Head_Set_01/Head_01_B_Icon.zsci"/>
  <!-- <attachment name="MaleHead_03" skinURL="assets/Avatars/Male_01/Male_01_Set_01_Head.asc" partList="head_parts:prince_03" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Prince_03.zsci"/>
  <attachment name="MaleHead_04" skinURL="assets/Avatars/Male_01/Male_01_Set_01_Head.asc" partList="head_parts:prince_04" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Prince_04.zsci"/>
  <attachment name="MaleHead_05" skinURL="assets/Avatars/Male_01/Male_01_Set_01_Head.asc" partList="head_parts:prince_05" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Prince_05.zsci"/>
  <attachment name="MaleHead_06" skinURL="assets/Avatars/Male_01/Male_01_Set_01_Head.asc" partList="head_parts:prince_06" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Prince_06.zsci"/>
  <attachment name="MaleHead_07" skinURL="assets/Avatars/Male_01/Male_01_Set_01_Head.asc" partList="head_parts:prince_07" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Prince_07.zsci"/>
  <attachment name="MaleHead_08" skinURL="assets/Avatars/Male_01/Male_01_Set_01_Head.asc" partList="head_parts:prince_08" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Prince_08.zsci"/>  -->
  <attachment name="MaleHead_09" skinURL="assets/Avatars/Male_01/Male_01_Set_02_Head.asc" partList="head_parts:viking_01" iconURL="assets/UI/Icons/Avatars/Male_01/Head_Set_02/Head_02_A_Icon.zsci"/>
  <attachment name="MaleHead_10" skinURL="assets/Avatars/Male_01/Male_01_Set_02_Head.asc" partList="head_parts:viking_02" iconURL="assets/UI/Icons/Avatars/Male_01/Head_Set_02/Head_02_B_Icon.zsci"/>
  <!--  <attachment name="MaleHead_11" skinURL="assets/Avatars/Male_01/Male_01_Set_02_Head.asc" partList="head_parts:viking_03" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Viking_03.zsci"/>
<attachment name="MaleHead_12" skinURL="assets/Avatars/Male_01/Male_01_Set_03_Head.asc" partList="head_parts:archer_01" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Archer_01.zsci"/>
  <attachment name="MaleHead_13" skinURL="assets/Avatars/Male_01/Male_01_Set_03_Head.asc" partList="head_parts:archer_02" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Archer_02.zsci"/>
  <attachment name="MaleHead_14" skinURL="assets/Avatars/Male_01/Male_01_Set_03_Head.asc" partList="head_parts:archer_03" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Archer_03.zsci"/>
  <attachment name="MaleHead_15" skinURL="assets/Avatars/Male_01/Male_01_Set_03_Head.asc" partList="head_parts:archer_04" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Archer_04.zsci"/>
  <attachment name="MaleHead_16" skinURL="assets/Avatars/Male_01/Male_01_Set_03_Head.asc" partList="head_parts:archer_05" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Archer_05.zsci"/>
  <attachment name="MaleHead_17" skinURL="assets/Avatars/Male_01/Male_01_Set_03_Head.asc" partList="head_parts:archer_06" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Archer_06.zsci"/>  -->
  <!--  <attachment name="MaleHead_18" skinURL="assets/Avatars/Male_01/Male_01_Set_03_Head.asc" partList="head_parts:archer_07" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Archer_07.zsci"/> -->
  <attachment name="MaleHead_19" skinURL="assets/Avatars/Male_01/Male_01_Set_04_Head.asc" partList="head_parts:set_01_a" iconURL="assets/UI/Icons/Avatars/Male_01/Head_Set_04/Head_04_A_Icon.zsci"/>
  <attachment name="MaleHead_20" skinURL="assets/Avatars/Male_01/Male_01_Set_04_Head.asc" partList="head_parts:set_01_b" iconURL="assets/UI/Icons/Avatars/Male_01/Head_Set_04/Head_04_B_Icon.zsci"/>
  <!-- <attachment name="MaleHead_21" skinURL="assets/Avatars/Male_01/Male_01_Set_04_Head.asc" partList="head_parts:set_01_c" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Wizard_03.zsci"/>
  <attachment name="MaleHead_22" skinURL="assets/Avatars/Male_01/Male_01_Set_04_Head.asc" partList="head_parts:set_01_d" iconURL="assets/UI/Icons/Avatars/Male_01/Heads/Head_Icon_Wizard_04.zsci"/> -->
  <!-- hair -->
  <attachment name="MaleHair_01" skinURL="assets/Avatars/Male_01/Male_01_Set_01.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_01/Hair_Icon.zsci"/>
  <attachment name="MaleHair_02" skinURL="assets/Avatars/Male_01/Male_01_Set_02.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_02/Hair_Icon.zsci"/>
  <attachment name="MaleHair_03" skinURL="assets/Avatars/Male_01/Male_01_Set_03.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_03/Hair_Icon.zsci"/>
  <attachment name="MaleHair_04" skinURL="assets/Avatars/Male_01/Male_01_Set_04.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_04/Hair_Icon.zsci"/>
  <!--  <attachment name="MaleHair_05" skinURL="assets/Avatars/Male_01/Male_01_Set_05.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_05/Hair_Icon.zsci"/>
  <attachment name="MaleHair_06" skinURL="assets/Avatars/Male_01/Male_01_Set_06.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_06/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_07" skinURL="assets/Avatars/Male_01/Male_01_Set_07.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_07/Hair_Icon.zsci"/>
  <attachment name="MaleHair_08" skinURL="assets/Avatars/Male_01/Male_01_Set_08.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_08/Hair_Icon.zsci"/> -->
  <!--  <attachment name="MaleHair_09" skinURL="assets/Avatars/Male_01/Male_01_Set_09.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_09/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_10" skinURL="assets/Avatars/Male_01/Male_01_Set_10.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_10/Hair_Icon.zsci"/>  -->
  <!--  <attachment name="MaleHair_11" skinURL="assets/Avatars/Male_01/Male_01_Set_11.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_11/Hair_Icon.zsci"/>
  <attachment name="MaleHair_12" skinURL="assets/Avatars/Male_01/Male_01_Set_12.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_12/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_13" skinURL="assets/Avatars/Male_01/Male_01_Set_13.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_13/Hair_Icon.zsci"/>  -->
  <!-- <attachment name="MaleHair_14" skinURL="assets/Avatars/Male_01/Male_01_Set_14.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_14/Hair_Icon.zsci"/>
  <attachment name="MaleHair_15" skinURL="assets/Avatars/Male_01/Male_01_Set_15.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_15/Hair_Icon.zsci"/>
  <attachment name="MaleHair_16" skinURL="assets/Avatars/Male_01/Male_01_Set_17.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_16/Hair_Icon.zsci"/>
  <attachment name="MaleHair_17" skinURL="assets/Avatars/Male_01/Male_01_Set_16.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_17/Hair_Icon.zsci"/>
  <attachment name="MaleHair_18" skinURL="assets/Avatars/Male_01/Male_01_Set_18.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_18/Hair_Icon.zsci"/>
  <attachment name="MaleHair_19" skinURL="assets/Avatars/Male_01/Male_01_Set_19.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_19/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_20" skinURL="assets/Avatars/Male_01/Male_01_Set_20.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_20/Hair_Icon.zsci"/> -->
  <!-- hat -->
  <!--  <attachment name="MaleHat_01" skinURL="assets/Avatars/Male_01/Male_01_Set_01.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_01/Headgear_Icon.png"/> -->
  <attachment name="MaleHat_02" skinURL="assets/Avatars/Male_01/Male_01_Set_02.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_02/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_03" skinURL="assets/Avatars/Male_01/Male_01_Set_03.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_03/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_04" skinURL="assets/Avatars/Male_01/Male_01_Set_04.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_04/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_05" skinURL="assets/Avatars/Male_01/Male_01_Set_05.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_05/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_06" skinURL="assets/Avatars/Male_01/Male_01_Set_06.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_06/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_07" skinURL="assets/Avatars/Male_01/Male_01_Set_07.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_07/Headgear_Icon.zsci"/>
  <!--  <attachment name="MaleHat_08" skinURL="assets/Avatars/Male_01/Male_01_Set_08.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_08/Headgear_Icon.zsci"/> -->
  <attachment name="MaleHat_09" skinURL="assets/Avatars/Male_01/Male_01_Set_09.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_09/Headgear_Icon.zsci"/>
  <!--  <attachment name="MaleHat_10" skinURL="assets/Avatars/Male_01/Male_01_Set_10.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_10/Headgear_Icon.zsci"/> -->
  <attachment name="MaleHat_11" skinURL="assets/Avatars/Male_01/Male_01_Set_11.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_11/Headgear_Icon.zsci"/>
  <!--  <attachment name="MaleHat_12" skinURL="assets/Avatars/Male_01/Male_01_Set_12.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_12/Headgear_Icon.zsci"/>  -->
  <attachment name="MaleHat_13" skinURL="assets/Avatars/Male_01/Male_01_Set_13.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_13/Headgear_Icon.zsci"/>
  <!-- <attachment name="MaleHat_14" skinURL="assets/Avatars/Male_01/Male_01_Set_14.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_14/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="MaleHat_15" skinURL="assets/Avatars/Male_01/Male_01_Set_15.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_15/Headgear_Icon.zsci"/>  -->
  <attachment name="MaleHat_16" skinURL="assets/Avatars/Male_01/Male_01_Set_16.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_16/Headgear_Icon.zsci"/>
  <!--  <attachment name="MaleHat_17" skinURL="assets/Avatars/Male_01/Male_01_Set_17.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_17/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_18" skinURL="assets/Avatars/Male_01/Male_01_Set_18.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_18/Headgear_Icon.zsci"/>   -->
  <!-- <attachment name="MaleHat_19" skinURL="assets/Avatars/Male_01/Male_01_Set_19.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_19/Headgear_Icon.zsci"/>  -->
  <attachment name="MaleHat_20" skinURL="assets/Avatars/Male_01/Male_01_Set_20.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_20/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_21" skinURL="assets/Avatars/Male_01/Male_01_Set_21.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_21/Headgear_Icon.zsci"/>
  <attachment name="MaleElfHat" skinURL="assets/Avatars/Male_01/Male_01_Set_23.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_23/Headgear_Icon.zsci"/>
  <attachment name="MaleSantaHat" skinURL="assets/Avatars/Male_01/Male_01_Set_24.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_24/Headgear_Icon.zsci"/>
  <attachment name="MaleNewyearsHat" skinURL="assets/Avatars/Male_01/Male_01_Set_26.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_01/Set_26/Headgear_Icon.zsci"/>
</avatar>
<colorSets dbid="938">
  <colorSet name="hair">
    <color key="0xdaaa5e" color="0xdaaa5e"/>
    <color key="0xe5a927" color="0xe5a927"/>
    <color key="0xe16b00" color="0xe16b00"/>
    <color key="0xc83d18" color="0xc83d18"/>
    <color key="0x762903" color="0x762903"/>
    <color key="0x3d0702" color="0x3d0702"/>
    <color key="0x000000" color="0x000000"/>
    <color key="0xd1d1d1" color="0xd1d1d1"/>
  </colorSet>
  <colorSet name="hairHighlight">
    <color key="0xdaaa5e" color="0xdaaa5e"/>
    <color key="0xe5a927" color="0xe5a927"/>
    <color key="0xe16b00" color="0xe16b00"/>
    <color key="0xc83d18" color="0xc83d18"/>
    <color key="0x762903" color="0x762903"/>
    <color key="0x3d0702" color="0x3d0702"/>
    <color key="0x000000" color="0x000000"/>
    <color key="0xd1d1d1" color="0xd1d1d1"/>
  </colorSet>
  <colorSet name="skin">
    <color key="0xe1a693" color="0xe1a693"/>
    <color key="0xb5845d" color="0xb5845d"/>
    <color key="0x925933" color="0x925933"/>
  </colorSet>
  <colorSet name="primary">
    <color key="0x6c0000" color="0x6c0000"/>
    <color key="0xc60000" color="0xc60000"/>
    <color key="0xb78783" color="0xb78783"/>
    <color key="0x103971" color="0x103971"/>
    <color key="0x0726db" color="0x0726db"/>
    <color key="0x5373b1" color="0x5373b1"/>
    <color key="0x436629" color="0x436629"/>
    <color key="0x33b933" color="0x33b933"/>
    <color key="0x8c9b6d" color="0x8c9b6d"/>
    <color key="0x6e5400" color="0x6e5400"/>
    <color key="0xffd700" color="0xffd700"/>
    <color key="0xbead78" color="0xbead78"/>
    <color key="0x4d2907" color="0x4d2907"/>
    <color key="0xab7524" color="0xab7524"/>
    <color key="0xd7c7b4" color="0xd7c7b4"/>
  </colorSet>
  <colorSet name="secondary">
    <color key="0x6c0000" color="0x6c0000"/>
    <color key="0xc60000" color="0xc60000"/>
    <color key="0xb78783" color="0xb78783"/>
    <color key="0x103971" color="0x103971"/>
    <color key="0x0726db" color="0x0726db"/>
    <color key="0x5373b1" color="0x5373b1"/>
    <color key="0x436629" color="0x436629"/>
    <color key="0x33b933" color="0x33b933"/>
    <color key="0x8c9b6d" color="0x8c9b6d"/>
    <color key="0x6e5400" color="0x6e5400"/>
    <color key="0xffd700" color="0xffd700"/>
    <color key="0xbead78" color="0xbead78"/>
    <color key="0x4d2907" color="0x4d2907"/>
    <color key="0xab7524" color="0xab7524"/>
    <color key="0xd7c7b4" color="0xd7c7b4"/>
  </colorSet>
  <colorSet name="eye">
    <color key="0x008bff" color="0x008bff"/>
    <color key="0x003371" color="0x003371"/>
    <color key="0x8dc73f" color="0x8dc73f"/>
    <color key="0x42552d" color="0x42552d"/>
    <color key="0xb09831" color="0xb09831"/>
    <color key="0x542b15" color="0x542b15"/>
    <color key="0x8a9cac" color="0x8a9cac"/>
  </colorSet>
</colorSets>
<avatar name="Tom" sex="male" baseArchetypeURL="assets/Characters/Tom/Tom.arc" baseSkinURL="assets/Characters/Tom/Tom.asc" largeSkinURL="assets/Characters/Tom/Tom.asc" dbid="1052"/>
<avatar name="Izadora" sex="female" baseArchetypeURL="assets/Characters/Izadora/Izadora.arc" baseSkinURL="assets/Characters/Izadora/Izadora.asc" largeSkinURL="assets/Characters/Izadora/Izadora_large.asc" dbid="1053"/>
<avatar name="jester" sex="male" baseArchetypeURL="assets/Characters/Richard/Richard.arc" baseSkinURL="assets/Characters/Richard/Richard.asc" largeSkinURL="assets/Characters/Richard/Richard_large.asc" dbid="1054"/>
<avatar name="Baz" sex="male" baseArchetypeURL="assets/Characters/Baz/Baz.arc" baseSkinURL="assets/Characters/Baz/Baz.asc" largeSkinURL="assets/Characters/Baz/Baz.asc" dbid="1055"/>
<avatar name="George" sex="male" baseArchetypeURL="assets/Characters/Miner/Miner.arc" baseSkinURL="assets/Characters/Miner/Miner.asc" largeSkinURL="assets/Characters/Miner/Miner.asc" dbid="1056"/>
<avatar name="singer" baseArchetypeURL="assets/Characters/Giselle/Giselle.arc" baseSkinURL="assets/Characters/Giselle/Giselle.asc" largeSkinURL="assets/Characters/Giselle/Giselle.asc" dbid="1057"/>
<avatar name="adventuress" baseArchetypeURL="assets/Characters/Adventuress_02/adventuress_02.arc" baseSkinURL="assets/Characters/Adventuress_02/adventuress_02.asc" largeSkinURL="assets/Characters/Adventuress_02/adventuress_02.asc" dbid="1490"/>
<avatar name="Sonja" baseArchetypeURL="assets/Characters/Sonja/Sonja.arc" baseSkinURL="assets/Characters/Sonja/Sonja.asc" largeSkinURL="assets/Characters/Sonja/Sonja.asc" dbid="1622"/>
<avatar name="prince_02" sex="male" isPlayer="true" baseArchetypeURL="assets/Avatars/Male_02/Male_02.arc" forceZsciSpriteSheet="false" dbid="1667">
  <defaultColors primary="0xc60000" secondary="0x5373b1" eye="0x00cb1d" hair="0xe5a927" skin="0xe1a693"/>
  <defaultAttachments>
    <defaultAttachment category="head" name="Male_02_Head_01"/>
    <defaultAttachment category="hair" name="MaleHair_01"/>
    <defaultAttachment category="shirt" name="MaleShirt_01"/>
    <defaultAttachment category="pants" name="MalePants_01"/>
    <defaultAttachment category="tool" name="tools_01"/>
  </defaultAttachments>
  <attachmentPartList name="shirt_parts">
    <part skinContainer="geo_r_arm_upper"/>
    <part skinContainer="geo_l_arm_upper"/>
    <part skinContainer="geo_r_arm_lower"/>
    <part skinContainer="geo_l_arm_lower"/>
    <part skinContainer="geo_torso"/>
    <part skinContainer="geo_wings"/>
    <part skinContainer="geo_torso_front"/>
    <part skinContainer="geo_r_hand"/>
    <part skinContainer="geo_l_hand"/>
    <part skinContainer="geo_cape_upper"/>
    <part skinContainer="geo_cape_lower"/>
    <part skinContainer="geo_l_shoulder_pad"/>
    <part skinContainer="geo_r_shoulder_pad"/>
  </attachmentPartList>
  <attachmentPartList name="pants_parts">
    <part skinContainer="geo_waist"/>
    <part skinContainer="geo_l_dress_upper"/>
    <part skinContainer="geo_l_dress_lower"/>
    <part skinContainer="geo_r_dress_upper"/>
    <part skinContainer="geo_r_dress_lower"/>
    <part skinContainer="geo_r_leg_upper"/>
    <part skinContainer="geo_l_leg_upper"/>
    <part skinContainer="geo_r_leg_lower"/>
    <part skinContainer="geo_l_leg_lower"/>
    <part skinContainer="geo_r_foot"/>
    <part skinContainer="geo_l_foot"/>
    <part skinContainer="geo_r_dress_foot"/>
    <part skinContainer="geo_l_dress_foot"/>
  </attachmentPartList>
  <attachmentPartList name="head_parts">
    <part skinContainer="geo_head"/>
    <part skinContainer="geo_ear"/>
    <part skinContainer="geo_facial_hair"/>
  </attachmentPartList>
  <attachmentPartList name="headgear_parts">
    <part skinContainer="geo_headgear"/>
    <part skinContainer="geo_headgear_back"/>
  </attachmentPartList>
  <attachmentPartList name="hair_parts">
    <part skinContainer="geo_hair_front"/>
    <part skinContainer="geo_hair_back"/>
    <part skinContainer="geo_hair_bottom_upper"/>
    <part skinContainer="geo_hair_bottom_lower"/>
    <part skinContainer="geo_hair_top_upper"/>
    <part skinContainer="geo_hair_top_lower"/>
  </attachmentPartList>
  <attachmentPartList name="hat_parts">
    <part skinContainer="geo_headgear"/>
    <part skinContainer="geo_headgear_back"/>
  </attachmentPartList>
  <attachmentPartList name="tool_parts">
    <part skinContainer="geo_l_object"/>
    <part skinContainer="geo_r_object"/>
  </attachmentPartList>
  <!--   Conflict List -->
  <conflict attachment="MaleHat_04" conflicts="Male_02_Head_02 Male_02_Head_07 Male_02_Head_11 Male_02_Head_12"/>
  <conflict attachment="MaleHat_08" conflicts="Male_02_Head_02 Male_02_Head_07 Male_02_Head_11 Male_02_Head_12 MaleHair_02 MaleHair_03"/>
  <conflict attachment="MaleHat_13" conflicts="Male_02_Head_02 Male_02_Head_07 Male_02_Head_11 Male_02_Head_12 MaleHair_02 MaleHair_03"/>
  <conflict attachment="MaleHat_15" conflicts="Male_02_Head_02 Male_02_Head_07 Male_02_Head_11 Male_02_Head_12"/>
  <conflict attachment="MaleHat_19" conflicts="Male_02_Head_02 Male_02_Head_07 Male_02_Head_11 Male_02_Head_12"/>
  <!-- <conflict attachment="MaleHat_06" conflicts="MaleHead_02 MaleHead_03 MaleHead_04" /> -->
  <attachment name="tools_01" skinURL="assets/Avatars/Male_02/Male_02_Object.asc" partList="tool_parts"/>
  <!-- shirt -->
  <attachment name="MaleShirt_01" skinURL="assets/Avatars/Male_02/Male_02_Set_01.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_01/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_02" skinURL="assets/Avatars/Male_02/Male_02_Set_02.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_02/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_03" skinURL="assets/Avatars/Male_02/Male_02_Set_03.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_03/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_04" skinURL="assets/Avatars/Male_02/Male_02_Set_04.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_04/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_05" skinURL="assets/Avatars/Male_02/Male_02_Set_05.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_05/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_06" skinURL="assets/Avatars/Male_02/Male_02_Set_06.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_06/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_07" skinURL="assets/Avatars/Male_02/Male_02_Set_07.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_07/Shirt_Icon.zsci"/>
  <!-- <attachment name="MaleShirt_08" skinURL="assets/Avatars/Male_02/Male_02_Set_08.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_08/Shirt_Icon.zsci"/>  -->
  <attachment name="MaleShirt_09" skinURL="assets/Avatars/Male_02/Male_02_Set_09.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_09/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_10" skinURL="assets/Avatars/Male_02/Male_02_Set_10.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_10/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_11" skinURL="assets/Avatars/Male_02/Male_02_Set_11.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_11/Shirt_Icon.zsci"/>
  <!-- <attachment name="MaleShirt_12" skinURL="assets/Avatars/Male_02/Male_02_Set_12.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_12/Shirt_Icon.zsci"/> -->
  <attachment name="MaleShirt_13" skinURL="assets/Avatars/Male_02/Male_02_Set_13.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_13/Shirt_Icon.zsci"/>
  <!-- <attachment name="MaleShirt_14" skinURL="assets/Avatars/Male_02/Male_02_Set_14.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_14/Shirt_Icon.zsci"/> -->
  <!--  <attachment name="MaleShirt_15" skinURL="assets/Avatars/Male_02/Male_02_Set_15.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_15/Shirt_Icon.zsci"/>  -->
  <attachment name="MaleShirt_16" skinURL="assets/Avatars/Male_02/Male_02_Set_16.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_16/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_17" skinURL="assets/Avatars/Male_02/Male_02_Set_17.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_17/Shirt_Icon.zsci"/>
  <!--  <attachment name="MaleShirt_18" skinURL="assets/Avatars/Male_02/Male_02_Set_18.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_18/Shirt_Icon.zsci"/>  -->
  <!--  <attachment name="MaleShirt_19" skinURL="assets/Avatars/Male_02/Male_02_Set_19.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_19/Shirt_Icon.zsci"/>  -->
  <attachment name="MaleShirt_20" skinURL="assets/Avatars/Male_02/Male_02_Set_20.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_20/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_21" skinURL="assets/Avatars/Male_02/Male_02_Set_21.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_21/Shirt_Icon.zsci"/>
  <attachment name="MaleShirt_22" skinURL="assets/Avatars/Male_02/Male_02_Set_22.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_22/Shirt_Icon.zsci"/>
  <attachment name="MaleElfShirt" skinURL="assets/Avatars/Male_02/Male_02_Set_23.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_23/Shirt_Icon.zsci"/>
  <attachment name="MaleSantaShirt" skinURL="assets/Avatars/Male_02/Male_02_Set_24.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_24/Shirt_Icon.zsci"/>
  <attachment name="MaleSweater" skinURL="assets/Avatars/Male_02/Male_02_Set_25.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_25/Shirt_Icon.zsci"/>
  <!-- pants -->
  <attachment name="MalePants_01" skinURL="assets/Avatars/Male_02/Male_02_Set_01.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_01/Pants_Icon.zsci"/>
  <attachment name="MalePants_02" skinURL="assets/Avatars/Male_02/Male_02_Set_02.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_02/Pants_Icon.zsci"/>
  <attachment name="MalePants_03" skinURL="assets/Avatars/Male_02/Male_02_Set_03.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_03/Pants_Icon.zsci"/>
  <attachment name="MalePants_04" skinURL="assets/Avatars/Male_02/Male_02_Set_04.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_04/Pants_Icon.zsci"/>
  <attachment name="MalePants_05" skinURL="assets/Avatars/Male_02/Male_02_Set_05.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_05/Pants_Icon.zsci"/>
  <attachment name="MalePants_06" skinURL="assets/Avatars/Male_02/Male_02_Set_06.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_06/Pants_Icon.zsci"/>
  <attachment name="MalePants_07" skinURL="assets/Avatars/Male_02/Male_02_Set_07.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_07/Pants_Icon.zsci"/>
  <!--   <attachment name="MalePants_08" skinURL="assets/Avatars/Male_02/Male_02_Set_08.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_08/Pants_Icon.zsci"/>  -->
  <attachment name="MalePants_09" skinURL="assets/Avatars/Male_02/Male_02_Set_09.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_09/Pants_Icon.zsci"/>
  <attachment name="MalePants_10" skinURL="assets/Avatars/Male_02/Male_02_Set_10.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_10/Pants_Icon.zsci"/>
  <attachment name="MalePants_11" skinURL="assets/Avatars/Male_02/Male_02_Set_11.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_11/Pants_Icon.zsci"/>
  <!--  <attachment name="MalePants_12" skinURL="assets/Avatars/Male_02/Male_02_Set_12.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_12/Pants_Icon.zsci"/> -->
  <attachment name="MalePants_13" skinURL="assets/Avatars/Male_02/Male_02_Set_13.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_13/Pants_Icon.zsci"/>
  <!-- <attachment name="MalePants_14" skinURL="assets/Avatars/Male_02/Male_02_Set_14.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_14/Pants_Icon.zsci"/> -->
  <!--  <attachment name="MalePants_15" skinURL="assets/Avatars/Male_02/Male_02_Set_15.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_15/Pants_Icon.zsci"/>  -->
  <attachment name="MalePants_16" skinURL="assets/Avatars/Male_02/Male_02_Set_16.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_16/Pants_Icon.zsci"/>
  <attachment name="MalePants_17" skinURL="assets/Avatars/Male_02/Male_02_Set_17.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_17/Pants_Icon.zsci"/>
  <!-- <attachment name="MalePants_18" skinURL="assets/Avatars/Male_02/Male_02_Set_18.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_18/Pants_Icon.zsci"/> -->
  <!--  <attachment name="MalePants_19" skinURL="assets/Avatars/Male_02/Male_02_Set_19.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_19/Pants_Icon.zsci"/>  -->
  <attachment name="MalePants_20" skinURL="assets/Avatars/Male_02/Male_02_Set_20.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_20/Pants_Icon.zsci"/>
  <attachment name="MalePants_21" skinURL="assets/Avatars/Male_02/Male_02_Set_21.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_21/Pants_Icon.zsci"/>
  <attachment name="MalePants_22" skinURL="assets/Avatars/Male_02/Male_02_Set_22.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_22/Pants_Icon.zsci"/>
  <attachment name="MaleElfPants" skinURL="assets/Avatars/Male_02/Male_02_Set_23.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_23/Pants_Icon.zsci"/>
  <attachment name="MaleSantaPants" skinURL="assets/Avatars/Male_02/Male_02_Set_24.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_24/Pants_Icon.zsci"/>
  <!-- head  -->
  <attachment name="Male_02_Head_01" skinURL="assets/Avatars/Male_02/Male_02_Set_01_Head.asc" partList="head_parts:set_01_a" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_01/Head_01_A_Icon.zsci"/>
  <attachment name="Male_02_Head_02" skinURL="assets/Avatars/Male_02/Male_02_Set_01_Head.asc" partList="head_parts:set_01_b" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_01/Head_01_B_Icon.zsci"/>
  <!-- <attachment name="Male_02_Head_03" skinURL="assets/Avatars/Male_02/Male_02_Set_01_Head.asc" partList="head_parts:set_01_c" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_01/Head_01_C_Icon.zsci"/>
  <attachment name="Male_02_Head_04" skinURL="assets/Avatars/Male_02/Male_02_Set_01_Head.asc" partList="head_parts:set_01_d" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_01/Head_01_D_Icon.zsci"/>
  <attachment name="Male_02_Head_05" skinURL="assets/Avatars/Male_02/Male_02_Set_01_Head.asc" partList="head_parts:set_01_e" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_01/Head_01_E_Icon.zsci"/> -->
  <attachment name="Male_02_Head_06" skinURL="assets/Avatars/Male_02/Male_02_Set_02_Head.asc" partList="head_parts:set_02_a" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_02/Head_02_A_Icon.zsci"/>
  <attachment name="Male_02_Head_07" skinURL="assets/Avatars/Male_02/Male_02_Set_02_Head.asc" partList="head_parts:set_02_b" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_02/Head_02_B_Icon.zsci"/>
  <!-- <attachment name="Male_02_Head_08" skinURL="assets/Avatars/Male_02/Male_02_Set_02_Head.asc" partList="head_parts:set_02_c" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_02/Head_02_C_Icon.zsci"/>
  <attachment name="Male_02_Head_09" skinURL="assets/Avatars/Male_02/Male_02_Set_02_Head.asc" partList="head_parts:set_02_d" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_02/Head_02_D_Icon.zsci"/>
  <attachment name="Male_02_Head_10" skinURL="assets/Avatars/Male_02/Male_02_Set_02_Head.asc" partList="head_parts:set_02_e" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_02/Head_02_E_Icon.zsci"/> -->
  <attachment name="Male_02_Head_11" skinURL="assets/Avatars/Male_02/Male_02_Set_03_Head.asc" partList="head_parts:set_03_a" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_03/Head_03_A_Icon.zsci"/>
  <attachment name="Male_02_Head_12" skinURL="assets/Avatars/Male_02/Male_02_Set_03_Head.asc" partList="head_parts:set_03_b" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_03/Head_03_B_Icon.zsci"/>
  <!-- <attachment name="Male_02_Head_13" skinURL="assets/Avatars/Male_02/Male_02_Set_03_Head.asc" partList="head_parts:set_03_c" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_03/Head_03_C_Icon.zsci"/>
  <attachment name="Male_02_Head_14" skinURL="assets/Avatars/Male_02/Male_02_Set_03_Head.asc" partList="head_parts:set_03_d" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_03/Head_03_D_Icon.zsci"/>
  <attachment name="Male_02_Head_15" skinURL="assets/Avatars/Male_02/Male_02_Set_03_Head.asc" partList="head_parts:set_03_e" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_03/Head_03_E_Icon.zsci"/> 
  <attachment name="Male_02_Head_16" skinURL="assets/Avatars/Male_02/Male_02_Set_04_Head.asc" partList="head_parts:set_04_a" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_04/Head_04_A_Icon.zsci"/>
  <attachment name="Male_02_Head_17" skinURL="assets/Avatars/Male_02/Male_02_Set_04_Head.asc" partList="head_parts:set_04_b" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_04/Head_04_B_Icon.zsci"/> -->
  <!-- <attachment name="Male_02_Head_18" skinURL="assets/Avatars/Male_02/Male_02_Set_04_Head.asc" partList="head_parts:set_04_c" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_04/Head_04_C_Icon.zsci"/>
  <attachment name="Male_02_Head_19" skinURL="assets/Avatars/Male_02/Male_02_Set_04_Head.asc" partList="head_parts:set_04_d" iconURL="assets/UI/Icons/Avatars/Male_02/Head_Set_04/Head_04_D_Icon.zsci"/>  -->
  <!-- <attachment name="Male_02_Head_20" skinURL="assets/Avatars/Male_02/Male_02_Set_05_Head.asc" partList="head_parts:set_05_a" iconURL="assets/UI/Icons/Avatars/Male_02/Head_set_05/Head__05_A_Icon.zsci"/> 
 <attachment name="Male_02_Head_21" skinURL="assets/Avatars/Male_02/Male_02_Set_05_Head.asc" partList="head_parts:set_05_b" iconURL="assets/UI/Icons/Avatars/Male_02/Head_set_05/Head__05_B_Icon.zsci"/>  -->
  <!-- hair -->
  <attachment name="MaleHair_01" skinURL="assets/Avatars/Male_02/Male_02_Set_01.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_01/Hair_Icon.zsci"/>
  <attachment name="MaleHair_02" skinURL="assets/Avatars/Male_02/Male_02_Set_02.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_02/Hair_Icon.zsci"/>
  <attachment name="MaleHair_03" skinURL="assets/Avatars/Male_02/Male_02_Set_03.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_03/Hair_Icon.zsci"/>
  <attachment name="MaleHair_04" skinURL="assets/Avatars/Male_02/Male_02_Set_04.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_04/Hair_Icon.zsci"/>
  <!--  <attachment name="MaleHair_05" skinURL="assets/Avatars/Male_02/Male_02_Set_05.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_05/Hair_Icon.zsci"/>
  <attachment name="MaleHair_06" skinURL="assets/Avatars/Male_02/Male_02_Set_06.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_06/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_07" skinURL="assets/Avatars/Male_02/Male_02_Set_07.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_07/Hair_Icon.zsci"/>
  <attachment name="MaleHair_08" skinURL="assets/Avatars/Male_02/Male_02_Set_08.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_08/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_09" skinURL="assets/Avatars/Male_02/Male_02_Set_09.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_09/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_10" skinURL="assets/Avatars/Male_02/Male_02_Set_10.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_10/Hair_Icon.zsci"/>  -->
  <!--  <attachment name="MaleHair_11" skinURL="assets/Avatars/Male_02/Male_02_Set_11.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_11/Hair_Icon.zsci"/>
  <attachment name="MaleHair_12" skinURL="assets/Avatars/Male_02/Male_02_Set_12.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_12/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_13" skinURL="assets/Avatars/Male_02/Male_02_Set_13.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_13/Hair_Icon.zsci"/>  -->
  <!-- <attachment name="MaleHair_14" skinURL="assets/Avatars/Male_02/Male_02_Set_14.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_14/Hair_Icon.zsci"/>
  <attachment name="MaleHair_15" skinURL="assets/Avatars/Male_02/Male_02_Set_15.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_15/Hair_Icon.zsci"/>
  <attachment name="MaleHair_16" skinURL="assets/Avatars/Male_02/Male_02_Set_16.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_16/Hair_Icon.zsci"/> -->
  <!--  <attachment name="MaleHair_17" skinURL="assets/Avatars/Male_02/Male_02_Set_17.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_17/Hair_Icon.zsci"/> -->
  <!-- <attachment name="MaleHair_18" skinURL="assets/Avatars/Male_02/Male_02_Set_18.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_18/Hair_Icon.zsci"/>
  <attachment name="MaleHair_19" skinURL="assets/Avatars/Male_02/Male_02_Set_19.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_19/Hair_Icon.zsci"/>-->
  <!-- <attachment name="MaleHair_20" skinURL="assets/Avatars/Male_02/Male_02_Set_20.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_20/Hair_Icon.zsci"/> -->
  <!-- hat -->
  <!--  <attachment name="MaleHat_01" skinURL="assets/Avatars/Male_02/Male_02_Set_01.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_01/Headgear_Icon.png"/> -->
  <attachment name="MaleHat_02" skinURL="assets/Avatars/Male_02/Male_02_Set_02.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_02/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_03" skinURL="assets/Avatars/Male_02/Male_02_Set_03.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_03/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_04" skinURL="assets/Avatars/Male_02/Male_02_Set_04.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_04/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_05" skinURL="assets/Avatars/Male_02/Male_02_Set_05.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_05/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_06" skinURL="assets/Avatars/Male_02/Male_02_Set_06.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_06/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_07" skinURL="assets/Avatars/Male_02/Male_02_Set_07.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_07/Headgear_Icon.zsci"/>
  <!--  <attachment name="MaleHat_08" skinURL="assets/Avatars/Male_02/Male_02_Set_08.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_08/Headgear_Icon.zsci"/>  -->
  <attachment name="MaleHat_09" skinURL="assets/Avatars/Male_02/Male_02_Set_09.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_09/Headgear_Icon.zsci"/>
  <!-- <attachment name="MaleHat_10" skinURL="assets/Avatars/Male_02/Male_02_Set_10.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_10/Headgear_Icon.zsci"/> -->
  <attachment name="MaleHat_11" skinURL="assets/Avatars/Male_02/Male_02_Set_11.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_11/Headgear_Icon.zsci"/>
  <!-- <attachment name="MaleHat_12" skinURL="assets/Avatars/Male_02/Male_02_Set_12.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_12/Headgear_Icon.zsci"/> -->
  <attachment name="MaleHat_13" skinURL="assets/Avatars/Male_02/Male_02_Set_13.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_13/Headgear_Icon.zsci"/>
  <!--  <attachment name="MaleHat_14" skinURL="assets/Avatars/Male_02/Male_02_Set_14.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_14/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="MaleHat_15" skinURL="assets/Avatars/Male_02/Male_02_Set_15.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_15/Headgear_Icon.zsci"/>  -->
  <attachment name="MaleHat_16" skinURL="assets/Avatars/Male_02/Male_02_Set_16.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_16/Headgear_Icon.zsci"/>
  <!--  <attachment name="MaleHat_17" skinURL="assets/Avatars/Male_02/Male_02_Set_17.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_17/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_18" skinURL="assets/Avatars/Male_02/Male_02_Set_18.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_18/Headgear_Icon.zsci"/>  -->
  <!--  <attachment name="MaleHat_19" skinURL="assets/Avatars/Male_02/Male_02_Set_19.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_19/Headgear_Icon.zsci"/>  -->
  <attachment name="MaleHat_20" skinURL="assets/Avatars/Male_02/Male_02_Set_20.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_20/Headgear_Icon.zsci"/>
  <attachment name="MaleHat_21" skinURL="assets/Avatars/Male_02/Male_02_Set_21.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_21/Headgear_Icon.zsci"/>
  <attachment name="MaleElfHat" skinURL="assets/Avatars/Male_02/Male_02_Set_23.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_23/Headgear_Icon.zsci"/>
  <attachment name="MaleSantaHat" skinURL="assets/Avatars/Male_02/Male_02_Set_24.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_24/Headgear_Icon.zsci"/>
  <attachment name="MaleNewyearsHat" skinURL="assets/Avatars/Male_02/Male_02_Set_26.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Male_02/Set_26/Headgear_Icon.zsci"/>
</avatar>
<avatar name="princess_02" sex="female" isPlayer="true" baseArchetypeURL="assets/Avatars/Female_02/Female_02.arc" forceZsciSpriteSheet="false" dbid="1668">
  <defaultColors primary="0xffd700" secondary="0x5373b1" eye="0x00cb1d" hair="0xe5a927" skin="0xe1a693"/>
  <defaultAttachments>
    <defaultAttachment category="head" name="Female_02_Head_01"/>
    <defaultAttachment category="hair" name="FemaleHair_01"/>
    <defaultAttachment category="shirt" name="FemaleShirt_11"/>
    <defaultAttachment category="pants" name="FemalePants_11"/>
    <defaultAttachment category="tool" name="tools_01"/>
  </defaultAttachments>
  <attachmentPartList name="shirt_parts">
    <part skinContainer="geo_r_arm_upper"/>
    <part skinContainer="geo_l_arm_upper"/>
    <part skinContainer="geo_r_arm_lower"/>
    <part skinContainer="geo_l_arm_lower"/>
    <part skinContainer="geo_torso"/>
    <part skinContainer="geo_torso_front"/>
    <part skinContainer="geo_r_hand"/>
    <part skinContainer="geo_l_hand"/>
    <part skinContainer="geo_cape_upper"/>
    <part skinContainer="geo_cape_lower"/>
    <part skinContainer="geo_l_shoulder_pad"/>
    <part skinContainer="geo_r_shoulder_pad"/>
    <part skinContainer="geo_collar"/>
  </attachmentPartList>
  <attachmentPartList name="pants_parts">
    <part skinContainer="geo_apron_upper"/>
    <part skinContainer="geo_apron_lower"/>
    <part skinContainer="geo_waist"/>
    <part skinContainer="geo_l_dress_upper"/>
    <part skinContainer="geo_l_dress_lower"/>
    <part skinContainer="geo_r_dress_upper"/>
    <part skinContainer="geo_r_dress_lower"/>
    <part skinContainer="geo_r_dress_foot"/>
    <part skinContainer="geo_l_dress_foot"/>
    <part skinContainer="geo_r_leg_upper"/>
    <part skinContainer="geo_l_leg_upper"/>
    <part skinContainer="geo_r_leg_lower"/>
    <part skinContainer="geo_l_leg_lower"/>
    <part skinContainer="geo_r_foot"/>
    <part skinContainer="geo_l_foot"/>
  </attachmentPartList>
  <attachmentPartList name="head_parts">
    <part skinContainer="geo_head"/>
    <part skinContainer="geo_ear"/>
  </attachmentPartList>
  <attachmentPartList name="headgear_parts">
    <part skinContainer="geo_headgear"/>
    <part skinContainer="geo_headgear_back"/>
  </attachmentPartList>
  <attachmentPartList name="hair_parts">
    <part skinContainer="geo_hair_front"/>
    <part skinContainer="geo_hair_back"/>
    <part skinContainer="geo_hair_bottom_upper"/>
    <part skinContainer="geo_hair_bottom_lower"/>
    <part skinContainer="geo_hair_top_upper"/>
    <part skinContainer="geo_hair_top_lower"/>
  </attachmentPartList>
  <attachmentPartList name="hat_parts">
    <part skinContainer="geo_headgear"/>
    <part skinContainer="geo_headgear_back"/>
  </attachmentPartList>
  <attachmentPartList name="tool_parts">
    <part skinContainer="geo_l_object"/>
    <part skinContainer="geo_r_object"/>
  </attachmentPartList>
  <!--   Conflict List -->
  <conflict attachment="FemaleHat_05" conflicts="FemaleHair_02 FemaleHair_03 FemaleHair_04"/>
  <conflict attachment="FemaleHat_12" conflicts="FemaleHair_04"/>
  <conflict attachment="FemaleHat_17" conflicts="FemaleHair_02 FemaleHair_03 FemaleHair_04"/>
  <attachment name="tools_01" skinURL="assets/Avatars/Female_02/Female_02_Object.asc" partList="tool_parts"/>
  <!-- shirt -->
  <attachment name="FemaleShirt_01" skinURL="assets/Avatars/Female_02/Female_02_Set_01.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_01/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_02" skinURL="assets/Avatars/Female_02/Female_02_Set_02.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_02/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_03" skinURL="assets/Avatars/Female_02/Female_02_Set_03.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_03/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_04" skinURL="assets/Avatars/Female_02/Female_02_Set_04.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_04/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_05" skinURL="assets/Avatars/Female_02/Female_02_Set_05.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_05/Shirt_Icon.zsci"/>
  <!--  <attachment name="FemaleShirt_06" skinURL="assets/Avatars/Female_02/Female_02_Set_06.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_06/Shirt_Icon.zsci"/>  -->
  <attachment name="FemaleShirt_07" skinURL="assets/Avatars/Female_02/Female_02_Set_07.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_07/Shirt_Icon.zsci"/>
  <!--  <attachment name="FemaleShirt_08" skinURL="assets/Avatars/Female_02/Female_02_Set_08.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_08/Shirt_Icon.zsci"/>  -->
  <attachment name="FemaleShirt_09" skinURL="assets/Avatars/Female_02/Female_02_Set_09.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_09/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_10" skinURL="assets/Avatars/Female_02/Female_02_Set_10.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_10/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_11" skinURL="assets/Avatars/Female_02/Female_02_Set_11.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_11/Shirt_Icon.zsci">
    <defaultColors primary="0xc60000" secondary="0xd7c7b4"/>
  </attachment>
  <!--  <attachment name="FemaleShirt_12" skinURL="assets/Avatars/Female_02/Female_02_Set_12.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_12/Shirt_Icon.zsci"/> -->
  <!-- <attachment name="FemaleShirt_13" skinURL="assets/Avatars/Female_02/Female_02_Set_13.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_13/Shirt_Icon.zsci"/> -->
  <attachment name="FemaleShirt_14" skinURL="assets/Avatars/Female_02/Female_02_Set_14.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_14/Shirt_Icon.zsci"/>
  <!-- <attachment name="FemaleShirt_15" skinURL="assets/Avatars/Female_02/Female_02_Set_15.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_15/Shirt_Icon.zsci"/>  -->
  <attachment name="FemaleShirt_16" skinURL="assets/Avatars/Female_02/Female_02_Set_16.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_16/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_17" skinURL="assets/Avatars/Female_02/Female_02_Set_17.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_17/Shirt_Icon.zsci"/>
  <!-- <attachment name="FemaleShirt_18" skinURL="assets/Avatars/Female_02/Female_02_Set_18.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_18/Shirt_Icon.zsci"/> -->
  <!--  <attachment name="FemaleShirt_19" skinURL="assets/Avatars/Female_02/Female_02_Set_19.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_19/Shirt_Icon.zsci"/> -->
  <attachment name="FemaleShirt_20" skinURL="assets/Avatars/Female_02/Female_02_Set_20.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_20/Shirt_Icon.zsci"/>
  <!-- <attachment name="FemaleShirt_21" skinURL="assets/Avatars/Female_02/Female_02_Set_21.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_21/Shirt_Icon.zsci"/> -->
  <attachment name="FemaleShirt_22" skinURL="assets/Avatars/Female_02/Female_02_Set_22.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_22/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_23" skinURL="assets/Avatars/Female_02/Female_02_Set_23.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_23/Shirt_Icon.zsci"/>
  <attachment name="FemaleShirt_24" skinURL="assets/Avatars/Female_02/Female_02_Set_24.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_24/Shirt_Icon.zsci"/>
  <attachment name="FemaleSantaShirt" skinURL="assets/Avatars/Female_02/Female_02_Set_25.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_25/Shirt_Icon.zsci"/>
  <attachment name="FemaleSnowShirt" skinURL="assets/Avatars/Female_02/Female_02_Set_26.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_26/Shirt_Icon.zsci"/>
  <attachment name="FemaleElfShirt" skinURL="assets/Avatars/Female_02/Female_02_Set_27.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_27/Shirt_Icon.zsci"/>
  <attachment name="FemaleDeerShirt" skinURL="assets/Avatars/Female_02/Female_02_Set_28.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_28/Shirt_Icon.zsci"/>
  <attachment name="FemaleSweater" skinURL="assets/Avatars/Female_02/Female_02_Set_29.asc" partList="shirt_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_29/Shirt_Icon.zsci"/>
  <!-- pants -->
  <attachment name="FemalePants_01" skinURL="assets/Avatars/Female_02/Female_02_Set_01.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_01/Pants_Icon.zsci"/>
  <attachment name="FemalePants_02" skinURL="assets/Avatars/Female_02/Female_02_Set_02.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_02/Pants_Icon.zsci"/>
  <attachment name="FemalePants_03" skinURL="assets/Avatars/Female_02/Female_02_Set_03.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_03/Pants_Icon.zsci"/>
  <attachment name="FemalePants_04" skinURL="assets/Avatars/Female_02/Female_02_Set_04.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_04/Pants_Icon.zsci"/>
  <attachment name="FemalePants_05" skinURL="assets/Avatars/Female_02/Female_02_Set_05.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_05/Pants_Icon.zsci"/>
  <!--  <attachment name="FemalePants_06" skinURL="assets/Avatars/Female_02/Female_02_Set_06.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_06/Pants_Icon.zsci"/> -->
  <attachment name="FemalePants_07" skinURL="assets/Avatars/Female_02/Female_02_Set_07.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_07/Pants_Icon.zsci"/>
  <!-- <attachment name="FemalePants_08" skinURL="assets/Avatars/Female_02/Female_02_Set_08.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_08/Pants_Icon.zsci"/> -->
  <attachment name="FemalePants_09" skinURL="assets/Avatars/Female_02/Female_02_Set_09.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_09/Pants_Icon.zsci"/>
  <attachment name="FemalePants_10" skinURL="assets/Avatars/Female_02/Female_02_Set_10.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_10/Pants_Icon.zsci"/>
  <attachment name="FemalePants_11" skinURL="assets/Avatars/Female_02/Female_02_Set_11.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_11/Pants_Icon.zsci">
    <defaultColors primary="0xb78783" secondary="0x8c9b6d"/>
  </attachment>
  <!--  <attachment name="FemalePants_12" skinURL="assets/Avatars/Female_02/Female_02_Set_12.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_12/Pants_Icon.zsci"/> -->
  <!-- <attachment name="FemalePants_13" skinURL="assets/Avatars/Female_02/Female_02_Set_13.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_13/Pants_Icon.zsci"/>  -->
  <attachment name="FemalePants_14" skinURL="assets/Avatars/Female_02/Female_02_Set_14.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_14/Pants_Icon.zsci"/>
  <!--  <attachment name="FemalePants_15" skinURL="assets/Avatars/Female_02/Female_02_Set_15.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_15/Pants_Icon.zsci"/>  -->
  <attachment name="FemalePants_16" skinURL="assets/Avatars/Female_02/Female_02_Set_16.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_16/Pants_Icon.zsci"/>
  <attachment name="FemalePants_17" skinURL="assets/Avatars/Female_02/Female_02_Set_17.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_17/Pants_Icon.zsci"/>
  <!--  <attachment name="FemalePants_18" skinURL="assets/Avatars/Female_02/Female_02_Set_18.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_18/Pants_Icon.zsci"/>  -->
  <!--  <attachment name="FemalePants_19" skinURL="assets/Avatars/Female_02/Female_02_Set_19.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_19/Pants_Icon.zsci"/> -->
  <attachment name="FemalePants_20" skinURL="assets/Avatars/Female_02/Female_02_Set_20.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_20/Pants_Icon.zsci"/>
  <!-- <attachment name="FemalePants_21" skinURL="assets/Avatars/Female_02/Female_02_Set_21.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_21/Pants_Icon.zsci"/>  -->
  <attachment name="FemalePants_22" skinURL="assets/Avatars/Female_02/Female_02_Set_22.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_22/Pants_Icon.zsci"/>
  <attachment name="FemalePants_23" skinURL="assets/Avatars/Female_02/Female_02_Set_23.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_23/Pants_Icon.zsci"/>
  <attachment name="FemalePants_24" skinURL="assets/Avatars/Female_02/Female_02_Set_24.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_24/Pants_Icon.zsci"/>
  <attachment name="FemaleSantaPants" skinURL="assets/Avatars/Female_02/Female_02_Set_25.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_25/Pants_Icon.zsci"/>
  <attachment name="FemaleSnowPants" skinURL="assets/Avatars/Female_02/Female_02_Set_26.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_26/Pants_Icon.zsci"/>
  <attachment name="FemaleElfPants" skinURL="assets/Avatars/Female_02/Female_02_Set_27.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_27/Pants_Icon.zsci"/>
  <attachment name="FemaleDeerPants" skinURL="assets/Avatars/Female_02/Female_02_Set_28.asc" partList="pants_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_28/Pants_Icon.zsci"/>
  <!-- head  -->
  <attachment name="Female_02_Head_01" skinURL="assets/Avatars/Female_02/Female_02_Set_01_Head.asc" partList="head_parts:set_01_a" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_01/Head_01_A_Icon.zsci"/>
  <!--  <attachment name="Female_02_Head_02" skinURL="assets/Avatars/Female_02/Female_02_Set_01_Head.asc" partList="head_parts:set_01_b" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_01/Head_01_B_Icon.zsci"/>
  <attachment name="Female_02_Head_03" skinURL="assets/Avatars/Female_02/Female_02_Set_01_Head.asc" partList="head_parts:set_01_c" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_01/Head_01_C_Icon.zsci"/>
  <attachment name="Female_02_Head_04" skinURL="assets/Avatars/Female_02/Female_02_Set_01_Head.asc" partList="head_parts:set_01_d" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_01/Head_01_D_Icon.zsci"/>  -->
  <attachment name="Female_02_Head_05" skinURL="assets/Avatars/Female_02/Female_02_Set_02_Head.asc" partList="head_parts:set_02_a" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_02/Head_Set_02_A.zsci"/>
  <!-- <attachment name="Female_02_Head_06" skinURL="assets/Avatars/Female_02/Female_02_Set_02_Head.asc" partList="head_parts:set_02_b" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_02/Head_Set_02_B.zsci"/>
  <attachment name="Female_02_Head_07" skinURL="assets/Avatars/Female_02/Female_02_Set_02_Head.asc" partList="head_parts:set_02_c" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_02/Head_Set_02_C.zsci"/>
  <attachment name="Female_02_Head_08" skinURL="assets/Avatars/Female_02/Female_02_Set_02_Head.asc" partList="head_parts:set_02_d" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_02/Head_Set_02_D.zsci"/> -->
  <attachment name="Female_02_Head_09" skinURL="assets/Avatars/Female_02/Female_02_Set_03_Head.asc" partList="head_parts:set_03_a" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_03/Head_Set_03_A.zsci"/>
  <!-- <attachment name="Female_02_Head_10" skinURL="assets/Avatars/Female_02/Female_02_Set_03_Head.asc" partList="head_parts:set_03_b" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_03/Head_Set_03_B.zsci"/>
  <attachment name="Female_02_Head_11" skinURL="assets/Avatars/Female_02/Female_02_Set_03_Head.asc" partList="head_parts:set_03_c" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_03/Head_Set_03_C.zsci"/>
  <attachment name="Female_02_Head_12" skinURL="assets/Avatars/Female_02/Female_02_Set_03_Head.asc" partList="head_parts:set_03_d" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_03/Head_Set_03_D.zsci"/>  -->
  <attachment name="Female_02_Head_13" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_a" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_Set_04_A.zsci"/>
  <!-- <attachment name="Female_02_Head_14" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_b" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_Set_04_B.zsci"/>
  <attachment name="Female_02_Head_15" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_c" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_Set_04_C.zsci"/>
  <attachment name="Female_02_Head_16" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_d" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_Set_04_D.zsci"/>  -->
  <!-- <attachment name="Female_02_Head_17" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_b" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_04_B_Icon.zsci"/>
  <attachment name="Female_02_Head_18" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_c" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_04_C_Icon.zsci"/>
  <attachment name="Female_02_Head_19" skinURL="assets/Avatars/Female_02/Female_02_Set_04_Head.asc" partList="head_parts:set_04_d" iconURL="assets/UI/Icons/Avatars/Female_02/Head_Set_04/Head_04_D_Icon.zsci"/> -->
  <!-- <attachment name="Female_02_Head_20" skinURL="assets/Avatars/Female_02/Female_02_Set_05_Head.asc" partList="head_parts:set_05_a" iconURL="assets/UI/Icons/Avatars/Female_02/Head_set_05/Head__05_A_Icon.zsci"/> 
 <attachment name="Female_02_Head_21" skinURL="assets/Avatars/Female_02/Female_02_Set_05_Head.asc" partList="head_parts:set_05_b" iconURL="assets/UI/Icons/Avatars/Female_02/Head_set_05/Head__05_B_Icon.zsci"/>  -->
  <!-- hair -->
  <attachment name="FemaleHair_01" skinURL="assets/Avatars/Female_02/Female_02_Set_01.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_01/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_02" skinURL="assets/Avatars/Female_02/Female_02_Set_02.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_02/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_03" skinURL="assets/Avatars/Female_02/Female_02_Set_03.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_03/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_04" skinURL="assets/Avatars/Female_02/Female_02_Set_04.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_04/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_05" skinURL="assets/Avatars/Female_02/Female_02_Set_05.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_05/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_06" skinURL="assets/Avatars/Female_02/Female_02_Set_06.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_06/Hair_Icon.zsci"/>
  <!--   <attachment name="FemaleHair_07" skinURL="assets/Avatars/Female_02/Female_02_Set_07.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_07/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_08" skinURL="assets/Avatars/Female_02/Female_02_Set_08.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_08/Hair_Icon.zsci"/>  -->
  <!-- <attachment name="FemaleHair_09" skinURL="assets/Avatars/Female_02/Female_02_Set_09.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_09/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_10" skinURL="assets/Avatars/Female_02/Female_02_Set_10.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_10/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_11" skinURL="assets/Avatars/Female_02/Female_02_Set_11.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_11/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_12" skinURL="assets/Avatars/Female_02/Female_02_Set_12.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_12/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_13" skinURL="assets/Avatars/Female_02/Female_02_Set_13.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_13/Hair_Icon.zsci"/>  -->
  <!-- <attachment name="FemaleHair_14" skinURL="assets/Avatars/Female_02/Female_02_Set_14.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_14/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_15" skinURL="assets/Avatars/Female_02/Female_02_Set_15.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_15/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_16" skinURL="assets/Avatars/Female_02/Female_02_Set_16.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_16/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_17" skinURL="assets/Avatars/Female_02/Female_02_Set_16.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_17/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_18" skinURL="assets/Avatars/Female_02/Female_02_Set_18.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_18/Hair_Icon.zsci"/>
  <attachment name="FemaleHair_19" skinURL="assets/Avatars/Female_02/Female_02_Set_19.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_19/Hair_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHair_20" skinURL="assets/Avatars/Female_02/Female_02_Set_20.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_20/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_21" skinURL="assets/Avatars/Female_02/Female_02_Set_21.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_21/Hair_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHair_22" skinURL="assets/Avatars/Female_02/Female_02_Set_22.asc" partList="hair_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_22/Hair_Icon.zsci"/> -->
  <!-- hat -->
  <!-- <attachment name="FemaleHat_01" skinURL="assets/Avatars/Female_02/Female_02_Set_01.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_01/Headgear_Icon.png"/> -->
  <attachment name="FemaleHat_02" skinURL="assets/Avatars/Female_02/Female_02_Set_02.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_02/Headgear_Icon.zsci"/>
  <attachment name="FemaleHat_03" skinURL="assets/Avatars/Female_02/Female_02_Set_03.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_03/Headgear_Icon.zsci"/>
  <!-- <attachment name="FemaleHat_04" skinURL="assets/Avatars/Female_02/Female_02_Set_04.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_04/Headgear_Icon.zsci"/>  -->
  <attachment name="FemaleHat_05" skinURL="assets/Avatars/Female_02/Female_02_Set_05.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_05/Headgear_Icon.zsci"/>
  <!-- <attachment name="FemaleHat_06" skinURL="assets/Avatars/Female_02/Female_02_Set_06.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_06/Headgear_Icon.zsci"/>  -->
  <!-- <attachment name="FemaleHat_07" skinURL="assets/Avatars/Female_02/Female_02_Set_07.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_07/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHat_08" skinURL="assets/Avatars/Female_02/Female_02_Set_08.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_08/Headgear_Icon.zsci"/>  -->
  <!-- <attachment name="FemaleHat_09" skinURL="assets/Avatars/Female_02/Female_02_Set_09.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_09/Headgear_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHat_10" skinURL="assets/Avatars/Female_02/Female_02_Set_10.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_10/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHat_11" skinURL="assets/Avatars/Female_02/Female_02_Set_11.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_11/Headgear_Icon.zsci"/> -->
  <!--  <attachment name="FemaleHat_12" skinURL="assets/Avatars/Female_02/Female_02_Set_12.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_12/Headgear_Icon.zsci"/> -->
  <attachment name="FemaleHat_13" skinURL="assets/Avatars/Female_02/Female_02_Set_13.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_13/Headgear_Icon.zsci"/>
  <!-- <attachment name="FemaleHat_14" skinURL="assets/Avatars/Female_02/Female_02_Set_14.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_14/Headgear_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHat_15" skinURL="assets/Avatars/Female_02/Female_02_Set_15.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_15/Headgear_Icon.zsci"/>  -->
  <!-- <attachment name="FemaleHat_16" skinURL="assets/Avatars/Female_02/Female_02_Set_16.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_16/Headgear_Icon.zsci"/> -->
  <attachment name="FemaleHat_17" skinURL="assets/Avatars/Female_02/Female_02_Set_17.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_17/Headgear_Icon.zsci"/>
  <!-- <attachment name="FemaleHat_18" skinURL="assets/Avatars/Female_02/Female_02_Set_18.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_18/Headgear_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHat_19" skinURL="assets/Avatars/Female_02/Female_02_Set_19.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_19/Headgear_Icon.zsci"/> -->
  <!-- <attachment name="FemaleHat_20" skinURL="assets/Avatars/Female_02/Female_02_Set_20.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_20/Headgear_Icon.zsci"/> -->
  <attachment name="FemaleHat_23" skinURL="assets/Avatars/Female_02/Female_02_Set_23.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_23/Headgear_Icon.zsci"/>
  <attachment name="FemaleHat_24" skinURL="assets/Avatars/Female_02/Female_02_Set_24.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_24/Headgear_Icon.zsci"/>
  <attachment name="FemaleSantaHat" skinURL="assets/Avatars/Female_02/Female_02_Set_25.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_25/Headgear_Icon.zsci"/>
  <attachment name="FemaleSnowHat" skinURL="assets/Avatars/Female_02/Female_02_Set_26.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_26/Headgear_Icon.zsci"/>
  <attachment name="FemaleElfHat" skinURL="assets/Avatars/Female_02/Female_02_Set_27.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_27/Headgear_Icon.zsci"/>
  <attachment name="FemaleAntlers" skinURL="assets/Avatars/Female_02/Female_02_Set_28.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_28/Headgear_Icon.zsci"/>
  <attachment name="FemaleNewyearsHat" skinURL="assets/Avatars/Female_02/Female_02_Set_30.asc" partList="hat_parts" iconURL="assets/UI/Icons/Avatars/Female_02/Set_30/Headgear_Icon.zsci"/>
</avatar>
<avatar name="Alastair" sex="male" baseArchetypeURL="assets/Characters/Alastair/Alastair.arc" baseSkinURL="assets/Characters/Alastair/Alastair.asc" largeSkinURL="assets/Characters/Alastair/Alastair.asc" dbid="1897"/>
<avatar name="Nathaniel" sex="male" baseArchetypeURL="assets/Characters/Nathaniel/Nathaniel.arc" baseSkinURL="assets/Characters/Nathaniel/Nathaniel.asc" largeSkinURL="assets/Characters/Nathaniel/Nathaniel.asc" dbid="1898"/>
<avatar name="Mia" sex="female" baseArchetypeURL="assets/Characters/Mia/Mia.arc" baseSkinURL="assets/Characters/Mia/Mia.asc" largeSkinURL="assets/Characters/Mia/Mia.asc" dbid="1899"/>
<avatar name="Duke" sex="male" baseArchetypeURL="assets/Characters/Duke/Duke_01.arc" baseSkinURL="assets/Characters/Duke/Duke_01.asc" largeSkinURL="assets/Characters/Duke/Duke_01_large.asc" dbid="3889"/>
<avatar name="Faugrimm" sex="male" baseArchetypeURL="assets/Characters/Faugrimm/Faugrimm.arc" baseSkinURL="assets/Characters/Faugrimm/Faugrimm.asc" largeSkinURL="assets/Characters/Faugrimm/Faugrimm.asc" dbid="3938"/>
<avatar name="Santa" sex="male" baseArchetypeURL="assets/Characters/Kris_Kringle/Kris_Kringle.arc" baseSkinURL="assets/Characters/Kris_Kringle/Kris_Kringle.asc" largeSkinURL="assets/Characters/Kris_Kringle/Kris_Kringle.asc" dbid="4425"/>
</avatarSettings><collections>
<collection name="WoodCollection" reward="TreePine_01" rewardType="item" dbid="2028">
  <item name="WoodLogMaterial_01" help="true"/>
  <item name="YellowFeatherMaterial_01" help="true"/>
  <item name="RedFeatherMaterial_01" help="true"/>
  <item name="BlueFeatherMaterial_01" help="true"/>
</collection>
<collection name="HarvestCollection" reward="Peacock_01" rewardType="unlock" dbid="2029">
  <item name="EggsMaterial_01" help="true"/>
  <item name="WheatBundleMaterial_01" help="true"/>
  <item name="BeeswaxMaterial_01" help="true"/>
  <item name="HoneyMaterial_01" help="true"/>
  <item name="GrapesMaterial_01" help="true"/>
  <item name="BerriesMaterial_01" help="true"/>
</collection>
<collection name="RockCollection" reward="SteelAxeCraftable_01" rewardType="item" dbid="2030">
  <item name="IronOreMaterial_01" help="true"/>
  <item name="StoneMaterial_01" help="true"/>
  <item name="CoalMaterial_01" help="true"/>
  <item name="SilverOreMaterial_01" help="true"/>
  <item name="GraniteMaterial_01" help="true"/>
</collection>
</collections><crewSettings>
<protoCrew name="Tower_01" dbid="2489">
  <!-- Maiden's Tower -->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[3]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[5]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="maiden:{Maiden's Guard}" rank="2"/>
    <crewTitle name="knight:{Knight Watchman}" rank="1"/>
    <crewTitle name="artist:{Make-Up Artist}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="3" display="[HoneyMaterial_01]">
      <effect type="GenerateLootItem" name="[HoneyMaterial_01]" count="5"/>
    </level>
    <level name="2" tendsPerSlot="5" display="[BirdHouse_01]">
      <effect type="GenerateLootItem" name="[BirdHouse_01]" count="1"/>
    </level>
    <level name="3" tendsPerSlot="8" display="[IvoryButtonCraftable_01]">
      <effect type="GenerateLootItem" name="[IvoryButtonCraftable_01]" count="5"/>
    </level>
    <level name="4" tendsPerSlot="11" display="[CottonThreadCraftable_01]">
      <effect type="GenerateLootItem" name="[CottonThreadCraftable_01]" count="5"/>
    </level>
    <level name="5" tendsPerSlot="14" display="[Cons_SuperGrow_01]">
      <effect type="GenerateLootItem" name="[Cons_SuperGrow_01]" count="3"/>
    </level>
    <level name="6" tendsPerSlot="18" display="[MayPole_01]">
      <effect type="GenerateLootItem" name="[MayPole_01]" count="1"/>
    </level>
    <level name="7" tendsPerSlot="22" display="[StainedGlassCraftable_01]">
      <effect type="GenerateLootItem" name="[StainedGlassCraftable_01]" count="5"/>
    </level>
    <level name="8" tendsPerSlot="26" display="[ChocolateCoveredStrawberriesCraftable_01]">
      <effect type="GenerateLootItem" name="[ChocolateCoveredStrawberriesCraftable_01]" count="5"/>
    </level>
    <level name="9" tendsPerSlot="30" display="[FlowerSaffronSage_01]">
      <effect type="GenerateLootItem" name="[FlowerSaffronSage_01]" count="1"/>
    </level>
    <level name="10" tendsPerSlot="34" display="[StatueMiner_01]">
      <effect type="GenerateLootItem" name="[StatueMiner_01]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="TaxHouse_Jason" dbid="2634">
  <fields>
    <field name="slots" initial="[5]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[3]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WoodLogMaterial_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[toSec(2:00)]"/>
    <field name="dukeTendPeriod" initial="[toSec(5:00)]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="Chief Justice" rank="4"/>
    <crewTitle name="Associate Justice" rank="1"/>
    <crewTitle name="Senior Justice" rank="2"/>
    <crewTitle name="Junior Justice" rank="0"/>
    <crewTitle name="Master Justice" rank="3"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[now()]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="neq" rval="free">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="1" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="2" tendsPerSlot="3" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="3" tendsPerSlot="6" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="4" tendsPerSlot="10" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="5" tendsPerSlot="15" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="6" tendsPerSlot="25" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="7" tendsPerSlot="35" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="8" tendsPerSlot="50" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="9" tendsPerSlot="70" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
    <level name="10" tendsPerSlot="100" display="[DyeCraftable_01]">
      <effect type="GenerateLootItem" name="[DyeCraftable_01]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="TownWatchCrew" dbid="2691">
  <fields>
    <field name="crownCost" initial="[5]"/>
    <field name="totalSlots" initial="[3]"/>
    <field name="tendPeriod" initial="[86400]"/>
    <field name="maxNewMemberArrows" initial="[3]"/>
    <field name="lastOwnerTend" initial="[now()]"/>
    <field name="ownerTendPeriod" initial="[86400]"/>
    <field name="ownerArrows" initial="[1]"/>
    <field name="ownerMaxArrows" initial="[1]"/>
    <field name="ownerLastSync" initial="[now()]"/>
  </fields>
  <member>
    <fields>
      <!-- In Code -->
      <field name="slotType" initial=""/>
      <field name="name" initial=""/>
      <!-- Modified by Crew Owner -->
      <field name="kills" initial="[0]"/>
      <field name="maxArrows" initial="[[get_crew(TownWatch)].maxNewMemberArrows]"/>
      <field name="arrows" initial="[array_fill([now()], [[get_crew(TownWatch)].maxNewMemberArrows])]"/>
      <!-- Modified by Member -->
      <field name="tendCount" initial="[0]" social="true"/>
      <field name="lastTend" initial="[now()]" social="true"/>
    </fields>
    <onLoad>
      <!-- Sync Member Arrow thingy -->
      <if lval="[member.lastTend]" op="gt" rval="[crew.ownerLastSync]">
        <CrewMemberField field="arrows" set="[array_fill_to([member.arrows],[member.lastTend],[member.maxArrows])]"/>
      </if>
    </onLoad>
  </member>
  <onLoad>
    <!-- player auto tend -->
    <if lval="[add([crew.lastOwnerTend],[crew.ownerTendPeriod])]" op="lt" rval="[now()]">
      <CrewField field="ownerArrows" set="[crew.ownerMaxArrows]"/>
      <CrewField field="lastOwnerTend" set="[now()]"/>
    </if>
    <CrewField field="ownerLastSync" set="[now()]"/>
  </onLoad>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew(TownWatch)])]" op="lt" rval="[[get_crew(TownWatch)].totalSlots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew(TownWatch)])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew(TownWatch)])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="player">
      <requirements>
        <requirement lval="[1]" op="gt" rval="[0]"/>
      </requirements>
      <slot kills="0"/>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew(TownWatch)])]" op="lt" rval="[[get_crew(TownWatch)].totalSlots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew(TownWatch)])]" op="lt" rval="[[get_crew(TownWatch)].totalSlots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew(TownWatch)])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Tower_02" dbid="2713">
  <!-- Barracks -->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[4]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[6]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="captain:{Captain of the Guard}" rank="3"/>
    <crewTitle name="knight:{Knight}" rank="2"/>
    <crewTitle name="gate:{Gate Keeper}" rank="1"/>
    <crewTitle name="sword:{Sword Polisher}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="2" display="[WoodLogMaterial_01]">
      <effect type="GenerateLootItem" name="[WoodLogMaterial_01]" count="5"/>
    </level>
    <level name="2" tendsPerSlot="5" display="[GoblinEarsMaterial_01]">
      <effect type="GenerateLootItem" name="[GoblinEarsMaterial_01]" count="1"/>
    </level>
    <level name="3" tendsPerSlot="8" display="[PracticeDummies_01]">
      <effect type="GenerateLootItem" name="[PracticeDummies_01]" count="1"/>
    </level>
    <level name="4" tendsPerSlot="12" display="[Cons_SuperClobber]">
      <effect type="GenerateLootItem" name="[Cons_SuperClobber]" count="5"/>
    </level>
    <level name="5" tendsPerSlot="16" display="[ArmorRack_01]">
      <effect type="GenerateLootItem" name="[ArmorRack_01]" count="1"/>
    </level>
    <level name="6" tendsPerSlot="20" display="[StoneBlockCraftable_01]">
      <effect type="GenerateLootItem" name="[StoneBlockCraftable_01]" count="5"/>
    </level>
    <level name="7" tendsPerSlot="24" display="[IronAxeCraftable_01]">
      <effect type="GenerateLootItem" name="[IronAxeCraftable_01]" count="5"/>
    </level>
    <level name="8" tendsPerSlot="28" display="[TowerRubble_01]">
      <effect type="GenerateLootItem" name="[TowerRubble_01]" count="1"/>
    </level>
    <level name="9" tendsPerSlot="32" display="[Catapult_01]">
      <effect type="GenerateLootItem" name="[Catapult_01]" count="1"/>
    </level>
    <level name="10" tendsPerSlot="36" display="[WallStoneTower_02]">
      <effect type="GenerateLootItem" name="[WallStoneTower_02]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Tower_03" dbid="2714">
  <!-- Library -->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[7]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[6]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="head:{Head Librarian}" rank="6"/>
    <crewTitle name="ass:{Assistant}" rank="5"/>
    <crewTitle name="edit:{Royal Editor}" rank="4"/>
    <crewTitle name="chekk:{Spell Chekker}" rank="3"/>
    <crewTitle name="scr:{Scribe}" rank="2"/>
    <crewTitle name="print:{Printer}" rank="1"/>
    <crewTitle name="page:{Page Turner}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="3" display="[FlaxMaterial_01]">
      <effect type="GenerateLootItem" name="[FlaxMaterial_01]" count="5"/>
    </level>
    <level name="2" tendsPerSlot="7" display="[Cons_SuperChop]">
      <effect type="GenerateLootItem" name="[Cons_SuperChop]" count="3"/>
    </level>
    <level name="3" tendsPerSlot="11" display="[InkCraftable_01]">
      <effect type="GenerateLootItem" name="[InkCraftable_01]" count="5"/>
    </level>
    <level name="4" tendsPerSlot="15" display="[ParchmentCraftable_01]">
      <effect type="GenerateLootItem" name="[ParchmentCraftable_01]" count="5"/>
    </level>
    <level name="5" tendsPerSlot="19" display="[CandlesCraftable_01]">
      <effect type="GenerateLootItem" name="[CandlesCraftable_01]" count="5"/>
    </level>
    <level name="6" tendsPerSlot="23" display="[StainGlassWindowCraftable_01]">
      <effect type="GenerateLootItem" name="[StainGlassWindowCraftable_01]" count="1"/>
    </level>
    <level name="7" tendsPerSlot="27" display="[SaplingOak_01]">
      <effect type="GenerateLootItem" name="[SaplingOak_01]" count="4"/>
    </level>
    <level name="8" tendsPerSlot="31" display="[SaplingPine_01]">
      <effect type="GenerateLootItem" name="[SaplingPine_01]" count="4"/>
    </level>
    <level name="9" tendsPerSlot="36" display="[Cons_EnergyItem3]">
      <effect type="GenerateLootItem" name="[Cons_EnergyItem3]" count="2"/>
    </level>
    <level name="10" tendsPerSlot="41" display="[TopiaryDragon_01]">
      <effect type="GenerateLootItem" name="[TopiaryDragon_01]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Tower_05" dbid="2716">
  <!-- Opera House -->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[10]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[6]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="comp:{Composer}" rank="9"/>
    <crewTitle name="conduct:{Conductor}" rank="8"/>
    <crewTitle name="sing:{Lead Singer}" rank="7"/>
    <crewTitle name="act:{Actor}" rank="6"/>
    <crewTitle name="hero:{Tragic Hero}" rank="5"/>
    <crewTitle name="dir:{Director}" rank="4"/>
    <crewTitle name="phan:{Phantom}" rank="3"/>
    <crewTitle name="play:{Playwright}" rank="2"/>
    <crewTitle name="ush:{Usher}" rank="1"/>
    <crewTitle name="lady:{Fat Lady}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="4" display="[FlowerMaidensBlush_01]">
      <effect type="GenerateLootItem" name="[FlowerMaidensBlush_01]" count="4"/>
    </level>
    <level name="2" tendsPerSlot="8" display="[Campfire_01]">
      <effect type="GenerateLootItem" name="[Campfire_01]" count="1"/>
    </level>
    <level name="3" tendsPerSlot="12" display="[TopiaryKnight_01]">
      <effect type="GenerateLootItem" name="[TopiaryKnight_01]" count="1"/>
    </level>
    <level name="4" tendsPerSlot="16" display="[Banner_02]">
      <effect type="GenerateLootItem" name="[Banner_02]" count="2"/>
    </level>
    <level name="5" tendsPerSlot="20" display="[Hedge_01]">
      <effect type="GenerateLootItem" name="[Hedge_01]" count="4"/>
    </level>
    <level name="6" tendsPerSlot="24" display="[SwordInStone_01]">
      <effect type="GenerateLootItem" name="[SwordInStone_01]" count="1"/>
    </level>
    <level name="7" tendsPerSlot="29" display="[TaxHouse_03]">
      <effect type="GenerateLootItem" name="[TaxHouse_03]" count="1"/>
    </level>
    <level name="8" tendsPerSlot="34" display="[TaxHouse_04]">
      <effect type="GenerateLootItem" name="[TaxHouse_04]" count="1"/>
    </level>
    <level name="9" tendsPerSlot="40" display="[Calliope_01]">
      <effect type="GenerateLootItem" name="[Calliope_01]" count="1"/>
    </level>
    <level name="10" tendsPerSlot="46" display="[Tailor_01]">
      <effect type="GenerateLootItem" name="[Tailor_01]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Tower_06" dbid="2717">
  <!--Observatory-->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[12]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[8]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="astro:{Astronomer}" rank="11"/>
    <crewTitle name="see:{Seer}" rank="10"/>
    <crewTitle name="phys:{Physicist}" rank="9"/>
    <crewTitle name="doom:{Doomsday Predictor}" rank="8"/>
    <crewTitle name="tele:{Telescope Guard}" rank="7"/>
    <crewTitle name="map:{Map Maker}" rank="6"/>
    <crewTitle name="ass:{Seer's Assistant}" rank="5"/>
    <crewTitle name="come:{Comet Chaser}" rank="4"/>
    <crewTitle name="planet:{Planet Namer}" rank="3"/>
    <crewTitle name="lens:{Lens Wiper}" rank="2"/>
    <crewTitle name="gaze:{Star Gazer}" rank="1"/>
    <crewTitle name="count:{Star Counter}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="4" display="[CobblestonePathBaseEight_01]">
      <effect type="GenerateLootItem" name="[CobblestonePathBaseEight_01]" count="1"/>
    </level>
    <level name="2" tendsPerSlot="8" display="[FishingPond_01]">
      <effect type="GenerateLootItem" name="[FishingPond_01]" count="1"/>
    </level>
    <level name="3" tendsPerSlot="12" display="[TowerRubble_01]">
      <effect type="GenerateLootItem" name="[TowerRubble_01]" count="3"/>
    </level>
    <level name="4" tendsPerSlot="16" display="[TaxHouse_05]">
      <effect type="GenerateLootItem" name="[TaxHouse_05]" count="1"/>
    </level>
    <level name="5" tendsPerSlot="21" display="[WallStone_01]">
      <effect type="GenerateLootItem" name="[WallStone_01]" count="4"/>
    </level>
    <level name="6" tendsPerSlot="26" display="[WallTowerStone_04]">
      <effect type="GenerateLootItem" name="[WallTowerStone_04]" count="2"/>
    </level>
    <level name="7" tendsPerSlot="32" display="[WallTowerStone_05]">
      <effect type="GenerateLootItem" name="[WallTowerStone_05]" count="2"/>
    </level>
    <level name="8" tendsPerSlot="38" display="[Fishery_01]">
      <effect type="GenerateLootItem" name="[Fishery_01]" count="1"/>
    </level>
    <level name="9" tendsPerSlot="44" display="[Clockmaker_01]">
      <effect type="GenerateLootItem" name="[Clockmaker_01]" count="1"/>
    </level>
    <level name="10" tendsPerSlot="50" display="[Jeweler_01]">
      <effect type="GenerateLootItem" name="[Jeweler_01]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Tower_07" dbid="2718">
  <!--Vault-->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[5]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[6]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="royal:{Royal Treasurer}" rank="4"/>
    <crewTitle name="master:{Key Master}" rank="3"/>
    <crewTitle name="guard:{Vault Guard}" rank="2"/>
    <crewTitle name="coin:{Coin Maker}" rank="1"/>
    <crewTitle name="emb:{Embezzler}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="3" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="1000"/>
    </level>
    <level name="2" tendsPerSlot="6" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="2000"/>
    </level>
    <level name="3" tendsPerSlot="9" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="3000"/>
    </level>
    <level name="4" tendsPerSlot="13" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="4000"/>
    </level>
    <level name="5" tendsPerSlot="17" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="5000"/>
    </level>
    <level name="6" tendsPerSlot="21" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="6000"/>
    </level>
    <level name="7" tendsPerSlot="25" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="7000"/>
    </level>
    <level name="8" tendsPerSlot="29" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="8000"/>
    </level>
    <level name="9" tendsPerSlot="33" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="9000"/>
    </level>
    <level name="10" tendsPerSlot="37" display="[coins]">
      <effect type="GenerateLootItem" name="[coins]" count="10000"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Tower_08" dbid="2719">
  <!--Throne Room-->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[6]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[6]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="chance:{Chancellor}" rank="5"/>
    <crewTitle name="hera:{Herald}" rank="4"/>
    <crewTitle name="guard:{Royal Guard}" rank="3"/>
    <crewTitle name="page:{Royal Page}" rank="2"/>
    <crewTitle name="jester:{Court Jester}" rank="1"/>
    <crewTitle name="pop:{Chief Popsicle Taster}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="3" display="[Throne_01]">
      <effect type="GenerateLootItem" name="[Throne_01]" count="1"/>
    </level>
    <level name="2" tendsPerSlot="6" display="[Cons_EnergyItem1]">
      <effect type="GenerateLootItem" name="[Cons_EnergyItem1]" count="2"/>
    </level>
    <level name="3" tendsPerSlot="10" display="[HardBoiledEggsCraftable_01]">
      <effect type="GenerateLootItem" name="[HardBoiledEggsCraftable_01]" count="1"/>
    </level>
    <level name="4" tendsPerSlot="14" display="[Cons_EnergyItem3]">
      <effect type="GenerateLootItem" name="[Cons_EnergyItem3]" count="3"/>
    </level>
    <level name="5" tendsPerSlot="18" display="[GoldBrickCraftable_01]">
      <effect type="GenerateLootItem" name="[GoldBrickCraftable_01]" count="5"/>
    </level>
    <level name="6" tendsPerSlot="22" display="[Cons_EnergyItem3]">
      <effect type="GenerateLootItem" name="[Cons_EnergyItem3]" count="2"/>
    </level>
    <level name="7" tendsPerSlot="26" display="[Cons_WolfBait]">
      <effect type="GenerateLootItem" name="[Cons_WolfBait]" count="2"/>
    </level>
    <level name="8" tendsPerSlot="30" display="[Cons_ThiefBait]">
      <effect type="GenerateLootItem" name="[Cons_ThiefBait]" count="2"/>
    </level>
    <level name="9" tendsPerSlot="34" display="[Cons_GoblinBait]">
      <effect type="GenerateLootItem" name="[Cons_GoblinBait]" count="1"/>
    </level>
    <level name="10" tendsPerSlot="39" display="[StatueKing_01]">
      <effect type="GenerateLootItem" name="[StatueKing_01]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Cathedral_01" dbid="2721">
  <!-- cathedral -->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[11]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[8]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="arch:{ArchBishop}" rank="10"/>
    <crewTitle name="pri:{Priest}" rank="9"/>
    <crewTitle name="fri:{Friar}" rank="8"/>
    <crewTitle name="nun:{Nun}" rank="7"/>
    <crewTitle name="keep:{Record Keeper}" rank="6"/>
    <crewTitle name="lead:{Choir Leader}" rank="5"/>
    <crewTitle name="memb:{Choir Member}" rank="4"/>
    <crewTitle name="orga:{Organ Player}" rank="3"/>
    <crewTitle name="pew:{Pew Positioner}" rank="2"/>
    <crewTitle name="clap:{Bell Clapper}" rank="1"/>
    <crewTitle name="back:{Hunchback}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="4" display="[Fountain_01]">
      <effect type="GenerateLootItem" name="[Fountain_01]" count="1"/>
    </level>
    <level name="2" tendsPerSlot="8" display="[StainGlassWindowCraftable_01]">
      <effect type="GenerateLootItem" name="[StainGlassWindowCraftable_01]" count="4"/>
    </level>
    <level name="3" tendsPerSlot="12" display="[CobblestonePathBaseEight_01]">
      <effect type="GenerateLootItem" name="[CobblestonePathBaseEight_01]" count="1"/>
    </level>
    <level name="4" tendsPerSlot="16" display="[WallTowerStone_02]">
      <effect type="GenerateLootItem" name="[WallTowerStone_02]" count="1"/>
    </level>
    <level name="5" tendsPerSlot="20" display="[WallTowerStone_03]">
      <effect type="GenerateLootItem" name="[WallTowerStone_03]" count="1"/>
    </level>
    <level name="6" tendsPerSlot="25" display="[WallStone_01]">
      <effect type="GenerateLootItem" name="[WallStone_01]" count="4"/>
    </level>
    <level name="7" tendsPerSlot="30" display="[Gate_01]">
      <effect type="GenerateLootItem" name="[Gate_01]" count="1"/>
    </level>
    <level name="8" tendsPerSlot="36" display="[WishingWell_01]">
      <effect type="GenerateLootItem" name="[WishingWell_01]" count="1"/>
    </level>
    <level name="9" tendsPerSlot="42" display="[TaxHouse_05]">
      <effect type="GenerateLootItem" name="[TaxHouse_05]" count="1"/>
    </level>
    <level name="10" tendsPerSlot="48" display="[Cons_SuperChop]">
      <effect type="GenerateLootItem" name="[Cons_SuperChop]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Dungeon_01" dbid="2722">
  <!-- Dungeon -->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[8]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[6]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="mast:{Dungeon Master}" rank="7"/>
    <crewTitle name="int:{Interrogator}" rank="6"/>
    <crewTitle name="exec:{Executioner}" rank="5"/>
    <crewTitle name="grind:{Axe Grinder}" rank="4"/>
    <crewTitle name="turn:{Rack Turner}" rank="3"/>
    <crewTitle name="dom:{Dominatrix}" rank="2"/>
    <crewTitle name="gim:{Gimp}" rank="1"/>
    <crewTitle name="pri:{Prisoner}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="4" display="[CobblestonePathBaseFour_01]">
      <effect type="GenerateLootItem" name="[CobblestonePathBaseFour_01]" count="1"/>
    </level>
    <level name="2" tendsPerSlot="8" display="[RopeCraftable_01]">
      <effect type="GenerateLootItem" name="[RopeCraftable_01]" count="5"/>
    </level>
    <level name="3" tendsPerSlot="12" display="[GrindStoneCraftable_01]">
      <effect type="GenerateLootItem" name="[GrindStoneCraftable_01]" count="5"/>
    </level>
    <level name="4" tendsPerSlot="16" display="[HammerCraftable_01]">
      <effect type="GenerateLootItem" name="[HammerCraftable_01]" count="5"/>
    </level>
    <level name="5" tendsPerSlot="20" display="[FastenersCraftable_01]">
      <effect type="GenerateLootItem" name="[FastenersCraftable_01]" count="5"/>
    </level>
    <level name="6" tendsPerSlot="24" display="[CogCraftable_01]">
      <effect type="GenerateLootItem" name="[CogCraftable_01]" count="5"/>
    </level>
    <level name="7" tendsPerSlot="28" display="[HorseshoesCraftable_01]">
      <effect type="GenerateLootItem" name="[HorseshoesCraftable_01]" count="5"/>
    </level>
    <level name="8" tendsPerSlot="33" display="[KnifeCraftable_01]">
      <effect type="GenerateLootItem" name="[KnifeCraftable_01]" count="5"/>
    </level>
    <level name="9" tendsPerSlot="38" display="[SwordCraftable_01]">
      <effect type="GenerateLootItem" name="[SwordCraftable_01]" count="5"/>
    </level>
    <level name="10" tendsPerSlot="43" display="[Guillotine_01]">
      <effect type="GenerateLootItem" name="[Guillotine_01]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
<protoCrew name="Tower_04" dbid="2724">
  <!-- Wizards Keep -->
  <tendHighlight color="0xed56ff"/>
  <fields>
    <field name="slots" initial="[9]"/>
    <field name="nobilityBonus" initial="[10]"/>
    <field name="crownCost" initial="[6]"/>
    <field name="maxLevels" initial="[10]"/>
    <field name="npcItem" initial="[WorkOrderCraftable_01]"/>
    <field name="npcItemCount" initial="[1]"/>
    <field name="tendPeriod" initial="[24:00:00]"/>
    <field name="dukeTendPeriod" initial="[7:00:00:00]"/>
    <field name="level" initial="[0]"/>
    <field name="nobility" initial="[0]"/>
    <field name="filled" initial="[false]"/>
    <field name="previousLevel" initial="[0]"/>
  </fields>
  <onLoad>
    <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
      <effect type="CrewCalculateRanks" crewId="[crew.crewId]"/>
      <effect type="CrewBuildingLevel" crewId="[crew.crewId]"/>
      <effect type="CrewField" crewId="[crew.crewId]" field="nobility" set="[floor([mul([[item([crew.name])].castleModifier],[add([1],[mul([crew.level],[div([crew.nobilityBonus],[100])])])])])]"/>
    </if>
  </onLoad>
  <titles>
    <crewTitle name="apo:{Apothecary}" rank="8"/>
    <crewTitle name="newt:{Newt Wrangler}" rank="7"/>
    <crewTitle name="alch:{Alchemist}" rank="6"/>
    <crewTitle name="game:{GameKeeper}" rank="5"/>
    <crewTitle name="app:{Apprentice}" rank="4"/>
    <crewTitle name="pot:{Potion Mixer}" rank="3"/>
    <crewTitle name="test:{Potion Tester}" rank="2"/>
    <crewTitle name="dust:{Fairy Duster}" rank="1"/>
    <crewTitle name="sub:{Tester Subject}" rank="0"/>
  </titles>
  <member>
    <fields>
      <field name="tendCount" initial="[0]" social="[true]"/>
      <field name="lastTend" initial="[sub([now()],[crew.tendPeriod])]" social="[true]"/>
      <field name="rank" initial="[0]"/>
    </fields>
    <onLoad>
      <if lval="[[get_crew([crew.crewId])].filled]" op="eq" rval="[true]">
        <if lval="[member.slotType]" op="eq" rval="paid">
          <if lval="[sub([now()], [member.lastTend])]" op="gte" rval="[crew.dukeTendPeriod]">
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="tendCount" add="[round([div([sub([now()],[member.lastTend])],[crew.dukeTendPeriod])])]"/>
            <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[now()]"/>
          </if>
        </if>
        <else/>
        <if lval="[member.slotType]" op="eq" rval="player">
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.tendPeriod])]"/>
          <elseif lval="[member.slotType]" op="eq" rval="paid"/>
          <CrewMemberField crewId="[crew.crewId]" member="[member.id]" field="lastTend" set="[sub([now()],[crew.dukeTendPeriod])]"/>
        </if>
      </if>
    </onLoad>
  </member>
  <crewLevel>
    <level name="1" tendsPerSlot="4" display="[AnimalBoneMaterial_01]">
      <effect type="GenerateLootItem" name="[AnimalBoneMaterial_01]" count="5"/>
    </level>
    <level name="2" tendsPerSlot="8" display="[Torch_01]">
      <effect type="GenerateLootItem" name="[Torch_01]" count="3"/>
    </level>
    <level name="3" tendsPerSlot="12" display="[DiamondMaterial_01]">
      <effect type="GenerateLootItem" name="[DiamondMaterial_01]" count="5"/>
    </level>
    <level name="4" tendsPerSlot="16" display="[CrystalBall_01]">
      <effect type="GenerateLootItem" name="[CrystalBall_01]" count="1"/>
    </level>
    <level name="5" tendsPerSlot="20" display="[Cauldron_01]">
      <effect type="GenerateLootItem" name="[Cauldron_01]" count="1"/>
    </level>
    <level name="6" tendsPerSlot="24" display="[Topiary_01]">
      <effect type="GenerateLootItem" name="[Topiary_01]" count="2"/>
    </level>
    <level name="7" tendsPerSlot="29" display="[CobblestonePathBaseFour_01]">
      <effect type="GenerateLootItem" name="[CobblestonePathBaseFour_01]" count="1"/>
    </level>
    <level name="8" tendsPerSlot="34" display="[Glyph_01]">
      <effect type="GenerateLootItem" name="[Glyph_01]" count="1"/>
    </level>
    <level name="9" tendsPerSlot="39" display="[Cannon_01]">
      <effect type="GenerateLootItem" name="[Cannon_01]" count="2"/>
    </level>
    <level name="10" tendsPerSlot="45" display="[Cons_EnergyItem10]">
      <effect type="GenerateLootItem" name="[Cons_EnergyItem10]" count="1"/>
    </level>
  </crewLevel>
  <addPlayer>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([sender.crewId])])]" op="lt" rval="[[get_crew([sender.crewId])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
    <filter type="paid">
      <requirements>
        <requirement lval="[get_paid_crew_slots([get_crew([sender.crewId])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPlayer>
  <addFree>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
  </addFree>
  <addPaid>
    <filter type="empty">
      <requirements>
        <requirement lval="[get_filled_crew_slots([get_crew([target.id])])]" op="lt" rval="[[get_crew([target.id])].slots]"/>
      </requirements>
    </filter>
    <filter type="free">
      <requirements>
        <requirement lval="[get_free_crew_slots([get_crew([target.id])])]" op="gt" rval="[0]"/>
      </requirements>
    </filter>
  </addPaid>
</protoCrew>
</crewSettings><expansionSettings>
<expansion name="1" dbid="1157">
  <requirements>
    <requirement lval="[num_in_category(CouncilBuilding)]" op="gte" rval="0"/>
  </requirements>
  <costs>
    <cost resource="coins" amount="1000"/>
  </costs>
</expansion>
<expansion name="2" dbid="1158">
  <requirements>
    <requirement lval="[num_in_category(CouncilBuilding)]" op="gte" rval="0"/>
  </requirements>
  <costs>
    <cost resource="coins" amount="2000"/>
  </costs>
</expansion>
<expansion name="3" dbid="1159">
  <requirements>
    <requirement lval="[num_in_category(CouncilBuilding)]" op="gte" rval="0"/>
  </requirements>
  <costs>
    <cost resource="coins" amount="3000"/>
  </costs>
</expansion>
<expansion name="4" dbid="1160">
  <requirements>
    <requirement lval="[num_in_category(CouncilBuilding)]" op="gte" rval="1"/>
  </requirements>
  <costs>
    <cost resource="coins" amount="1000"/>
  </costs>
</expansion>
<expansion name="5" dbid="1161">
  <requirements>
    <requirement lval="[num_in_category(CouncilBuilding)]" op="gte" rval="1"/>
  </requirements>
  <costs>
    <cost resource="coins" amount="2000"/>
  </costs>
</expansion>
<expansion name="6" dbid="1162">
  <requirements>
    <requirement lval="[num_in_category(CouncilBuilding)]" op="gte" rval="1"/>
  </requirements>
  <costs>
    <cost resource="coins" amount="3000"/>
  </costs>
</expansion>
</expansionSettings><experiments>
<experiment name="castle_test" variants="2" dbid="3690">
  <description>These experiment is for testing purpose only</description>
  <requirements>
    <!--
				A way to only open up an experiment to players who satisfy certain requirements. If none are given, all players
				are considered
			-->
    <requirement lval="[player.level]" op="gte" rval="[2]"/>
  </requirements>
</experiment>
<experiment name="castle_preload_splash" variants="1" dbid="3691">
  <description>Experiment preloading splash</description>
  <requirements/>
</experiment>
<experiment name="castle_zsc" variants="1" dbid="3692">
  <description>Experiment for ZSC</description>
</experiment>
<experiment name="mfs_list" variants="2" dbid="3693">
  <description>Experiment for MFS</description>
</experiment>
<experiment name="mfs_show_list" variants="1" dbid="3694">
  <description>Experiment for MFS</description>
</experiment>
<experiment name="mfs_show_app" variants="1" dbid="3695">
  <description>Experiment for MFS</description>
</experiment>
<experiment name="mfs_show_all" variants="1" dbid="3696">
  <description>Experiment for MFS</description>
</experiment>
<experiment name="castle_starter_pack-5-15" variants="4" dbid="3697">
  <requirements>
    <requirement lval="[player.level]" op="gt" rval="[5]"/>
    <requirement lval="[player.crownsPurchasedTotal]" op="eq" rval="[0]"/>
    <requirement lval="[player.coinsPurchasedTotal]" op="eq" rval="[0]"/>
  </requirements>
  <description>Experiment for the 5/15 starter packs</description>
</experiment>
<experiment name="castle_slow_boat_v1" variants="8" dbid="3841">
  <description>Viral alternative loot drops for expansions (gem shards), castle buildings (royal seals), and pm quests (mystery loot).</description>
</experiment>
<experiment name="castle_prepopulated_neighbor_bar" variants="7" dbid="3843">
  <description>Experiment prepopulating the neighbor bar</description>
  <requirements/>
</experiment>
<experiment name="castle_reputation_drop_rate" variants="4" dbid="3846">
  <description>This experiment is for testing the rate at which a user gets reputation from neighbor visits</description>
</experiment>
<experiment name="castle_evolving_mfs" variants="7" dbid="3847">
  <description>Experiment for MFS</description>
</experiment>
<experiment name="castle_energy_regen_rate" variants="8" dbid="3848">
  <description>Experiment preloading splash</description>
  <requirements/>
</experiment>
<experiment name="castle_zasp_session" variants="2" dbid="3919">
  <description>Experiment for Zasp reporting</description>
</experiment>
<experiment name="castle_invite_friends_dialogs" variants="10" dbid="3920">
  <description>Experiment for variables on "Invite Friends" MFSs during FTUE.  Variables: 1. with/without cancel button 2. standard/prepopulated MFS 3. prepulated with all friends/with only zynga friends</description>
  <requirements/>
</experiment>
<experiment name="castle_tracking_gameaction" variants="2" dbid="4102">
  <description>Experiment for tracking doober drops and harvests</description>
</experiment>
<experiment name="castle_tracking_dialog" variants="2" dbid="4103">
  <description>dialog popup tracking</description>
</experiment>
<experiment name="castle_techtracking_consumers" variants="2" dbid="4104">
  <description>consumer tracking</description>
</experiment>
<experiment name="castle_techtracking_request" variants="2" dbid="4105">
  <description>request tracking</description>
</experiment>
<experiment name="castle_techtracking_perf" variants="2" dbid="4106">
  <description>perf tracking</description>
</experiment>
<experiment name="castle_techtracking_loadtiming" variants="2" dbid="4107">
  <description>perf tracking</description>
</experiment>
<experiment name="castle_mfs_select_all" variants="6" dbid="4150">
  <description>This is to mitigate recent dev relations information and the disappearing notifs issue. The experiment lets us toggle &#x2018;select all&#x2019; on and off based on FB and dev relations asks, and has a 24 and 50 batch variant to investigate the disappearing notifs issue.</description>
  <requirements/>
</experiment>
<experiment name="castle_fullscreen_request" variants="2" dbid="4195">
  <description>Suppress popping out of fullscreen for frictionless requests</description>
</experiment>
<experiment name="castle_energy_drop_rate" variants="5" dbid="4198">
  <description>Experiment to tune energy drop rates from performing actions</description>
  <requirements/>
</experiment>
<experiment name="castle_zcache" variants="2" dbid="4214">
  <description>Experiment for ZCache</description>
</experiment>
<experiment name="castle_gift_page_motd_v2" variants="2" dbid="4230">
  <description>Experiment for free gift motd version 2</description>
</experiment>
<experiment name="castle_mfs_progressbar" variants="6" dbid="4307">
  <description>Because of push back from FB, we want to wrap the progress bar on the MFSs isto an experiment. This was already costed at about 4 hours for each MFS (regular R2 and prepop) from Jim.</description>
  <requirements/>
</experiment>
<experiment name="castle_payment_sale_inapp" variants="2" dbid="4327">
  <description>Experiment for MFS</description>
</experiment>
<experiment name="castle_starter_pack_exp" variants="5" dbid="4328">
  <description>Experiment for Starter Packs</description>
</experiment>
<experiment name="castle_le_release_fairy1_2011" variants="1" dbid="4332">
  <description>Experiment for Fairy LE Content</description>
</experiment>
<experiment name="castle_le_release_harvest_2011" variants="1" dbid="4333">
  <description>Experiment for Harvest LE Content</description>
</experiment>
<experiment name="castle_client_side_feeds" variants="2" dbid="4359">
  <description>Experiment to test feed limits</description>
  <requirements/>
</experiment>
<experiment name="castle_le_release_fairy1_2011_assets" variants="1" dbid="4360">
  <description>Experiment to control Fairy 1 Content</description>
  <requirements/>
</experiment>
<experiment name="castle_le_release_fairy2_2011_assets" variants="1" dbid="4361">
  <description>Experiment to control Fairy 2 Content</description>
  <requirements/>
</experiment>
<experiment name="castle_le_release_harvest2011_assets" variants="1" dbid="4362">
  <description>Experiment to control Harvest Content</description>
  <requirements/>
</experiment>
<experiment name="castle_add_neighbor_interstitial" variants="4" dbid="4386">
  <description>Experiment to test add neighbor interstitials</description>
  <requirements/>
</experiment>
<experiment name="castle_stop_movement" variants="1" dbid="4397">
  <description>Experiment for stopping npcs</description>
</experiment>
<experiment name="castle_mfs_neighbor_click_ontop" variants="4" dbid="4402">
  <description>Experiment for MFS</description>
</experiment>
<experiment name="castle_winter_tease_motd" variants="4" dbid="4423">
  <description>Experiment to control Winter Tease</description>
  <requirements/>
</experiment>
<experiment name="castle_disable_withering" variants="1" dbid="4454">
  <description>Experiment to disable withering</description>
</experiment>
<experiment name="castle_expansion_skip_button" variants="3" dbid="4455">
  <description>Experiment for bypassing expansion coin requirement with crowns</description>
</experiment>
<experiment name="castle_recalculate_nobility_failsafe" variants="2" dbid="4516">
  <description>Experiment to turn on and off the nobility recalculate functionality</description>
  <requirements/>
</experiment>
<experiment name="castle_santa_gift_shop_buildable" variants="6" dbid="4521">
  <description>Experiment to test different building requirements for the Gift Shop</description>
  <requirements/>
</experiment>
<experiment name="castle_holiday2_rollout" variants="2" dbid="4558">
  <description>Experiment to test add neighbor interstitials</description>
  <requirements/>
</experiment>
<experiment name="castle_holiday2_motd" variants="2" dbid="4559">
  <description>Experiment to test add neighbor interstitials</description>
  <requirements/>
</experiment>
<experiment name="castle_holiday2_xmasmotd" variants="2" dbid="4560">
  <description>Experiment to test add neighbor interstitials</description>
  <requirements/>
</experiment>
<experiment name="castle_le_release_winter1_2011_assets" variants="1" dbid="4583">
  <description>Experiment for Winter wave 1 LE Content</description>
</experiment>
<experiment name="castle_le_release_winter2_2011_assets" variants="1" dbid="4584">
  <description>Experiment for Winter wave 2 LE Content</description>
</experiment>
<experiment name="castle_le_release_winter3_2011_assets" variants="1" dbid="4585">
  <description>Experiment for Winter wave 3 LE Content</description>
</experiment>
<experiment name="castle_le_release_winter1_2011_MOTD" variants="1" dbid="4586">
  <description>Experiment for Winter MOTD</description>
</experiment>
<experiment name="castle_le_release_winter2_2011_MOTD" variants="1" dbid="4587">
  <description>Experiment for Winter wave 2 MOTD</description>
</experiment>
<experiment name="castle_le_release_winter3_2011_MOTD" variants="1" dbid="4588">
  <description>Experiment for Winter wave 3 MOTD</description>
</experiment>
<experiment name="castle_santa_gift_shop_ramp" variants="1" dbid="4597">
  <description>Santa MOTD and quest experiment</description>
  <requirements/>
</experiment>
<experiment name="castle_feed_bucketing_limits" variants="3" dbid="4615">
  <description>Experiment for Feed Bucketing</description>
</experiment>
<experiment name="castle_adbanner" variants="1" dbid="4625">
  <description>Experiment for Ad Banner</description>
</experiment>
<experiment name="castle_feed_bucketing_determineLimits" variants="3" dbid="4626">
  <description>Experiment for Feed Bucketing</description>
</experiment>
<experiment name="castle_santa_go_home_enable" variants="1" dbid="4650">
  <description>Santa Go Home</description>
</experiment>
<experiment name="castle_santa_go_home_motd" variants="1" dbid="4652">
  <requirements>
    <requirement lval="[get_experiment_variant(castle_santa_go_home_enable)]" op="gt" rval="[0]"/>
  </requirements>
  <description>Santa Go Home MOTD</description>
</experiment>
<experiment name="castle_giftapult_gift_select" variants="10" dbid="4653">
  <description>Gift-a-Pult Gift Select</description>
</experiment>
<experiment name="castle_fixup_resetvisitallowed" variants="1" dbid="4658">
  <description>Gate to run the AutoRun FixUp_ResetVisitAllowed</description>
</experiment>
<experiment name="castle_request_retraction_disable" variants="2" dbid="4670">
  <description>Experiment to disable request retraction</description>
</experiment>
<experiment name="castle_feed_click" variants="3" dbid="4672">
  <description>If on, counts feed clicks without requirement checking</description>
</experiment>
<experiment name="castle_ftue_remove_avatar_customization" variants="1" dbid="4731">
  <description>Experiment for hiding the intial customization dialog</description>
</experiment>
<experiment name="castle_le_release_newyears_2012_assets" variants="1" dbid="4735">
  <description>Experiment for New Years 2012 Content</description>
</experiment>
<experiment name="castle_le_release_newyears_2012_MOTD" variants="1" dbid="4736">
  <description>Experiment for New Years 2012 MOTD</description>
</experiment>
<experiment name="castle_storage_cellar_motd" variants="1" dbid="4828">
  <description>Storage MOTD</description>
</experiment>
<experiment name="castle_castleberry_punch_enable" variants="1" dbid="4830">
  <description>Experiment to start castleberry punch quests</description>
  <requirements/>
</experiment>
<experiment name="castle_castleberry_punch_motd" variants="1" dbid="4832">
  <description>Experiment for Castleberry Punch MOTD</description>
</experiment>
<experiment name="castle_storage_cellar" variants="1" dbid="4837">
  <description>Experiment to turn on Storage Quest Line</description>
  <requirements/>
</experiment>
<experiment name="castle_gc_market_ad_dec2011" variants="1" dbid="4842">
  <description>Experiment to turn on Market Special for Game Cards Winter 2011</description>
  <requirements/>
</experiment>
<experiment name="castle_giftapult_reminder" variants="1" dbid="4848">
  <description>Experiment to display reminder MOTD for gift-a-pult quests</description>
</experiment>
</experiments><grantGoods>
<grantItem id="1" name="Coins" dbid="3994">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>Adds coins to the user</description>
  <effects>
    <effect type="GenerateLootItem" name="coins" count="[quantity]" position="[avatar.position]"/>
    <effect type="SpawnToaster" info="purchase:{You purchased amt:[quantity] coins.}" icon="[[item(coins)].icon]"/>
    <effect type="ConvertCoinsToPurchased" count="[quantity]" kingdom="purchase" phylum="market" class="coins"/>
  </effects>
</grantItem>
<grantItem id="2" name="Crowns" dbid="3995">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>Adds crowns to the user</description>
  <effects>
    <effect type="GenerateLootItem" name="crowns" count="[quantity]" position="[avatar.position]"/>
    <effect type="SpawnToaster" info="purchase:{You purchased amt:[quantity] crowns.}" icon="[[item(crowns)].icon]"/>
    <effect type="ConvertCrownsToPurchased" count="[quantity]" kingdom="purchase" phylum="market" class="crowns"/>
  </effects>
</grantItem>
<grantItem id="3" name="Energy" dbid="3996">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>Adds energy to the user</description>
  <effects>
    <effect type="GenerateLootItem" name="energy" count="[quantity]" position="[avatar.position]"/>
    <effect type="SpawnToaster" info="energy:{You received amt:[quantity] energy.}" icon="[[item(energy)].icon]"/>
  </effects>
</grantItem>
<grantItem id="100" name="Starter Pack 1" dbid="3997">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="GenerateLootFromTable" tableName="StarterPackTable_01"/>
    <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/>
  </effects>
</grantItem>
<grantItem id="101" name="Starter Pack 2" dbid="3998">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 15 dollar starter pack</description>
  <effects>
    <effect type="GenerateLootFromTable" tableName="StarterPackTable_02"/>
    <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 2.}" icon=""/>
  </effects>
</grantItem>
<grantItem id="103" name="StarterPack01_5Dollars" dbid="4302">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="SetField" target="[player]" field="purchased_starterPack" value="[1]"/>
    <effect type="GenerateLootFromTable" tableName="StarterPack5Table_01"/>
    <effect type="ConvertCoinsToPurchased" count="2500" kingdom="starter_pack_2011" phylum="103" class="coins"/>
    <effect type="ConvertCrownsToPurchased" count="40" kingdom="starter_pack_2011" phylum="103" class="crowns"/>
    <!-- <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/> -->
  </effects>
</grantItem>
<grantItem id="104" name="StarterPack01_15Dollars" dbid="4304">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="SetField" target="[player]" field="purchased_starterPack" value="[1]"/>
    <effect type="GenerateLootFromTable" tableName="StarterPack15Table_01"/>
    <effect type="ConvertCoinsToPurchased" count="15000" kingdom="starter_pack_2011" phylum="104" class="coins"/>
    <effect type="ConvertCrownsToPurchased" count="150" kingdom="starter_pack_2011" phylum="104" class="crowns"/>
    <!-- <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/> -->
  </effects>
</grantItem>
<grantItem id="109" name="ExplorerPack01_5Dollars" dbid="4306">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="SetField" target="[player]" field="purchased_starterPack" value="[1]"/>
    <effect type="GenerateLootFromTable" tableName="ExplorerPack5Table_01"/>
    <effect type="ConvertCoinsToPurchased" count="4500" kingdom="explorer_pack_2011" phylum="109" class="coins"/>
    <effect type="ConvertCrownsToPurchased" count="5" kingdom="explorer_pack_2011" phylum="109" class="crowns"/>
    <!-- <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/> -->
  </effects>
</grantItem>
<grantItem id="102" name="ExplorerPack01_15Dollars" dbid="4309">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="SetField" target="[player]" field="purchased_starterPack" value="[1]"/>
    <effect type="GenerateLootFromTable" tableName="ExplorerPack15Table_01"/>
    <effect type="ConvertCoinsToPurchased" count="25000" kingdom="explorer_pack_2011" phylum="102" class="coins"/>
    <effect type="ConvertCrownsToPurchased" count="15" kingdom="explorer_pack_2011" phylum="102" class="crowns"/>
    <!-- <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/> -->
  </effects>
</grantItem>
<grantItem id="105" name="CyberMonday1_80Crowns" dbid="4312">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="SetField" target="[player]" field="purchased_cyberMondaySale" value="[1]"/>
    <effect type="SetField" target="[player]" field="flashSalePurchased" value="[now()]"/>
    <effect type="GenerateLootFromTable" tableName="CrownSale80Table_01"/>
    <effect type="ConvertCrownsToPurchased" count="80" kingdom="cyber_monday_2011" phylum="105" class="crowns"/>
    <!-- <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/> -->
  </effects>
</grantItem>
<grantItem id="107" name="CyberMonday1_465Crowns" dbid="4313">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="SetField" target="[player]" field="purchased_cyberMondaySale" value="[1]"/>
    <effect type="SetField" target="[player]" field="flashSalePurchased" value="[now()]"/>
    <effect type="GenerateLootFromTable" tableName="CrownSale465Table_01"/>
    <effect type="ConvertCrownsToPurchased" count="465" kingdom="cyber_monday_2011" phylum="107" class="crowns"/>
    <!-- <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/> -->
  </effects>
</grantItem>
<grantItem id="106" name="CyberMonday1_179Crowns" dbid="4314">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="SetField" target="[player]" field="purchased_cyberMondaySale" value="[1]"/>
    <effect type="SetField" target="[player]" field="flashSalePurchased" value="[now()]"/>
    <effect type="GenerateLootFromTable" tableName="CrownSale179Table_01"/>
    <effect type="ConvertCrownsToPurchased" count="179" kingdom="cyber_monday_2011" phylum="106" class="crowns"/>
    <!-- <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/> -->
  </effects>
</grantItem>
<grantItem id="108" name="CyberMonday1_1000Crowns" dbid="4315">
  <!-- Once this entry is productionalize, do not change its contents to avoid CS issues -->
  <description>The 5 dollar starter pack</description>
  <effects>
    <effect type="SetField" target="[player]" field="purchased_cyberMondaySale" value="[1]"/>
    <effect type="SetField" target="[player]" field="flashSalePurchased" value="[now()]"/>
    <effect type="GenerateLootFromTable" tableName="CrownSale1000Table_01"/>
    <effect type="ConvertCrownsToPurchased" count="1000" kingdom="cyber_monday_2011" phylum="108" class="crowns"/>
    <!-- <effect type="SpawnToaster" info="purchase:{You purchased Starter Pack 1.}" icon=""/> -->
  </effects>
</grantItem>
</grantGoods><items>
<item name="Wheat_01" giftable="true" type="crop" buyable="true" sellable="false" priority="40" placeable="true" code="YE" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="wheat" dbid="72" friendlyName="friendlyName,o:{a Wheat}" description="description:{Grain used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[6]" message="[loc(Dialogs,PlayerLevel)] 6" dialog="PlayerLevelRequired" unlockCost="[mul([sub([6],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>100</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <radius>2</radius>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/WheatIrrigated_01/WheatIrrigated_01.zsci" offsetX="1" offsetY="0"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/WheatIrrigated_02/WheatIrrigated_02.zsci" offsetX="3" offsetY="1"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Wheat_01/Wheat_01.zsci" offsetX="1" offsetY="2"/>
  <image name="grown" direction="ALL" url="assets/Crops/Wheat_02/Wheat_02.zsci" offsetX="2" offsetY="2"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/WheatBundleMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Wheat}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="86400"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="WheatBundleMaterial_01"/>
      <param name="coins_to_produce" val="[550]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Strawberries_01" dbid="73" giftable="true" type="crop" buyable="true" sellable="false" priority="30" placeable="true" code="YF" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="strawberry" friendlyName="friendlyName,o:{a Strawberry}" description="description:{Fruit used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[22]" message="[loc(Dialogs,PlayerLevel)] 22" dialog="PlayerLevelRequired" unlockCost="[mul([sub([22],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>500</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <radius>2</radius>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/StrawberriesIrrigated_01/StrawberriesIrrigated_01.zsci" offsetX="1" offsetY="1"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/StrawberriesIrrigated_02/StrawberriesIrrigated_02.zsci" offsetX="-3" offsetY="1"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Strawberries_01/Strawberries_01.zsci" offsetX="1" offsetY="1"/>
  <image name="grown" direction="ALL" url="assets/Crops/Strawberries_02/Strawberries_02.zsci" offsetX="-2" offsetY="1"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/StrawberryMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Strawberries}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="129600"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="StrawberryMaterial_01"/>
      <param name="coins_to_produce" val="[1000]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Carrot_01" giftable="true" type="crop" buyable="true" sellable="false" priority="10" placeable="true" code="YG" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="carrot" dbid="74" friendlyName="friendlyName,o:{a Carrot}" description="description:{Vegetable used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[4]" message="[loc(Dialogs,PlayerLevel)] 4" dialog="PlayerLevelRequired" unlockCost="[mul([sub([4],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>50</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <radius>2</radius>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/CarrotsIrrigated_01/CarrotsIrrigated_01.zsci"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/CarrotsIrrigated_02/CarrotsIrrigated_02.zsci"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Carrots_01/Carrots_01.zsci" offsetX="0" offsetY="2"/>
  <image name="grown" direction="ALL" url="assets/Crops/Carrots_02/Carrots_02.zsci" offsetX="0" offsetY="1"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/CarrotMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Carrots}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="3600"/>
      <param name="grownDuration" val="28800"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="CarrotMaterial_01"/>
      <param name="coins_to_produce" val="[150]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Potatoes_01" giftable="true" type="crop" sellable="false" buyable="true" priority="20" placeable="true" code="YL" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="potato" dbid="76" friendlyName="friendlyName,o:{a Potato}" description="description:{Edible tuber used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[20]" message="[loc(Dialogs,PlayerLevel)] 20" dialog="PlayerLevelRequired" unlockCost="[mul([sub([20],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>400</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <radius>2</radius>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/PotatoesIrrigated_01/PotatoesIrrigated_01.zsci"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/PotatoesIrrigated_02/PotatoesIrrigated_02.zsci"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Potatoes_01/Potatoes_01.zsci"/>
  <image name="grown" direction="ALL" url="assets/Crops/Potatoes_02/Potatoes_02.zsci"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/PotatoMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Potatoes}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="14400"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="PotatoMaterial_01"/>
      <param name="coins_to_produce" val="[600]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Grapes_01" giftable="true" type="crop" buyable="true" sellable="false" priority="20" placeable="true" code="YN" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="grape" dbid="78" friendlyName="friendlyName,o:{a Grape}" description="description:{Delicious fruit used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[2]" message="[loc(Dialogs,PlayerLevel)] 2" dialog="PlayerLevelRequired" unlockCost="[mul([sub([2],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>5</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <radius>2</radius>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/GrapesIrrigated_01/GrapesIrrigated_01.zsci"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/GrapesIrrigated_02/GrapesIrrigated_02.zsci"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Grapes_01/Grapes_01.zsci"/>
  <image name="grown" direction="ALL" url="assets/Crops/Grapes_02/Grapes_02.zsci"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/GrapesMaterial_01_Icon.zsci"/>
  <image name="cursor" url="assets/UI/Icons/Materials/GrapesMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Grapes}"/>
      <param name="growth_duration" val="300"/>
      <!-- Override default wither time since it's too low-->
      <param name="grownDuration" val="28800"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="GrapesMaterial_01"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="coins_to_produce" val="[50]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Chicken_01" dbid="79" giftable="true" type="nature" subtype="animal" buyable="true" placeable="true" code="YA" rareItem="false" className="MapResource" multiplace="true" friendlyName="friendlyName,o:{a Chicken}" description="description:{An adult Chicken produces Eggs and Chicken Meat. You can only have cap:[[getLevelInfo([player.level])].maxChickens] Chickens in your Kingdom.}">
  <customClickSound>animals_chicken_cluck_click</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[2]" message="[loc(Dialogs,PlayerLevel)] 2" dialog="PlayerLevelRequired" unlockCost="[mul([sub([2],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Chicken_01)]" op="lt" rval="[[getLevelInfo([player.level])].maxChickens]" categories="buildingLimit"/>
  </requirements>
  <bonus>
    <tooltip value="TroughTooltip:{Place your fn:[[item([target])].friendlyName] here to have it ready to feed 10% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <sortOrder>8</sortOrder>
  <cost>250</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Animal"/>
  </categories>
  <visuals>
    <visual name="animal1" type="AnimatedPuppet" archetype="assets/Animals/Chicken_01/Chicken_01.arc" skin="assets/Animals/Chicken_01/Chicken_01.asc" defaultAnimation="idle"/>
    <visual name="animal2" type="AnimatedPuppet" archetype="assets/Animals/Chicken_02/Chicken_02.arc" skin="assets/Animals/Chicken_02/Chicken_02.asc" defaultAnimation="idle"/>
    <visual name="animal3" type="AnimatedPuppet" archetype="assets/Animals/Chicken_03/Chicken_03.arc" skin="assets/Animals/Chicken_03/Chicken_03.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Animals/Chicken_01_Icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="2" speed="1.25">
      <walk visual="animal[counters.growth_stage]" animation="walk"/>
    </walks>
    <waits duration="0:10">
      <wait visual="animal[counters.growth_stage]" animation="idle"/>
      <wait visual="animal[counters.growth_stage]" animation="peck"/>
    </waits>
  </wander>
  <state_machine_ref template="animal">
    <params>
      <param name="num_growth_stages" val="3"/>
      <param name="feeds_to_grow" val="6"/>
      <param name="time_between_feeds" val="600"/>
      <param name="coin_cost" val="250"/>
      <param name="xp_reward" val="1"/>
      <param name="coins_per_feed" val="5"/>
      <param name="resource_to_produce_01" val="EggsMaterial_01"/>
      <param name="resource_to_produce_02" val="ChickenMaterial_01"/>
      <param name="feed_sound" val="sfx_animals_feed_chicken"/>
      <param name="feed_gather_radius" val="5"/>
      <!--Search paramaters for troughs-->
      <param name="search_type" val="Trough"/>
      <param name="search_min" val="1"/>
      <param name="search_range" val="2"/>
    </params>
  </state_machine_ref>
</item>
<item name="DragonBaby" giftable="true" type="debug" subtype="building" buyable="false" placeable="true" code="DB" rareItem="false" className="MapResource" multiplace="false" isPet="true" dbid="80" friendlyName="friendlyName,o:{a Toothy McFire}">
  <cost>20</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <visuals>
    <visual name="baby" type="AnimatedPuppet" archetype="assets/Animals/dragon_baby/dragon_baby.arc" skin="assets/Animals/dragon_baby/dragon_baby.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/Animals/animal_chicken_icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="3" speed="2.86">
      <walk visual="baby" animation="walk"/>
    </walks>
    <waits duration="0:05">
      <wait visual="baby" animation="idle"/>
    </waits>
  </wander>
</item>
<item name="Unicorn" giftable="true" type="debug" subtype="building" buyable="true" placeable="true" code="UC" rareItem="false" className="MapResource" multiplace="false" isPet="true" dbid="81" friendlyName="friendlyName,o:{a Pokey McHornison}" expansion="expansion:{Amazing Topiary}" expansion2="expansion2:{So lifelike! Who could made a perfect replica? Explore to investigate!}">
  <requiredLevel>1</requiredLevel>
  <cost>20</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <visuals>
    <visual name="baby" type="AnimatedPuppet" archetype="assets/Animals/Unicorn_01/unicorn_01.arc" skin="assets/Animals/Unicorn_01/unicorn_01.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Animals/Unicorn_01_Icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="3" speed="2.86">
      <walk visual="baby" animation="walk"/>
    </walks>
    <waits duration="0:05">
      <wait visual="baby" animation="idle"/>
    </waits>
  </wander>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" requiresProximity="false" tooltip="Lindsay Lowhorn"/>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="Sheep_01" giftable="true" type="nature" subtype="animal" buyable="true" placeable="true" code="YH" rareItem="false" className="MapResource" multiplace="true" dbid="82" friendlyName="friendlyName,o:{a Sheep}" description="description:{An adult Sheep produces Wool. You can only have 25 Sheep in your Kingdom.}">
  <customClickSound>animals_sheep_click</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[7]" message="[loc(Dialogs,PlayerLevel)] 7" dialog="PlayerLevelRequired" unlockCost="[mul([sub([7],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Sheep_01)]" op="lt" rval="[25]" categories="buildingLimit"/>
  </requirements>
  <bonus>
    <tooltip value="TroughTooltip:{Place your fn:[[item([target])].friendlyName] here to have it ready to feed 10% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <sortOrder>3</sortOrder>
  <cost>1000</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Animal"/>
    <category name="Sheep"/>
  </categories>
  <visuals>
    <visual name="animal1" type="AnimatedPuppet" archetype="assets/Animals/Sheep_01/Sheep_01.arc" skin="assets/Animals/Sheep_01/Sheep_01.asc" defaultAnimation="idle"/>
    <visual name="animal2" type="AnimatedPuppet" archetype="assets/Animals/Sheep_02/Sheep_02.arc" skin="assets/Animals/Sheep_02/Sheep_02.asc" defaultAnimation="idle"/>
    <visual name="animal3" type="AnimatedPuppet" archetype="assets/Animals/Sheep_03/Sheep_03.arc" skin="assets/Animals/Sheep_03/Sheep_03.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Animals/Sheep_01_Icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="3" speed="1.25">
      <walk visual="animal[counters.growth_stage]" animation="walk"/>
    </walks>
    <waits duration="0:20">
      <wait visual="animal[counters.growth_stage]" animation="idle"/>
      <wait visual="animal[counters.growth_stage]" animation="graze" duration="0:05"/>
      <wait visual="animal[counters.growth_stage]" animation="idle_02" duration="0:19"/>
    </waits>
  </wander>
  <state_machine_ref template="animal">
    <params>
      <param name="num_growth_stages" val="3"/>
      <param name="feeds_to_grow" val="8"/>
      <param name="time_between_feeds" val="3600"/>
      <param name="coins_per_feed" val="15"/>
      <param name="coin_cost" val="1000"/>
      <param name="xp_reward" val="1"/>
      <param name="resource_to_produce_01" val="WoolMaterial_01"/>
      <param name="resource_to_produce_02" val="WoolMaterial_01"/>
      <param name="feed_sound" val="sfx_animals_feed_chicken"/>
      <!--Search paramaters for troughs-->
      <param name="search_type" val="Trough"/>
      <param name="search_min" val="1"/>
      <param name="search_range" val="2"/>
    </params>
  </state_machine_ref>
</item>
<item name="Cow_01" giftable="true" type="nature" subtype="animal" buyable="true" placeable="true" code="YI" rareItem="false" className="MapResource" multiplace="true" dbid="83" friendlyName="friendlyName,o:{a Cow}" description="description:{An adult Cow produces Milk and Cow Hide. You can only have cap:[[getLevelInfo([player.level])].maxCows] Cows in your Kingdom.}">
  <customClickSound>animals_cow_moo_click</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[3]" message="[loc(Dialogs,PlayerLevel)] 3" dialog="PlayerLevelRequired" unlockCost="[mul([sub([3],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Cow_01)]" op="lt" rval="[[getLevelInfo([player.level])].maxCows]" categories="buildingLimit"/>
  </requirements>
  <bonus>
    <tooltip value="TroughTooltip:{Place your fn:[[item([target])].friendlyName] here to have it ready to feed 10% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <sortOrder>1</sortOrder>
  <cost>750</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Animal"/>
  </categories>
  <visuals>
    <visual name="animal1" type="AnimatedPuppet" archetype="assets/Animals/Cow_01/Cow_01.arc" skin="assets/Animals/Cow_01/Cow_01.asc" defaultAnimation="idle"/>
    <visual name="animal2" type="AnimatedPuppet" archetype="assets/Animals/Cow_02/Cow_02.arc" skin="assets/Animals/Cow_02/Cow_02.asc" defaultAnimation="idle"/>
    <visual name="animal3" type="AnimatedPuppet" archetype="assets/Animals/Cow_03/Cow_03.arc" skin="assets/Animals/Cow_03/Cow_03.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Animals/Cow_01_Icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="3" speed="1.25">
      <walk visual="animal[counters.growth_stage]" animation="walk"/>
    </walks>
    <waits duration="0:25">
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:19"/>
      <wait visual="animal[counters.growth_stage]" animation="graze" duration="0:07"/>
      <wait visual="animal[counters.growth_stage]" animation="idle_02" duration="0:23"/>
    </waits>
  </wander>
  <state_machine_ref template="animal">
    <params>
      <param name="num_growth_stages" val="3"/>
      <param name="feeds_to_grow" val="8"/>
      <param name="time_between_feeds" val="1800"/>
      <param name="coin_cost" val="750"/>
      <param name="xp_reward" val="1"/>
      <param name="coins_per_feed" val="10"/>
      <param name="resource_to_produce_01" val="MilkBottleMaterial_01"/>
      <param name="resource_to_produce_02" val="CowHideMaterial_01"/>
      <param name="feed_sound" val="sfx_animals_feed_chicken"/>
      <!--Search paramaters for troughs-->
      <param name="search_type" val="Trough"/>
      <param name="search_min" val="1"/>
      <param name="search_range" val="2"/>
    </params>
  </state_machine_ref>
</item>
<item name="Pig_01" giftable="true" type="nature" subtype="animal" buyable="true" placeable="true" code="XI" rareItem="false" className="MapResource" multiplace="true" dbid="84" friendlyName="friendlyName,o:{a Pig}" description="description:{An adult Pig produces Meat. You can only have 25 Pigs in your Kingdom.}">
  <customClickSound>animals_pig_click</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[19]" message="[loc(Dialogs,PlayerLevel)] 19" dialog="PlayerLevelRequired" unlockCost="[mul([sub([19],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Pig_01)]" op="lt" rval="[25]" categories="buildingLimit"/>
  </requirements>
  <bonus>
    <tooltip value="TroughTooltip:{Place your fn:[[item([target])].friendlyName] here to have it ready to feed 10% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <sortOrder>4</sortOrder>
  <cost>2000</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Animal"/>
  </categories>
  <visuals>
    <visual name="animal1" type="AnimatedPuppet" archetype="assets/Animals/Pig_01/Pig_01.arc" skin="assets/Animals/Pig_01/Pig_01.asc" defaultAnimation="idle"/>
    <visual name="animal2" type="AnimatedPuppet" archetype="assets/Animals/Pig_02/Pig_02.arc" skin="assets/Animals/Pig_02/Pig_02.asc" defaultAnimation="idle"/>
    <visual name="animal3" type="AnimatedPuppet" archetype="assets/Animals/Pig_03/Pig_03.arc" skin="assets/Animals/Pig_03/Pig_03.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Animals/Pig_01_Icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="5" speed="2">
      <walk visual="animal[counters.growth_stage]" animation="walk"/>
    </walks>
    <waits duration="0:17">
      <wait visual="animal[counters.growth_stage]" animation="idle"/>
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:19"/>
      <wait visual="animal[counters.growth_stage]" animation="graze" duration="0:07"/>
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:23"/>
    </waits>
  </wander>
  <state_machine_ref template="animal">
    <params>
      <param name="num_growth_stages" val="3"/>
      <param name="feeds_to_grow" val="14"/>
      <param name="time_between_feeds" val="10800"/>
      <param name="coin_cost" val="2000"/>
      <param name="xp_reward" val="1"/>
      <param name="coins_per_feed" val="20"/>
      <param name="resource_to_produce_01" val="MeatMaterial_01"/>
      <param name="resource_to_produce_02" val="MeatMaterial_01"/>
      <param name="feed_sound" val="sfx_animals_feed_chicken"/>
      <!--Search paramaters for troughs-->
      <param name="search_type" val="Trough"/>
      <param name="search_min" val="1"/>
      <param name="search_range" val="2"/>
    </params>
  </state_machine_ref>
</item>
<item name="Rabbit_01" giftable="false" type="ambientCreature" buyable="false" sellable="false" placeable="false" code="rr" rareItem="false" className="MapResource" multiplace="false" skittish="true" dbid="85" friendlyName="friendlyName,o:{a Rabbit}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <spawnPoints max="30">
    <spawnPoint itemName="TreePine_01"/>
    <spawnPoint itemName="TreeOak_01"/>
    <spawnPoint itemName="TreeBirch_01"/>
  </spawnPoints>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <isSelectable>false</isSelectable>
  <image name="hop" className="AnimatedBitmap" numFrames="7" frameWidth="37.0" frameHeight="48.0" fps="12.0" direction="ALL">
    <asset name="base" url="assets/Animals/Rabbit_01/Rabbit_01_Hop.zsci"/>
  </image>
  <image name="idle" url="assets/Animals/Rabbit_01/Rabbit_01_Idle.zsci" direction="ALL"/>
  <maxFleeDistance>5</maxFleeDistance>
  <wander anchor="Anchor_01">
    <walks radius="6" speed="3.33">
      <walk visual="hop"/>
    </walks>
    <waits duration="0:05">
      <wait visual="idle"/>
    </waits>
  </wander>
</item>
<item name="Frog_01" giftable="false" type="ambientCreature" buyable="false" sellable="false" placeable="false" code="rR" rareItem="false" className="MapResource" multiplace="false" skittish="true" dbid="86" friendlyName="friendlyName,o:{a Frog}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <spawnPoints max="1">
    <spawnPoint itemName="FishingHole_01"/>
  </spawnPoints>
  <isSelectable>false</isSelectable>
  <image name="hop" className="AnimatedBitmap" numFrames="8" frameWidth="62" frameHeight="79" fps="10.0" direction="ALL">
    <asset name="base" url="assets/Animals/frog_01/frog_jump_01.zsci"/>
  </image>
  <image name="idle" className="AnimatedBitmap" numFrames="4" frameWidth="39.0" frameHeight="37.0" fps="10.0" direction="ALL">
    <asset name="base" url="assets/Animals/frog_01/frog_idle_01.zsci"/>
  </image>
  <maxFleeDistance>5</maxFleeDistance>
  <wander anchor="Anchor_01">
    <walks radius="3" speed="1.67">
      <walk visual="hop"/>
    </walks>
    <waits duration="0:07">
      <wait visual="idle"/>
    </waits>
  </wander>
</item>
<item name="Bird_01" giftable="false" type="flyingCreature" buyable="false" sellable="false" placeable="false" code="b1" rareItem="false" multiplace="false" dbid="87">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <isSelectable>false</isSelectable>
  <image name="fly" className="AnimatedBitmap" numFrames="4" frameWidth="48.0" frameHeight="48.0" fps="12.0" direction="ALL">
    <asset name="base" url="assets/Animals/Bird_01/Bird_01_Fly.zsci"/>
  </image>
  <image name="idle" direction="ALL" url="assets/Animals/Bird_01/Bird_01_Idle.zsci"/>
  <fastTravel speed="200" minDistance="0" ease="strongeaseout">
    <animateIn visual="fasttravelin" animation="shoot" duration="0.043" durationMode="hold"/>
    <animateMove visual="move"/>
    <animateOut visual="fasttravelout" animation="impact" duration="0.043" durationMode="hold"/>
  </fastTravel>
</item>
<item name="Bird_02" giftable="false" type="flyingCreature" buyable="false" sellable="false" placeable="false" code="b2" rareItem="false" multiplace="false" dbid="88">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <isSelectable>false</isSelectable>
  <image name="fly" className="AnimatedBitmap" numFrames="4" frameWidth="48.0" frameHeight="48.0" fps="12.0" direction="ALL">
    <asset name="base" url="assets/Animals/Bird_02/Bird_02_Fly.zsci"/>
  </image>
  <image name="idle" direction="ALL" url="assets/Animals/Bird_02/Bird_02_Idle.zsci"/>
  <fastTravel speed="200" minDistance="0" ease="strongeaseout">
    <animateIn visual="fasttravelin" animation="shoot" duration="0.043" durationMode="hold"/>
    <animateMove visual="move"/>
    <animateOut visual="fasttravelout" animation="impact" duration="0.043" durationMode="hold"/>
  </fastTravel>
</item>
<item name="Bird_03" giftable="false" type="flyingCreature" buyable="false" sellable="false" placeable="false" code="b3" rareItem="false" multiplace="false" dbid="89">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <isSelectable>false</isSelectable>
  <image name="fly" className="AnimatedBitmap" numFrames="4" frameWidth="48.0" frameHeight="48.0" fps="12.0" direction="ALL">
    <asset name="base" url="assets/Animals/Bird_03/Bird_03_Fly.zsci"/>
  </image>
  <image name="idle" direction="ALL" url="assets/Animals/Bird_03/Bird_03_Idle.zsci"/>
  <fastTravel speed="200" minDistance="0" ease="strongeaseout">
    <animateIn visual="fasttravelin" animation="shoot" duration="0.043" durationMode="hold"/>
    <animateMove visual="move"/>
    <animateOut visual="fasttravelout" animation="impact" duration="0.043" durationMode="hold"/>
  </fastTravel>
</item>
<item name="Butterfly_01" giftable="false" type="flyingCreature" buyable="false" sellable="false" placeable="false" code="aA" rareItem="false" multiplace="false" dbid="90">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <isSelectable>false</isSelectable>
  <image name="fly" className="AnimatedBitmap" numFrames="3" frameWidth="52.0" frameHeight="48.0" fps="12.0" direction="SW">
    <asset name="base" url="assets/Animals/Butterfly_01/Butterfly_01_Fly.zsci"/>
  </image>
  <image name="idle" direction="SW" url="assets/Animals/Butterfly_01/Butterfly_01_Idle.zsci"/>
</item>
<item name="HouseJester_01" giftable="false" type="building" subtype="house" buyable="false" sellable="false" placeable="true" code="z6" rareItem="false" dbid="91" friendlyName="friendlyName,o:{a Richard's House}" description="description:{The Richard's House}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,Level)] 1" dialog="LevelRequired"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>0</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <categories>
    <category name="Taxable"/>
    <category name="NPCHouse"/>
    <category name="Building"/>
    <category name="TaxHouse"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" direction="ALL" url="assets/Buildings/HouseJester_01/HouseJester_01.zsci" UIOffsetX="0" UIOffsetY="40" offsetX="-8" offsetY="-3"/>
  <image name="Full" direction="ALL" url="assets/Buildings/HouseJester_01/HouseJester_01.zsci" UIOffsetX="0" UIOffsetY="40" offsetX="-8" offsetY="-3"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseJester_01_Icon.zsci"/>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="Full"/>
      <param name="build_state_duration" val="1"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="36000"/>
      <param name="count_to_produce" val="[1950]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="Richard's House"/>
      <param name="max_upgrade_level" val="4"/>
      <!--Tooltips that show up when you hover over this item in the gloom-->
      <param name="expansionTooltipTitle" val="expansion:{Someone's House}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here to see who lives here!}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="HouseKnight_01" giftable="false" type="building" subtype="house" buyable="false" sellable="false" placeable="true" code="y9" rareItem="false" dbid="92" friendlyName="friendlyName,o:{a Tom's House}" description="description:{The Tom's House.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,Level)] 1" dialog="LevelRequired"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>0</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <categories>
    <category name="Taxable"/>
    <category name="NPCHouse"/>
    <category name="Building"/>
    <category name="TaxHouse"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" direction="ALL" url="assets/Buildings/HouseKnight_01/HouseKnight_01.zsci" UIOffsetX="-3" UIOffsetY="-5" offsetX="15" offsetY="-16"/>
  <image name="Full" direction="ALL" url="assets/Buildings/HouseKnight_01/HouseKnight_01.zsci" UIOffsetX="-3" UIOffsetY="-5" offsetX="15" offsetY="-16"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseKnight_01_Icon.zsci"/>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="Full"/>
      <param name="build_state_duration" val="1"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="[43200]"/>
      <param name="count_to_produce" val="[2250]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="Tom's House"/>
      <param name="max_upgrade_level" val="4"/>
      <!--Tooltips that show up when you hover over this item in the gloom-->
      <param name="expansionTooltipTitle" val="expansion:{Someone's House}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here to see who lives here!}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="HouseSinger_01" giftable="false" type="building" subtype="house" buyable="false" sellable="false" placeable="true" placedFromInventory="true" code="t4" rareItem="false" dbid="93" friendlyName="friendlyName,o:{a Yvette's House}" description="description:{Yvette's House}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,Level)] 1" dialog="LevelRequired"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>0</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <categories>
    <category name="Taxable"/>
    <category name="Building"/>
    <category name="NPCHouse"/>
    <category name="TaxHouse"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" direction="ALL" url="assets/Buildings/HouseSinger_01/HouseSinger_01.zsci" offsetX="-9" offsetY="3" UIOffsetX="-8" UIOffsetY="20"/>
  <image name="Full" direction="ALL" url="assets/Buildings/HouseSinger_01/HouseSinger_01.zsci" offsetX="-9" offsetY="3" UIOffsetX="-8" UIOffsetY="20"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseSinger_01_Icon.zsci"/>
  <perchPoints>
    <point x="164" y="53"/>
    <point x="159" y="127"/>
  </perchPoints>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneMaterial_01" count="5" crownsDisabled="true" feedDisabled="true"/>
        <material name="WoodLogMaterial_01" count="5" crownsDisabled="true" feedDisabled="true"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="1"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="[1800]"/>
      <param name="count_to_produce" val="[300]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <!--Tooltips that show up when you hover over this item in the gloom-->
      <param name="expansionTooltipTitle" val="expansion:{Someone's House}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here to see who lives here!}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="HouseGypsy_01" giftable="false" type="building" subtype="house" buyable="false" sellable="false" placeable="true" code="t6" rareItem="false" dbid="96" friendlyName="friendlyName,o:{a Isadora's Wagon}" description="description:{Isadora's House}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,Level)] 1" dialog="LevelRequired"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>0</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <categories>
    <category name="Taxable"/>
    <category name="Building"/>
    <category name="NPCHouse"/>
    <category name="TaxHouse"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" direction="ALL" url="assets/Buildings/HouseGypsy_01/HouseGypsy_01.zsci" UIOffsetX="0" UIOffsetY="20" offsetX="2" offsetY="-10"/>
  <image name="Full" direction="ALL" url="assets/Buildings/HouseGypsy_01/HouseGypsy_01.zsci" UIOffsetX="0" UIOffsetY="20" offsetX="2" offsetY="-10"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseGypsy_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="8" cost="2"/>
        <material name="StoneMaterial_01" count="6" cost="2"/>
        <material name="CanvasCraftable_01" count="5" cost="2"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="Full"/>
      <param name="build_state_duration" val="1"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="18000"/>
      <param name="count_to_produce" val="[1050]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <!--Tooltips that show up when you hover over this item in the gloom-->
      <param name="expansionTooltipTitle" val="expansion:{Someone's House}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here to see who lives here!}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Kitchen_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="z1" rareItem="false" canTradeDebug="1" dbid="97" friendlyName="friendlyName,o:{a Kitchen}" description="description:{Energy consumables are crafted with Cooking recipes. You can only have 3 in your Kingdom.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[5]" message="[loc(Dialogs,PlayerLevel)] 5" dialog="PlayerLevelRequired" unlockCost="[mul([sub([5],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Kitchen_01)]" op="lt" rval="[3]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="mint" secondaryColor="brightblue"/>
  <bonus>
    <tooltip value="placeTip:{Place your fn:[[item([target])].friendlyName] here to have your crafted items finish 10% faster!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <cost>5000</cost>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <categories>
    <category name="CraftingBuilding"/>
    <category name="Building"/>
    <category name="penaltyHighlight"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_5x5_01/Construction_5x5_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_5x5_02/Construction_5x5_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_5x5_03/Construction_5x5_03.zsci"/>
  <image name="idle" className="ColorMaskedBitmap" direction="ALL" offsetX="-9" offsetY="-17" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/Kitchen_01/Kitchen_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Kitchen_01/Kitchen_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="producing" offsetX="-9" offsetY="-17" UIOffsetX="0" UIOffsetY="140">
    <image name="producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="10">
      <asset name="base" url="assets/Buildings/Kitchen_01/Kitchen_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Kitchen_01/Kitchen_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="27" frameWidth="100.0" frameHeight="140.0" fps="10.0" direction="ALL" offsetX="90" offsetY="-90">
      <asset name="base" url="assets/Effects/ChimneySmoke_01/ChimneySmoke_01.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="27" frameWidth="100.0" frameHeight="140.0" fps="10.0" direction="ALL" offsetX="153" offsetY="-114">
      <asset name="base" url="assets/Effects/ChimneySmoke_01/ChimneySmoke_01.zsci"/>
    </image>
  </image>
  <image name="ready" className="ColorMaskedBitmap" direction="ALL" offsetX="-9" offsetY="-17" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/Kitchen_01/Kitchen_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Kitchen_01/Kitchen_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Kitchen_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="10" cost="3"/>
        <material name="GoldBrickCraftable_01" count="2" cost="4"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crafting_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[172800]"/>
      <param name="item_to_produce" val=""/>
      <param name="count_to_produce" val="[0]"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="beastieTable" val="RatTable_01"/>
      <param name="search_type" val="CASTLE_GROUND"/>
      <param name="search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="MiningCamp_01" giftable="false" type="building" subtype="resource" buyable="true" neighborable="true" placeable="true" storable="true" code="z7" rareItem="false" dbid="102" friendlyName="friendlyName,o:{a Mining Camp}" description="description:{A Resource Building that gathers stone. You can only have cap:[params.itemCap] Resource Buildings at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,PlayerLevel)] 8" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxProductionBuildings, [add([num_in_category(ProductionBuilding)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="yellow" secondaryColor="red"/>
  <bonus>
    <tooltip value="mineBonus:{Build your mine here to produce stone number:[mul([params.number_of_items_found],[10])]% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <cost>6000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxProductionBuildings]"/>
  </params>
  <categories>
    <category name="ProductionBuilding"/>
    <category name="Building"/>
    <category name="GatheringBuilding"/>
    <category name="penaltyHighlight"/>
  </categories>
  <usables>
    <usable category="rock"/>
  </usables>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Full" UIOffsetX="0" UIOffsetY="0">
    <image name="idle" className="ColorMaskedBitmap" direction="ALL">
      <asset name="base" url="assets/Buildings/MiningCamp_01/MiningCamp_01.zsci"/>
      <asset name="mask" url="assets/Buildings/MiningCamp_01/MiningCamp_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="1" frameWidth="108.0" frameHeight="96.0" fps="20.0" direction="ALL" offsetX="-38" offsetY="95">
      <asset name="base" url="assets/Buildings/MiningCamp_01/MiningCamp_01_Cart.zsci"/>
    </image>
  </image>
  <image name="Producing" UIOffsetX="0" UIOffsetY="0">
    <image name="idle" className="ColorMaskedBitmap" direction="ALL">
      <asset name="base" url="assets/Buildings/MiningCamp_01/MiningCamp_01.zsci"/>
      <asset name="mask" url="assets/Buildings/MiningCamp_01/MiningCamp_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="41" frameWidth="108.0" frameHeight="96.0" fps="20.0" direction="ALL" offsetX="-38" offsetY="95">
      <asset name="base" url="assets/Buildings/MiningCamp_01/MiningCamp_01_Cart.zsci"/>
    </image>
  </image>
  <image name="icon" direction="ALL" url="assets/UI/Icons/Buildings/MiningCamp_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="10" cost="0"/>
        <material name="StoneBlockCraftable_01" count="5" cost="0"/>
        <material name="CoatofArmsMaterial_01" count="2" cost="0"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="number_of_items_found" val="[min([num_category_near([params.search_type],[target.Bonus.area.radius],[target])],[5])]"/>
      <param name="building_name_hack" val="MiningCamp_01"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[21600]"/>
      <param name="item_to_produce" val="StoneMaterial_01"/>
      <param name="count_to_produce" val="[5]"/>
      <param name="mining_building_table" val="MiningBuildingTable_01"/>
      <param name="item_to_produce_01" val="IronOreMaterial_01"/>
      <param name="item_to_produce_02" val="SilverOreMaterial_01"/>
      <param name="item_to_produce_03" val="RubyMaterial_01"/>
      <param name="item_to_produce_04" val="DiamondMaterial_01"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="search_range" val="3"/>
      <param name="search_type" val="rock"/>
      <param name="search_position" val="target.position"/>
      <param name="search_min" val="0"/>
      <!-- Makes sure that the happiness bonus string doesn't show up since it shouldn't affect production for item producing buildings-->
      <param name="bonus_string" val="[[item([params.item_to_produce])].friendlyName]s"/>
      <param name="requiresCasleGround" val="[false]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Blacksmith_01" giftable="false" type="building" subtype="crafting" neighborable="true" buyable="true" placeable="true" storable="true" code="z4" rareItem="false" dbid="104" friendlyName="friendlyName,o:{a Blacksmith}" description="description:{Unlocks new Forging recipes and supplies your Kingdom with Nails. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,PlayerLevel)] 8" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="Green"/>
  <cost>6000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-1" offsetY="0" UIOffsetX="0" UIOffsetY="50">
    <asset name="base" url="assets/Buildings/Blacksmith_01/Blacksmith_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Blacksmith_01/Blacksmith_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-1" offsetY="0" UIOffsetX="0" UIOffsetY="50">
    <asset name="base" url="assets/Buildings/Blacksmith_01/Blacksmith_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Blacksmith_01/Blacksmith_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Blacksmith_01_Icon.zsci"/>
  <perchPoints>
    <point x="217" y="77"/>
    <point x="20" y="177"/>
  </perchPoints>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="8" cost="3"/>
        <material name="StoneBlockCraftable_01" count="5" cost="5"/>
        <material name="AnvilCraftable_01" count="1" cost="3"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[129600]"/>
      <param name="item_to_produce" val="BagOfNailsCraftable_01"/>
      <param name="count_to_produce" val="[1]"/>
      <!--param name="item_to_produce_01" val=""/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val="WoodenHandleCraftable_01"/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/-->
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="collect_tip_GMVisit" val="blacksmith:{Click to Count the Nails}"/>
      <param name="progress_collect_tip_GMVisit" val="count:{Counting}"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="CatwalkRight_02" giftable="false" type="debug" subtype="decoration" buyable="false" placeable="true" code="TG" rareItem="false" dbid="108" friendlyName="friendlyName,o:{a Catwalk}" description="description:{Catwalk}">
  <cost>1500</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <image name="static" direction="ALL" url="assets/Castle/Catwalk_01/Catwalk_01_RightTop.zsci" offsetX="0" offsetY="0"/>
  <image name="icon" url="assets/UI/Icons/Buildings/Catwalk_01_RightTop_Icon.zsci"/>
</item>
<item name="PracticeDummies_01" giftable="true" type="decoration" subtype="decor" npcinteractive="true" priority="1" buyable="true" placeable="true" storable="false" code="EF" rareItem="false" multiplace="true" placedFromInventory="true" tradeLevel="5" feed="false" dbid="109" friendlyName="friendlyName,o:{a Practice Dummy}" description="description:{Straw stuffed Practice Dummy to pratice your fighting technique on.}" help="help:{This item can be crafted after you build a Workshop and a Tailor.}">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <craftPart name="WheatBundleMaterial_01" count="8"/>
  <craftPart name="IvoryButtonCraftable_01" count="2"/>
  <craftPart name="WoolClothCraftable_01" count="4"/>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[11]" message="[loc(Dialogs,PlayerLevel)] 11" dialog="PlayerLevelRequired" unlockCost="[mul([sub([11],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
    <requirement lval="[num_in_world(Tailor_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Tailor_01_friendlyName,singular)] " dialog="Tailor_01_Required"/>
  </craftingRequirements>
  <cost>25000</cost>
  <castleModifier>3</castleModifier>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <craftingTime>100800</craftingTime>
  <craftType>Artistry</craftType>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <visuals>
    <visual name="dummy" type="AnimatedPuppet" archetype="assets/Decorations/PracticeDummies_01/PracticeDummies_01.arc" skin="assets/Decorations/PracticeDummies_01/PracticeDummies_01.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Decorations/PracticeDummies_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Decorations/PracticeDummies_01_Icon.zsci"/>
  <perchPoints>
    <point x="20" y="34"/>
    <point x="41" y="5"/>
  </perchPoints>
  <state_machine initial="dummy">
    <onPlace>
      <effects>
        <effect type="ApplyCastleModifier"/>
      </effects>
    </onPlace>
    <states>
      <state name="dummy" tooltip="Practice Dummy: Click to Train">
        <actions>
          <action name="Box_01" duration="0:04" progressText="locProgressText_01:{Training...}" mode="GMDefault" cursor="shadow_box">
            <complexToolTip>
              <info_0>box:{Click to Train}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[true]" op="eq" rval="[true]"/>
            </requirements>
            <effects>
              <effect type="RaiseEvent" event="Box"/>
              <effect type="PlayAnimation" target="Avatar" animation="shadow_box" duration="0:04" durationMode="hold" offsetX="1000" offsetY="-2">
                <trigger type="generic" data="shadowbox">
                  <effect type="PlayAnimation" target="Target" animation="shadowbox" durationMode="hold"/>
                </trigger>
              </effect>
              <effect type="GenerateLootFromTable" tableName="PracticeDummyTable_01"/>
            </effects>
            <costs>
              <cost resource="energy" amount="[globals.beastie_energy]"/>
            </costs>
          </action>
          <action name="Box_02" duration="3.6" progressText="locProgressText_02:{Training...}" mode="GMVisit" cursor="clobber">
            <complexToolTip>
              <info_0>box:{Click to Train}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[true]" op="eq" rval="[true]"/>
            </requirements>
            <effects>
              <effect type="RaiseEvent" event="VisitBox"/>
              <effect type="RaiseEvent" event="VisitBox.item.name"/>
              <effect type="RaiseEvent" event="NeighborHelp"/>
              <effect type="PlayAnimation" target="Avatar" animation="shadow_box" duration="3.6" durationMode="loop" offsetX="1000" offsetY="-2">
                <trigger type="generic" data="shadowbox">
                  <effect type="PlayAnimation" target="Target" animation="shadowbox" durationMode="hold"/>
                </trigger>
              </effect>
              <effect type="GenerateLootFromTable" tableName="PracticeDummyVisitTable_01"/>
              <effect type="SpawnViralDoober" name="ViralDoober_BoxingGloves" image="ViralDoober_FightDeco" shareText="Share with your friends?" rangeStart="1" rangeEnd="10">
                <effect type="PublishViral" viralName="CoreDoober_W2WDecoDummyFight" target="[player.currentWorldOwnerID]"/>
              </effect>
            </effects>
            <costs>
              <cost resource="neighborActions" amount="1"/>
            </costs>
          </action>
          <action name="AttackDummy" duration="3.6" mode="ResidentAction">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="shadow_box" duration="3.6" durationMode="loop" offsetX="1000" offsetY="-2"/>
              <effect type="PlayAnimation" target="Target" animation="shadowbox" duration="0:05" durationMode="loop"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
          <action name="BazAttack" duration="0:05" mode="ResidentAction">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="shadow_box" duration="0:05" durationMode="loop" offsetX="1000" offsetY="-2"/>
              <effect type="PlayAnimation" target="Target" animation="shadowbox" duration="0:05" durationMode="loop"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="WishingWell_01" giftable="true" type="decoration" subtype="object" npcinteractive="true" buyable="true" priority="98" placeable="true" placedFromInventory="true" storable="true" code="DK" rareItem="false" multiplace="true" className="Craftable" tradeLevel="5" feed="false" dbid="110" friendlyName="friendlyName,o:{a Wishing Well}" description="description:{A well to provide water and wishes.}" help="help:{Craftable after you build a Mining Camp and a Clockmaker.}">
  <craftPart name="StoneBlockCraftable_01" count="15"/>
  <craftPart name="WoodPlanksCraftable_01" count="15"/>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[14]" message="[loc(Dialogs,PlayerLevel)] 14" dialog="PlayerLevelRequired" unlockCost="[mul([sub([14],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <craftingRequirements>
    <requirement lval="[num_in_world(MiningCamp_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,MiningCamp_01_friendlyName,singular)] " dialog="MiningCamp_01_Required"/>
    <requirement lval="[num_in_world(Clockmaker_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Clockmaker_01_friendlyName,singular)] " dialog="Clockmaker_01_Required"/>
  </craftingRequirements>
  <cost>25000</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <craftingTime>97200</craftingTime>
  <craftType>Artistry</craftType>
  <categories>
    <category name="Water"/>
    <category name="Object"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/WishingWell_01/WishingWell_01.zsci" offsetX="-4" offsetY="10"/>
  <image name="icon" url="assets/UI/Icons/Craftables/WishingWellCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/WishingWellCraftable_02_Icon.zsci"/>
  <perchPoints>
    <point x="86" y="17"/>
    <point x="42" y="88"/>
  </perchPoints>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="[loc(Items, Well_expansion)]" tooltip="[loc(Items, Well_expansion2)]"/>
          <action name="TossCoinGiselle" duration="0:04" mode="ResidentAction">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="work" duration="0:04" durationMode="loop"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="Barrel_01" giftable="true" type="decoration" subtype="object" tradeLevel="2" buyable="true" priority="10" placeable="true" placedFromInventory="true" storable="true" code="x1" rareItem="false" multiplace="true" dbid="111" friendlyName="friendlyName,o:{a Barrel}" description="description:{A wooden barrel}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[4]" message="[loc(Dialogs,PlayerLevel)] 4" dialog="PlayerLevelRequired" unlockCost="[mul([sub([4],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>300</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Decoration"/>
    <category name="Object"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/Barrel_01/Barrel_01.zsci" offsetX="-2" offsetY="-1"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Barrel_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/BarrelCraftable_02_Icon.zsci"/>
</item>
<item name="WoodenBridge_01" giftable="true" type="decoration" subtype="road" buyable="false" priority="10" placeable="true" storable="true" code="d7" rareItem="false" multiplace="true" dbid="112" friendlyName="friendlyName,o:{a Wooden Bridge}" description="description:{A small bridge made of wood}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="17"/>
  </requirements>
  <happiness>0</happiness>
  <cost>800</cost>
  <sizeX>4</sizeX>
  <sizeY>8</sizeY>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <categories>
    <category name="Road"/>
    <category name="Decoration"/>
    <category name="noLockdown"/>
  </categories>
  <objectLayer>road</objectLayer>
  <!-- <collision type="overrideWalk">
    <r>.HH.</r>
    <r>.AB.</r>
    <r>.AB.</r>
    <r>.AB.</r>
    <r>.AB.</r>
    <r>.AB.</r>
    <r>.AB.</r>
    <r>.HH.</r>
  </collision>  -->
  <collision type="overrideWalk">
    <r>#aa#</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>#aa#</r>
  </collision>
  <image name="static" direction="ALL" url="assets/Decorations/BridgeWooden_01/BridgeWooden_01.zsci" offsetX="-80" offsetY="-2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Bridge_01_Icon.zsci"/>
  <!--  <childObjects>
    <child name="WoodenBridge_01_Front" xOffset="0" yOffset="0"/>
    <child name="WoodenBridge_01_Back" xOffset="3" yOffset="0"/>
    <child name="WoodenBridge_02_Front" xOffset="0" yOffset="4"/>
    <child name="WoodenBridge_02_Back" xOffset="3" yOffset="4"/>
  </childObjects>  -->
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="expansion:{Creaky Bridge}" tooltip="expansion2:{There is evidence that someone lives underneath. If you dare, expand here to meet them!}"/>
          <!-- <effects>
              <effect type="BasicPopUp" message="Expand your land to get to this item!"/>
            </effects> -->
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="WallStone_02" giftable="true" type="decoration" subtype="walls" buyable="false" placeable="true" storable="true" code="x2" rareItem="false" multiplace="true" adaptive="single" dbid="113" friendlyName="friendlyName,o:{a Stone Wall}" description="description:{A long wall made of stone. You can only have cap:[params.itemCap] Wall Pieces at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <cost>300</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <adaptations>
    <adaptation category="wall" style="merge"/>
  </adaptations>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxWalls, [add([num_in_category(wall)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxWalls]"/>
  </params>
  <categories>
    <category name="wall"/>
    <category name="noLockdown"/>
  </categories>
  <castleModifier>1</castleModifier>
  <image name="Center" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_Center.zsci" offsetX="-1" offsetY="-5"/>
  <image name="Left" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_Left.zsci" offsetX="-1" offsetY="-7"/>
  <image name="Right" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_Right.zsci" offsetX="-1" offsetY="-4"/>
  <image name="TeeTopLeft" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_TeeTopLeft.zsci" offsetX="-3" offsetY="-5"/>
  <image name="TeeBottomLeft" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_TeeBottomLeft.zsci" offsetX="0" offsetY="-4"/>
  <image name="TeeTopRight" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_TeeTopRight.zsci" offsetX="-1" offsetY="-6"/>
  <image name="TeeBottomRight" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_TeeBottomRight.zsci" offsetX="1" offsetY="-4"/>
  <image name="CornerTop" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_CornerTop.zsci" offsetX="0" offsetY="-4"/>
  <image name="CornerBottom" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_CornerBottom.zsci" offsetX="-2" offsetY="-15"/>
  <image name="CornerRight" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_CornerRight.zsci" offsetX="-11" offsetY="-5"/>
  <image name="CornerLeft" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_CornerLeft.zsci" offsetX="10" offsetY="-7"/>
  <image name="EndTopLeft" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_Left.zsci" offsetX="-1" offsetY="-7"/>
  <image name="EndTopRight" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_Right.zsci" offsetX="-1" offsetY="-4"/>
  <image name="EndBottomLeft" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_Right.zsci" offsetX="-1" offsetY="-4"/>
  <image name="EndBottomRight" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_Left.zsci" offsetX="-1" offsetY="-7"/>
  <image name="Single" direction="ALL" url="assets/Decorations/WallStone_01/WallStone_01_Single.zsci" offsetX="0" offsetY="-18"/>
  <image name="icon" url="assets/UI/Icons/Decorations/WallStone_01_Icon.zsci"/>
</item>
<item name="CobblestoneTile_01" giftable="true" type="decoration" subtype="road" buyable="false" priority="99" placeable="true" storable="true" code="zF" rareItem="false" multiplace="true" dbid="127" friendlyName="friendlyName,o:{a Cobblestone Path}" description="description:{Cobblestone Path}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="[mul([sub([9],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness>0</happiness>
  <cost>300</cost>
  <sizeX>1</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="Road"/>
    <category name="Decoration"/>
    <category name="noLockdown"/>
  </categories>
  <objectLayer>road</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>false</isSelectable>
  <collision type="allExceptAvatar"/>
  <image name="static" direction="ALL" url="assets/Decorations/CobblestonePath_01/RoadStoneTile.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/RoadStoneTile_Icon.zsci"/>
</item>
<item name="BridgeStone_01" giftable="true" type="decoration" subtype="road" buyable="true" priority="98" placeable="true" storable="true" code="DF" rareItem="false" multiplace="true" dbid="145" friendlyName="friendlyName,o:{a Stone Bridge}" description="description:{A long stone bridge}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[21]" message="[loc(Dialogs,PlayerLevel)] 21" dialog="PlayerLevelRequired" unlockCost="[mul([sub([21],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>36000</cost>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <sizeX>4</sizeX>
  <sizeY>8</sizeY>
  <categories>
    <category name="Decoration"/>
    <category name="Road"/>
    <category name="road"/>
    <category name="noLockdown"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <collision type="overrideWalk">
    <r>#aa#</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>OOHO</r>
    <r>#aa#</r>
  </collision>
  <image name="static" direction="ALL" url="assets/Decorations/BridgeStone_01/BridgeStone_01.zsci" offsetX="-74" offsetY="2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/BridgeStone_01_Icon.zsci"/>
</item>
<item name="MayPole_01" giftable="true" type="decoration" subtype="object" buyable="true" priority="98" placeable="true" storable="true" code="DM" rareItem="false" multiplace="true" dbid="147" friendlyName="friendlyName,o:{a May Pole}" description="description:{May Pole used in spring time ceremonies}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[12]" message="[loc(Dialogs,PlayerLevel)] 12" dialog="PlayerLevelRequired" unlockCost="[mul([sub([12],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness>0</happiness>
  <cost>19000</cost>
  <sellPrice>2000</sellPrice>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="Decoration"/>
    <category name="Object"/>
  </categories>
  <image name="MayPole" direction="ALL" url="assets/Decorations/MayPole_01/MayPole_01.zsci" offsetX="-1" offsetY="4"/>
  <image name="icon" url="assets/UI/Icons/Decorations/MayPole_01_Icon.zsci"/>
  <perchPoints>
    <point x="73" y="22"/>
    <point x="101" y="87"/>
  </perchPoints>
  <state_machine initial="MayPole" allowQueuedActions="true">
    <onPlace requiresProximity="false">
      <effects>
        <effect type="NeighborForceGoal" owner="Giselle" goal="SingToMayPole" firstOnly="false" preApply="false"/>
      </effects>
    </onPlace>
    <states>
      <state name="MayPole">
        <actions>
          <action name="Sing" duration="0:03" mode="ResidentAction">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="sing" duration="0:10" durationMode="loop"/>
              <effect type="PlaySound" sound="character_giselle_sing"/>
              <effect type="SpawnFlyingCreature" creature="Bird_01" min="4" max="5" chance="100" preApply="true"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="Fountain_01" giftable="true" type="decoration" subtype="object" buyable="true" priority="98" placeable="true" storable="true" code="DN" rareItem="false" multiplace="true" dbid="148" friendlyName="friendlyName,o:{a Fountain}" description="description:{Fountain that never seems to run out of water.}" expansion="expansion:{Fountain of Youth?}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[29]" message="[loc(Dialogs,PlayerLevel)] 29" dialog="PlayerLevelRequired" unlockCost="[mul([sub([29],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>80000</cost>
  <sellPrice>5</sellPrice>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <categories>
    <category name="Water"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" className="AnimatedBitmap" numFrames="5" frameWidth="170.0" frameHeight="187.0" fps="5.0" direction="ALL" offsetX="0" offsetY="-20">
    <asset name="base" url="assets/Decorations/Fountain_01/Fountain_01.zsci"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Decorations/Fountain_01_Icon.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="expansion1:{Fountain of Youth?}" tooltip="expansion2:{Toss in a coin and make a wish!}"/>
          <!-- <effects>
              <effect type="BasicPopUp" message="Expand your land to get to this item!"/>
            </effects> -->
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="TopiaryDragon_01" giftable="true" type="decoration" subtype="object" buyable="false" priority="98" placeable="true" storable="true" code="DQ" rareItem="false" multiplace="false" dbid="149" friendlyName="friendlyName,o:{a Topiary Dragon}" description="description:{A dragon cut from a bush.}" expansion="expansion:{Smokey}" expansion2="expansion2:{I wonder if it breathes fire?}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="55"/>
  </requirements>
  <cost>2000</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Object"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/TopiaryDragon_01/TopiaryDragon_01.zsci" offsetX="-2" offsetY="6"/>
  <image name="icon" url="assets/UI/Icons/Decorations/TopiaryDragon_01_Icon.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="expansion1:{Topiary Dragon}" tooltip="expansion3:{A topiary so life-like you'd almost think it was real!}"/>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="TopiaryKnight_01" giftable="true" type="decoration" subtype="object" buyable="true" priority="98" placeable="true" storable="true" code="DS" rareItem="false" multiplace="false" dbid="151" friendlyName="friendlyName,o:{a Topiary Knight}" description="description:{A Knight frozen in time.}" expansion="expansion:{Silent Knight}" expansion2="expansion2:{A heroic Knight Frozen in time!}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[23]" message="[loc(Dialogs,PlayerLevel)] 23" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <crowns>20</crowns>
  <sellPrice>1000</sellPrice>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Object"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/TopiaryKnight_01/TopiaryKnight_01.zsci" offsetX="5" offsetY="3"/>
  <image name="icon" url="assets/UI/Icons/Decorations/TopiaryKnight_01_Icon.zsci"/>
  <state_machine initial="TopiaryKnight" allowQueuedActions="true">
    <onPlace requiresProximity="false">
      <effects>
        <effect type="NeighborForceGoal" owner="Sonja" goal="Twirl" firstOnly="false" preApply="false"/>
      </effects>
    </onPlace>
    <states>
      <state name="TopiaryKnight">
        <actions>
          <action name="Twirl" duration="0:03" mode="ResidentAction">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="twirl" duration="0:03" durationMode="loop"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="TopiaryPrincess_01" giftable="true" type="decoration" subtype="object" buyable="true" priority="98" placeable="true" storable="true" code="DT" rareItem="false" multiplace="true" dbid="152" friendlyName="friendlyName,o:{a Topiary Princess}" description="description:{A princess frozen by a magic spell?}" expansion="expansion:{Sleeping Beauty}" expansion2="expansion2:{Expand here and give her a kiss to find out what happens?}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[16]" message="[loc(Dialogs,PlayerLevel)] 16" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <crowns>20</crowns>
  <sellPrice>1000</sellPrice>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Object"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/TopiaryPrincess_01/TopiaryPrincess_01.zsci" offsetX="4" offsetY="2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/TopiaryPrincess_01_Icon.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="expansion1:{Sleeping Beauty}" tooltip="expansion3:{A princess frozen by a magic spell?}"/>
          <!-- <effects>
              <effect type="BasicPopUp" message="Expand your land to get to this item!"/>
            </effects> -->
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="Lantern_01" giftable="true" type="decoration" subtype="object" buyable="true" placeable="true" placedFromInventory="true" storable="true" code="DV" rareItem="false" multiplace="true" dbid="153" friendlyName="friendlyName,o:{a Lantern}" description="description:{A small lantern}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[5]" message="[loc(Dialogs,PlayerLevel)] 5" dialog="PlayerLevelRequired" unlockCost="[mul([sub([5],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness>0</happiness>
  <cost>1600</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Decoration"/>
    <category name="Object"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/Lantern_01/Lantern_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Lantern_01_Icon.zsci"/>
</item>
<item name="Skeletons_01" giftable="true" type="decoration" subtype="object" buyable="false" priority="98" placeable="true" storable="true" code="DZ" rareItem="false" multiplace="true" dbid="154" friendlyName="friendlyName,o:{a Skeleton}" description="description:{Scary Skeleton}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="5"/>
  </requirements>
  <crowns>5</crowns>
  <sellPrice>500</sellPrice>
  <sizeX>2</sizeX>
  <sizeY>3</sizeY>
  <categories>
    <category name="Object"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/Skeleton_01/Skeleton_01.zsci" offsetX="7" offsetY="14"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Skeletons_01_Icon.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="soul:{Unfortunate Soul}" tooltip="soulTip:{A poor adventurer who met a grisly fate.}"/>
          <!-- <effects>
              <effect type="BasicPopUp" message="Expand your land to get to this item!"/>
            </effects> -->
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="DragonHorns_01" giftable="true" tooltip="Dragon Horns to place in your Kingdom." type="decoration" subtype="object" buyable="true" priority="98" placeable="true" storable="true" code="EA" rareItem="false" className="Craftable" placedFromInventory="true" multiplace="true" dbid="155" friendlyName="friendlyName,o:{a Dragon Horn}" description="description:{Dragon Horn}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,PlayerLevel)] 8" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <categories>
    <category name="Decoration"/>
    <category name="Object"/>
  </categories>
  <cost>6000</cost>
  <sellPrice>50</sellPrice>
  <sizeX>4</sizeX>
  <sizeY>2</sizeY>
  <image name="static" direction="ALL" url="assets/Decorations/DragonHorns_01/DragonHorns_01.zsci" offsetX="23" offsetY="-11"/>
  <image name="icon" url="assets/UI/Icons/Decorations/DragonHorns_01_Icon.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="tooltipTitle:{Old Bones}" tooltip="tooltip:{Look at the size of those bones! I bet they belonged to an incredible creature.}"/>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="DragonSkulls_01" giftable="true" type="decoration" subtype="object" buyable="true" placeable="true" storable="true" code="EB" rareItem="false" multiplace="true" dbid="156" friendlyName="friendlyName,o:{a Dragon Skull}" description="description:{The skull of an old dragon.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[11]" message="[loc(Dialogs,PlayerLevel)] 11" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <categories>
    <category name="Decoration"/>
    <category name="Object"/>
    <category name="noLockdown"/>
  </categories>
  <crowns>40</crowns>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <image name="static" direction="ALL" url="assets/Decorations/DragonSkulls_01/DragonSkulls_01.zsci" offsetX="2" offsetY="40"/>
  <image name="icon" url="assets/UI/Icons/Decorations/DragonSkulls_01_Icon.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="tooltipTitle:{Giant Skull}" tooltip="tooltip:{What creature would have bones like this?}"/>
          <!-- <effects>
              <effect type="BasicPopUp" message="Expand your land to get to this item!"/>
            </effects> -->
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="LanternsSkull_01" giftable="true" type="decoration" subtype="object" buyable="false" placeable="true" storable="true" code="EC" rareItem="false" multiplace="true" dbid="157" friendlyName="friendlyName,o:{a Hanging Skull Lantern}" description="description:{A spooky Hanging Skull Lantern}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="8"/>
  </requirements>
  <happiness>0</happiness>
  <cost>500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Decoration"/>
    <category name="Object"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/LanternSkull_01/LanternSkull_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/LanternsSkull_01_Icon.zsci"/>
</item>
<item name="ArmorRack_01" giftable="true" type="decoration" subtype="decor" buyable="true" placeable="true" storable="true" code="ED" rareItem="false" multiplace="true" dbid="158" friendlyName="friendlyName,o:{an Armor Rack}" description="description:{A Rack of Armor worn by a proud knight. You can have cap:[params.itemCap] royal decorations that improve your Castle at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[14]" message="[loc(Dialogs,PlayerLevel)] 14" dialog="PlayerLevelRequired" unlockCost="[mul([sub([14],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>25000</cost>
  <castleModifier>3</castleModifier>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/ArmorRack_01/ArmorRack_01.zsci" offsetX="-4" offsetY="-3"/>
  <image name="icon" url="assets/UI/Icons/Decorations/ArmorRack_01_Icon.zsci"/>
  <perchPoints>
    <point x="73" y="14"/>
    <point x="50" y="52"/>
  </perchPoints>
</item>
<item name="WeaponRack_01" giftable="true" type="decoration" subtype="decor" buyable="true" placeable="true" storable="true" code="EE" rareItem="false" multiplace="true" dbid="159" friendlyName="friendlyName,o:{a Weapon Rack}" description="description:{Rack full of weapons. You can have cap:[params.itemCap] royal decorations that improve your Castle at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[5]" message="[loc(Dialogs,PlayerLevel)] 5" dialog="PlayerLevelRequired" unlockCost="[mul([sub([5],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>5500</cost>
  <castleModifier>2</castleModifier>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/WeaponRack_01/WeaponRack_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/WeaponRack_01_Icon.zsci"/>
  <perchPoints>
    <point x="82" y="55"/>
    <point x="124" y="12"/>
  </perchPoints>
  <!--state_machine initial="static">
    <states>
      <state name="static" tooltip="Click to pick up Bolty!">
        <actions>
          <action name="Open" duration="0:00" mode="GMDefault">
            <effects>
              <effect type="OpenUIDialog" dialog="CharacterDialog" message="[loc(Dialogs,StoryBox_04)]" character="Duke"/>
              <effect type="RaiseEvent" event="bow_find"/>
              <effect type="ClearItem"/>
            </effects>
            <costs>
              <cost resource="energy" amount="1"/>
            </costs>
          </action>
        </actions>
      </state>
    </states>
  </state_machine-->
</item>
<item name="ArcheryTargets_01" giftable="true" type="decoration" subtype="decor" npcinteractive="true" buyable="true" placeable="true" storable="true" code="EG" rareItem="false" multiplace="true" dbid="160" friendlyName="friendlyName,o:{an Archery Target}" description="description:{A Target with a bunch of arrows sticking out of it. You can have cap:[params.itemCap] royal decorations that improve your Castle at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,Level)] 8" dialog="LevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>4500</cost>
  <castleModifier>2</castleModifier>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/TargetArchery_01/TargetArchery_01.zsci" offsetX="3" offsetY="-2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/TargetArchery_01_Icon.zsci"/>
  <perchPoints>
    <point x="45" y="6"/>
    <point x="95" y="56"/>
  </perchPoints>
</item>
<item name="Tower_01" giftable="false" type="building" subtype="nobility" buyable="true" neighborable="true" placeable="true" code="y1" rareItem="false" dbid="162" friendlyName="friendlyName,o:{a Maiden's Tower}" description="description:{For keeping princesses. You can only have buildings,[params.itemCap]:[params.CastleBuildingStr] at this level.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[num_in_world(Tower_01)]" op="lt" rval="[2]" categories="buildingLimit"/>
    <requirement lval="[player.level]" op="gte" rval="[3]" message="[loc(Dialogs,PlayerLevel)] 3" dialog="PlayerLevelRequired" unlockCost="[mul([sub([6],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[quest_completions(Chapter1_Find_Alastair_01)]" op="gte" rval="[1]"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="red"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <params>
    <param name="CastleBuildingStr" val="castle_building,o:{a Maiden Tower}"/>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxMaidenTower]"/>
  </params>
  <cost>1500</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <!--population>1</population-->
  <hasObstruction>true</hasObstruction>
  <isSelectable>true</isSelectable>
  <castleModifier>80</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CrewBuilding"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_2x2_01/Construction_2x2_01.zsci" UIOffsetX="-3" UIOffsetY="-10" offsetX="2" offsetY="12"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_2x2_02/Construction_2x2_02.zsci"/>
  <image name="Construction2" UIOffsetX="19" UIOffsetY="-10" offsetX="-22" offsetY="8">
    <image name="Construction2" url="assets/Buildings/Construction_2x2_04/Construction_2x2_04_Back.zsci" offsetX="20" offsetY="300"/>
    <image name="idle" className="ColorMaskedBitmap" direction="ALL" offsetX="-20" offsetY="100">
      <asset name="base" url="assets/Buildings/TowerMaiden_01/TowerMaiden_01.zsci"/>
      <asset name="mask" url="assets/Buildings/TowerMaiden_01/TowerMaiden_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image name="Construction2" url="assets/Buildings/Construction_2x2_04/Construction_2x2_04_Front.zsci" offsetX="20" offsetY="330"/>
  </image>
  <image name="Vacant" direction="ALL" url="assets/Buildings/Construction_2x2_03/Construction_2x2_03.zsci"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-22" offsetY="8" UIOffsetX="20" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/TowerMaiden_01/TowerMaiden_01.zsci"/>
    <asset name="mask" url="assets/Buildings/TowerMaiden_01/TowerMaiden_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-22" offsetY="8" UIOffsetX="20" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/TowerMaiden_01/TowerMaiden_01.zsci"/>
    <asset name="mask" url="assets/Buildings/TowerMaiden_01/TowerMaiden_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/TowerMaiden_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="10" cost="1" addToWishList="true"/>
        <material name="StoneMaterial_01" count="15" cost="1"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crew_building">
    <params>
      <!--param name="building_name_hack" val="Tower_02"/-->
      <param name="build_tooltip" val="Maiden's Tower"/>
      <param name="coin_cost" val="350"/>
      <param name="required_whacks" val="3"/>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="max_upgrade_level" val="1"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="upgrade_cost" val="[mul([params.coin_cost],[mul([counters.building_level],[3])])]"/>
      <param name="max_resource_storage" val="1"/>
      <param name="produce_duration" val="[28800]"/>
      <param name="count_to_produce" val="[550]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_state_duration" val="[1]"/>
      <param name="b_is_castle" val="[true]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="CastleKeep_01" giftable="false" type="building" subtype="nobility" buyable="false" sellable="false" placeable="true" placedFromInventory="true" code="EO" rareItem="false" className="Craftable" dbid="163" friendlyName="friendlyName,o:{a Great Hall}" description="description:{Great Hall}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="red"/>
  <cost>0</cost>
  <sizeX>8</sizeX>
  <sizeY>8</sizeY>
  <initialFields NO_SELL="1"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <castleModifier>100</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CastleBuilding"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_6x6_01/Construction_6x6_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Castle/GreatHallStone_01/GreatHallStone_01_Con_01.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Castle/GreatHallStone_01/GreatHallStone_01_Con_02.zsci"/>
  <image name="Construction3" direction="ALL" url="assets/Castle/GreatHallStone_01/GreatHallStone_01_Con_03.png"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-39" offsetY="-1" UIOffsetX="0" UIOffsetY="300">
    <asset name="base" url="assets/Castle/GreatHallStone_01/GreatHallStone_01.zsci"/>
    <asset name="mask" url="assets/Castle/GreatHallStone_01/GreatHallStone_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-39" offsetY="-1" UIOffsetX="0" UIOffsetY="300">
    <asset name="base" url="assets/Castle/GreatHallStone_01/GreatHallStone_01.zsci"/>
    <asset name="mask" url="assets/Castle/GreatHallStone_01/GreatHallStone_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/GreatHallStone_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="title:{Great Hall Construction}" description="desc:{Gather Required Items}">
      <materials>
        <material name="StoneMaterial_01" count="15" cost="30"/>
        <material name="WoodLogMaterial_01" count="15" cost="30"/>
      </materials>
    </stage>
    <stage wacks="1" title="title_2:{Great Hall Construction}" description="desc_2:{Gather Required Items}">
      <materials>
        <material name="StoneBlockCraftable_01" count="8" cost="30"/>
        <material name="WoodPlanksCraftable_01" count="8" cost="30"/>
      </materials>
    </stage>
    <stage wacks="2" title="title_3:{Great Hall Construction}" description="desc_3:{Gather Required Items}">
      <materials>
        <material name="IronBarCraftable_01" count="2" cost="30"/>
        <material name="HammerCraftable_01" count="5" cost="25"/>
      </materials>
    </stage>
    <stage wacks="3" title="title_4:{Great Hall Construction}" description="desc_4:{Gather Required Items}">
      <materials>
        <material name="GoldBrickCraftable_01" count="5" cost="40"/>
        <material name="RopeCraftable_01" count="6" cost="20"/>
        <material name="Flag_01" count="2" cost="40"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="great_hall">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="building_name_hack" val="CastleKeep_01"/>
      <param name="coin_cost" val="500"/>
      <param name="produce_duration" val="[86400]"/>
      <param name="initial_storage" val="5"/>
      <param name="count_to_produce" val="[1000]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_tooltip" val="tooltip:{Your Great Hall}"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="num_of_construction_states" val="[4]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Tower_02" giftable="false" type="building" subtype="nobility" buyable="true" placeable="true" code="y2" rareItem="false" dbid="164" friendlyName="friendlyName,o:{a Barracks}" description="description:{A place for the Kingdom's guards to rest. You can only have buildings,[params.itemCap]:[params.CastleBuildingStr] at this level.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[num_in_world(Tower_02)]" op="lt" rval="[2]" categories="buildingLimit"/>
    <requirement lval="[player.level]" op="gte" rval="[6]" message="[loc(Dialogs,PlayerLevel)] 6" dialog="PlayerLevelRequired" unlockCost="[mul([sub([12],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="blue"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <params>
    <param name="CastleBuildingStr" val="castle_building,o:{a Barracks}"/>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxBarracks]"/>
  </params>
  <cost>4500</cost>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <hasObstruction>true</hasObstruction>
  <isSelectable>true</isSelectable>
  <castleModifier>110</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CrewBuilding"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_6x6_01/Construction_6x6_01.zsci" offsetX="-2" offsetY="14" UIOffsetX="2" UIOffsetY="-5"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_6x6_02/Construction_6x6_02.zsci" offsetX="2" offsetY="17"/>
  <image name="Construction2" offsetX="-11" offsetY="22" UIOffsetX="5" UIOffsetY="0">
    <image name="Construction2" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Back.zsci" offsetX="-40" offsetY="200"/>
    <image name="idle" className="ColorMaskedBitmap" direction="ALL" offsetX="-60" offsetY="150">
      <asset name="base" url="assets/Buildings/Barracks_01/Barracks_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Barracks_01/Barracks_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image name="Construction2" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Front.zsci" offsetX="-40" offsetY="290"/>
  </image>
  <image name="Vacant" direction="ALL" url="assets/Buildings/Barracks_01/Barracks_01.zsci" offsetX="-22" offsetY="0"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-10" offsetY="0" UIOffsetX="22" UIOffsetY="0">
    <asset name="base" url="assets/Buildings/Barracks_01/Barracks_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Barracks_01/Barracks_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-10" offsetY="0" UIOffsetX="22" UIOffsetY="0">
    <asset name="base" url="assets/Buildings/Barracks_01/Barracks_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Barracks_01/Barracks_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Barracks_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="15" cost="1" addToWishList="true"/>
        <material name="StoneMaterial_01" count="20" cost="1"/>
      </materials>
    </stage>
    <!--stage wacks="1" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="1" cost="2"/>
        <material name="StoneMaterial_01" count="1" cost="10"/>
      </materials>
    </stage>
    <stage wacks="2" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="1" cost="2"/>
        <material name="StoneMaterial_01" count="1" cost="10"/>
      </materials>
    </stage-->
  </constructionStages>
  <state_machine_ref template="crew_building">
    <params>
      <param name="build_tooltip" val="tooltip:{Barracks}"/>
      <param name="coin_cost" val="750"/>
      <param name="required_whacks" val="3"/>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="max_upgrade_level" val="1"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="upgrade_cost" val="[mul([params.coin_cost],[mul([counters.building_level],[3])])]"/>
      <param name="max_resource_storage" val="1"/>
      <param name="produce_duration" val="[43200]"/>
      <param name="count_to_produce" val="[750]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_state_duration" val="1"/>
      <param name="b_is_castle" val="[true]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Tower_03" giftable="false" type="building" subtype="nobility" buyable="true" placeable="true" code="y3" rareItem="false" dbid="165" friendlyName="friendlyName,o:{a Library}" description="description:{Keep quiet, people are trying to look smart here. You can only have buildings,[params.itemCap]:[params.CastleBuildingStr] at this level.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[num_in_world(Tower_03)]" op="lt" rval="[2]" categories="buildingLimit"/>
    <requirement lval="[player.level]" op="gte" rval="[15]" message="[loc(Dialogs,PlayerLevel)] 15" dialog="PlayerLevelRequired" unlockCost="[mul([sub([30],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="brown"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <params>
    <param name="CastleBuildingStr" val="castle_building,o:{a Library}"/>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxLibrary]"/>
  </params>
  <cost>75000</cost>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <hasObstruction>true</hasObstruction>
  <isSelectable>true</isSelectable>
  <castleModifier>220</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CrewBuilding"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_6x6_01/Construction_6x6_01.zsci" offsetX="-2" offsetY="14" UIOffsetX="1" UIOffsetY="-10"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_6x6_02/Construction_6x6_02.zsci" offsetX="2" offsetY="17"/>
  <image name="Construction2" offsetX="-9" offsetY="21" UIOffsetX="-35" UIOffsetY="-15">
    <image name="Construction2" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Back.zsci" offsetX="-30" offsetY="180"/>
    <image name="idle" className="ColorMaskedBitmap" direction="ALL" offsetX="-12" offsetY="150">
      <asset name="base" url="assets/Buildings/Library_01/Library_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Library_01/Library_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image name="Construction2" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Front.zsci" offsetX="-30" offsetY="270"/>
  </image>
  <image name="Vacant" direction="ALL" url="assets/Buildings/Library_01/Library_01.zsci" offsetX="-25" offsetY="-17"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-25" offsetY="-17" UIOffsetX="-20" UIOffsetY="-15">
    <asset name="base" url="assets/Buildings/Library_01/Library_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Library_01/Library_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-25" offsetY="-17" UIOffsetX="-20" UIOffsetY="-15">
    <asset name="base" url="assets/Buildings/Library_01/Library_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Library_01/Library_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Library_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneBlockCraftable_01" count="5" cost="5"/>
        <material name="GoldBrickCraftable_01" count="8" cost="8"/>
        <material name="CandleCraftable_01" count="2" cost="12"/>
      </materials>
    </stage>
    <!--stage wacks="1" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="1" cost="2"/>
        <material name="StoneMaterial_01" count="1" cost="10"/>
      </materials>
    </stage>
    <stage wacks="2" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="1" cost="2"/>
        <material name="StoneMaterial_01" count="1" cost="10"/>
      </materials>
    </stage-->
  </constructionStages>
  <state_machine_ref template="crew_building">
    <params>
      <param name="build_tooltip" val="Watch Tower"/>
      <param name="coin_cost" val="300"/>
      <param name="required_whacks" val="3"/>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="max_upgrade_level" val="1"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="upgrade_cost" val="[mul([params.coin_cost],[mul([counters.building_level],[3])])]"/>
      <param name="max_resource_storage" val="1"/>
      <param name="produce_duration" val="[129600]"/>
      <param name="count_to_produce" val="[1800]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_state_duration" val="1"/>
      <param name="b_is_castle" val="[true]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="CatwalkLeft_01" giftable="false" type="debug" subtype="decoration" buyable="false" placeable="true" code="TD" rareItem="false" dbid="175" friendlyName="friendlyName,o:{a Catwalk}" description="description:{Catwalk}">
  <cost>1500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <image name="static" direction="ALL" url="assets/Castle/Catwalk_01/Catwalk_01_LeftBottom.zsci" offsetX="-50" offsetY="0"/>
  <image name="icon" url="assets/UI/Icons/Buildings/Catwalk_01_LeftBottom_Icon.zsci"/>
</item>
<item name="CatwalkLeft_02" giftable="false" type="decoration" subtype="decor" buyable="false" placeable="true" code="TE" rareItem="false" dbid="176" friendlyName="friendlyName,o:{a Catwalk}" description="description:{Catwalk}">
  <cost>1500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <image name="static" direction="ALL" url="assets/Castle/Catwalk_01/Catwalk_01_LeftTop.zsci" offsetX="0" offsetY="0"/>
  <image name="icon" url="assets/UI/Icons/Buildings/Catwalk_01_LeftTop_Icon.zsci"/>
</item>
<item name="CatwalkRight_01" giftable="false" type="decoration" subtype="decor" buyable="false" placeable="true" code="TF" rareItem="false" dbid="177" friendlyName="friendlyName,o:{a Catwalk}" description="description:{Catwalk}">
  <cost>1500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <image name="static" direction="ALL" url="assets/Castle/Catwalk_01/Catwalk_01_RightBottom.zsci" offsetX="0" offsetY="10"/>
  <image name="icon" url="assets/UI/Icons/Buildings/Catwalk_01_RightBottom_Icon.zsci"/>
</item>
<item name="HayBale_01" giftable="true" type="decoration" subtype="object" buyable="true" priority="99" placeable="true" storable="true" code="DH" rareItem="false" multiplace="true" dbid="178" friendlyName="friendlyName,o:{a Hay Bale}" description="description:{A bale of hay}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[15]" message="[loc(Dialogs,PlayerLevel)] 15" dialog="PlayerLevelRequired" unlockCost="[mul([sub([15],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>1600</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Decoration"/>
    <category name="Object"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/HayBale_01/HayBale_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/HayBale_01_Icon.zsci"/>
  <perchPoints>
    <point x="18" y="5"/>
    <point x="56" y="38"/>
  </perchPoints>
</item>
<item name="StickOfButterCraftable_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="c0" rareItem="false" className="Craftable" tradeLevel="1" dbid="180" friendlyName="friendlyName,o:{a Stick of Butter}" description="description:{A Stick of Butter used in cooking recipes}" help="help:{This item can be crafted after you build a Kitchen.}">
  <requirements>
    <requirement lval="[inventory_count(StickOfButterCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/StickOfButterCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/StickOfButterCraftable_02_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <craftPart name="MilkBottleMaterial_01" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Kitchen_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Kitchen_01_friendlyName,singular)] " dialog="Kitchen_01_Required"/>
  </craftingRequirements>
  <crowns>3</crowns>
  <craftingTime>300</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="FlourSackCraftable_01" giftable="true" tooltip="Use Flour Sacks as a recipe ingredient in crafting." type="craft" buyable="false" feed="false" placeable="false" code="c2" rareItem="false" className="Craftable" tradeLevel="1" dbid="182" friendlyName="friendlyName,o:{a Flour Sack}" description="description:{Used in various cooking recipes}" help="help:{Get this item by harvesting a Mill.}">
  <requirements>
    <requirement lval="[inventory_count(FlourSackCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/FlourSackCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/FlourSackCraftable_02_Icon.zsci"/>
  <sellPrice>15</sellPrice>
  <craftPart name="WheatBundleMaterial_01" count="4"/>
  <craftPart resource="reputation" count="3"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Mill_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Mill_01_friendlyName,singular)] " dialog="Mill_01_Required"/>
  </craftingRequirements>
  <crowns>6</crowns>
  <craftingTime>840</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="BreadDoughCraftable_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="c3" rareItem="false" className="Craftable" tradeLevel="2" dbid="183" friendlyName="friendlyName,o:{a Bread Dough}" description="description:{Dough for crafting bread}" help="help:{This item can be crafted after you build a Mill or by harvesting a Bakery.}">
  <requirements>
    <requirement lval="[inventory_count(BreadDoughCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/BreadDoughCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/BreadDoughCraftable_02_Icon.zsci"/>
  <sellPrice>25</sellPrice>
  <craftPart name="StickOfButterCraftable_01" count="1"/>
  <craftPart name="EggsMaterial_01" count="2"/>
  <craftPart name="MilkBottleMaterial_01" count="2"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Mill_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Mill_01_friendlyName,singular)] " dialog="Mill_01_Required"/>
  </craftingRequirements>
  <crowns>5</crowns>
  <craftingTime>5400</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="HotBunsCraftable_01" giftable="true" type="consumable" buyable="false" placeable="false" code="c5" rareItem="false" className="Craftable" tradeLevel="1" feed="false" dbid="185" friendlyName="friendlyName,o:{a Hot Buns}" description="description:{Buns hot from the oven. Eat to gain 4 XP.}" help="help:{This item can be crafted after you build a Mill and a Bakery.}">
  <requirements>
    <requirement lval="[inventory_count(HotBunsCraftable_01)]" op="lt" rval="[15]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/HotBunsCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/HotBunsCraftable_02_Icon.zsci"/>
  <sellPrice>45</sellPrice>
  <craftPart name="BreadDoughCraftable_01" count="1"/>
  <craftPart name="StickOfButterCraftable_01" count="1"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Mill_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Mill_01_friendlyName,singular)] " dialog="Mill_01_Required"/>
    <requirement lval="[num_in_world(Bakery_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Bakery_01_friendlyName,singular)] " dialog="Bakery_01_Required"/>
  </craftingRequirements>
  <crowns>5</crowns>
  <craftingTime>7200</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
  <state_machine_ref template="cons_resource">
    <params>
      <!--Resource cap to check against to see if we can use this item or not-->
      <param name="resource_cap" val=""/>
      <!--Amount of resources to reward for this item-->
      <param name="count" val="[4]"/>
      <param name="resource_to_produce" val="xp"/>
    </params>
  </state_machine_ref>
</item>
<item name="CarrotCakeCraftable_01" giftable="false" type="consumable" buyable="false" sellable="false" placeable="false" code="c7" rareItem="false" className="Consumable" tradeLevel="3" feed="false" dbid="187" friendlyName="friendlyName,o:{a Carrot Cake}" description="description:{Yummy cake, consume for 10 Energy.}" help="help:{This item can be crafted after you build a Mill and a Bakery.}">
  <requirements>
    <requirement lval="[inventory_count(CarrotCakeCraftable_01)]" op="lt" rval="[3]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/CarrotCakeCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/CarrotCakeCraftable_02_Icon.zsci"/>
  <craftPart name="CakeCraftable_01" count="2"/>
  <craftPart name="CarrotMaterial_01" count="20"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Mill_01,idle,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Mill_01_friendlyName,singular)] " dialog="Mill_01_Required"/>
    <requirement lval="[num_in_world(Bakery_01,idle,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Bakery_01_friendlyName,singular)] " dialog="Bakery_01_Required"/>
  </craftingRequirements>
  <energyYield>10</energyYield>
  <sellPrice>5000</sellPrice>
  <crowns>50</crowns>
  <craftingTime>104400</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="GrapeJamCraftable_01" giftable="false" type="craft" buyable="false" placeable="false" code="ca" rareItem="false" className="Craftable" tradeLevel="2" dbid="190" friendlyName="friendlyName,o:{a Grape Jam}" description="description:{Grape Jam to spread on toast}" help="help:{This item can be crafted after you build a Kitchen.}">
  <requirements>
    <requirement lval="[inventory_count(GrapeJamCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/GrapeJamCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/GrapeJamCraftable_02_Icon.zsci"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Kitchen_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Kitchen_01_friendlyName,singular)] " dialog="Kitchen_01_Required"/>
  </craftingRequirements>
  <!--
  <crowns>10</crowns>
  <craftingTime>3600</craftingTime>
  <craftPart name="GrapesMaterial_01" count="12"/>
  <craftPart name="HoneyMaterial_01" count="4"/>
  <craftType>Cooking</craftType>
-->
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="JellyDoughnutsCraftable_01" giftable="false" type="craft" buyable="false" placeable="false" code="cb" rareItem="false" className="Consumable" tradeLevel="4" feed="false" dbid="191" friendlyName="friendlyName,o:{a Jelly Doughnuts}" description="description:{Delicious Jelly Doughnut}" help="help:{This item can be crafted after you build a Bakery.}">
  <requirements>
    <requirement lval="[inventory_count(JellyDoughnutsCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/JellyDoughnutsCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/JellyDoughnutsCraftable_02_Icon.zsci"/>
  <sellPrice>1000</sellPrice>
  <!--
  <craftPart name="FlourSackCraftable_01" count="5"/>
  <craftPart name="StickOfButterCraftable_01" count="1"/>
  <craftPart name="HoneyMaterial_01" count="3"/>
  <craftPart name="GrapeJamCraftable_01" count="1"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Bakery_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Bakery_01_friendlyName,singular)] " dialog="Bakery_01_Required"/>
  </craftingRequirements>

  <craftType>Cooking</craftType>
-->
  <categories>
    <category name="Cooking"/>
  </categories>
  <cost>30000</cost>
  <craftingTime>14400</craftingTime>
</item>
<item name="HardBoiledEggsCraftable_01" giftable="true" type="consumable" subtype="energy" buyable="false" feed="false" placeable="false" code="cc" rareItem="false" className="Consumable" tradeLevel="2" dbid="192" friendlyName="friendlyName,o:{a Hard Boiled Eggs}" description="description:{Consume these eggs for 3 Energy.}" help="help:{This item can be crafted after you build a Kitchen.}">
  <requirements>
    <requirement lval="[inventory_count(HardBoiledEggsCraftable_01)]" op="lt" rval="[10]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/HardBoiledEggsCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/HardBoiledEggsCraftable_02_Icon.zsci"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Kitchen_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Kitchen_01_friendlyName,singular)] " dialog="Kitchen_01_Required"/>
  </craftingRequirements>
  <craftPart name="EggsMaterial_01" count="10"/>
  <craftPart name="PailOfWaterMaterial_01" count="5"/>
  <sellPrice>25</sellPrice>
  <energyYield>3</energyYield>
  <crowns>5</crowns>
  <craftingTime>5400</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="GrindstoneCraftable_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="cg" rareItem="false" className="Craftable" tradeLevel="2" dbid="196" friendlyName="friendlyName,o:{a Grindstone}" description="description:{Heavy stone used for grinding various things.}" help="help:{This item can be crafted after you build a Kitchen.}">
  <requirements>
    <requirement lval="[inventory_count(GrindstoneCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/GrindstoneCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/GrindstoneCraftable_02_Icon.zsci"/>
  <sellPrice>40</sellPrice>
  <craftPart name="StoneMaterial_01" count="5"/>
  <craftPart resource="reputation" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Kitchen_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Kitchen_01_friendlyName,singular)] " dialog="Kitchen_01_Required"/>
  </craftingRequirements>
  <crowns>6</crowns>
  <craftingTime>7200</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="SwordCraftable_01" giftable="true" type="consumable" buyable="false" placeable="false" code="ck" rareItem="false" className="Consumable" tradeLevel="3" feed="false" dbid="202" friendlyName="friendlyName,o:{a Sword}" description="description:{Use to deal 5 damage to a Beastie.}" help="help:{This item can be crafted after you build a Blacksmith.}">
  <requirements>
    <requirement lval="[inventory_count(SwordCraftable_01)]" op="lt" rval="[15]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/SteelSwordCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/SteelSwordCraftable_02_Icon.zsci"/>
  <sellPrice>1345</sellPrice>
  <craftPart name="IronBarCraftable_01" count="1"/>
  <craftPart name="LeatherCraftable_01" count="2"/>
  <craftPart name="AlchemistPowderMaterial_01" count="3"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Blacksmith_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Blacksmith_01_friendlyName,singular)] " dialog="Blacksmith_01_Required"/>
  </craftingRequirements>
  <state_machine_ref template="player_field_modifier">
    <params>
      <param name="field_to_modify" val="damage_to_deal"/>
      <param name="value_to_set" val="5"/>
    </params>
  </state_machine_ref>
  <crowns>50</crowns>
  <craftingTime>54000</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="WoodsmansAxeCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="cp" rareItem="false" className="Craftable" tradeLevel="3" feed="false" dbid="205" friendlyName="friendlyName,o:{a Woodsman's Axe}" description="description:{Looks like it has an A carved in the handle}" help="help:{Bet someone is looking for this!}">
  <image name="icon" url="assets/UI/Icons/Craftables/WoodsmansAxeCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/WoodsmansAxeCraftable_02_Icon.zsci"/>
  <sellPrice>225</sellPrice>
  <!-- <buffs>
    <buff name="superchop" duration="30"/>
  </buffs> This no longer works, you need to use the ActivateBuff effect-->
  <cost>10000</cost>
  <crowns>5</crowns>
</item>
<item name="HammerCraftable_01" giftable="true" tooltip="Use a Hammer as a crafting ingredient or buildable material" type="craft" buyable="false" placeable="false" code="cr" rareItem="false" className="Consumable" tradeLevel="2" feed="false" dbid="207" friendlyName="friendlyName,o:{a Hammer}" description="description:{Careful not to hit your thumb!}" help="help:{This item can be crafted after you build a Blacksmith or found by harvesting an Armory.}">
  <requirements>
    <requirement lval="[inventory_count(HammerCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <crowns>5</crowns>
  <image name="icon" url="assets/UI/Icons/Craftables/HammerCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/HammerCraftable_02_Icon.zsci"/>
  <sellPrice>45</sellPrice>
  <craftPart name="WoodLogMaterial_01" count="2"/>
  <craftPart name="StoneBlockCraftable_01" count="2"/>
  <craftPart resource="reputation" count="3"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Blacksmith_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Blacksmith_01_friendlyName,singular)] " dialog="Blacksmith_01_Required"/>
  </craftingRequirements>
  <craftingTime>7200</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="WheatBundleMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="m1" rareItem="false" className="Craftable" tradeLevel="1" dbid="209" friendlyName="friendlyName,o:{a Bundle of Wheat}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Wheat.}">
  <requirements>
    <requirement lval="[inventory_count(WheatBundleMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <image name="icon" url="assets/UI/Icons/Materials/WheatBundleMaterial_01_Icon.zsci"/>
  <crowns>2</crowns>
</item>
<item name="CarrotMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="m2" rareItem="false" className="Craftable" tradeLevel="1" dbid="210" friendlyName="friendlyName,o:{a Carrot}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Carrots.}">
  <requirements>
    <requirement lval="[inventory_count(CarrotMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/CarrotMaterial_01_Icon.zsci"/>
</item>
<item name="CabbageMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="m3" rareItem="false" className="Craftable" tradeLevel="1" dbid="211" friendlyName="friendlyName,o:{a Cabbage}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Cabbage.}">
  <requirements>
    <requirement lval="[inventory_count(CabbageMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>10</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/CabbageMaterial_01_Icon.zsci"/>
</item>
<item name="StrawberryMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="j1" rareItem="false" className="Craftable" tradeLevel="2" feed="false" dbid="212" friendlyName="friendlyName,o:{a Strawberry}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Strawberries.}">
  <requirements>
    <requirement lval="[inventory_count(StrawberryMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>35</sellPrice>
  <crowns>3</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/StrawberryMaterial_01_Icon.zsci"/>
</item>
<item name="GrapesMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="j3" rareItem="false" className="Craftable" tradeLevel="1" dbid="214" friendlyName="friendlyName,o:{a Grapes}" description="description:{Crop}" help="help:{Get this item by harvesting Grapes.}">
  <requirements>
    <requirement lval="[inventory_count(GrapesMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/GrapesMaterial_01_Icon.zsci"/>
</item>
<item name="PotatoMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="j4" rareItem="false" className="Craftable" tradeLevel="1" dbid="215" friendlyName="friendlyName,o:{a Potato}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Potatoes.}">
  <requirements>
    <requirement lval="[inventory_count(PotatoMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>20</sellPrice>
  <crowns>2</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/PotatoMaterial_01_Icon.zsci"/>
</item>
<item name="PailOfWaterMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="m5" rareItem="false" className="Craftable" tradeLevel="1" dbid="216" friendlyName="friendlyName,o:{a Pail of Water}" description="description:{Plain bucket of water}" help="help:{Get this item by fishing.}">
  <requirements>
    <requirement lval="[inventory_count(PailOfWaterMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Decorations/WaterPail_01_Icon.zsci"/>
</item>
<item name="EggsMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="m6" rareItem="false" className="Craftable" tradeLevel="1" dbid="217" friendlyName="friendlyName,o:{an Egg}" description="description:{Chicken Egg}" help="help:{Get this item by feeding Adult Chickens.}">
  <requirements>
    <requirement lval="[inventory_count(EggsMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/EggsMaterial_01_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <crowns>2</crowns>
</item>
<item name="MilkBottleMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="m7" rareItem="false" className="Craftable" tradeLevel="1" dbid="218" friendlyName="friendlyName,o:{a Milk Bottle}" description="description:{Bottle of Milk used in cooking recipes}" help="help:{Get this item by feeding Adult Cows.}">
  <requirements>
    <requirement lval="[inventory_count(MilkBottleMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>2</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/MilkBottleMaterial_01_Icon.zsci"/>
</item>
<item name="WoolMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="j5" rareItem="false" className="Craftable" tradeLevel="1" dbid="219" friendlyName="friendlyName,o:{a Wool}" description="description:{Fluffy Sheep Wool}" help="help:{Get this item by feeding Adult Sheep.}">
  <requirements>
    <requirement lval="[inventory_count(WoolMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <gift weight="8800" color="Blue" level="5" toolTip="giftTooltip:{Fluffy Wool used in crafting}"/>
  <image name="icon" url="assets/UI/Icons/Materials/WoolMaterial_01_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
</item>
<item name="StoneMaterial_01" tooltip="Use Stone to construct buildings." giftable="true" type="craft" buyable="true" sellable="true" placeable="false" code="M2" rareItem="false" className="Craftable" tradeLevel="1" dbid="222" friendlyName="friendlyName,o:{a Stone}" description="description:{Rough cut Stone}" help="help:{Get this item by mining rocks or harvesting a Mine.}">
  <requirements>
    <requirement lval="[inventory_count(StoneMaterial_01)]" op="lt" rval="[99]" categories="itemCap"/>
  </requirements>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/StoneMaterial_01_Icon.zsci"/>
  <UIOffset x="0" y="40"/>
  <sellPrice>1</sellPrice>
</item>
<item name="IronOreMaterial_01" giftable="true" tooltip="Use Iron Ore as a crafting ingredient or buildable material" type="craft" buyable="true" placeable="false" code="M3" rareItem="false" className="Craftable" tradeLevel="1" dbid="223" friendlyName="friendlyName,o:{an Iron Ore}" description="description:{Iron Ore used to forge tools.}" help="help:{Gather from Mining Camps for a chance to get Iron Ore.}">
  <requirements>
    <requirement lval="[inventory_count(IronOreMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/IronOreMaterial_01_Icon.zsci"/>
  <sellPrice>20</sellPrice>
  <crowns>4</crowns>
</item>
<item name="WoodLogMaterial_01" giftable="true" tooltip="Use Wood Logs to contruct buildings." type="craft" buyable="true" sellable="true" placeable="false" code="E3" rareItem="false" className="Craftable" tradeLevel="1" dbid="224" friendlyName="friendlyName,o:{a Wood Log}" description="description:{Wood from a Tree}" help="help:{Get this item by chopping Trees or harvesting a Lumber Camp.}">
  <requirements>
    <requirement lval="[inventory_count(WoodLogMaterial_01)]" op="lt" rval="[99]" categories="itemCap"/>
  </requirements>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/WoodLogMaterial_01_Icon.zsci"/>
  <UIOffset x="0" y="40"/>
  <sellPrice>1</sellPrice>
</item>
<item name="BerriesMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="UJ" rareItem="false" className="Craftable" tradeLevel="1" dbid="225" friendlyName="friendlyName,o:{a Berry}" description="description:{Sweet, juicy berries}" help="help:{Find this item by clearing Brambles and Roots.}">
  <requirements>
    <requirement lval="[inventory_count(BerriesMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/BerriesMaterial_01_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
</item>
<item name="HoneyMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" feed="false" code="M6" rareItem="false" className="Craftable" tradeLevel="1" dbid="226" friendlyName="friendlyName,o:{a Honey}" description="description:{Some sweet Honey}" help="help:{Get this item by clearing Flowers and Bushes.}">
  <requirements>
    <requirement lval="[inventory_count(HoneyMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <gift weight="8700" color="Blue" level="6" toolTip="giftTooltip:{Sweet Honey used in crafting}"/>
  <image name="icon" url="assets/UI/Icons/Materials/HoneyMaterial_01_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
</item>
<item name="crowns" giftable="false" type="crowns" buyable="false" placeable="false" code="Xx" rareItem="false" dbid="228" friendlyName="friendlyName,o:{a Crown}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <image name="initial" direction="ALL" url="assets/UI/Icons/Resources/Crown_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Resources/Crown_01.zsci"/>
  <happy>10</happy>
</item>
<item name="coins" giftable="false" type="coins" buyable="false" placeable="false" code="XX" rareItem="false" dbid="229" friendlyName="friendlyName,o:{a Coin}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <image name="base1" direction="ALL" url="assets/UI/Icons/Resources/Zynga1CoinSmall.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base2" direction="ALL" url="assets/UI/Icons/Resources/Zynga2Coins.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base3" direction="ALL" url="assets/UI/Icons/Resources/Zynga3Coins.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base1_happy" direction="ALL" url="assets/UI/Icons/Resources/Zynga1CoinsHappy.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base2_happy" direction="ALL" url="assets/UI/Icons/Resources/Zynga2CoinsHappy.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base3_happy" direction="ALL" url="assets/UI/Icons/Resources/Zynga3CoinsHappy.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="icon" url="assets/UI/Icons/Resources/Zynga1Coins.zsci"/>
  <happy>10</happy>
  <dooberLevel count="100" base="base2"/>
  <dooberLevel count="500" base="base3"/>
</item>
<item name="gems" giftable="false" type="gems" buyable="false" placeable="false" code="Xy" rareItem="false" dbid="230" friendlyName="friendlyName,o:{a Crystal}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <!--image name="initial" direction="ALL" url="assets/UI/Icons/Craftables/GemCraftable_01.swf" loadClass="mc" itemName="GemCraftable"/-->
  <image name="base1" direction="ALL" url="assets/UI/Icons/Resources/Zynga1Gem.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base2" direction="ALL" url="assets/UI/Icons/Resources/Zynga2Gem.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base3" direction="ALL" url="assets/UI/Icons/Resources/Zynga3Gem.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base1_happy" direction="ALL" url="assets/UI/Icons/Resources/Zynga1GemHappy.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base2_happy" direction="ALL" url="assets/UI/Icons/Resources/Zynga2GemHappy.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="base3_happy" direction="ALL" url="assets/UI/Icons/Resources/Zynga3GemHappy.zsci" loadClass="mc" itemName="GemCraftable"/>
  <image name="icon" url="assets/UI/Icons/Resources/Zynga1Gem.zsci"/>
  <dooberLevel count="2" base="base2"/>
  <dooberLevel count="3" base="base3"/>
  <state_machine initial="dummy">
    <states>
      <state name="dummy" tooltip="Mystical Gem: Click to pick up!">
        <actions>
          <action name="Box" duration="0:00" mode="GMDefault" requiresProximity="false">
            <effects>
              <effect type="ClearItem"/>
            </effects>
            <costs/>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="xp" giftable="false" type="xp" buyable="false" placeable="false" code="XY" rareItem="false" dbid="231" friendlyName="friendlyName,o:{an XP}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <image name="initial" direction="ALL" url="assets/UI/Icons/Resources/Xp_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Resources/Xp_01.zsci"/>
  <happy>10</happy>
</item>
<item name="energy" giftable="false" type="energy" buyable="false" placeable="false" code="XZ" rareItem="false" dbid="232" friendlyName="friendlyName,o:{a Energy}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <image name="initial" direction="ALL" url="assets/UI/Icons/Resources/Energy_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Resources/Energy_01.zsci"/>
  <happy>10</happy>
  <categories>
    <category name="Energy"/>
  </categories>
</item>
<item name="axp" giftable="false" type="axp" buyable="false" placeable="false" code="Xz" rareItem="false" dbid="233" friendlyName="friendlyName,o:{an Alliance XP}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <image name="initial" direction="ALL" url="assets/UI/Icons/Resources/Axp_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Resources/Axp_01.zsci"/>
  <happy>10</happy>
</item>
<item name="fireworkAnchor" giftable="false" type="decoration" buyable="false" placeable="false" code="yZ" rareItem="false" dbid="234">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,Level)] 1" dialog="LevelRequired"/>
  </requirements>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <image name="initial" direction="ALL" url="assets/Decorations/Bush_01/Bush_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Bush_01_Icon.zsci"/>
  <isSelectable>false</isSelectable>
</item>
<item name="FishingPond_01" giftable="false" type="nature" subtype="water" buyable="true" sellable="true" placeable="true" storable="true" code="YD" rareItem="false" className="MapResource" multiplace="true" dbid="236" friendlyName="friendlyName,o:{a Pond}" description="description:{A small pond}" ignoreDefconLessThan="2">
  <customPlacementSound>sfx_place_water</customPlacementSound>
  <customClickSound>animals_frog_pond_click</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[14]" message="[loc(Dialogs,PlayerLevel)] 14" dialog="PlayerLevelRequired" unlockCost="[mul([sub([14],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Decorations/FishingPond_01_Icon.zsci"/>
  <cost>19000</cost>
  <sizeX>8</sizeX>
  <sizeY>6</sizeY>
  <collision type="all"/>
  <objectLayer>water</objectLayer>
  <image name="Fish" offsetX="25" offsetY="-20">
    <image name="base" url="assets/Decorations/FishingPond_01/FishingPond_01.zsci" UIOffsetX="0" UIOffsetY="40"/>
    <image className="AnimatedBitmap" numFrames="25" frameWidth="150.0" frameHeight="60.0" fps="20.0" direction="ALL" offsetX="40" offsetY="110">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Ripple.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="25" frameWidth="150.0" frameHeight="60.0" fps="20.0" direction="ALL" offsetX="140" offsetY="60">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Ripple.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="7" frameWidth="50.0" frameHeight="44.0" fps="4.0" direction="ALL" offsetX="266" offsetY="36">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Frog_R.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="7" frameWidth="55.0" frameHeight="55.0" fps="4.0" direction="ALL" offsetX="76" offsetY="59">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Frog_L.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="60" frameWidth="200.0" frameHeight="187.0" fps="20.0" direction="ALL" offsetX="75" offsetY="-50">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Fish.zsci"/>
    </image>
  </image>
  <image name="pond" offsetX="25" offsetY="-20">
    <image name="base" url="assets/Decorations/FishingPond_01/FishingPond_01.zsci" UIOffsetX="0" UIOffsetY="40"/>
    <image className="AnimatedBitmap" numFrames="25" frameWidth="150.0" frameHeight="60.0" fps="20.0" direction="ALL" offsetX="40" offsetY="110">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Ripple.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="25" frameWidth="150.0" frameHeight="60.0" fps="20.0" direction="ALL" offsetX="140" offsetY="60">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Ripple.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="7" frameWidth="50.0" frameHeight="44.0" fps="4.0" direction="ALL" offsetX="266" offsetY="36">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Frog_R.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="7" frameWidth="55.0" frameHeight="55.0" fps="4.0" direction="ALL" offsetX="76" offsetY="59">
      <asset name="base" url="assets/Decorations/FishingPond_01/Pond_01_Frog_L.zsci"/>
    </image>
  </image>
  <state_machine_ref template="fishing"/>
  <categories>
    <category name="Water"/>
    <category name="Decoration"/>
    <category name="Nature"/>
  </categories>
</item>
<item name="Bush_01" giftable="true" type="nature" subtype="plant" buyable="false" sellable="false" placeable="true" storable="true" code="d8" rareItem="false" multiplace="true" dbid="238" friendlyName="friendlyName,o:{a Grass}" description="description:{A patch of grass}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired" unlockCost="[mul([sub([1],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness>0</happiness>
  <cost>50</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <collision type="none"/>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Decoration"/>
    <category name="Nature"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/Grass_01/Grass_01.zsci" offsetX="2" offsetY="2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Grass_01_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Grass}"/>
      <param name="clearVisitingTip" val="Water"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="GrassTable_01"/>
      <param name="clearingVisitTable" val="ShrubVisitingTable_01"/>
      <param name="b_Can_Clear" val="[true]"/>
      <param name="Clear_Info" val="ClearToolTip:{Click to Clear}"/>
    </params>
  </state_machine_ref>
</item>
<item name="Bush_02" giftable="true" type="nature" subtype="plant" buyable="true" sellable="false" placeable="true" storable="true" code="d9" rareItem="false" multiplace="true" dbid="239" friendlyName="friendlyName,o:{a Bush}" description="description:{A small bush}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[4]" message="[loc(Dialogs,PlayerLevel)] 4" dialog="PlayerLevelRequired" unlockCost="[mul([sub([4],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>300</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Decoration"/>
    <category name="Nature"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/Bush_02/Bush_02.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Bush_02_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Bush}"/>
      <param name="clearVisitingTip" val="Inspect"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="ShrubTable_01"/>
      <param name="clearingVisitTable" val="ShrubVisitingTable_01"/>
      <param name="b_Can_Clear" val="[true]"/>
      <param name="Clear_Info" val="ClearToolTip:{Click to Clear}"/>
    </params>
  </state_machine_ref>
</item>
<item name="Bush_03" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" code="d0" rareItem="false" multiplace="true" dbid="240" friendlyName="friendlyName,o:{a Wildflower}" description="description:{Wildflower}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[6]" message="[loc(Dialogs,PlayerLevel)] 6" dialog="PlayerLevelRequired" unlockCost="[mul([sub([6],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness>0</happiness>
  <cost>50</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/Bush_03/Bush_03.zsci" offsetX="-1" offsetY="-11"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Bush_03_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{WildFlower}"/>
      <param name="clearVisitingTip" val="Inspect"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="ShrubTable_01"/>
      <param name="clearingVisitTable" val="ShrubVisitingTable_01"/>
      <param name="b_Can_Clear" val="[true]"/>
      <param name="Clear_Info" val="ClearToolTip:{Click to Clear}"/>
    </params>
  </state_machine_ref>
</item>
<item name="TreePine_01" giftable="true" type="nature" subtype="plant" buyable="false" sellable="false" placeable="true" storable="true" code="d1" rareItem="false" className="MapResource" multiplace="true" dbid="241" friendlyName="friendlyName,o:{a Pine Tree}" description="description:{A Pine Tree}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[5]" message="[loc(Dialogs,PlayerLevel)] 5" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <categories>
    <category name="Tree"/>
    <category name="Pine"/>
    <category name="penaltyHighlight"/>
    <category name="Nature"/>
    <category name="Decoration"/>
  </categories>
  <crowns>4</crowns>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <visuals>
    <visual name="Tree" type="AnimatedPuppet" archetype="assets/Decorations/TreePine_01/TreePine_01.arc" skin="assets/Decorations/TreePine_01/TreePine_01.asc" defaultAnimation="idle_01"/>
  </visuals>
  <!--  <image name="Tree1" direction="ALL" url="assets/Decorations/TreePine_01/TreePine_01_Grw_03.zsci" offsetX="0" offsetY="30"/>
  <image name="Tree2" direction="ALL" url="assets/Decorations/TreePine_01/TreePine_01_Dmg_01.zsci" offsetX="0" offsetY="30"/>
  <image name="Tree3" direction="ALL" url="assets/Decorations/TreePine_01/TreePine_01_Dmg_02.zsci" offsetX="0" offsetY="30"/>
  <image name="Tree4" direction="ALL" url="assets/Decorations/TreePine_01/TreePine_01_Dmg_03.zsci" offsetX="0" offsetY="30"/>
  <image name="Tree5" direction="ALL" url="assets/Decorations/TreePine_01/TreePine_01_Dmg_04.zsci" offsetX="0" offsetY="30"/> -->
  <image name="icon" direction="ALL" url="assets/UI/Icons/Decorations/TreePine_01_Icon.zsci"/>
  <highlight lval="[globals.beastie_energy]" op="gt" rval="[0]" color="0x00FF00"/>
  <state_machine_ref template="tree_counters">
    <params>
      <param name="initial_state" val="Tree"/>
      <param name="TreeName" val="TreeOak_01"/>
      <param name="chop_duration" val="0:03"/>
      <param name="chop_animation" val="chop"/>
      <param name="hug_duration" val="0:03"/>
      <param name="hug_animation" val="gift"/>
      <!-- <param name="chop_total" val="4"/> -->
      <!-- Num Chop Stages relates to the Number of animations in the Art. TR  -->
      <param name="num_chop_stages" val="4"/>
      <param name="chop_to_next_stage" val="2"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName]"/>
      <param name="chop_table" val="TreeTable_01"/>
      <param name="chop_tableGMAcceptHelp" val="TreeTableGMAcceptHelp_01"/>
      <param name="chop_table_visit" val="TreeVisitingTable_01"/>
      <param name="num_growth_stages" val="[3]"/>
      <param name="feeds_to_grow" val="3"/>
      <param name="time_between_feeds" val="[10]"/>
      <param name="tooltip_prefix_stage1" val="stage1:{Seedling}"/>
      <param name="tooltip_prefix_stage2" val="stage2:{Maturing Tree}"/>
      <!--      <param name="grow_state_duration" val="[129600]"/> -->
    </params>
  </state_machine_ref>
</item>
<item name="TreeOak_01" giftable="true" type="nature" subtype="plant" buyable="false" sellable="false" placeable="true" storable="true" code="d2" rareItem="false" className="MapResource" multiplace="true" dbid="242" friendlyName="friendlyName,o:{an Oak Tree}" description="description:{A large Oak Tree}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[5]" message="[loc(Dialogs,PlayerLevel)] 5" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <categories>
    <category name="Tree"/>
    <category name="Oak"/>
    <category name="penaltyHighlight"/>
    <category name="Nature"/>
    <category name="Decoration"/>
  </categories>
  <crowns>4</crowns>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <visuals>
    <visual name="Tree" type="AnimatedPuppet" archetype="assets/Decorations/TreeOak_01/TreeOak_01.arc" skin="assets/Decorations/TreeOak_01/TreeOak_01.asc" defaultAnimation="idle_01"/>
  </visuals>
  <!-- <image name="Tree1" direction="ALL" url="assets/Decorations/TreeOak_01/TreeOak_01_Grw_03.zsci" offsetX="0" offsetY="28"/>
  <image name="Tree2" direction="ALL" url="assets/Decorations/TreeOak_01/TreeOak_01_Dmg_01.zsci" offsetX="0" offsetY="28"/>
  <image name="Tree3" direction="ALL" url="assets/Decorations/TreeOak_01/TreeOak_01_Dmg_02.zsci" offsetX="0" offsetY="28"/>
  <image name="Tree4" direction="ALL" url="assets/Decorations/TreeOak_01/TreeOak_01_Dmg_02.zsci" offsetX="0" offsetY="28"/>
  <image name="Tree5" direction="ALL" url="assets/Decorations/TreeOak_01/TreeOak_01_Dmg_03.zsci" offsetX="0" offsetY="28"/>
  <image name="Tree6" direction="ALL" url="assets/Decorations/TreeOak_01/TreeOak_01_Dmg_04.zsci" offsetX="0" offsetY="28"/> -->
  <image name="icon" direction="ALL" url="assets/UI/Icons/Decorations/TreeOak_01_Icon.zsci"/>
  <highlight lval="[globals.beastie_energy]" op="gt" rval="[0]" color="0xFF0000"/>
  <state_machine_ref template="tree_counters">
    <params>
      <param name="initial_state" val="Tree"/>
      <param name="TreeName" val="TreeOak_01"/>
      <param name="chop_duration" val="0:03"/>
      <param name="chop_animation" val="chop"/>
      <param name="hug_duration" val="0:03"/>
      <param name="hug_animation" val="gift"/>
      <!-- <param name="chop_total" val="5"/>  -->
      <!-- Num Chop Stages relates to the Number of animations in the Art. TR  -->
      <param name="num_chop_stages" val="5"/>
      <param name="chop_to_next_stage" val="2"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName]"/>
      <param name="chop_table" val="TreeTable_01"/>
      <param name="chop_tableGMAcceptHelp" val="TreeTableGMAcceptHelp_01"/>
      <param name="chop_table_visit" val="TreeVisitingTable_01"/>
      <param name="num_growth_stages" val="[3]"/>
      <param name="feeds_to_grow" val="3"/>
      <param name="time_between_feeds" val="[30:00:00]"/>
      <param name="tooltip_prefix_stage1" val="stage1:{Seedling}"/>
      <param name="tooltip_prefix_stage2" val="stage2:{Maturing Tree}"/>
    </params>
  </state_machine_ref>
</item>
<item name="TreeWillow_01" giftable="true" type="nature" subtype="plant" buyable="false" sellable="false" priority="10" placeable="true" storable="true" code="Q9" rareItem="false" className="MapResource" multiplace="true" dbid="243" friendlyName="friendlyName,o:{a Willow Tree}" description="description:{Willow Tree}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[9]" message="[loc(Dialogs,PlayerLevel)] 9" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <categories>
    <category name="Tree"/>
    <category name="Willow"/>
    <category name="penaltyHighlight"/>
    <category name="Nature"/>
    <category name="Decoration"/>
  </categories>
  <crowns>4</crowns>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <visuals>
    <visual name="Tree" type="AnimatedPuppet" archetype="assets/Decorations/TreeWillow_01/TreeWillow_01.arc" skin="assets/Decorations/TreeWillow_01/TreeWillow_01.asc" defaultAnimation="idle_01"/>
  </visuals>
  <!-- <image name="Tree1" direction="ALL" url="assets/Decorations/TreeWillow_01/TreeWillow_01_Grw_03.zsci" offsetX="0" offsetY="31"/>
  <image name="Tree2" direction="ALL" url="assets/Decorations/TreeWillow_01/TreeWillow_01_Dmg_02.zsci" offsetX="0" offsetY="31"/>
  <image name="Tree3" direction="ALL" url="assets/Decorations/TreeWillow_01/TreeWillow_01_Dmg_03.zsci" offsetX="0" offsetY="31"/>
  <image name="Tree4" direction="ALL" url="assets/Decorations/TreeWillow_01/TreeWillow_01_Dmg_04.zsci" offsetX="0" offsetY="31"/>  -->
  <image name="icon" direction="ALL" url="assets/UI/Icons/Decorations/TreeWillow_01_Icon.zsci"/>
  <highlight lval="[globals.beastie_energy]" op="gt" rval="[0]" color="0x0000FF"/>
  <state_machine_ref template="tree_counters">
    <params>
      <param name="initial_state" val="Tree"/>
      <param name="TreeName" val="TreeOak_01"/>
      <param name="chop_duration" val="0:03"/>
      <param name="chop_animation" val="chop"/>
      <param name="hug_duration" val="0:03"/>
      <param name="hug_animation" val="gift"/>
      <!--   <param name="chop_total" val="3"/> -->
      <!-- Num Chop Stages relates to the Number of animations in the Art. TR  -->
      <param name="num_chop_stages" val="3"/>
      <param name="chop_to_next_stage" val="2"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName]"/>
      <param name="chop_table" val="TreeTable_01"/>
      <param name="chop_tableGMAcceptHelp" val="TreeTableGMAcceptHelp_01"/>
      <param name="chop_table_visit" val="TreeVisitingTable_01"/>
      <param name="num_growth_stages" val="[3]"/>
      <param name="feeds_to_grow" val="3"/>
      <param name="time_between_feeds" val="[03:00:00:00]"/>
      <param name="tooltip_prefix_stage1" val="stage1:{Seedling}"/>
      <param name="tooltip_prefix_stage2" val="stage2:{Maturing Tree}"/>
      <!--     <param name="grow_state_duration" val="[129600]"/> -->
    </params>
  </state_machine_ref>
</item>
<item name="TreeBirch_01" giftable="true" type="nature" subtype="plant" buyable="true" sellable="false" priority="1" placeable="true" storable="true" code="d3" rareItem="false" className="MapResource" multiplace="true" dbid="244" friendlyName="friendlyName,o:{a Birch Tree}" description="description:{Birch Tree}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[9]" message="[loc(Dialogs,PlayerLevel)] 9" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="Decoration"/>
    <category name="Tree"/>
    <category name="Birch"/>
    <category name="penaltyHighlight"/>
  </categories>
  <crowns>2</crowns>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <visuals>
    <visual name="Tree" type="AnimatedPuppet" archetype="assets/Decorations/TreeBirch_01/TreeBirch_01.arc" skin="assets/Decorations/TreeBirch_01/TreeBirch_01.asc" defaultAnimation="idle_01"/>
  </visuals>
  <!-- <image name="Tree1" direction="ALL" url="assets/Decorations/TreeBirch_01/TreeBirch_01_Grw_03.zsci" offsetX="-6" offsetY="19"/>
  <image name="Tree2" direction="ALL" url="assets/Decorations/TreeBirch_01/TreeBirch_01_Dmg_02.zsci" offsetX="-6" offsetY="19"/>
  <image name="Tree3" direction="ALL" url="assets/Decorations/TreeBirch_01/TreeBirch_01_Dmg_03.zsci" offsetX="-6" offsetY="19"/>
  <image name="Tree4" direction="ALL" url="assets/Decorations/TreeBirch_01/TreeBirch_01_Dmg_04.zsci" offsetX="-6" offsetY="19"/> -->
  <image name="icon" direction="ALL" url="assets/UI/Icons/Decorations/TreeBirch_01_Icon.zsci"/>
  <highlight lval="[globals.beastie_energy]" op="gt" rval="[0]" color="0xFF0000"/>
  <state_machine_ref template="tree_counters">
    <params>
      <param name="initial_state" val="Tree"/>
      <param name="TreeName" val="TreeOak_01"/>
      <param name="chop_duration" val="0:03"/>
      <param name="chop_animation" val="chop"/>
      <param name="hug_duration" val="0:03"/>
      <param name="hug_animation" val="gift"/>
      <!--   <param name="chop_total" val="3"/> -->
      <!-- Num Chop Stages relates to the Number of animations in the Art. TR  -->
      <param name="num_chop_stages" val="3"/>
      <param name="chop_to_next_stage" val="2"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName]"/>
      <param name="chop_table" val="TreeTable_01"/>
      <param name="chop_tableGMAcceptHelp" val="TreeTableGMAcceptHelp_01"/>
      <param name="chop_table_visit" val="TreeVisitingTable_01"/>
      <param name="num_growth_stages" val="[3]"/>
      <param name="feeds_to_grow" val="3"/>
      <param name="time_between_feeds" val="[10]"/>
      <param name="tooltip_prefix_stage1" val="stage1:{Seedling}"/>
      <param name="tooltip_prefix_stage2" val="stage2:{Maturing Tree}"/>
    </params>
  </state_machine_ref>
</item>
<item name="Rock_01" giftable="true" type="nature" subtype="misc" buyable="false" sellable="false" placeable="true" storable="true" code="D9" rareItem="false" multiplace="true" dbid="245" friendlyName="friendlyName,o:{a Rock}" description="description:{Rock}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired"/>
  </requirements>
  <happiness>0</happiness>
  <cost>250</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <image name="rock1" direction="ALL" url="assets/Decorations/Rock_01/Rock_01.zsci"/>
  <image name="rock2" direction="ALL" url="assets/Decorations/Rock_01/Rock_01.zsci"/>
  <image name="rock3" direction="ALL" url="assets/Decorations/Rock_01/Rock_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Rock_01_Icon.zsci"/>
  <state_machine_ref template="mining">
    <params>
      <param name="coins_to_produce" val="5"/>
      <param name="xp_to_produce" val="1"/>
      <param name="num_of_stages" val="4"/>
      <param name="search_duration" val="0:03"/>
      <param name="search_animation" val="work"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName]"/>
      <param name="item_to_produce_01" val="StoneMaterial_01"/>
      <param name="item_to_produce_02" val="SilverOreMaterial_01"/>
      <param name="item_to_produce_03" val="DiamondMaterial_01"/>
      <param name="item_to_produce_04" val="IronOreMaterial_01"/>
    </params>
  </state_machine_ref>
  <categories>
    <category name="rock"/>
    <category name="Stone"/>
    <category name="penaltyHighlight"/>
  </categories>
</item>
<item name="Rock_02" giftable="true" type="nature" subtype="misc" buyable="true" sellable="false" placeable="true" storable="true" code="D0" rareItem="false" multiplace="true" dbid="246" friendlyName="friendlyName,o:{a Rock}" description="description:{Rock}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <cost>1000</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <image name="rock1" direction="ALL" url="assets/Decorations/Rock_02/Rock_02.zsci" offsetX="-2" offsetY="5"/>
  <image name="rock2" direction="ALL" url="assets/Decorations/Rock_02/Rock_02.zsci" offsetX="-2" offsetY="5"/>
  <image name="rock3" direction="ALL" url="assets/Decorations/Rock_02/Rock_02.zsci" offsetX="-2" offsetY="5"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Rock_02_Icon.zsci"/>
  <state_machine_ref template="mining">
    <params>
      <param name="coins_to_produce" val="5"/>
      <param name="xp_to_produce" val="1"/>
      <param name="num_of_stages" val="8"/>
      <param name="search_duration" val="0:03"/>
      <param name="search_animation" val="work"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName]"/>
      <param name="item_to_produce_01" val="StoneMaterial_01"/>
      <param name="item_to_produce_02" val="SilverOreMaterial_01"/>
      <param name="item_to_produce_03" val="RubyMaterial_01"/>
      <param name="item_to_produce_04" val="IronOreMaterial_01"/>
    </params>
  </state_machine_ref>
  <categories>
    <category name="rock"/>
    <category name="Decoration"/>
    <category name="Stone"/>
    <category name="Nature"/>
    <category name="penaltyHighlight"/>
  </categories>
</item>
<item name="Rock_03" giftable="true" type="nature" subtype="misc" buyable="false" sellable="false" placeable="true" storable="true" code="D1" rareItem="false" multiplace="true" dbid="247" friendlyName="friendlyName,o:{a Boulder}" description="description:{A large Boulder}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="9"/>
  </requirements>
  <happiness>0</happiness>
  <cost>375</cost>
  <sizeX>3</sizeX>
  <sizeY>3</sizeY>
  <image name="rock1" direction="ALL" url="assets/Decorations/Rock_03/Rock_03.zsci" offsetX="1" offsetY="2"/>
  <image name="rock2" direction="ALL" url="assets/Decorations/Rock_03/Rock_03.zsci" offsetX="1" offsetY="2"/>
  <image name="rock3" direction="ALL" url="assets/Decorations/Rock_03/Rock_03.zsci" offsetX="1" offsetY="2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Rock_03_Icon.zsci"/>
  <state_machine_ref template="mining">
    <params>
      <param name="coins_to_produce" val="5"/>
      <param name="xp_to_produce" val="1"/>
      <param name="num_of_stages" val="12"/>
      <param name="search_duration" val="0:03"/>
      <param name="search_animation" val="work"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName]"/>
      <param name="item_to_produce_01" val="StoneMaterial_01"/>
      <param name="item_to_produce_02" val="SilverOreMaterial_01"/>
      <param name="item_to_produce_03" val="RubyMaterial_01"/>
      <param name="item_to_produce_04" val="IronOreMaterial_01"/>
    </params>
  </state_machine_ref>
  <categories>
    <category name="rock"/>
    <category name="Marble"/>
    <category name="penaltyHighlight"/>
  </categories>
</item>
<item name="Boulder_01" giftable="true" type="nature" buyable="false" sellable="false" placeable="true" code="Dz" rareItem="false" multiplace="true" dbid="248">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,Level)] 0" dialog="LevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
  </categories>
  <cost>1</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <image name="static" direction="ALL" url="assets/Decorations/Boulder_01/Boulder_01.zsci"/>
  <image name="explode" direction="ALL" url="assets/Decorations/Boulder_01/Boulder_01.zsci"/>
  <image name="dead" direction="ALL" url="assets/Decorations/Boulder_01/Boulder_01.zsci"/>
  <image name="icon" url="assets/Decorations/Boulder_01/Boulder_01.zsci"/>
  <state_machine initial="rock">
    <states>
      <state name="rock" tooltip="Rock: Click to Mine">
        <actions>
          <action name="Mine" mode="GMDefault" requiresProximity="false">
            <effects>
              <effect type="BasicPopUp" message="Large Boulder: Invite a Master Blacksmith to smash it for you?"/>
            </effects>
          </action>
          <action name="Mine" duration="0:01" progressText="Mining..." mode="GMVisit">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="mine_mc"/>
              <effect type="GoToState" state="explode"/>
              <effect type="GenerateLootFromTable" tableName="MiningTable_01"/>
            </effects>
            <costs>
              <cost resource="neighborActions" amount="1"/>
            </costs>
          </action>
          <action name="Mine" duration="0:01" progressText="Mining..." mode="GMAcceptHelp">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="mine_mc"/>
              <effect type="GoToState" state="explode"/>
              <effect type="GenerateLootFromTable" tableName="MiningTable_01"/>
            </effects>
          </action>
        </actions>
      </state>
      <state name="explode" duration="0:02" next="dead"/>
      <state name="dead"/>
    </states>
  </state_machine>
</item>
<item name="FlowerBluebonnet_01" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="D4" rareItem="false" multiplace="true" dbid="250" friendlyName="friendlyName,o:{a Bluebonnet}" description="description:{A pretty blue flower}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[20]" message="[loc(Dialogs,PlayerLevel)] 20" dialog="PlayerLevelRequired" unlockCost="[mul([sub([20],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>4500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="flower" direction="ALL" url="assets/Decorations/FlowerBluebonnet_01/FlowerBluebonnet_01.zsci" offsetX="-5" offsetY="-4"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerBluebonnet_01_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Bluebonnet}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerDaisy_01" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="D5" rareItem="false" multiplace="true" dbid="251" friendlyName="friendlyName,o:{a Daisy}" description="description:{A Beautiful Daisy}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[5]" message="[loc(Dialogs,PlayerLevel)] 5" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <crowns>2</crowns>
  <sellPrice>200</sellPrice>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerDaisy_01/FlowerDaisy_01.zsci" offsetX="-7" offsetY="0"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerDaisy_01_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Daisy's}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerTulip_01" giftable="true" type="nature" subtype="plant" buyable="true" sellable="false" placeable="true" storable="true" code="D6" rareItem="false" multiplace="true" dbid="252" friendlyName="friendlyName,o:{a Pink Tulip}" description="description:{Pink Tulips}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[19]" message="[loc(Dialogs,PlayerLevel)] 19" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <crowns>3</crowns>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerTulip_01/FlowerTulip_01.zsci" offsetX="-2" offsetY="0"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerTulip_01_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Pink Tulips}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerDandelion_01" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="D7" rareItem="false" multiplace="true" dbid="253" friendlyName="friendlyName,o:{a Yellow Goosefoot}" description="description:{a Yellow Goosefoot}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <crowns>1</crowns>
  <sellPrice>100</sellPrice>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerDandelion_01/FlowerDandelion_01.zsci" offsetX="1" offsetY="4"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerDandelion_01_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearTooltip:{Yellow Goosefoot}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerDandelion_03" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="D8" rareItem="false" multiplace="true" dbid="254" friendlyName="friendlyName,o:{a Passion Flower}" description="description:{Passion Flower}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired" unlockCost="[mul([sub([1],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>200</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerDandelion_03/FlowerDandelion_03.zsci" offsetX="5" offsetY="-1"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerDandelion_03_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Passion Flower}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerDandelion_04" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="rw" rareItem="false" multiplace="true" dbid="255" friendlyName="friendlyName,o:{a Goblin Tears}" description="description:{Goblin Tears}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <gift weight="100" color="Green" toolTip="giftTooltip:{Goblin Tear flowers to decorate your Kingdom}"/>
  <cost>100</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerDandelion_04/FlowerDandelion_04.zsci" offsetX="-2" offsetY="3"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerDandelion_04_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Goblin Tears}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerDandelion_02" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="rx" rareItem="false" multiplace="true" dbid="256" friendlyName="friendlyName,o:{a Dandelion}" description="description:{Dandelions}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired" unlockCost="[mul([sub([1],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <gift weight="100" color="Green" toolTip="giftTooltip:{Lovely Dandelions to decorate your Kingdom}"/>
  <cost>100</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerDandelion_02/FlowerDandelion_02.zsci" offsetX="1" offsetY="0"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerDandelion_02_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Dandelion}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerTulip_02" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="rz" rareItem="false" multiplace="true" dbid="257" friendlyName="friendlyName,o:{a Blue Tulip}" description="description:{Blue Tulips}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[26]" message="[loc(Dialogs,PlayerLevel)] 26" dialog="PlayerLevelRequired" unlockCost="[mul([sub([26],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>4500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerTulip_02/FlowerTulip_02.zsci" offsetX="2" offsetY="3"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerTulip_02_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Blue Tulips}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerTulip_03" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="Rz" rareItem="false" multiplace="true" dbid="258" friendlyName="friendlyName,o:{an Orange Tulip}" description="description:{Orange Tulips}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,PlayerLevel)] 8" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness/>
  <cost>300</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerTulip_03/FlowerTulip_03.zsci" offsetX="-1" offsetY="0"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerTulip_03_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTIp:{Pink Tulips}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlowerTulip_04" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="Ry" rareItem="false" multiplace="true" dbid="259" friendlyName="friendlyName,o:{a Red Tulip}" description="description:{Red Tulips}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,PlayerLevel)] 8" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness>0</happiness>
  <cost>100</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="Flower"/>
    <category name="Nature"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/FlowerTulip_04/FlowerTulip_04.zsci" offsetX="-4" offsetY="3"/>
  <image name="icon" url="assets/UI/Icons/Decorations/FlowerTulip_04_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearTulip:{Orange Tulips}"/>
      <param name="clearVisitingTip" val="Smell"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="hangOutDuration" val="0:15"/>
      <param name="clearingItemTable" val="FlowerTable_01"/>
      <param name="clearingVisitTable" val="FlowerVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="GroundCoverSmall_01" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="rt" rareItem="false" multiplace="true" dbid="261" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Small Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverSmall_01/GroundCoverSmall_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01_Icon.zsci"/>
</item>
<item name="GroundCoverMedium_01" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="ru" rareItem="false" multiplace="true" dbid="262" friendlyName="friendlyName,o:{a Medium Wildflowers Patch}" description="description:{Medium Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>30</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverMedium_01/GroundCoverMedium_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverMedium_01_Icon.zsci"/>
</item>
<item name="GroundCoverLarge_01" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="rv" rareItem="false" multiplace="true" dbid="263" friendlyName="friendlyName,o:{a Large Wildflowers Patch}" description="description:{Large Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>40</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>false</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverLarge_01/GroundCoverLarge_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverLarge_01_Icon.zsci"/>
</item>
<item name="DirtPatchSmall_01" giftable="true" type="decoration" subtype="road" buyable="false" priority="99" placeable="true" storable="true" code="rW" rareItem="false" multiplace="true" dbid="264" friendlyName="friendlyName,o:{a Small Dirt Patch}" description="description:{Small Dirt Patch}">
  <happiness>0</happiness>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <cost>250</cost>
  <sizeX>3</sizeX>
  <sizeY>3</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/DirtPatchSmall_01/DirtPatchSmall_01.zsci" offsetX="4" offsetY="4"/>
  <image name="icon" url="assets/UI/Icons/Decorations/DirtPatchSmall_01_Icon.zsci"/>
</item>
<item name="DirtPatchMedium_01" giftable="true" type="decoration" subtype="road" buyable="false" priority="99" placeable="true" storable="true" code="rX" rareItem="false" multiplace="true" dbid="265" friendlyName="friendlyName,o:{a Medium Dirt Patch}" description="description:{Medium Dirt Patch}">
  <happiness>0</happiness>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <cost>350</cost>
  <sizeX>3</sizeX>
  <sizeY>3</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/DirtPatchMedium_01/DirtPatchMedium_01.zsci" offsetX="-2" offsetY="3"/>
  <image name="icon" url="assets/UI/Icons/Decorations/DirtPatchMedium_01_Icon.zsci"/>
</item>
<item name="DirtPatchLarge_01" giftable="true" type="decoration" subtype="road" buyable="false" priority="99" placeable="true" storable="true" code="rY" rareItem="false" multiplace="true" dbid="266" friendlyName="friendlyName,o:{a Large Dirt Patch}" description="description:{Large Dirt Patch}">
  <happiness>0</happiness>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <cost>450</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/DirtPatchLarge_01/DirtPatchLarge_01.zsci" offsetX="-8" offsetY="5"/>
  <image name="icon" url="assets/UI/Icons/Decorations/DirtPatchLarge_01_Icon.zsci"/>
</item>
<item name="Rat_01" giftable="true" type="debug" buyable="true" sellable="false" placeable="true" code="YC" rareItem="false" className="MapResource" multiplace="true" dbid="267" friendlyName="friendlyName,o:{a Gloom Rat}" defaultSpawnStrategy="false" onCreateSound="ui_beastie_attack">
  <cost>1</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <initialFields NO_SELL="1" NO_MOVE="1" NO_PLACE="1"/>
  <visuals>
    <visual name="beasty1" type="AnimatedPuppet" archetype="assets/Beasties/Rat_01/Rat_01.arc" skin="assets/Beasties/Rat_01/Rat_01.asc" defaultAnimation="idle_01">
      <attachment category="idleeffect" skinURL="assets/Effects/GloomBeastyIdle_01/GloomBeastyIdle_01.asc" visible="true" useSkeletonScale="false"/>
      <attachment category="deatheffect" skinURL="assets/Effects/GloomBeastyDeath_01/GloomBeastyDeath_01.asc" visible="false" useSkeletonScale="false"/>
    </visual>
    <visual name="fasttravelin" type="AnimatedPuppet" archetype="assets/Beasties/Rat_01/Rat_01.arc" skin="assets/Beasties/Rat_01/Rat_01.asc" defaultAnimation="idle_02">
      <attachment category="changeeffect_01" skinURL="assets/Effects/GloomBeastyChange_01/GloomBeastyChange_01.asc" visible="true" useSkeletonScale="false"/>
    </visual>
    <visual name="fasttravelout" type="AnimatedPuppet" archetype="assets/Beasties/Rat_01/Rat_01.arc" skin="assets/Beasties/Rat_01/Rat_01.asc" defaultAnimation="idle_02">
      <attachment category="changeeffect_02" skinURL="assets/Effects/GloomBeastyChange_02/GloomBeastyChange_02.asc" visible="true" useSkeletonScale="false"/>
    </visual>
    <visual name="move" type="AnimatedPuppet" archetype="assets/Beasties/Rat_01/Rat_01.arc" skin="assets/Beasties/Rat_01/Rat_01.asc" defaultAnimation="idle_02">
      <attachment category="changeeffect_02" skinURL="assets/Effects/GloomCloudIdle_01/GloomCloudIdle_01.asc" visible="true" useSkeletonScale="false"/>
    </visual>
    <visual name="dying" type="AnimatedPuppet" archetype="assets/Beasties/Rat_01/Rat_01.arc" skin="assets/Beasties/Rat_01/Rat_01.asc" defaultAnimation="death">
      <attachment category="idleeffect" skinURL="assets/Effects/GloomBeastyIdle_01/GloomBeastyIdle_01.asc" visible="true" useSkeletonScale="false"/>
      <attachment category="deatheffect" skinURL="assets/Effects/GloomBeastyDeath_01/GloomBeastyDeath_01.asc" visible="false" useSkeletonScale="false"/>
    </visual>
  </visuals>
  <categories>
    <category name="beastie"/>
    <category name="rat"/>
    <category name="TOWNWATCH_TARGET"/>
  </categories>
  <highlight radius="[globals.beastie_radius]"/>
  <wander anchor="RatAnchor_01">
    <walks radius="3" speed="3.33">
      <walk visual="beasty1" animation="walk_se"/>
    </walks>
    <waits duration="0:20">
      <wait visual="beasty1" animation="idle_01"/>
    </waits>
  </wander>
  <fastTravel speed="4" minDistance="15">
    <animateIn visual="fasttravelin" animation="change_01" duration="1.067" durationMode="hold"/>
    <animateMove visual="move"/>
    <animateOut visual="fasttravelout" animation="change_02" duration="1.4" durationMode="hold"/>
  </fastTravel>
  <image name="icon" direction="ALL" url="assets/Animals/Rat_01.zsci"/>
  <state_machine_ref template="beasty">
    <params>
      <param name="visualName" val="rat"/>
      <param name="clobberToolTip" val="Click to Clobber"/>
      <param name="clobberPhaseDuration" val="0:03"/>
      <param name="clobberAnim" val="clobber"/>
      <param name="deathAnim" val="death"/>
      <param name="towerClobberAnim" val="arrow_attack"/>
      <param name="towerDeathAnim" val="arrow_death"/>
      <param name="hitPoints" val="3"/>
      <!--   **   Loot Table Parameters   **    -->
      <param name="coins_to_produce" val="0"/>
      <param name="xp_to_produce" val="1"/>
      <param name="rep_to_produce" val="1"/>
      <param name="death_coins_to_produce" val="4"/>
      <param name="death_xp_to_produce" val="2"/>
      <param name="resource_to_produce1" val="RatTailMaterial_01"/>
      <param name="resource_to_produce2" val="AnimalBoneMaterial_01"/>
      <param name="death_resource_to_produce" val="AnimalBoneMaterial_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="Wolf_01" giftable="true" type="debug" buyable="true" sellable="false" placeable="true" code="YJ" rareItem="false" className="MapResource" multiplace="true" dbid="268" friendlyName="friendlyName,o:{a Gloom Wolf}" defaultSpawnStrategy="false" onCreateSound="ui_beastie_attack">
  <requiredLevel>1</requiredLevel>
  <cost>1</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <initialFields NO_SELL="1" NO_MOVE="1" NO_PLACE="1"/>
  <visuals>
    <visual name="beasty1" type="AnimatedPuppet" archetype="assets/Beasties/Wolf_01/Wolf_01.arc" skin="assets/Beasties/Wolf_01/Wolf_01.asc" defaultAnimation="idle_01">
      <attachment category="fasttravel idleeffect" skinURL="assets/Effects/GloomBeastyIdle_01/GloomBeastyIdle_01.asc" visible="true" useSkeletonScale="false"/>
      <attachment category="fasttravel moveeffect" skinURL="assets/Effects/GloomCloudIdle_01/GloomCloudIdle_01.asc" visible="false" useSkeletonScale="false"/>
      <attachment category="fasttravel changeeffect_01" skinURL="assets/Effects/GloomBeastyChange_01/GloomBeastyChange_01.asc" visible="false" useSkeletonScale="false"/>
      <attachment category="fasttravel changeeffect_02" skinURL="assets/Effects/GloomBeastyChange_02/GloomBeastyChange_02.asc" visible="false" useSkeletonScale="false"/>
      <attachment category="deatheffect" skinURL="assets/Effects/GloomBeastyDeath_01/GloomBeastyDeath_01.asc" visible="false" useSkeletonScale="false"/>
    </visual>
  </visuals>
  <categories>
    <category name="beastie"/>
    <category name="wolf"/>
    <category name="TOWNWATCH_TARGET"/>
  </categories>
  <highlight radius="[globals.beastie_radius]"/>
  <wander anchor="WolfAnchor_01">
    <walks radius="5" speed="1.67">
      <walk visual="beasty1" animation="walk_se"/>
    </walks>
    <waits duration="0:25">
      <wait visual="beasty1" animation="idle_01"/>
    </waits>
  </wander>
  <fastTravel speed="4" minDistance="15">
    <animateIn>
      <effect type="SetAttachmentVisibility" category="fasttravel" visible="false"/>
      <effect type="SetAttachmentVisibility" category="changeeffect_01" visible="true"/>
      <effect type="PlayAnimation" animation="change_01" startOnLoad="true"/>
    </animateIn>
    <animateMove>
      <effect type="SetAttachmentVisibility" category="fasttravel" visible="false"/>
      <effect type="SetAttachmentVisibility" category="moveeffect" visible="true"/>
      <effect type="PlayAnimation" animation="idle_02" durationMode="loop" startOnLoad="true"/>
    </animateMove>
    <animateOut>
      <effect type="SetAttachmentVisibility" category="fasttravel" visible="false"/>
      <effect type="SetAttachmentVisibility" category="changeeffect_02" visible="true"/>
      <effect type="PlayAnimation" animation="change_02" startOnLoad="true"/>
    </animateOut>
    <animateComplete>
      <effect type="SetAttachmentVisibility" category="fasttravel" visible="false"/>
    </animateComplete>
  </fastTravel>
  <image name="icon" direction="ALL" url="assets/Animals/Wolf_01.zsci"/>
  <state_machine_ref template="beasty">
    <params>
      <param name="visualName" val="vis:{wolf}"/>
      <param name="clobberToolTip" val="banish:{Click to BANISH}"/>
      <param name="clobberPhaseDuration" val="0:03"/>
      <param name="clobberAnim" val="clobber"/>
      <param name="deathAnim" val="death"/>
      <param name="towerClobberAnim" val="arrow_attack"/>
      <param name="towerDeathAnim" val="arrow_death"/>
      <param name="hitPoints" val="5"/>
      <!--   **   Loot Table Parameters   **    -->
      <param name="coins_to_produce" val="0"/>
      <param name="xp_to_produce" val="1"/>
      <param name="death_coins_to_produce" val="5"/>
      <param name="death_xp_to_produce" val="1"/>
      <param name="resource_to_produce1" val="WolfHairMaterial_01"/>
      <param name="resource_to_produce2" val="WolfsFangMaterial_01"/>
      <param name="death_resource_to_produce" val="AnimalBoneMaterial_01"/>
      <param name="doober_autocollect" val="[true]"/>
      <param name="doober_spotlight" val="[false]"/>
    </params>
  </state_machine_ref>
</item>
<item name="QuestPortal" giftable="false" type="debug" buyable="true" placeable="true" code="01" rareItem="false" dbid="275" friendlyName="friendlyName,o:{a Portal}" description="description:{a Portal}" expansion="expansion:{Magical Doorway}" expansion2="expansion2:{Where might it lead? Expand to find out!}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <cost>10</cost>
  <sizeX>3</sizeX>
  <sizeY>3</sizeY>
  <image name="portal" className="AnimatedBitmap" numFrames="4" frameWidth="159.0" frameHeight="183.0" fps="6.0">
    <asset name="active" url="assets/Decorations/Portal_01/Portal_02.zsci"/>
  </image>
  <image name="inactive" direction="ALL" url="assets/Decorations/Portal_01/Portal_01.zsci"/>
  <image name="icon" direction="ALL" url="assets/Decorations/Portal_01/Portal_01.zsci"/>
  <state_machine initial="active">
    <states>
      <state name="active" tooltip="port:{Portal: I wonder where it goes?}">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="expansion1:{Magic Portal}" tooltip="expansion2:{Where might it lead? Expand to find out!}"/>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="DragonEgg_01" giftable="false" type="decoration" buyable="false" placeable="true" code="02" rareItem="false" dbid="276" friendlyName="friendlyName,o:{a Dragon Egg}" description="description:{An unhatched dragon egg.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <cost>0</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <visuals>
    <visual name="egg" type="AnimatedPuppet" archetype="assets/Animals/dragon_baby/dragon_baby.arc" skin="assets/Animals/dragon_baby/dragon_baby.asc" defaultAnimation="egg"/>
    <visual name="hatching" type="AnimatedPuppet" archetype="assets/Animals/dragon_baby/dragon_baby.arc" skin="assets/Animals/dragon_baby/dragon_baby.asc" defaultAnimation="hatch"/>
  </visuals>
  <image name="invisible" direction="ALL" url="assets/Decorations/Bush_01/Bush_01.zsci"/>
  <image name="icon" direction="ALL" url="assets/Decorations/Bush_01_Icon.zsci"/>
  <state_machine initial="invisible">
    <states>
      <state name="invisible">
        <actions>
          <action name="hackAction" mode="hackyhack" requiresProximity="false">
            <effects>
              <effect type="GoToState" state="egg"/>
            </effects>
          </action>
        </actions>
      </state>
      <state name="egg" tooltip="Egg: Click to pick up">
        <actions>
          <action name="Pickup" mode="GMDefault" duration="0:03.3" requiresProximity="false">
            <effects>
              <effect type="SetImage" image="hatching"/>
              <effect type="PlayAnimation" target="Target" animation="hatch"/>
              <effect type="GiveInstancedQuest" iq_name="Social_Quest_1"/>
              <effect type="ReplaceWithItem" item="DragonBaby"/>
            </effects>
          </action>
        </actions>
      </state>
      <state name="hatch" tooltip="Hatching...">
        <actions>
          <action name="Pickup" duration="0:01" mode="GMDefault" requiresProximity="true">
            <effects>
              <effect type="ReplaceWithItem" item="DragonBaby"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="TreasureChest_01" giftable="true" type="decoration" subtype="misc" buyable="false" sellable="false" placeable="true" code="rs" rareItem="false" multiplace="false" dbid="277" friendlyName="friendlyName,o:{a Backpack}" description="description:{A large chest}" expansion="expansion:{Lost Treasure}" expansion2="expansion2:{Explore here to find out what's inside!}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <sizeX>1</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/Backpack_01/Backpack_01.zsci" offsetX="-10" offsetY="0"/>
  <image name="icon" url="assets/Decorations/Backpack_01/Backpack_01.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="tooltipTitle:{A Lost Backpack}" tooltip="tooltip:{Look inside maybe someone left some treasure!}"/>
          <action name="Open" duration="0:01" progressText="open:{Searching Backpack...}" mode="GMDefault">
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="lt" rval="[1]"/>
            </requirements>
            <complexToolTip>
              <info_0>openTip:{Click to Open}</info_0>
            </complexToolTip>
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="work" duration="0:01" durationMode="loop"/>
              <effect type="GenerateLootFromTable" tableName="TreasureChestTable_01"/>
              <RaiseEvent event="open_chest"/>
              <effect type="ClearItem"/>
            </effects>
            <costs>
              <cost resource="energy" amount="1"/>
            </costs>
          </action>
          <action name="AlreadyHelped" duration="0:00" mode="GMVisit" requiresProximity="[false]">
            <complexToolTip>
              <info_0>accelerateTip:{No Actions Available}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[counters.help_actions]" op="gte" rval="1"/>
            </requirements>
            <effects>
              <effect type="PlaySound" sound="sfx_bonk"/>
            </effects>
          </action>
          <action name="Beastie Message" duration="0:00" mode="GMDefault" requiresProximity="false">
            <complexToolTip>
              <info_0>beasty:{Blocked by Beasty!}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="gte" rval="[1]"/>
            </requirements>
            <effects>
              <effect type="OpenUIDialog" dialog="GenericDialog" className="BeastieLockDialog" title="beastieTitle:{Oh No!!}" label_0="ok:{Okay}" message="locked:{Looks like a beastie has your kingdom locked down!}" message_02="banish:{Click the beastie to banish it}" showCancel="false"/>
              <effect type="PlaySound" sound="ui_beastie_attack"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="Shadow" giftable="false" buyable="false" placeable="false" code="ss" rareItem="false" multiplace="false" dbid="280">
  <imageOffsetY>6</imageOffsetY>
  <image name="icon" url="assets/Animals/Bird_01/shadow_blob.zsci"/>
</item>
<item name="Ambient_Generic" giftable="false" type="ambient" buyable="false" placeable="false" code="q4" rareItem="false" dbid="281">
  <cost>0</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <image name="static" direction="ALL" url="assets/Decorations/Banner_01/Banner_01.zsci"/>
  <image name="icon" url="assets/Decorations/Banner_01/Banner_01.zsci"/>
</item>
<item name="MISSING_ASSET" giftable="false" type="decoration" buyable="false" placeable="false" code="00" rareItem="false" dbid="282">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,Level)] 1" dialog="LevelRequired"/>
  </requirements>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <image name="static" direction="ALL" url="assets/UI/Debug/None.zsci"/>
  <image name="icon" url="assets/UI/Debug/None.zsci"/>
  <state_machine initial="Hack">
    <states>
      <state name="Hack">
        <actions>
          <action name="DoStuff" duration="0:01" mode="GMDefault">
            <effects>
              <effect type="BasicPopUp" message="Shift-Click me to see what I'm supposed to be!"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="LumberCamp_01" giftable="false" type="building" subtype="resource" buyable="true" placeable="true" storable="true" code="Z9" rareItem="false" neighborable="true" dbid="527" friendlyName="friendlyName,o:{a Logging Camp}" description="description:{A Resource Building that gathers wood. You can only have cap:[params.itemCap] Resource Buildings at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[3]" message="[loc(Dialogs,Level)] 3" dialog="LevelRequired" unlockCost="[mul([sub([3],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxProductionBuildings, [add([num_in_category(ProductionBuilding)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="brown" secondaryColor="Green"/>
  <bonus>
    <tooltip value="lumberBonus:{Build your lumber camp here to produce wood number:[mul([params.number_of_items_found],[params.bonus_per_item])]% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <cost>3000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxProductionBuildings]"/>
  </params>
  <usables>
    <usable category="Tree"/>
  </usables>
  <categories>
    <category name="ProductionBuilding"/>
    <category name="Building"/>
    <category name="GatheringBuilding"/>
    <category name="penaltyHighlight"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="40">
    <asset name="base" url="assets/Buildings/LumberCamp_01/LumberCamp_01.zsci"/>
    <asset name="mask" url="assets/Buildings/LumberCamp_01/LumberCamp_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Producing" UIOffsetX="0" UIOffsetY="40">
    <image name="idle" className="ColorMaskedBitmap" direction="ALL">
      <asset name="base" url="assets/Buildings/LumberCamp_01/LumberCamp_01.zsci"/>
      <asset name="mask" url="assets/Buildings/LumberCamp_01/LumberCamp_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="35" frameWidth="160.0" frameHeight="100.0" fps="20.0" direction="ALL" offsetX="21" offsetY="110">
      <asset name="base" url="assets/Buildings/LumberCamp_01/LumberCamp_01_Belts.zsci"/>
    </image>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/LumberCamp_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="15" cost="0"/>
        <material name="StoneBlockCraftable_01" count="3" cost="0"/>
        <material name="WolfPeltMaterial_01" count="1" cost="0"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="number_of_items_found" val="[min([num_category_near([params.search_type],[target.Bonus.area.radius],[target])],[5])]"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[21600]"/>
      <param name="count_to_produce" val="[5]"/>
      <param name="item_to_produce" val="WoodLogMaterial_01"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="search_range" val="3"/>
      <param name="search_type" val="Tree"/>
      <param name="search_position" val="target.position"/>
      <param name="search_min" val="1"/>
      <param name="expansionTooltipTitle" val="expansion:{Logging Camp}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here, to meet the owner.}"/>
      <!-- Makes sure that the happiness bonus string doesn't show up since it shouldn't affect production for item producing buildings-->
      <param name="bonus_string" val="[[item([params.item_to_produce])].friendlyName]s"/>
      <param name="requiresCasleGround" val="[false]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Fishery_01" giftable="false" type="building" subtype="crafting" buyable="true" placeable="true" neighborable="true" storable="true" code="Z1" rareItem="false" dbid="535" friendlyName="friendlyName,o:{a Fishery}" description="description:{Lets you gather fish more quickly. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[15]" message="[loc(Dialogs,PlayerLevel)] 15" dialog="PlayerLevelRequired" unlockCost="[mul([sub([15],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="Green" secondaryColor="blue"/>
  <cost>7500</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="Building"/>
    <category name="CraftingSupport"/>
    <category name="penaltyHighlight"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Full" UIOffsetX="0" UIOffsetY="20">
    <image name="idle" className="ColorMaskedBitmap" direction="ALL">
      <asset name="base" url="assets/Buildings/Fishery_01/Fishery_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Fishery_01/Fishery_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="1" frameWidth="118.0" frameHeight="92.0" fps="15.0" direction="ALL" offsetX="19" offsetY="133">
      <asset name="base" url="assets/Buildings/Fishery_01/Fishery_01_Wheel.zsci"/>
    </image>
  </image>
  <image name="Producing" UIOffsetX="0" UIOffsetY="20">
    <image name="idle" className="ColorMaskedBitmap" direction="ALL">
      <asset name="base" url="assets/Buildings/Fishery_01/Fishery_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Fishery_01/Fishery_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="10" frameWidth="84.0" frameHeight="54.0" fps="10.0" direction="ALL" offsetX="10" offsetY="175">
      <asset name="base" url="assets/Buildings/Fishery_01/Fishery_01_WheelSplash.zsci"/>
    </image>
    <image className="AnimatedBitmap" numFrames="14" frameWidth="118.0" frameHeight="92.0" fps="15.0" direction="ALL" offsetX="19" offsetY="133">
      <asset name="base" url="assets/Buildings/Fishery_01/Fishery_01_Wheel.zsci"/>
    </image>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Fishery_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="8" cost="4"/>
        <material name="StoneBlockCraftable_01" count="7" cost="2"/>
        <material name="Cons_FishingBait" count="5" cost="3"/>
      </materials>
    </stage>
    <!--stage wacks="1" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="EggsMaterial_01" count="5" cost="2"/>
        <material name="StoneMaterial_01" count="2" cost="2"/>
      </materials>
    </stage>
    <stage wacks="2" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="IronOreMaterial_01" count="2" cost="2"/>
      </materials>
    </stage-->
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[21600]"/>
      <param name="item_to_produce" val="BassMaterial_01"/>
      <param name="count_to_produce" val="[2]"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="search_range" val="5"/>
      <param name="search_type" val="water"/>
      <param name="search_position" val="target.position"/>
      <param name="search_min" val="1"/>
      <param name="initial_state" val="ItemsRequired"/>
    </params>
  </state_machine_ref>
</item>
<item name="Mill_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="Z2" rareItem="false" dbid="536" friendlyName="friendlyName,o:{a Mill}" description="description:{Unlocks new Cooking recipes and supplies your Kingdom with Sacks of Flour. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[11]" message="[loc(Dialogs,PlayerLevel)] 11" dialog="PlayerLevelRequired" unlockCost="[mul([sub([11],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="mint" secondaryColor="brightblue"/>
  <cost>10000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" offsetX="0" offsetY="1" UIOffsetX="-1" UIOffsetY="10">
    <image name="idle" className="ColorMaskedBitmap" direction="ALL">
      <asset name="base" url="assets/Buildings/Mill_01/Mill_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Mill_01/Mill_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="20" frameWidth="204.0" frameHeight="283.0" fps="12.0" direction="ALL" offsetX="-64" offsetY="-8">
      <asset name="base" url="assets/Buildings/Mill_01/Mill_Blades_01.zsci"/>
    </image>
  </image>
  <image name="Full" offsetX="0" offsetY="1" UIOffsetX="-1" UIOffsetY="10">
    <image name="idle" className="ColorMaskedBitmap" direction="ALL">
      <asset name="base" url="assets/Buildings/Mill_01/Mill_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Mill_01/Mill_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="1" frameWidth="204.0" frameHeight="283.0" fps="12.0" direction="ALL" offsetX="-64" offsetY="-8">
      <asset name="base" url="assets/Buildings/Mill_01/Mill_Blades_01.zsci"/>
    </image>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Mill_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="8" cost="4"/>
        <material name="StoneBlockCraftable_01" count="5" cost="3"/>
        <material name="GrindstoneCraftable_01" count="5" cost="4"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[86400]"/>
      <param name="item_to_produce" val="FlourSackCraftable_01"/>
      <param name="count_to_produce" val="[1]"/>
      <!--param name="item_to_produce_01" val="FlaxOilCraftable_01"/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val="StickOfButterCraftable_01"/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/-->
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="bonus_string" val="[[item([params.item_to_produce])].friendlyName]s"/>
      <param name="beastieTable" val="RatTable_01"/>
      <param name="collect_tip_GMVisit" val="mill:{Click to Fluff Sacks}"/>
      <param name="progress_collect_tip_GMVisit" val="fluff:{Fluffing}"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Bakery_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="Z3" rareItem="false" dbid="537" friendlyName="friendlyName,o:{a Bakery}" description="description:{Unlocks new Cooking recipes and supplies your Kingdom with Bread Dough. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[21]" message="[loc(Dialogs,PlayerLevel)] 21" dialog="PlayerLevelRequired" unlockCost="[mul([sub([21],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="mint" secondaryColor="brightblue"/>
  <cost>21000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="40">
    <asset name="base" url="assets/Buildings/Bakery_01/Bakery_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Bakery_01/Bakery_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="40">
    <asset name="base" url="assets/Buildings/Bakery_01/Bakery_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Bakery_01/Bakery_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Bakery_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="10" cost="3"/>
        <material name="StoneBlockCraftable_01" count="8" cost="6"/>
        <material name="BrickOvenCraftable_01" count="6" cost="6"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[86400]"/>
      <param name="item_to_produce" val="BreadDoughCraftable_01"/>
      <param name="count_to_produce" val="[1]"/>
      <!--param name="item_to_produce_01" val="HoneyMaterial_01"/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val="ChocolateBarCraftable_01"/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/-->
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="collect_tip_GMVisit" val="bakery:{Click to Knead Dough}"/>
      <param name="progress_collect_tip_GMVisit" val="knead:{Kneading}"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Butcher_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="Z4" rareItem="false" dbid="538" friendlyName="friendlyName,o:{a Butcher}" description="description:{Unlocks new Cooking recipes and supplies your Kingdom with Meat. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[32]" message="[loc(Dialogs,PlayerLevel)] 32" dialog="PlayerLevelRequired" unlockCost="[mul([sub([32],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="mint" secondaryColor="brightblue"/>
  <cost>32000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/Butcher_01/Butcher_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Butcher_01/Butcher_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/Butcher_01/Butcher_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Butcher_01/Butcher_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Butcher_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="15" cost="9"/>
        <material name="StoneBlockCraftable_01" count="12" cost="6"/>
        <material name="KnifeCraftable_01" count="7" cost="8"/>
        <material name="ClothApronCraftable_01" count="2" cost="6"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[86400]"/>
      <param name="initial_storage" val="1"/>
      <param name="item_to_produce" val="MeatMaterial_01"/>
      <param name="count_to_produce" val="[5]"/>
      <!--param name="item_to_produce_01" val="PizzaCraftable_01"/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val="CowHideMaterial_01"/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/-->
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="collect_tip_GMVisit" val="butcher:{Click to Tenderize Meat}"/>
      <param name="progress_collect_tip_GMVisit" val="pound:{Pounding}"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Jeweler_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="Q6" rareItem="false" dbid="549" friendlyName="friendlyName,o:{a Jeweler's Shoppe}" description="description:{Unlocks new Artistry recipes and supplies your Kingdom with Fasteners. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[21]" message="[loc(Dialogs,PlayerLevel)] 21" dialog="PlayerLevelRequired" unlockCost="[mul([sub([21],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="orange" secondaryColor="mint"/>
  <cost>27000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="14" UIOffsetY="-5">
    <asset name="base" url="assets/Buildings/Jeweler_01/Jeweler_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Jeweler_01/Jeweler_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="14" UIOffsetY="-5">
    <asset name="base" url="assets/Buildings/Jeweler_01/Jeweler_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Jeweler_01/Jeweler_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Jeweler_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="6" cost="5"/>
        <material name="StoneBlockCraftable_01" count="8" cost="5"/>
        <material name="WorkBenchCraftable_01" count="1" cost="6"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[432000]"/>
      <param name="item_to_produce" val="DiamondMaterial_01"/>
      <param name="count_to_produce" val="[1]"/>
      <!--param name="item_to_produce_01" val="BeddingCraftable_01"/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val=""/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/-->
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="collect_tip_GMVisit" val="jeweler:{Click to Tighten Fasteners}"/>
      <param name="progress_collect_tip_GMVisit" val="fasteners:{Tightening}"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Armory_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="X9" rareItem="false" dbid="553" friendlyName="friendlyName,o:{an Armory}" description="description:{Unlocks new Forging recipes and supplies your Kingdom with Hammers. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[28]" message="[loc(Dialogs,PlayerLevel)] 28" dialog="PlayerLevelRequired" unlockCost="[mul([sub([28],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="Green"/>
  <cost>31000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-7" offsetY="5" UIOffsetX="0" UIOffsetY="40">
    <asset name="base" url="assets/Buildings/Armory_01/Armory_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Armory_01/Armory_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-7" offsetY="5" UIOffsetX="0" UIOffsetY="40">
    <asset name="base" url="assets/Buildings/Armory_01/Armory_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Armory_01/Armory_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Armory_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="12" cost="7"/>
        <material name="StoneBlockCraftable_01" count="15" cost="6"/>
        <material name="LeatherApronCraftable_01" count="3" cost="6"/>
        <material name="CandleCraftable_01" count="1" cost="10"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[172800]"/>
      <param name="item_to_produce" val="HammerCraftable_01"/>
      <param name="count_to_produce" val="[1]"/>
      <!--param name="item_to_produce_01" val="KnifeCraftable_01"/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val=""/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/-->
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="collect_tip_GMVisit" val="armory:{Click to Polish Tools}"/>
      <param name="progress_collect_tip_GMVisit" val="polish:{Polishing}"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Peacock_01" giftable="true" type="nature" subtype="animal" buyable="true" placeable="true" code="XJ" rareItem="false" className="MapResource" multiplace="true" dbid="554" friendlyName="friendlyName,o:{a Peacock}" description="description:{An adult Peacock produces Red and Blue Feathers. You can only have 25 Peacocks in your Kingdom.}">
  <customClickSound>animals_peacock_call_click</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[11]" message="[loc(Dialogs,PlayerLevel)] 11" dialog="PlayerLevelRequired" unlockCost="[mul([sub([11],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Peacock_01)]" op="lt" rval="[25]" categories="buildingLimit"/>
  </requirements>
  <bonus>
    <tooltip value="TroughTooltip:{Place your fn:[[item([target])].friendlyName] here to have it ready to feed 10% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <sortOrder>6</sortOrder>
  <cost>1500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Animal"/>
  </categories>
  <visuals>
    <visual name="animal1" type="AnimatedPuppet" archetype="assets/Animals/Peacock_01/Peacock_01.arc" skin="assets/Animals/Peacock_01/Peacock_01.asc" defaultAnimation="idle"/>
    <visual name="animal2" type="AnimatedPuppet" archetype="assets/Animals/Peacock_02/Peacock_02.arc" skin="assets/Animals/Peacock_02/Peacock_02.asc" defaultAnimation="idle"/>
    <visual name="animal3" type="AnimatedPuppet" archetype="assets/Animals/Peacock_03/Peacock_03.arc" skin="assets/Animals/Peacock_03/Peacock_03.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Animals/Peacock_01_Icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="5" speed="2">
      <walk visual="animal[counters.growth_stage]" animation="walk"/>
    </walks>
    <waits duration="0:17">
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:19"/>
      <wait visual="animal[counters.growth_stage]" animation="graze" duration="0:07"/>
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:23"/>
    </waits>
  </wander>
  <state_machine_ref template="animal">
    <params>
      <param name="num_growth_stages" val="3"/>
      <param name="feeds_to_grow" val="8"/>
      <param name="time_between_feeds" val="7200"/>
      <param name="coin_cost" val="3500"/>
      <param name="xp_reward" val="1"/>
      <param name="coins_per_feed" val="30"/>
      <param name="resource_to_produce_01" val="RedFeatherMaterial_01"/>
      <param name="resource_to_produce_02" val="BlueFeatherMaterial_01"/>
      <param name="feed_sound" val="sfx_animals_feed_chicken"/>
      <!--Search paramaters for troughs-->
      <param name="search_type" val="Trough"/>
      <param name="search_min" val="1"/>
      <param name="search_range" val="2"/>
    </params>
  </state_machine_ref>
</item>
<item name="Goose_01" giftable="true" type="nature" subtype="animal" buyable="true" placeable="true" code="XK" rareItem="false" className="MapResource" multiplace="true" dbid="555" friendlyName="friendlyName,o:{a Goose}" description="description:{An adult Goose produces Down Feathers. You can only have 25 Geese in your Kingdom.}">
  <customClickSound>animals_goose_honk_click</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[15]" message="[loc(Dialogs,PlayerLevel)] 15" dialog="PlayerLevelRequired" unlockCost="[mul([sub([15],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Goose_01)]" op="lt" rval="[25]" categories="buildingLimit"/>
  </requirements>
  <bonus>
    <tooltip value="TroughTooltip:{Place your fn:[[item([target])].friendlyName] here to have it ready to feed 10% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <sortOrder>5</sortOrder>
  <cost>2500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Animal"/>
  </categories>
  <visuals>
    <visual name="animal1" type="AnimatedPuppet" archetype="assets/Animals/Goose_01/Goose_01.arc" skin="assets/Animals/Goose_01/Goose_01.asc" defaultAnimation="idle"/>
    <visual name="animal2" type="AnimatedPuppet" archetype="assets/Animals/Goose_02/Goose_02.arc" skin="assets/Animals/Goose_02/Goose_02.asc" defaultAnimation="idle"/>
    <visual name="animal3" type="AnimatedPuppet" archetype="assets/Animals/Goose_03/Goose_03.arc" skin="assets/Animals/Goose_03/Goose_03.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Animals/Goose_01_Icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="5" speed="2">
      <walk visual="animal[counters.growth_stage]" animation="walk"/>
    </walks>
    <waits duration="0:17">
      <wait visual="animal[counters.growth_stage]" animation="idle"/>
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:19"/>
      <wait visual="animal[counters.growth_stage]" animation="graze" duration="0:07"/>
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:23"/>
    </waits>
  </wander>
  <state_machine_ref template="animal">
    <params>
      <param name="num_growth_stages" val="3"/>
      <param name="feeds_to_grow" val="8"/>
      <param name="time_between_feeds" val="21600"/>
      <param name="coin_cost" val="7500"/>
      <param name="xp_reward" val="1"/>
      <param name="coins_per_feed" val="50"/>
      <param name="resource_to_produce_01" val="DownFeatherMaterial_01"/>
      <param name="resource_to_produce_02" val="DownFeatherMaterial_01"/>
      <param name="feed_sound" val="sfx_animals_feed_chicken"/>
      <!--Search paramaters for troughs-->
      <param name="search_type" val="Trough"/>
      <param name="search_min" val="1"/>
      <param name="search_range" val="2"/>
    </params>
  </state_machine_ref>
</item>
<item name="Mink_01" giftable="true" type="nature" subtype="animal" buyable="true" placeable="true" code="XL" rareItem="false" className="MapResource" multiplace="true" dbid="556" friendlyName="friendlyName,o:{a Mink}" description="description:{An adult Mink produces Mink Oil. You can only have 25 Minks in your Kingdom.}">
  <customClickSound>animals_mink_click</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[23]" message="[loc(Dialogs,PlayerLevel)] 23" dialog="PlayerLevelRequired" unlockCost="[mul([sub([23],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Mink_01)]" op="lt" rval="[25]" categories="buildingLimit"/>
  </requirements>
  <bonus>
    <tooltip value="TroughTooltip:{Place your fn:[[item([target])].friendlyName] here to have it ready to feed 10% faster!}"/>
    <area radius="3" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <happiness>0</happiness>
  <sortOrder>7</sortOrder>
  <cost>3000</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Animal"/>
  </categories>
  <visuals>
    <visual name="animal1" type="AnimatedPuppet" archetype="assets/Animals/Mink_01/Mink_01.arc" skin="assets/Animals/Mink_01/Mink_01.asc" defaultAnimation="idle"/>
    <visual name="animal2" type="AnimatedPuppet" archetype="assets/Animals/Mink_02/Mink_02.arc" skin="assets/Animals/Mink_02/Mink_02.asc" defaultAnimation="idle"/>
    <visual name="animal3" type="AnimatedPuppet" archetype="assets/Animals/Mink_03/Mink_03.arc" skin="assets/Animals/Mink_03/Mink_03.asc" defaultAnimation="idle"/>
  </visuals>
  <image name="icon" url="assets/UI/Icons/Animals/Mink_01_Icon.zsci"/>
  <wander anchor="Anchor_01">
    <walks radius="5" speed="2">
      <walk visual="animal[counters.growth_stage]" animation="walk"/>
    </walks>
    <waits duration="0:17">
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:19"/>
      <wait visual="animal[counters.growth_stage]" animation="graze" duration="0:07"/>
      <wait visual="animal[counters.growth_stage]" animation="idle" duration="0:23"/>
    </waits>
  </wander>
  <state_machine_ref template="animal">
    <params>
      <param name="num_growth_stages" val="3"/>
      <param name="feeds_to_grow" val="8"/>
      <param name="time_between_feeds" val="32400"/>
      <param name="coin_cost" val="3000"/>
      <param name="xp_reward" val="1"/>
      <param name="coins_per_feed" val="40"/>
      <param name="resource_to_produce_01" val="MinkOilMaterial_01"/>
      <param name="resource_to_produce_02" val="MinkOilMaterial_01"/>
      <param name="feed_sound" val="sfx_animals_feed_chicken"/>
      <!--Search paramaters for troughs-->
      <param name="search_type" val="Trough"/>
      <param name="search_min" val="1"/>
      <param name="search_range" val="2"/>
    </params>
  </state_machine_ref>
</item>
<item name="Flax_01" giftable="true" type="crop" buyable="true" sellable="false" priority="40" placeable="true" code="YO" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="flax" dbid="557" friendlyName="friendlyName,o:{a Flax}" description="description:{Fiber used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[3]" message="[loc(Dialogs,Level)] 3" dialog="LevelRequired" unlockCost="[mul([sub([3],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>25</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <radius>2</radius>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/FlaxIrrigated_01/FlaxIrrigated_01.zsci" offsetX="0" offsetY="1"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/FlaxIrrigated_02/FlaxIrrigated_02.zsci" offsetX="0" offsetY="1"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Flax_01/Flax_01.zsci" offsetX="0" offsetY="1"/>
  <image name="grown" direction="ALL" url="assets/Crops/Flax_02/Flax_02.zsci" offsetX="0" offsetY="1"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/FlaxMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Flax}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="1800"/>
      <!-- Override default wither time since it's too low-->
      <param name="grownDuration" val="28800"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="FlaxMaterial_01"/>
      <param name="coins_to_produce" val="[100]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Tomatoes_01" giftable="true" type="crop" buyable="true" sellable="false" priority="40" placeable="true" code="YP" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="tomato" dbid="558" friendlyName="friendlyName,o:{a Tomato}" description="description:{Vegetable used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,PlayerLevel)] 8" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>150</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <radius>2</radius>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/TomatoesIrrigated_01/TomatoesIrrigated_01.zsci"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/TomatoesIrrigated_02/TomatoesIrrigated_02.zsci" offsetX="-2" offsetY="0"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Tomatoes_01/Tomatoes_01.zsci"/>
  <image name="grown" direction="ALL" url="assets/Crops/Tomatoes_02/Tomatoes_02.zsci" offsetX="-2" offsetY="0"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/TomatoMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Tomatoes}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="28800"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="TomatoMaterial_01"/>
      <param name="coins_to_produce" val="[400]"/>
    </params>
  </state_machine_ref>
</item>
<item name="ChiliPeppers_01" giftable="true" type="crop" buyable="true" sellable="false" priority="40" placeable="true" code="YQ" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="chilipepper" dbid="559" friendlyName="friendlyName,o:{a Chili Pepper}" description="description:{Spice used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[18]" message="[loc(Dialogs,PlayerLevel)] 18" dialog="PlayerLevelRequired" unlockCost="[mul([sub([18],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>350</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <radius>2</radius>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/ChiliPeppersIrrigated_01/ChiliPeppersIrrigated_01.zsci"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/ChiliPeppersIrrigated_02/ChiliPeppersIrrigated_02.zsci"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/ChiliPeppers_01/ChiliPeppers_01.zsci"/>
  <image name="grown" direction="ALL" url="assets/Crops/ChiliPeppers_02/ChiliPeppers_02.zsci"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/ChiliPepperMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Chili Peppers}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="64800"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="ChiliPepperMaterial_01"/>
      <param name="coins_to_produce" val="[800]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Oats_01" giftable="true" type="crop" buyable="true" sellable="false" priority="40" placeable="true" code="YR" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="oat" dbid="560" friendlyName="friendlyName,o:{a Oat}" description="description:{Cereal grain used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[16]" message="[loc(Dialogs,PlayerLevel)] 16" dialog="PlayerLevelRequired" unlockCost="[mul([sub([16],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>75</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <radius>2</radius>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/OatsIrrigated_01/OatsIrrigated_01.zsci" offsetX="0" offsetY="1"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/OatsIrrigated_02/OatsIrrigated_02.zsci" offsetX="4" offsetY="2"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Oats_01/Oats_01.zsci" offsetX="0" offsetY="1"/>
  <image name="grown" direction="ALL" url="assets/Crops/Oats_02/Oats_02.zsci" offsetX="3" offsetY="2"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/OatsMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Oats}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="10800"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="OatsMaterial_01"/>
      <param name="coins_to_produce" val="[225]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Cotton_01" giftable="true" type="crop" buyable="true" sellable="false" priority="40" placeable="true" code="YS" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="cotton" dbid="561" friendlyName="friendlyName,o:{a Cotton}" description="description:{Fiber used in Artistry crafts. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[12]" message="[loc(Dialogs,PlayerLevel)] 12" dialog="PlayerLevelRequired" unlockCost="[mul([sub([12],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>250</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <radius>2</radius>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/CottonIrrigated_01/CottonIrrigated_01.zsci"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/CottonIrrigated_02/CottonIrrigated_02.zsci"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Cotton_01/Cotton_01.zsci"/>
  <image name="grown" direction="ALL" url="assets/Crops/Cotton_02/Cotton_02.zsci"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/CottonMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Cotton}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="50400"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="CottonMaterial_01"/>
      <param name="coins_to_produce" val="[600]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Cocoa_01" giftable="true" type="crop" buyable="true" sellable="false" priority="40" placeable="true" code="YT" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="cocoa" dbid="562" friendlyName="friendlyName,o:{a Cocoa}" description="description:{Beans used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[14]" message="[loc(Dialogs,PlayerLevel)] 14" dialog="PlayerLevelRequired" unlockCost="[mul([sub([14],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <SortOrder>5</SortOrder>
  <cost>300</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <radius>2</radius>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/CocoaIrrigated_01/CocoaIrrigated_01.zsci"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/CocoaIrrigated_02/CocoaIrrigated_02.zsci" offsetX="-4" offsetY="1"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Cocoa_01/Cocoa_01.zsci"/>
  <image name="grown" direction="ALL" url="assets/Crops/Cocoa_02/Cocoa_02.zsci" offsetX="-4" offsetY="0"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/CocoaMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Cocoa}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="search_range" val="2"/>
      <param name="growth_duration" val="57600"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="CocoaMaterial_01"/>
      <param name="coins_to_produce" val="[700]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Studio_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="v8" rareItem="false" canTradeDebug="1" dbid="569" friendlyName="friendlyName,o:{a Studio}" description="description:{Decorations and Costumes are crafted from Artistry recipes. You can only have 3 in your Kingdom.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[10]" message="[loc(Dialogs,PlayerLevel)] 10" dialog="PlayerLevelRequired" unlockCost="[mul([sub([10],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Studio_01)]" op="lt" rval="[3]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="orange" secondaryColor="mint"/>
  <bonus>
    <tooltip value="placeTip:{Place your fn:[[item([target])].friendlyName] here to have your crafted items finish 10% faster!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <cost>16000</cost>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <categories>
    <category name="CraftingBuilding"/>
    <category name="Building"/>
    <category name="penaltyHighlight"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_5x5_01/Construction_5x5_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_5x5_02/Construction_5x5_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_5x5_03/Construction_5x5_03.zsci"/>
  <image name="idle" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/Studio_01/Studio_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Studio_01/Studio_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/Studio_01/Studio_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Studio_01/Studio_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="ready" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/Studio_01/Studio_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Studio_01/Studio_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Studio_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="10" cost="4"/>
        <material name="GoldBrickCraftable_01" count="5" cost="4"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crafting_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[172800]"/>
      <param name="item_to_produce" val=""/>
      <param name="count_to_produce" val="[0]"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="search_type" val="CASTLE_GROUND"/>
      <param name="search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="FlaxMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="m4" rareItem="false" className="Craftable" tradeLevel="1" dbid="583" friendlyName="friendlyName,o:{a Flax}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Flax.}">
  <requirements>
    <requirement lval="[inventory_count(FlaxMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <image name="icon" url="assets/UI/Icons/Materials/FlaxMaterial_01_Icon.zsci"/>
  <crowns>1</crowns>
</item>
<item name="AnimalFeedCraftable_01" giftable="false" type="consumable" buyable="true" feed="false" placeable="false" code="cu" rareItem="false" className="Consumable" tradeLevel="1" dbid="585" friendlyName="friendlyName,o:{an Animal Treats}" description="description:{Makes animals ready to feed 30 minutes faster}" help="help:{Craft this item or purchase it with Reputation.}">
  <image name="icon" url="assets/UI/Icons/Craftables/AnimalFeedCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/AnimalFeedCraftable_02_Icon.zsci"/>
  <requirements>
    <requirement lval="[inventory_count(AnimalFeedCraftable_01)]" op="lt" rval="[5]" categories="itemCap"/>
  </requirements>
  <craftingRequirements>
    <requirement lval="[num_in_world(Mill_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Mill_01_friendlyName,singular)] " dialog="Mill_01_Required"/>
  </craftingRequirements>
  <reputation>30</reputation>
  <craftPart name="OatsMaterial_01" count="30"/>
  <craftPart name="FlourSackCraftable_01" count="1"/>
  <state_machine_ref template="accelerate_time">
    <params>
      <!-- Value used by the state machine to know how much time to accelerate a crops growth by-->
      <param name="field_to_modify" val="animal_time_to_accelerate"/>
      <!-- Accelerates an animals ready time by 30 minutes-->
      <param name="value_to_set" val="1800"/>
      <!-- Boolean that gets set to true when the buff is active and false when the buff is used-->
      <param name="b_is_active" val="b_animal_accelerator_active"/>
    </params>
  </state_machine_ref>
  <sellPrice>25</sellPrice>
  <craftingTime>12600</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
  <!--
  <state_machine_ref template="cons_buff_adder">
    <params>
      <param name="buffName" val="instaAdult"/>
      <param name="charges" val="1"/>
    </params>
  </state_machine_ref>
-->
  <!--
  <crowns>2</crowns>
-->
</item>
<item name="TomatoMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="cx" rareItem="false" className="Craftable" tradeLevel="1" dbid="589" friendlyName="friendlyName,o:{a Tomato}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Tomatoes.}">
  <requirements>
    <requirement lval="[inventory_count(TomatoMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/TomatoMaterial_01_Icon.zsci"/>
</item>
<item name="CocoaMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="cy" rareItem="false" className="Craftable" tradeLevel="1" dbid="590" friendlyName="friendlyName,o:{a Cocoa}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Cocoa.}">
  <requirements>
    <requirement lval="[inventory_count(CocoaMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>15</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/CocoaMaterial_01_Icon.zsci"/>
</item>
<item name="BlueFeatherMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="uK" rareItem="false" className="Craftable" tradeLevel="2" dbid="597" friendlyName="friendlyName,o:{a Blue Feather}" description="description:{Blue bird's feather}" help="help:{Find this item by feeding Adult Peacocks.}">
  <requirements>
    <requirement lval="[inventory_count(BlueFeatherMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/BlueFeatherMaterial_01_Icon.zsci"/>
  <sellPrice>60</sellPrice>
  <crowns>5</crowns>
</item>
<item name="RedFeatherMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="AM" rareItem="false" className="Craftable" tradeLevel="1" dbid="598" friendlyName="friendlyName,o:{a Red Feather}" description="description:{Bright Red Feather}" help="help:{Get this item by feeding Adult Peacocks.}">
  <requirements>
    <requirement lval="[inventory_count(RedFeatherMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/RedFeatherMaterial_01_Icon.zsci"/>
</item>
<item name="Cons_SuperChop" giftable="true" type="consumable" buyable="true" feed="false" placeable="false" code="Wh" rareItem="false" className="Consumable" tradeLevel="4" dbid="603" friendlyName="friendlyName,o:{a Super Chop}" description="description:{Chop Trees in a single swing.}" help="help:{This item can be crafted after you build a Workshop.}">
  <image name="icon" url="assets/UI/Icons/Consumable/Consumables_SuperChop.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Consumable/Consumables_SuperChop02.zsci"/>
  <requirements>
    <requirement lval="[inventory_count(Cons_SuperChop)]" op="lt" rval="[15]" categories="itemCap"/>
  </requirements>
  <craftPart name="IronAxeCraftable_01" count="1"/>
  <craftPart name="AlchemistPowderMaterial_01" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <sellPrice>100</sellPrice>
  <craftingTime>86400</craftingTime>
  <craftType>Forging</craftType>
  <reputation>20</reputation>
  <state_machine_ref template="cons_buff_adder">
    <params>
      <param name="buffName" val="superchop"/>
      <param name="charges" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Cons_Fertilize" giftable="true" type="consumable" buyable="true" feed="false" placeable="false" code="Ti" rareItem="false" className="Consumable" tradeLevel="2" dbid="605" friendlyName="friendlyName,o:{a Fertilizer}" description="description:{Use to speed up the growth of a crop by 30 minutes.}" help="help:{This item can be crafted after you build a Kitchen.}">
  <image name="icon" url="assets/UI/Icons/Consumable/Consumables_Fertilize.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Consumable/Consumables_Fertilize02.zsci"/>
  <requirements>
    <requirement lval="[inventory_count(Cons_Fertilize)]" op="lt" rval="[5]" categories="itemCap"/>
  </requirements>
  <reputation>30</reputation>
  <craftingRequirements>
    <requirement lval="[num_in_world(Kitchen_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Kitchen_01_friendlyName,singular)] " dialog="Kitchen_01_Required"/>
  </craftingRequirements>
  <craftPart name="AnimalBoneMaterial_01" count="3"/>
  <craftPart name="HardBoiledEggsCraftable_01" count="2"/>
  <craftPart name="AlchemistPowderMaterial_01" count="1"/>
  <sellPrice>50</sellPrice>
  <craftingTime>36000</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
  <state_machine_ref template="accelerate_time">
    <params>
      <!-- Value used by the state machine to know how much time to accelerate a crops growth by-->
      <param name="field_to_modify" val="crop_time_to_accelerate"/>
      <!-- Accelerates a crops growth time by 30 minutes-->
      <param name="value_to_set" val="1800"/>
      <!-- Boolean that gets set to true when the buff is active and false when the buff is used-->
      <param name="b_is_active" val="b_crop_accelerator_active"/>
    </params>
  </state_machine_ref>
</item>
<item name="RatTailMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="Gu" rareItem="false" className="Craftable" tradeLevel="1" dbid="614" friendlyName="friendlyName,o:{a Gloom Rat Tail}" description="description:{Gross, the tail of a rat}" help="help:{Get this item by banishing Gloom Rats.}">
  <requirements>
    <requirement lval="[inventory_count(RatTailMaterial_01)]" op="lt" rval="[20]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>3</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/RatTailMaterial_01_Icon.zsci"/>
  <cost>1</cost>
</item>
<item name="OatsMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="PO" rareItem="false" className="Craftable" tradeLevel="1" dbid="617" friendlyName="friendlyName,o:{a Oats}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Oats.}">
  <requirements>
    <requirement lval="[inventory_count(OatsMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/OatsMaterial_01_Icon.zsci"/>
</item>
<item name="WolfHairMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="GY" rareItem="false" className="Craftable" tradeLevel="1" dbid="622" friendlyName="friendlyName,o:{a Gloom Wolf Hair}" description="description:{Hair from the back of a Wolf}" help="help:{Get this item by banishing Gloom Wolves.}">
  <requirements>
    <requirement lval="[inventory_count(WolfHairMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/WolfHairMaterial_01_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <crowns>3</crowns>
</item>
<item name="OgresBelchMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="s3" rareItem="false" className="Craftable" tradeLevel="1" dbid="629" friendlyName="friendlyName,o:{an Ogre's Belch}" description="description:{A belch from a mighty Ogre, supposedly}" help="help:{Get this item by clearing Grass and Shrubs.}">
  <requirements>
    <requirement lval="[inventory_count(OgresBelchMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <gift weight="8800" color="Blue" level="5" toolTip="giftTooltip:{Stinky Ogre's Belch used in crafting}"/>
  <sellPrice>5</sellPrice>
  <image name="icon" url="assets/UI/Icons/Materials/OgresBelchMaterial_01_Icon.zsci"/>
  <crowns>1</crowns>
</item>
<item name="RubyMaterial_01" giftable="true" type="craft" buyable="false" sellabe="true" placeable="false" code="tt" rareItem="false" className="Craftable" tradeLevel="5" feed="false" dbid="630" friendlyName="friendlyName,o:{a Ruby}" description="description:{Gem with a deep red color}" help="help:{Chance to get this item when mining rocks.}">
  <requirements>
    <requirement lval="[inventory_count(RubyMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/RubyMaterial_01_Icon.zsci"/>
  <sellPrice>500</sellPrice>
  <crowns>5</crowns>
</item>
<item name="BeeswaxMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="f9" rareItem="false" className="Craftable" tradeLevel="1" dbid="631" friendlyName="friendlyName,o:{a Beeswax}" description="description:{Wax from honey combs}" help="help:{Find this item by clearing Flowers and Bushes.}">
  <requirements>
    <requirement lval="[inventory_count(BeeswaxMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/BeeswaxMaterial_01_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
</item>
<item name="WoolClothCraftable_01" giftable="false" type="craft" buyable="false" placeable="false" code="D3" rareItem="false" className="Craftable" tradeLevel="2" feed="false" dbid="635" friendlyName="friendlyName,o:{a Wool Cloth}" description="description:{Cloth made from sheep wool}" help="help:{Get this item by harvesting a Tailor or by crafting it.}">
  <requirements>
    <requirement lval="[inventory_count(WoolClothCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/WoolClothCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/WoolClothCraftable_02_Icon.zsci"/>
  <sellPrice>45</sellPrice>
  <craftPart name="WoolThreadCraftable_01" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Tailor_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Tailor_01_friendlyName,singular)] " dialog="Tailor_01_Required"/>
  </craftingRequirements>
  <crowns>5</crowns>
  <craftingTime>7200</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="CottonClothCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="Aw" rareItem="false" className="Craftable" tradeLevel="2" feed="false" dbid="636" friendlyName="friendlyName,o:{a Cotton Cloth}" description="description:{A supple cloth used to craft cloth items}" help="help:{Get this item by harvesting a Tailor Building or by crafting it.}">
  <requirements>
    <requirement lval="[inventory_count(CottonClothCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/CottonClothCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/CottonClothCraftable_02_Icon.zsci"/>
  <sellPrice>75</sellPrice>
  <craftPart name="CottonThreadCraftable_01" count="3"/>
  <craftPart resource="reputation" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Tailor_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Tailor_01_friendlyName,singular)] " dialog="Tailor_01_Required"/>
  </craftingRequirements>
  <crowns>8</crowns>
  <craftingTime>9000</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="ParchmentCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="ny" rareItem="false" className="Craftable" tradeLevel="1" dbid="640" friendlyName="friendlyName,o:{a Parchment}" description="description:{Paper used for documents and letters}" help="help:{This item can be crafted after you build a Studio.}">
  <requirements>
    <requirement lval="[inventory_count(ParchmentCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/ParchmentCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/ParchmentCraftable_02_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <craftPart name="WoodLogMaterial_01" count="4"/>
  <craftPart name="CottonMaterial_01" count="6"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Studio_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Studio_01_friendlyName,singular)] " dialog="Studio_01_Required"/>
  </craftingRequirements>
  <crowns>6</crowns>
  <craftingTime>420</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="MagicWand_01" giftable="false" type="craft" buyable="false" sellable="false" placeable="false" code="R1" rareItem="false" className="Craftable" dbid="649" friendlyName="friendlyName,o:{an Alastair's Magic Wand}" description="description:{Alastair's favorite Magic Wand.}" help="help:{Used for Magical things like pulling rabbits out of hats.}">
  <image name="icon" url="assets/UI/Icons/Craftables/MagicWandCraftable_01_Icon.zsci"/>
</item>
<item name="WoolThreadCraftable_01" giftable="true" tooltip="Use Wool Thread as a crafting ingredient or buildable material" type="craft" buyable="false" placeable="false" code="sI" rareItem="false" className="Craftable" tradeLevel="1" dbid="655" friendlyName="friendlyName,o:{a Wool Thread}" description="description:{Wool Thread used to craft other items}" help="help:{This item can be crafted after you build a Studio.}">
  <requirements>
    <requirement lval="[inventory_count(WoolThreadCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/WoolThreadCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/WoolThreadCraftable_02_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <craftPart name="WoolMaterial_01" count="3"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Studio_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Studio_01_friendlyName,singular)] " dialog="Studio_01_Required"/>
  </craftingRequirements>
  <crowns>3</crowns>
  <craftingTime>300</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="CottonThreadCraftable_01" giftable="true" tooltip="Use Cotton Thread as a recipe ingredient in Artistry crafting." type="craft" buyable="false" placeable="false" code="T9" rareItem="false" className="Craftable" tradeLevel="1" dbid="656" friendlyName="friendlyName,o:{a Cotton Thread}" description="description:{Soft Cotton Thread for crafting}" help="help:{This item can be crafted after you build a Studio.}">
  <requirements>
    <requirement lval="[inventory_count(CottonThreadCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/CottonThreadCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/CottonThreadCraftable_02_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <craftPart name="CottonMaterial_01" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Studio_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Studio_01_friendlyName,singular)] " dialog="Studio_01_Required"/>
  </craftingRequirements>
  <crowns>3</crowns>
  <craftingTime>300</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="WoodPlanksCraftable_01" giftable="true" type="craft" dbid="658" buyable="false" placeable="false" code="lu" rareItem="false" className="Craftable" tradeLevel="1" friendlyName="friendlyName,o:{a Wood Plank}" description="description:{Plank made from Wood Logs}" help="help:{This item can be crafted after you build a Workshop.}">
  <requirements>
    <requirement lval="[inventory_count(WoodPlanksCraftable_01)]" op="lt" rval="[40]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/WoodPlanksCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/WoodPlanksCraftable_02_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <craftPart name="WoodLogMaterial_01" count="6"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <crowns>5</crowns>
  <craftingTime>3600</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="WoodenHandleCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="pb" rareItem="false" className="Craftable" tradeLevel="1" dbid="659" friendlyName="friendlyName,o:{a Wooden Handle}" description="description:{Wooden Handle used to make other crafts}" help="help:{Get this item by harvesting a Workshop.}">
  <crowns>3</crowns>
  <image name="icon" url="assets/UI/Icons/Craftables/WoodenHandleCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/WoodenHandleCraftable_02_Icon.zsci"/>
  <!--craftPart name="WoodLogMaterial_01" count="1"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <sellPrice>40</sellPrice>
  <craftingTime>7200</craftingTime-->
</item>
<item name="MinkOilMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="Ns" rareItem="false" className="Craftable" tradeLevel="1" dbid="666" friendlyName="friendlyName,o:{a Mink Oil}" description="description:{Oil from a Mink}" help="help:{Get this item by feeding Adult Minks.}">
  <requirements>
    <requirement lval="[inventory_count(MinkOilMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/MinkOilMaterial_01_Icon.zsci"/>
</item>
<item name="CobblestonePathBase_01" giftable="true" type="decoration" subtype="road" buyable="false" priority="99" placeable="true" storable="true" code="gO" rareItem="false" multiplace="true" dbid="701" friendlyName="friendlyName,o:{a Cobblestone Path Base}" description="description:{Cobblestone Path Base}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="[mul([sub([9],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness>0</happiness>
  <cost>100</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <objectLayer>road</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>false</isSelectable>
  <adaptations>
    <adaptation category="Road" style="merge"/>
  </adaptations>
  <categories>
    <category name="Road"/>
    <category name="Decoration"/>
    <category name="noLockdown"/>
  </categories>
  <collision type="allExceptAvatar"/>
  <image name="Center" url="assets/Terrain/Cobble_02/Base_00.zsci"/>
  <image name="NorthEastEdge" url="assets/Terrain/Cobble_02/Base_01.zsci"/>
  <image name="SouthWestEdge" url="assets/Terrain/Cobble_02/Base_02.zsci"/>
  <image name="NorthWestEdge" url="assets/Terrain/Cobble_02/Base_03.zsci"/>
  <image name="SouthEastEdge" url="assets/Terrain/Cobble_02/Base_04.zsci"/>
  <image name="SouthOuterCorner" url="assets/Terrain/Cobble_02/Base_05.zsci"/>
  <image name="WestOuterCorner" url="assets/Terrain/Cobble_02/Base_06.zsci"/>
  <image name="NorthOuterCorner" url="assets/Terrain/Cobble_02/Base_07.zsci"/>
  <image name="EastOuterCorner" url="assets/Terrain/Cobble_02/Base_08.zsci"/>
  <image name="SouthInnerCorner" url="assets/Terrain/Cobble_02/Base_09.zsci"/>
  <image name="WestInnerCorner" url="assets/Terrain/Cobble_02/Base_10.zsci"/>
  <image name="NorthInnerCorner" url="assets/Terrain/Cobble_02/Base_11.zsci"/>
  <image name="EastInnerCorner" url="assets/Terrain/Cobble_02/Base_12.zsci"/>
  <image name="BridgeHorizontal" url="assets/Terrain/Cobble_02/Base_13.zsci"/>
  <image name="BridgeVertical" url="assets/Terrain/Cobble_02/Base_14.zsci"/>
  <image name="static" direction="ALL" url="assets/Decorations/CobblestonePath_01/RoadStoneCross.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/icon2x2_Icon.zsci"/>
</item>
<item name="ChiliPepperMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="O2" rareItem="false" className="Craftable" tradeLevel="1" dbid="705" friendlyName="friendlyName,o:{a Chili Pepper}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by harvesting Chili Peppers.}">
  <requirements>
    <requirement lval="[inventory_count(ChiliPepperMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>15</sellPrice>
  <crowns>2</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/ChiliPepperMaterial_01_Icon.zsci"/>
</item>
<item name="CottonMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="gm" rareItem="false" className="Craftable" tradeLevel="1" dbid="706" friendlyName="friendlyName,o:{a Cotton}" description="description:{Grow crops for Coins and XP.}" help="help:{Get this item by  harvesting Cotton.}">
  <requirements>
    <requirement lval="[inventory_count(CottonMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <gift weight="8600" color="Blue" level="7" toolTip="giftTooltip:{Soft Cotton used in crafting}"/>
  <sellPrice>15</sellPrice>
  <crowns>3</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/CottonMaterial_01_Icon.zsci"/>
</item>
<item name="WaterBase_01" giftable="true" type="nature" subtype="water" buyable="false" priority="99" placeable="true" storable="true" code="Nb" rareItem="false" multiplace="true" dbid="707" friendlyName="friendlyName,o:{a Small Water}" description="description:{Small Water}">
  <customPlacementSound>sfx_place_water</customPlacementSound>
  <cost>1000</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <objectLayer>water</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <adaptations>
    <adaptation category="river" style="merge"/>
  </adaptations>
  <!--state_machine_ref template="fishing"/-->
  <categories>
    <category name="Water"/>
    <category name="Decoration"/>
    <category name="river"/>
    <category name="penaltyHighlight"/>
    <category name="noLockdown"/>
  </categories>
  <image name="Center" url="assets/Terrain/Water_01/Base_00.zsci"/>
  <image name="NorthEastEdge" url="assets/Terrain/Water_01/Base_01.zsci"/>
  <image name="SouthWestEdge" url="assets/Terrain/Water_01/Base_02.zsci"/>
  <image name="NorthWestEdge" url="assets/Terrain/Water_01/Base_03.zsci"/>
  <image name="SouthEastEdge" url="assets/Terrain/Water_01/Base_04.zsci"/>
  <image name="SouthOuterCorner" url="assets/Terrain/Water_01/Base_05.zsci"/>
  <image name="WestOuterCorner" url="assets/Terrain/Water_01/Base_06.zsci"/>
  <image name="NorthOuterCorner" url="assets/Terrain/Water_01/Base_07.zsci"/>
  <image name="EastOuterCorner" url="assets/Terrain/Water_01/Base_08.zsci"/>
  <image name="SouthInnerCorner" url="assets/Terrain/Water_01/Base_09.zsci"/>
  <image name="WestInnerCorner" url="assets/Terrain/Water_01/Base_10.zsci"/>
  <image name="NorthInnerCorner" url="assets/Terrain/Water_01/Base_11.zsci"/>
  <image name="EastInnerCorner" url="assets/Terrain/Water_01/Base_12.zsci"/>
  <image name="BridgeHorizontal" url="assets/Terrain/Water_01/Base_13.zsci"/>
  <image name="BridgeVertical" url="assets/Terrain/Water_01/Base_14.zsci"/>
  <image name="static" direction="ALL" url="assets/Terrain/Water_01/Base_00.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Water_01_Icon.zsci"/>
</item>
<item name="Cons_Hypercraft" giftable="true" type="consumable" buyable="true" feed="false" placeable="false" code="rV" rareItem="false" className="Consumable" tradeLevel="4" dbid="712" friendlyName="friendlyName,o:{a Hyper Craft}" description="description:{Use to speed up the crafting of an item by 30 minutes.}" help="help:{This item can be crafted after you build a Workshop.}">
  <image name="icon" url="assets/UI/Icons/Consumable/Consumables_HyperCraft.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Consumable/Consumables_HyperCraft.zsci"/>
  <requirements>
    <requirement lval="[inventory_count(Cons_Hypercraft)]" op="lt" rval="[5]" categories="itemCap"/>
  </requirements>
  <craftPart name="RubyMaterial_01" count="1"/>
  <craftPart name="OgresBelchMaterial_01" count="10"/>
  <craftPart name="HammerCraftable_01" count="3"/>
  <craftPart name="AlchemistPowderMaterial_01" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <craftingTime>93600</craftingTime>
  <craftType>Cooking</craftType>
  <reputation>30</reputation>
  <sellPrice>25</sellPrice>
  <state_machine_ref template="accelerate_time">
    <params>
      <!-- Value used by the state machine to know how much time to accelerate a crops growth by-->
      <param name="field_to_modify" val="craft_time_to_accelerate"/>
      <!-- Accelerates a crops growth time by 30 minutes-->
      <param name="value_to_set" val="1800"/>
      <!-- Boolean that gets set to true when the buff is active and false when the buff is used-->
      <param name="b_is_active" val="b_craft_accelerator_active"/>
    </params>
  </state_machine_ref>
</item>
<item name="Tailor_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="et" rareItem="false" dbid="723" friendlyName="friendlyName,o:{a Tailor}" description="description:{Unlocks Artistry recipes and supplies your Kingdom with Cotton Cloth. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[12]" message="[loc(Dialogs,PlayerLevel)] 12" dialog="PlayerLevelRequired" unlockCost="[mul([sub([12],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="orange" secondaryColor="mint"/>
  <cost>11000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="=20">
    <asset name="base" url="assets/Buildings/Tailor_01/Tailor_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Tailor_01/Tailor_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="20">
    <asset name="base" url="assets/Buildings/Tailor_01/Tailor_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Tailor_01/Tailor_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Tailor_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="5" cost="2"/>
        <material name="StoneBlockCraftable_01" count="7" cost="3"/>
        <material name="LoomCraftable_01" count="2" cost="2"/>
        <material name="DyeCraftable_01" count="1" cost="4"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[172800]"/>
      <param name="item_to_produce" val="CottonClothCraftable_01"/>
      <param name="count_to_produce" val="[1]"/>
      <!--param name="item_to_produce_01" val="WoolClothCraftable_01"/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val="LeatherCraftable_01"/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/-->
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="collect_tip_GMVisit" val="tailor:{Click to Wash Cloth}"/>
      <param name="progress_collect_tip_GMVisit" val="polish:{Washing}"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="BassMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="gK" rareItem="false" className="Craftable" tradeLevel="1" dbid="780" friendlyName="friendlyName,o:{a Bass}" help="help:{Catch fish in the Pond or get from a Fishery.}" description="description:{Bass fresh from the Pond}">
  <requirements>
    <requirement lval="[inventory_count(BassMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Animals/Bass_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <crowns>1</crowns>
  <categories>
    <category name="Fish"/>
  </categories>
</item>
<item name="SocialFloat_01" giftable="true" type="building" buyable="false" neighborable="false" placeable="true" code="w1" rareItem="false" canTradeDebug="1" dbid="784" friendlyName="friendlyName,o:{an Mardi Gras Float}" description="description:{Where you start a Mardi Gras Parade.}">
  <cost>100</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <image name="Normal" direction="ALL" url="assets/Buildings/Bank_01/Bank_01.zsci"/>
  <image name="static" direction="ALL" url="assets/Buildings/Bank_01/Bank_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Buildings/SocialFloat_01_Icon.zsci"/>
  <state_machine_ref template="social_building">
    <params>
      <param name="social_name" val="Mardi Gras"/>
    </params>
  </state_machine_ref>
</item>
<item name="Tower_04" giftable="false" type="building" subtype="nobility" buyable="true" neighborable="true" placeable="true" code="Xg" rareItem="false" dbid="817" friendlyName="friendlyName,o:{a Wizard's Keep}" description="description:{Wizards are not architects, this is the result. You can only have buildings,[params.itemCap]:[params.CastleBuildingStr] at this level.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[num_in_world(Tower_04)]" op="lt" rval="[2]" categories="buildingLimit"/>
    <requirement lval="[player.level]" op="gte" rval="[21]" message="[loc(Dialogs,PlayerLevel)] 21" dialog="PlayerLevelRequired" unlockCost="[mul([sub([42],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="red"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <params>
    <param name="CastleBuildingStr" val="castle_building,o:{a Wizard's Keep}"/>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxWizardKeep]"/>
  </params>
  <cost>150000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <!--population>1</population-->
  <hasObstruction>true</hasObstruction>
  <isSelectable>true</isSelectable>
  <castleModifier>300</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CrewBuilding"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11" UIOffsetX="0" UIOffsetY="-10"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9" UIOffsetX="0" UIOffsetY="-10"/>
  <image name="Construction2" UIOffsetX="19" UIOffsetY="-10">
    <image name="Base" direction="ALL" url="assets/Buildings/Construction_4x4_04/Construction_4x4_04_Back.zsci" offsetX="-1" offsetY="450"/>
    <image name="idle" className="ColorMaskedBitmap" direction="ALL" offsetX="-20" offsetY="276">
      <asset name="base" url="assets/Buildings/KeepWizard_01/KeepWizard_01.zsci"/>
      <asset name="mask" url="assets/Buildings/KeepWizard_01/KeepWizard_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image name="Base" direction="ALL" url="assets/Buildings/Construction_4x4_04/Construction_4x4_04_Front.zsci" offsetX="-1" offsetY="510"/>
  </image>
  <image name="Vacant" direction="ALL" url="assets/Buildings/KeepWizard_01/KeepWizard_01.zsci" offsetX="-27" offsetY="176"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="19" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/KeepWizard_01/KeepWizard_01.zsci"/>
    <asset name="mask" url="assets/Buildings/KeepWizard_01/KeepWizard_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="19" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/KeepWizard_01/KeepWizard_01.zsci"/>
    <asset name="mask" url="assets/Buildings/KeepWizard_01/KeepWizard_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/KeepWizard_01.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneBlockCraftable_01" count="8" cost="5"/>
        <material name="GoldBrickCraftable_01" count="13" cost="25"/>
        <material name="DownFeatherMaterial_01" count="10" cost="30"/>
        <material name="CogCraftable_01" count="2" cost="25"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crew_building">
    <params>
      <param name="building_name_hack" val="Tower_04"/>
      <param name="build_tooltip" val="Wizard's Keep"/>
      <param name="coin_cost" val="10000"/>
      <param name="required_whacks" val="3"/>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="max_upgrade_level" val="1"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="upgrade_cost" val="[mul([params.coin_cost],[mul([counters.building_level],[3])])]"/>
      <param name="max_resource_storage" val="1"/>
      <param name="produce_duration" val="[259200]"/>
      <param name="count_to_produce" val="[3000]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_state_duration" val="1"/>
      <param name="b_is_castle" val="[true]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="KnifeCraftable_01" giftable="true" type="craft" buyable="true" placeable="false" code="UL" rareItem="false" className="Craftable" tradeLevel="2" feed="false" dbid="822" friendlyName="friendlyName,o:{a Knife}" description="description:{A sharp weapon}" help="help:{This item can be crafted after you build a Blacksmith.}">
  <requirements>
    <requirement lval="[inventory_count(KnifeCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/KnifeCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/KnifeCraftable_02_Icon.zsci"/>
  <sellPrice>485</sellPrice>
  <craftPart name="IronBarCraftable_01" count="1"/>
  <craftPart name="WoodLogMaterial_01" count="4"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Blacksmith_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Blacksmith_01_friendlyName,singular)] " dialog="Blacksmith_01_Required"/>
  </craftingRequirements>
  <crowns>19</crowns>
  <craftingTime>32400</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="BrickOvenCraftable_01" giftable="true" type="craft" buyable="true" feed="false" placeable="false" code="CE" rareItem="false" className="Craftable" tradeLevel="3" dbid="828" friendlyName="friendlyName,o:{a Brick Oven}" description="description:{Oven for cooking food}" help="help:{This item can be crafted after you build a Workshop.}">
  <requirements>
    <requirement lval="[inventory_count(BrickOvenCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>115</sellPrice>
  <image name="icon" url="assets/UI/Icons/Craftables/BrickOvenCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/BrickOvenCraftable_02_Icon.zsci"/>
  <craftPart name="StoneBlockCraftable_01" count="2"/>
  <craftPart name="WoodPlanksCraftable_01" count="2"/>
  <craftPart resource="reputation" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <crowns>12</crowns>
  <craftingTime>10800</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="StoneBlockCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="fW" rareItem="false" className="Craftable" tradeLevel="1" dbid="833" friendlyName="friendlyName,o:{a Stone Block}" description="description:{Heavy Stone Block to build things with}" help="help:{This item can be crafted in a Workshop or harvested from a Quarry.}">
  <requirements>
    <requirement lval="[inventory_count(StoneBlockCraftable_01)]" op="lt" rval="[40]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/StoneBlockCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/StoneBlockCraftable_02_Icon.zsci"/>
  <craftPart name="StoneMaterial_01" count="6"/>
  <sellPrice>5</sellPrice>
  <crowns>5</crowns>
  <craftingTime>3600</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="WorkBenchCraftable_01" giftable="true" type="craft" buyable="false" sellable="false" placeable="false" code="i9" rareItem="false" className="Craftable" tradeLevel="5" feed="false" dbid="835" friendlyName="friendlyName,o:{a Workbench}" description="description:{Fine crafting Workbench}" help="help:{Craftable after you build a Workshop and a Lumber Camp.}">
  <requirements>
    <requirement lval="[inventory_count(WorkBenchCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/WorkBenchCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/WorkBenchCraftable_02_Icon.zsci"/>
  <craftPart name="WoodPlanksCraftable_01" count="3"/>
  <craftPart name="BagOfNailsCraftable_01" count="2"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(LumberCamp_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,LumberCamp_01_friendlyName,singular)] " dialog="LumberCamp_01_Required"/>
  </craftingRequirements>
  <sellPrice>5</sellPrice>
  <crowns>20</crowns>
  <craftingTime>86400</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="SandMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="za" rareItem="false" className="Craftable" tradeLevel="1" dbid="842" friendlyName="friendlyName,o:{a Sand}" description="description:{Pile of Sand}" help="help:{Get this item by Fishing}">
  <requirements>
    <requirement lval="[inventory_count(SandMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/SandMaterial_01_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <crowns>3</crowns>
</item>
<item name="Quarry_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="mN" rareItem="false" dbid="877" friendlyName="friendlyName,o:{a Quarry}" description="description:{Unlocks new Forging recipes and supplies your Kingdom with Stone Blocks. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[18]" message="[loc(Dialogs,PlayerLevel)] 18" dialog="PlayerLevelRequired" unlockCost="[mul([sub([18],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="Green"/>
  <cost>16000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-13" offsetY="-1" UIOffsetX="0" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/Quarry_01/Quarry_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Quarry_01/Quarry_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-13" offsetY="-1" UIOffsetX="0" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/Quarry_01/Quarry_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Quarry_01/Quarry_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" direction="ALL" url="assets/UI/Icons/Buildings/Quarry_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="10" cost="7"/>
        <material name="StoneBlockCraftable_01" count="5" cost="2"/>
        <material name="IronPickCraftable_01" count="1" cost="7"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[43200]"/>
      <param name="item_to_produce" val="StoneBlockCraftable_01"/>
      <param name="count_to_produce" val="[1]"/>
      <!--param name="item_to_produce_01" val="RopeCraftable_01"/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val=""/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/-->
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Workshop_01" giftable="false" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="ze" rareItem="false" canTradeDebug="1" dbid="878" friendlyName="friendlyName,o:{a Workshop}" description="description:{Building materials and tools are crafted using Forging recipes. You can only have 3 in your Kingdom.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[2]" message="[loc(Dialogs,PlayerLevel)] 2" dialog="PlayerLevelRequired" unlockCost="[10]"/>
    <requirement lval="[num_in_world(Workshop_01)]" op="lt" rval="[3]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="Green"/>
  <bonus>
    <tooltip value="placeTip:{Place your fn:[[item([target])].friendlyName] here to have your crafted items finish 10% faster!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <cost>2000</cost>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <categories>
    <category name="CraftingBuilding"/>
    <category name="Building"/>
    <category name="penaltyHighlight"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_5x5_01/Construction_5x5_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_5x5_02/Construction_5x5_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_5x5_03/Construction_5x5_03.zsci"/>
  <image name="idle" className="ColorMaskedBitmap" direction="ALL" offsetX="-18" offsetY="-16" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/Workshop_01/Workshop_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Workshop_01/Workshop_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="producing" UIOffsetX="0" UIOffsetY="90" offsetX="-18" offsetY="-16">
    <image name="idle" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="10">
      <asset name="base" url="assets/Buildings/Workshop_01/Workshop_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Workshop_01/Workshop_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image className="AnimatedBitmap" numFrames="27" frameWidth="100.0" frameHeight="140.0" fps="10.0" direction="ALL" offsetX="35" offsetY="-79">
      <asset name="base" url="assets/Effects/ChimneySmoke_01/ChimneySmoke_01.zsci"/>
    </image>
  </image>
  <image name="ready" className="ColorMaskedBitmap" offsetX="-18" offsetY="-16" direction="ALL" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/Workshop_01/Workshop_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Workshop_01/Workshop_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Workshop_01_Icon.zsci"/>
  <perchPoints>
    <point x="217" y="77"/>
    <point x="20" y="177"/>
  </perchPoints>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="12" cost="2"/>
        <material name="StoneMaterial_01" count="5" cost="2"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crafting_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[172800]"/>
      <param name="item_to_produce" val=""/>
      <param name="count_to_produce" val="[0]"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="beastieTable" val="BeastieGoblinTable_01"/>
      <param name="search_type" val="CASTLE_GROUND"/>
      <param name="search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Clockmaker_01" giftable="true" type="building" subtype="crafting" buyable="true" neighborable="true" placeable="true" storable="true" code="JH" rareItem="false" dbid="880" friendlyName="friendlyName,o:{a Clockmaker}" description="description:{Unlocks new Artistry recipes and supplies your Kingdom with Cogs. You can only have buildings,[params.itemCap]:[params.CraftingSupportBuildingStr] at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[21]" message="[loc(Dialogs,PlayerLevel)] 21" dialog="PlayerLevelRequired" unlockCost="[mul([sub([21],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCraftingSupportBuildings, [add([num_in_category(CraftingSupport)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="orange" secondaryColor="mint"/>
  <cost>32000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCraftingSupportBuildings]"/>
    <param name="CraftingSupportBuildingStr" val="crafting_support_building,o:{a Crafting Support building}"/>
  </params>
  <categories>
    <category name="CraftingSupport"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_4x4_01/Construction_4x4_01.zsci" offsetX="0" offsetY="11"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_4x4_02/Construction_4x4_02.zsci" offsetX="1" offsetY="9"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_4x4_03/Construction_4x4_03.zsci" offsetX="-2" offsetY="15"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="10" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/Clockmaker_01/Clockmaker_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Clockmaker_01/Clockmaker_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="10" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/Clockmaker_01/Clockmaker_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Clockmaker_01/Clockmaker_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Clockmaker_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="10" cost="7"/>
        <material name="StoneBlockCraftable_01" count="15" cost="10"/>
        <material name="AngleFinderCraftable_01" count="1" cost="4"/>
        <material name="IronBarCraftable_01" count="5" cost="8"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="required_whacks" val="[3]"/>
      <param name="build_state_duration" val="[1]"/>
      <param name="produce_duration" val="[432000]"/>
      <param name="item_to_produce" val="CogCraftable_01"/>
      <param name="count_to_produce" val="[1]"/>
      <!--param name="item_to_produce_01" val="StainedGlassCraftable_01"/>
      <param name="count_to_produce_01" val="[1]"/>
      <param name="item_to_produce_02" val=""/>
      <param name="count_to_produce_02" val="[1]"/>
      <param name="item_to_produce_03" val=""/>
      <param name="count_to_produce_03" val="[1]"/>
      <param name="item_to_produce_04" val=""/>
      <param name="count_to_produce_04" val="[1]"/-->
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="collect_tip_GMVisit" val="clockmaker:{Click to Polish Cogs}"/>
      <param name="progress_collect_tip_GMVisit" val="polish:{Polishing}"/>
      <param name="craftingBuilding" val="[true]"/>
    </params>
  </state_machine_ref>
</item>
<item name="HamSandwichCraftable_01" giftable="false" type="consumable" subtype="energy" buyable="false" placeable="false" code="qt" rareItem="false" className="Consumable" tradeLevel="2" feed="false" dbid="881" friendlyName="friendlyName,o:{a Meat Sandwich}" description="description:{Tasty sandwich that restores 7 Energy.}" help="help:{This item can be crafted after you build a Butcher and a Bakery.}">
  <requirements>
    <requirement lval="[inventory_count(HamSandwichCraftable_01)]" op="lt" rval="[5]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/HamSandwichCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/HamSandwichCraftable_02_Icon.zsci"/>
  <sellPrice>1760</sellPrice>
  <craftPart name="HotBunsCraftable_01" count="4"/>
  <craftPart name="MeatMaterial_01" count="12"/>
  <craftPart name="CabbageMaterial_01" count="3"/>
  <craftPart name="TomatoMaterial_01" count="3"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Butcher_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Butcher_01_friendlyName,singular)] " dialog="Butcher_01_Required"/>
    <requirement lval="[num_in_world(Bakery_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Bakery_01_friendlyName,singular)] " dialog="Bakery_01_Required"/>
  </craftingRequirements>
  <crowns>26</crowns>
  <energyYield>7</energyYield>
  <craftingTime>61200</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="BubblyGrogCraftable_01" giftable="true" type="consumable" buyable="false" feed="false" placeable="false" code="BA" rareItem="false" className="Consumable" tradeLevel="1" dbid="886" friendlyName="friendlyName,o:{a Bubbly Grog}" description="description:{Frothy Beverage that can magically unwither crops}" help="help:{This item can be crafted after you build a Kitchen.}">
  <requirements>
    <requirement lval="[inventory_count(BubblyGrogCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/BubblyGrogCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/BubblyGrogCraftable_02_Icon.zsci"/>
  <craftPart name="PailOfWaterMaterial_01" count="5"/>
  <craftPart name="OgresBelchMaterial_01" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Kitchen_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Kitchen_01_friendlyName,singular)] " dialog="Kitchen_01_Required"/>
  </craftingRequirements>
  <sellPrice>15</sellPrice>
  <crowns>5</crowns>
  <craftingTime>900</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
  <state_machine_ref template="cons_buff_adder">
    <params>
      <param name="buffName" val="unwither"/>
      <param name="charges" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="EmptyPlot_01" giftable="false" type="nature" subtype="farm" buyable="true" sellable="true" priority="10" placeable="true" code="uD" rareItem="false" className="MapResource" supressDataToDisplay="true" multiplace="true" dbid="934" friendlyName="friendlyName,o:{a Farm Plot}" description="description:{A plot of land where you plant crops. You can have cap:[params.farmCap] Farm Plots at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[2]" message="[loc(Dialogs,PlayerLevel)] 2" dialog="PlayerLevelRequired" unlockCost="[mul([sub([2],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(CropsAndPlots)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>100</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <radius>2</radius>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="farmplot"/>
    <category name="penaltyHighlight"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci"/>
  <image name="icon" url="assets/UI/Icons/Crops/EmptyPlot_01_Icon.zsci"/>
  <state_machine initial="placement">
    <params>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="tooltip_GMDefault" val="tooltip_action:{Click to plant a Crop}"/>
      <param name="tooltip_GMVisit" val="No Actions Available"/>
      <param name="tooltip_GMAcceptHelp" val=""/>
      <param name="tooltip" val="tooltip_itemname:{Farm Plot}"/>
    </params>
    <states>
      <state name="placement" indicator="[false]">
        <actions>
          <action name="Beastie Message" duration="0:00" mode="GMDefault,GMUseItem" requiresProximity="false">
            <complexToolTip>
              <info_0>Beasty:{Blocked by Beastie!}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="gte" rval="[1]"/>
            </requirements>
            <effects>
              <effect type="OpenUIDialog" dialog="GenericDialog" className="BeastieLockDialog" title="beastieTitle:{Oh No!!}" label_0="ok:{Okay}" message="locked:{Looks like a beastie has your kingdom locked down!}" message_02="banish:{Click the beastie to banish it}" showCancel="false"/>
              <effect type="PlaySound" sound="ui_beastie_attack"/>
            </effects>
          </action>
          <action name="OpenCrops" duration="0:00" mode="GMDefault" requiresProximity="false" cursor="plant">
            <complexToolTip>
              <info_0>crops:{Click to plant a Crop}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="lt" rval="[1]"/>
            </requirements>
            <effects>
              <effect type="OpenUIDialog" dialog="CropDialog" plot="[target]" onSuccess="Plant" onSuccessMode="GMUseItem"/>
            </effects>
          </action>
          <action name="Plant" duration="[globals.default_action_duration]" progressText="plantingText:{Planting...}" mode="GMUseItem">
            <complexToolTip>
              <info_0>plant:{Click to Plant}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[[item([UI.selectedItem])].type]" op="eq" rval="crop"/>
              <requirement lval="[target.Fields.beastieLockdown]" op="lt" rval="[1]"/>
              <requirement lval="[is_item_unlocked([UI.selectedItem])]" op="eq" rval="[true]"/>
            </requirements>
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="plant" duration="[globals.default_action_duration]" durationMode="loop"/>
              <effect type="ReplaceWithItem" itemName="[UI.selectedItem]"/>
              <effect type="RaiseEvent" event="Plant"/>
              <effect type="RaiseEvent" event="Plant[UI.selectedItem]"/>
            </effects>
            <costs>
              <cost resource="coins" amount="[item_cost([UI.selectedItem])]"/>
            </costs>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="Gate_01" giftable="false" type="decoration" subtype="walls" buyable="true" neighborable="true" placeable="true" multiplace="true" code="CT" rareItem="false" placementInterval="2,2" dbid="942" friendlyName="friendlyName,o:{a Sturdy Castle Gate}" description="description:{A  large castle gate. You can only have cap:[params.itemCap] Wall Pieces at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <cost>40000</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[15]" message="[loc(Dialogs,PlayerLevel)] 15" dialog="PlayerLevelRequired" unlockCost="[mul([sub([15],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxWalls, [add([num_in_category(wall)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxWalls]"/>
  </params>
  <hasObstruction>true</hasObstruction>
  <isSelectable>true</isSelectable>
  <castleModifier>3</castleModifier>
  <categories>
    <category name="wall"/>
    <category name="noLockdown"/>
  </categories>
  <!--<collision>
    <r>###HHH##</r>
    <r>###HHH##</r>
  </collision>-->
  <!-- base offset: 96,0 -->
  <!-- added offsets: x:4 y:25 -->
  <image name="static" direction="SE" url="assets/Castle/GateStone_01/GateStone_01_LeftFront.zsci" offsetX="69" offsetY="-2"/>
  <image name="static" direction="SW" url="assets/Castle/GateStone_01/GateStone_01_RightFront.zsci" offsetX="71" offsetY="-3"/>
  <image name="static" direction="NW" url="assets/Castle/GateStone_01/GateStone_01_LeftFront.zsci" offsetX="69" offsetY="-2"/>
  <image name="static" direction="NE" url="assets/Castle/GateStone_01/GateStone_01_RightFront.zsci" offsetX="71" offsetY="-3"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseGate_01_Icon.zsci"/>
  <childObjects>
    <child name="GateBack_01" xOffset="6" yOffset="0" selectionChild="true"/>
    <child name="GateMid_01" xOffset="2" yOffset="0"/>
  </childObjects>
  <state_machine initial="Gate" allowQueuedActions="true">
    <onPlace>
      <effects>
        <effect type="ApplyCastleModifier"/>
      </effects>
    </onPlace>
    <states>
      <state name="Gate">
        <actions>
          <!--  <action name="OpenGate" duration="0:01" mode="GMDefault">
            <requirements>
              <requirement lval="[quest_active(FTUE_gate)]" op="eq" rval="[true]"/>
            </requirements>
            <effects>
              <effect type="GenerateLootFromTable" tableName="FTUE_ClearTable_01"/>
              <RaiseEvent event="click_on_gate"/>
            </effects>
          </action> -->
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="GateMid_01" giftable="true" type="castle" buyable="false" placeable="true" code="yO" rareItem="false" dbid="944">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <sizeX>4</sizeX>
  <sizeY>2</sizeY>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="250"/>
  </requirements>
  <collision type="allExceptAvatar"/>
  <categories>
    <category name="road"/>
    <category name="noLockdown"/>
  </categories>
  <cost>145000</cost>
  <!--<collision type="allExceptAvatar">
    <r>..HHHH..</r>
    <r>..HHHH..</r>
  </collision>  -->
  <!-- base offset: 32,32 -->
  <!--  <image name="static" direction="SE" url="assets/Castle/GateStone_01/GateStone_01_Left.zsci" offsetX="104" offsetY="11"/>
  <image name="static" direction="SW" url="assets/Castle/GateStone_01/GateStone_01_Right.zsci" offsetX="97" offsetY="10"/>
  <image name="static" direction="NW" url="assets/Castle/GateStone_01/GateStone_01_Left.zsci" offsetX="104" offsetY="11"/>
  <image name="static" direction="NE" url="assets/Castle/GateStone_01/GateStone_01_Right.zsci" offsetX="97" offsetY="10"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseGate_01_Icon.zsci"/> -->
</item>
<item name="GateBack_01" giftable="true" type="castle" buyable="false" placeable="true" code="i1" rareItem="false" dbid="957">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 209" dialog="PlayerLevelRequired" unlockCost="250"/>
  </requirements>
  <categories>
    <category name="wall"/>
  </categories>
  <dominateSelection>true</dominateSelection>
  <adaptations>
    <adaptation category="avatar:open" style="imageReplaceProx"/>
  </adaptations>
  <radius>3</radius>
  <cost>145000</cost>
  <!--  <collision>
    <r>.......##</r>
    <r>.......##</r>
  </collision>  -->
  <!-- base offset: -96,96 -->
  <image name="static" direction="SE" url="assets/Castle/GateStone_01/GateStone_01_Left.zsci" offsetX="-91" offsetY="106"/>
  <image name="static" direction="SW" url="assets/Castle/GateStone_01/GateStone_01_Right.zsci" offsetX="-97" offsetY="105"/>
  <image name="static" direction="NW" url="assets/Castle/GateStone_01/GateStone_01_Left.zsci" offsetX="-91" offsetY="106"/>
  <image name="static" direction="NE" url="assets/Castle/GateStone_01/GateStone_01_Right.zsci" offsetX="-97" offsetY="105"/>
  <image name="static_open" direction="SE" url="assets/Castle/GateStone_01/GateStone_01_Left.zsci" offsetX="-91" offsetY="106"/>
  <image name="static_open" direction="SW" url="assets/Castle/GateStone_01/GateStone_01_Right.zsci" offsetX="-97" offsetY="105"/>
  <image name="static_open" direction="NW" url="assets/Castle/GateStone_01/GateStone_01_Left.zsci" offsetX="-91" offsetY="106"/>
  <image name="static_open" direction="NE" url="assets/Castle/GateStone_01/GateStone_01_Right.zsci" offsetX="-97" offsetY="105"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseGate_01_Icon.zsci"/>
</item>
<item name="PetStable" giftable="true" type="debug" buyable="true" placeable="true" code="Pw" rareItem="false" dbid="988" friendlyName="friendlyName,o:{a Pet Stable}" description="description:{Pet Stable}">
  <requiredLevel>1</requiredLevel>
  <cost>5</cost>
  <sizeX>3</sizeX>
  <sizeY>3</sizeY>
  <image name="Finished" direction="ALL" url="assets/Buildings/HouseKnight_01/HouseKnight_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseKnight_01_Icon.zsci"/>
  <state_machine initial="Finished">
    <states>
      <state name="Finished" tooltip="A Place to House Your Pets">
        <actions>
          <action name="OpenStable" mode="GMDefault" requiresProximity="false">
            <effects>
              <effect type="OpenUIDialog" dialog="StableDialog"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="HouseBounce_01" giftable="false" type="building" subtype="house" buyable="false" sellable="false" placeable="true" placedFromInventory="true" code="SI" rareItem="false" dbid="1156" friendlyName="friendlyName,o:{a Baz's House}" description="description:{Baz's House}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>0</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <categories>
    <category name="Taxable"/>
    <category name="Building"/>
    <category name="NPCHouse"/>
    <category name="TaxHouse"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/HouseBounce_01/HouseBounce_01_Dmg.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/HouseBounce_01/HouseBounce_01_Dmg.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/HouseBounce_01/HouseBounce_01_Dmg.zsci"/>
  <image name="Producing" direction="ALL" url="assets/Buildings/HouseBounce_01/HouseBounce_01.zsci" UIOffsetX="0" UIOffsetY="40" offsetX="-2" offsetY="-8"/>
  <image name="Full" direction="ALL" url="assets/Buildings/HouseBounce_01/HouseBounce_01.zsci" UIOffsetX="0" UIOffsetY="40" offsetX="-2" offsetY="-8"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseBounce_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="OgresBelchMaterial_01" count="50" cost="50"/>
        <material name="WoodLogMaterial_01" count="5" cost="5"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="1"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="18000"/>
      <param name="count_to_produce" val="[900]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
      <param name="max_upgrade_level" val="4"/>
      <!--Tooltips that show up when you hover over this item in the gloom-->
      <param name="expansionTooltipTitle" val="expansion:{Someone's House}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here to see who lives here!}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Tower_05" giftable="false" type="building" subtype="nobility" buyable="true" neighborable="true" placeable="true" code="Kn" rareItem="false" dbid="1163" friendlyName="friendlyName,o:{an Opera House}" description="description:{Is your kingdom sophisticated enough for an Opera House? You can only have buildings,[params.itemCap]:[params.CastleBuildingStr] at this level.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[num_in_world(Tower_05)]" op="lt" rval="[2]" categories="buildingLimit"/>
    <requirement lval="[player.level]" op="gte" rval="[24]" message="[loc(Dialogs,PlayerLevel)] 24" dialog="PlayerLevelRequired" unlockCost="[mul([sub([48],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="orange" secondaryColor="red"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <params>
    <param name="CastleBuildingStr" val="castle_building,o:{a Opera House}"/>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxOperaHouse]"/>
  </params>
  <cost>200000</cost>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <!--population>1</population-->
  <hasObstruction>true</hasObstruction>
  <isSelectable>true</isSelectable>
  <castleModifier>340</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CrewBuilding"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_6x6_01/Construction_6x6_01.zsci" offsetX="-2" offsetY="14" UIOffsetX="1" UIOffsetY="0"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_6x6_02/Construction_6x6_02.zsci" offsetX="2" offsetY="17"/>
  <image name="Construction2" offsetX="29" offsetY="27">
    <image name="Construction0" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Back.zsci" offsetX="-3" offsetY="220"/>
    <image name="idle" className="ColorMaskedBitmap" direction="ALL" offsetX="-8" offsetY="160" UIOffsetX="20" UIOffsetY="-20">
      <asset name="base" url="assets/Buildings/OperaHouse_01/OperaHouse_01.zsci"/>
      <asset name="mask" url="assets/Buildings/OperaHouse_01/OperaHouse_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image name="Construction0" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Front.zsci" offsetX="-2" offsetY="310"/>
  </image>
  <image name="Vacant" direction="ALL" url="assets/Buildings/OperaHouse_01/OperaHouse_01.zsci"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="30" UIOffsetY="0">
    <asset name="base" url="assets/Buildings/OperaHouse_01/OperaHouse_01.zsci"/>
    <asset name="mask" url="assets/Buildings/OperaHouse_01/OperaHouse_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="30" UIOffsetY="0">
    <asset name="base" url="assets/Buildings/OperaHouse_01/OperaHouse_01.zsci"/>
    <asset name="mask" url="assets/Buildings/OperaHouse_01/OperaHouse_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/OperaHouse_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneBlockCraftable_01" count="10" cost="5"/>
        <material name="GoldBrickCraftable_01" count="18" cost="20"/>
        <material name="CandleCraftable_01" count="5" cost="15"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crew_building">
    <params>
      <param name="building_name_hack" val="Tower_02"/>
      <param name="build_tooltip" val="Opera House"/>
      <param name="coin_cost" val="7500"/>
      <param name="required_whacks" val="3"/>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="max_upgrade_level" val="1"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="upgrade_cost" val="[mul([params.coin_cost],[mul([counters.building_level],[3])])]"/>
      <param name="max_resource_storage" val="1"/>
      <param name="produce_duration" val="[302400]"/>
      <param name="count_to_produce" val="[3150]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_state_duration" val="1"/>
      <param name="b_is_castle" val="[true]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Bazaar_01" giftable="false" type="building" subtype="nobility" buyable="false" neighborable="false" placeable="true" code="PN" rareItem="false" canTradeDebug="1" tradeCapacity="3" dbid="1165" friendlyName="friendlyName,o:{a Bazaar}" description="description:{Allows you to trade items with Neighbors}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[false]" op="eq" rval="['true]"/>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="[mul([sub([4],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[num_in_world(Bazaar_01)]" op="lt" rval="[1]" categories="unlockLock"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="red"/>
  <reputation>25</reputation>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <castleModifier>5</castleModifier>
  <categories>
    <category name="Building"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_6x6_01/Construction_6x6_01.zsci" offsetX="-2" offsetY="14"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_6x6_02/Construction_6x6_02.zsci" offsetX="2" offsetY="17"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_6x6_03/Construction_6x6_03.zsci"/>
  <image name="Normal" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="20">
    <asset name="base" url="assets/Buildings/Bazaar_01/Bazaar_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Bazaar_01/Bazaar_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="static" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="20">
    <asset name="base" url="assets/Buildings/Bazaar_01/Bazaar_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Bazaar_01/Bazaar_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Built" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="20">
    <asset name="base" url="assets/Buildings/Bazaar_01/Bazaar_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Bazaar_01/Bazaar_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Bazaar_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodPlanksCraftable_01" count="8" cost="30"/>
        <material name="StoneBlockCraftable_01" count="8" cost="30"/>
      </materials>
    </stage>
  </constructionStages>
  <!--
  <state_machine_ref template="tradePost_building">
    <params>
      <param name="required_whacks" val="3"/>
      <param name="hangOutDuration" val="0:05"/>
      <param name="whack_table" val="BuildTable_01"/>
      <param name="whack_table_visit" val="BuildTable_01"/>
      <param name="build_state_duration" val="1"/>
      <param name="build_tooltip" val="[target.item.friendlyName]"/>
    </params>
  </state_machine_ref>
-->
</item>
<item name="Expansion" giftable="false" type="building" subtype="EXPAND_WORLD" buyable="false" placeable="true" code="cX" rareItem="false" multiplace="true" dbid="1169" friendlyName="friendlyName,o:{a Area Expansion}" description="description:{Area Expansion}">
  <requirements>
    <requirement lval="[num_in_category(CouncilBuilding)]" op="gte" rval="[expansion_council_req]" message="Castle Towers" dialog="Expansion_requirement0Required"/>
  </requirements>
  <cost>[expansion_cost]</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <image name="icon" url="assets/UI/Icons/Buildings/Expansion_01_Icon.zsci"/>
</item>
<item name="TopiaryUnicorn_01" giftable="true" type="decoration" subtype="object" buyable="true" priority="98" placeable="true" storable="true" code="Ne" rareItem="false" multiplace="false" dbid="1170" friendlyName="friendlyName,o:{a Topiary Unicorn}" description="description:{Topiary Unicorn}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements/>
  <crowns>30</crowns>
  <sellPrice>1500</sellPrice>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="Object"/>
    <category name="Decoration"/>
  </categories>
  <image name="baby" direction="ALL" url="assets/Decorations/TopiaryUnicorn_01/TopiaryUnicorn_01.zsci" offsetX="-2" offsetY="-3"/>
  <image name="icon" url="assets/UI/Icons/Decorations/TopiaryUnicorn_01_Icon.zsci"/>
  <!--
  <state_machine initial="baby">
    <states>
      <state name="baby" tooltip="Unicorn Topiary: Click to Investigate!">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="[loc(Items,Unicorn_expansion)]" tooltip="[loc(Items,Unicorn_expansion2)]"/>
          <action name="Pet" duration="0:00" mode="GMDefault">
            <effects>
              <if lval="[globals.beastie_energy]" op="gt" rval="[1]">
                <effect type="OpenUIDialog" dialog="GenericDialog" title="Defeat Beasties!" message="Defeat the GLOOM WOLF to access the UNICORN TOPIARY!" label_0="OK!"/>
              </if>
              <if lval="[globals.beastie_energy]" op="lte" rval="[1]">
                <effect type="GenerateLootFromTable" tableName="UnicornHappinessTable_01"/>
                <effect type="ReplaceWithItem" itemName="Unicorn"/>
              </if>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
-->
</item>
<item name="GroundCoverXSmall_01" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="AE" rareItem="false" multiplace="true" dbid="1176" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverXSmall_01/GroundCoverSmall_01a.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01a_Icon.zsci"/>
</item>
<item name="GroundCoverXSmall_02" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="a1" rareItem="false" multiplace="true" dbid="1177" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverXSmall_01/GroundCoverSmall_01b.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01b_Icon.zsci"/>
</item>
<item name="GroundCoverXSmall_03" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="Lf" rareItem="false" multiplace="true" dbid="1178" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,Level)] 0" dialog="LevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverXSmall_01/GroundCoverSmall_01c.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01c_Icon.zsci"/>
</item>
<item name="GroundCoverXSmall_04" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="sB" rareItem="false" multiplace="true" dbid="1179" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,Level)] 0" dialog="LevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverXSmall_01/GroundCoverSmall_01d.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01d_Icon.zsci"/>
</item>
<item name="GroundCoverXSmall_05" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="NL" rareItem="false" multiplace="true" dbid="1180" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,Level)] 0" dialog="LevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverXSmall_01/GroundCoverSmall_01e.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01e_Icon.zsci"/>
</item>
<item name="GroundCoverXSmall_06" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="ug" rareItem="false" multiplace="true" dbid="1181" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,Level)] 0" dialog="LevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverXSmall_01/GroundCoverSmall_01f.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01f_Icon.zsci"/>
</item>
<item name="GroundCoverXSmall_07" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="MM" rareItem="false" multiplace="true" dbid="1182" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,Level)] 0" dialog="LevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverXSmall_01/GroundCoverSmall_01g.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01g_Icon.zsci"/>
</item>
<item name="GroundCoverXSmall_08" giftable="true" type="nature" subtype="plant" buyable="false" priority="99" placeable="true" code="Vh" rareItem="false" multiplace="true" dbid="1183" friendlyName="friendlyName,o:{a Wildflowers Patch}" description="description:{Wildflowers Patch}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,Level)] 0" dialog="LevelRequired"/>
  </requirements>
  <categories>
    <category name="Nature"/>
    <category name="noLockdown"/>
  </categories>
  <happiness>0</happiness>
  <cost>20</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <collision type="none"/>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="static" direction="ALL" url="assets/Decorations/GroundCoverXSmall_01/GroundCoverSmall_01h.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/GroundCoverSmall_01h_Icon.zsci"/>
</item>
<item name="Tower_06" giftable="false" type="building" subtype="nobility" buyable="true" neighborable="true" placeable="true" code="Gf" rareItem="false" dbid="1318" friendlyName="friendlyName,o:{an Observatory}" description="description:{Moonbeams and Angel Wings, all viewable from here. You can only have buildings,[params.itemCap]:[params.CastleBuildingStr] at this level.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[num_in_world(Tower_06)]" op="lt" rval="[2]" categories="buildingLimit"/>
    <requirement lval="[player.level]" op="gte" rval="[30]" message="[loc(Dialogs,PlayerLevel)] 30" dialog="PlayerLevelRequired" unlockCost="[mul([sub([60],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="brown"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <params>
    <param name="CastleBuildingStr" val="castle_building,o:{an Observatory}"/>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxObservatory]"/>
  </params>
  <cost>500000</cost>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <!--population>1</population-->
  <hasObstruction>true</hasObstruction>
  <isSelectable>true</isSelectable>
  <castleModifier>450</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CrewBuilding"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_6x6_01/Construction_6x6_01.zsci" offsetX="-2" offsetY="14" UIOffsetX="1" UIOffsetY="-10"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_6x6_02/Construction_6x6_02.zsci" offsetX="2" offsetY="17"/>
  <image name="Construction2" offsetX="-1" offsetY="13" UIOffsetX="50" UIOffsetY="-5">
    <image name="Construction0" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Back.zsci" offsetX="-12" offsetY="270"/>
    <image name="base" className="ColorMaskedBitmap" direction="ALL" offsetX="-12" offsetY="200">
      <asset name="base" url="assets/Buildings/Observatory_01/Observatory_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Observatory_01/Observatory_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image name="Construction0" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Front.zsci" offsetX="-12" offsetY="360"/>
  </image>
  <image name="Vacant" direction="ALL" url="assets/Buildings/Observatory_01/Observatory_01.zsci" offsetX="0" offsetY="0"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-12" offsetY="-48" UIOffsetX="4" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/Observatory_01/Observatory_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Observatory_01/Observatory_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-12" offsetY="-48" UIOffsetX="4" UIOffsetY="-10">
    <asset name="base" url="assets/Buildings/Observatory_01/Observatory_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Observatory_01/Observatory_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Observatory_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneBlockCraftable_01" count="15" cost="5"/>
        <material name="GoldBrickCraftable_01" count="22" cost="1050"/>
        <material name="RopeCraftable_01" count="10" cost="200"/>
        <material name="AngleFinderCraftable_01" count="1" cost="675"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crew_building">
    <params>
      <param name="building_name_hack" val="Tower_02"/>
      <param name="build_tooltip" val="Observatory"/>
      <param name="coin_cost" val="10000"/>
      <param name="required_whacks" val="3"/>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="max_upgrade_level" val="1"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="upgrade_cost" val="[mul([params.coin_cost],[mul([counters.building_level],[3])])]"/>
      <param name="max_resource_storage" val="1"/>
      <param name="produce_duration" val="[432000]"/>
      <param name="count_to_produce" val="[3550]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_state_duration" val="1"/>
      <param name="b_is_castle" val="[true]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="smiley" giftable="false" type="smiley" buyable="false" placeable="false" code="zZ" rareItem="false" dbid="1332" friendlyName="friendlyName,o:{a Happiness}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <image name="initial" direction="ALL" url="assets/UI/Icons/Resources/Smiley_01.zsci"/>
  <image name="icon" direction="ALL" url="assets/UI/Icons/Resources/Smiley_01.zsci"/>
</item>
<item name="Log_02" giftable="true" type="nature" subtype="plant" buyable="true" placeable="true" sellable="false" storable="true" code="tL" rareItem="false" multiplace="true" dbid="1339" friendlyName="friendlyName,o:{a Dead Log}" description="description:{Dead Log}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <happiness>0</happiness>
  <cost>250</cost>
  <sizeX>2</sizeX>
  <sizeY>3</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Nature"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/Log_02/Log_02.zsci" offsetX="-14" offsetY="-8"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Log_02_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Log}"/>
      <!--<param name="clearVisitingTip" val="Water"/> -->
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="TreeTable_01"/>
      <param name="clearingVisitTable" val="TreeVisitingTable_01"/>
      <param name="b_Can_Clear" val="[true]"/>
      <param name="Clear_Info" val="ClearToolTip:{Click to Clear}"/>
    </params>
  </state_machine_ref>
</item>
<item name="Root_01" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" code="Sl" rareItem="false" multiplace="true" dbid="1340" friendlyName="friendlyName,o:{a Root}" description="description:{Root}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[5]" message="[loc(Dialogs,PlayerLevel)] 5" dialog="PlayerLevelRequired" unlockCost="[1]"/>
  </requirements>
  <crowns>2</crowns>
  <sellPrice>100</sellPrice>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/Root_01/Root_01.zsci" offsetX="-11" offsetY="-19"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Root_01_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Root}"/>
      <param name="clearVisitingTip" val="Water"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="GrassTable_01"/>
      <param name="clearingVisitTable" val="ShrubVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="Plant_01" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="KH" rareItem="false" multiplace="true" dbid="1341" friendlyName="friendlyName,o:{a Small Fern}" description="description:{A Small Fern}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[13]" message="[loc(Dialogs,PlayerLevel)] 13" dialog="PlayerLevelRequired" unlockCost="[mul([sub([13],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>1900</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Nature"/>
    <category name="Decoration"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/Plant_01/Plant_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Plant_01_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Wild Plant}"/>
      <param name="clearVisitingTip" val="Water"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="GrassTable_01"/>
      <param name="clearingVisitTable" val="ShrubVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="Plant_02" giftable="true" type="nature" subtype="plant" buyable="true" sellable="true" placeable="true" storable="true" code="Wk" rareItem="false" multiplace="true" dbid="1342" friendlyName="friendlyName,o:{a Wild Plant}" description="description:{Wild Plant}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[33]" message="[loc(Dialogs,PlayerLevel)] 33" dialog="PlayerLevelRequired" unlockCost="[mul([sub([33],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>4500</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="Nature"/>
    <category name="Decoration"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/Plant_02/Plant_02.zsci" offsetX="0" offsetY="12"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Plant_02_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Wild Plant}"/>
      <param name="clearVisitingTip" val="Water"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="GrassTable_01"/>
      <param name="clearingVisitTable" val="ShrubVisitingTable_01"/>
    </params>
  </state_machine_ref>
</item>
<item name="TreeDead_01" giftable="true" type="nature" subtype="plant" buyable="false" sellable="false" placeable="true" storable="true" code="Ha" rareItem="false" multiplace="true" dbid="1343" friendlyName="friendlyName,o:{a Dead Tree}" description="description:{Dead Tree}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="6"/>
  </requirements>
  <happiness>0</happiness>
  <cost>100</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="DeadTree"/>
    <category name="Nature"/>
    <category name="Decoration"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/TreeDead_01/TreeDead_01.zsci" offsetX="-6" offsetY="7"/>
  <image name="icon" url="assets/UI/Icons/Decorations/TreeDead_01_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Dead Tree}"/>
      <param name="clearVisitingTip" val="Water"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="TreeTable_01"/>
      <param name="clearingVisitTable" val="TreeVisitingTable_01"/>
      <param name="b_Can_Clear" val="[true]"/>
      <param name="Clear_Info" val="ClearToolTip:{Click to Clear}"/>
    </params>
  </state_machine_ref>
</item>
<item name="TreeDead_02" giftable="true" type="nature" subtype="plant" placeable="true" buyable="true" sellable="false" storable="true" code="Yt" rareItem="false" multiplace="true" dbid="1344" friendlyName="friendlyName,o:{a Dead Tree}" description="description:{Dead Tree}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[7]" message="[loc(Dialogs,PlayerLevel)] 7" dialog="PlayerLevelRequired" unlockCost="[mul([sub([7],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <happiness>0</happiness>
  <cost>200</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="DeadTree"/>
    <category name="Nature"/>
    <category name="Decoration"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/TreeDead_02/TreeDead_02.zsci" offsetX="-34" offsetY="14"/>
  <image name="icon" url="assets/UI/Icons/Decorations/TreeDead_02_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Dead Tree}"/>
      <param name="clearVisitingTip" val="Water"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="TreeTable_01"/>
      <param name="clearingVisitTable" val="TreeVisitingTable_01"/>
      <param name="b_Can_Clear" val="[true]"/>
      <param name="Clear_Info" val="ClearToolTip:{Click to Clear}"/>
    </params>
  </state_machine_ref>
</item>
<item name="TreeDead_03" giftable="true" type="nature" subtype="plant" buyable="false" placeable="true" sellable="false" storable="true" code="hg" rareItem="false" multiplace="true" dbid="1345" friendlyName="friendlyName,o:{a Dead Tree}" description="description:{Dead Tree}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="14"/>
  </requirements>
  <happiness>0</happiness>
  <cost>100</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
    <category name="DeadTree"/>
    <category name="Nature"/>
    <category name="Decoration"/>
  </categories>
  <image name="bush" direction="ALL" url="assets/Decorations/TreeDead_03/TreeDead_03.zsci" offsetX="-27" offsetY="15"/>
  <image name="icon" url="assets/UI/Icons/Decorations/TreeDead_03_Icon.zsci"/>
  <state_machine_ref template="clearing">
    <params>
      <param name="clearToolTip" val="clearToolTip:{Dead Tree}"/>
      <param name="clearVisitingTip" val="Water"/>
      <param name="clearPhaseDuration" val="0:03"/>
      <param name="clearingItemTable" val="TreeTable_01"/>
      <param name="clearingVisitTable" val="TreeVisitingTable_01"/>
      <param name="b_Can_Clear" val="[true]"/>
      <param name="Clear_Info" val="ClearToolTip:{Click to Clear}"/>
    </params>
  </state_machine_ref>
</item>
<item name="Cathedral_01" giftable="false" type="building" subtype="nobility" buyable="true" placeable="true" code="Hh" rareItem="false" dbid="1351" friendlyName="friendlyName,o:{a The Cathedral}" description="description:{The Castle Cathedral. You can only have buildings,[params.itemCap]:[params.CastleBuildingStr] at this level.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[num_in_world(Cathedral_01)]" op="lt" rval="[2]" categories="buildingLimit"/>
    <requirement lval="[player.level]" op="gte" rval="[27]" message="[loc(Dialogs,PlayerLevel)] 27" dialog="PlayerLevelRequired" unlockCost="[mul([sub([54],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="brown"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <params>
    <param name="CastleBuildingStr" val="castle_building,o:{a Cathedral}"/>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCathedral]"/>
  </params>
  <cost>300000</cost>
  <castleModifier>390</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CrewBuilding"/>
  </categories>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_6x6_01/Construction_6x6_01.zsci" offsetX="-2" offsetY="14"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_6x6_02/Construction_6x6_02.zsci" offsetX="2" offsetY="17"/>
  <image name="Construction2" offsetX="-3" offsetY="25" UIOffsetX="0" UIOffsetY="50">
    <image name="Construction0" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Back.zsci" offsetX="-3" offsetY="320"/>
    <image name="idle" className="ColorMaskedBitmap" direction="ALL" offsetX="0" offsetY="190" UIOffsetX="0" UIOffsetY="0">
      <asset name="base" url="assets/Buildings/Cathedral_01/Cathedral_01.zsci"/>
      <asset name="mask" url="assets/Buildings/Cathedral_01/Cathedral_01_Mask.zsci" blendMode="overlay"/>
    </image>
    <image name="Construction0" url="assets/Buildings/Construction_6x6_04/Construction_6x6_04_Front.zsci" offsetX="-2" offsetY="410"/>
  </image>
  <image name="Vacant" direction="ALL" url="assets/Buildings/Cathedral_01/Cathedral_01.zsci" offsetX="-2" offsetY="2"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" offsetX="-2" offsetY="2" UIOffsetX="20" UIOffsetY="50">
    <asset name="base" url="assets/Buildings/Cathedral_01/Cathedral_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Cathedral_01/Cathedral_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" offsetX="-2" offsetY="2" UIOffsetX="20" UIOffsetY="50">
    <asset name="base" url="assets/Buildings/Cathedral_01/Cathedral_01.zsci"/>
    <asset name="mask" url="assets/Buildings/Cathedral_01/Cathedral_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/Cathedral_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneBlockCraftable_01" count="12" cost="5"/>
        <material name="GoldBrickCraftable_01" count="21" cost="25"/>
        <material name="StainedGlassCraftable_01" count="1" cost="20"/>
        <material name="ParchmentCraftable_01" count="10" cost="15"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crew_building">
    <params>
      <param name="build_tooltip" val="Cathedral"/>
      <param name="coin_cost" val="300000"/>
      <param name="required_whacks" val="3"/>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="max_upgrade_level" val="1"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="upgrade_cost" val="[mul([params.coin_cost],[mul([counters.building_level],[3])])]"/>
      <param name="max_resource_storage" val="1"/>
      <param name="produce_duration" val="[345600]"/>
      <param name="count_to_produce" val="[3250]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_state_duration" val="1"/>
      <param name="b_is_castle" val="[true]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Bazaar_01_fakeNeighbor" giftable="true" type="debug" buyable="true" neighborable="false" placeable="true" code="X3" rareItem="false" canTradeDebug="1" tradeCapacity="9999999" tradeItem="AnvilCraftable_01" dbid="1364" friendlyName="friendlyName,o:{a Bazaar}" description="description:{the Fake one}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[false]" op="eq" rval="['true]"/>
    <requirement lval="[player.level]" op="gte" rval="[6]" message="[loc(Dialogs,Level)] 6" dialog="LevelRequired"/>
  </requirements>
  <cost>1500</cost>
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_6x6_01/Construction_6x6_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_6x6_02/Construction_6x6_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_6x6_03/Construction_6x6_03.zsci"/>
  <image name="Normal" direction="ALL" url="assets/Buildings/Bazaar_01/Bazaar_01.zsci" UIOffsetX="0" UIOffsetY="20" offsetX="-15" offsetY="-34"/>
  <image name="static" direction="ALL" url="assets/Buildings/Bazaar_01/Bazaar_01.zsci" UIOffsetX="0" UIOffsetY="20" offsetX="-15" offsetY="-34"/>
  <image name="Built" direction="ALL" url="assets/Buildings/Bazaar_01/Bazaar_01.zsci" UIOffsetX="0" UIOffsetY="20" offsetX="-15" offsetY="-34"/>
  <image name="icon" url="assets/UI/Icons/Buildings/Bazaar_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="WoodLogMaterial_01" count="5" cost="2"/>
        <material name="StoneMaterial_01" count="5" cost="2"/>
      </materials>
    </stage>
  </constructionStages>
  <!--
  <state_machine_ref template="tradePost_building">
    <params>
      <param name="building_name_hack" val="Bazaar_01"/>
      <param name="required_whacks" val="3"/>
      <param name="hangOutDuration" val="0:05"/>
      <param name="whack_table" val="BuildTable_01"/>
      <param name="whack_table_visit" val="BuildTable_01"/>
      <param name="produce_duration" val="0:10"/>
      <param name="resources_produced" val="1"/>
      <param name="resource_to_produce" val="WoodLogMaterial_01"/>
      <param name="max_resource_storage" val="10"/>
      <param name="build_tooltip" val="Bazaar"/>
    </params>
  </state_machine_ref>
-->
</item>
<item name="Rock_04" giftable="true" type="nature" subtype="misc" buyable="false" sellable="false" placeable="true" storable="true" code="K1" rareItem="false" multiplace="true" dbid="1367" friendlyName="friendlyName,o:{a Pile of Rocks}" description="description:{Pile of Rocks}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="9"/>
  </requirements>
  <happiness>0</happiness>
  <cost>500</cost>
  <sizeX>3</sizeX>
  <sizeY>3</sizeY>
  <image name="rock1" direction="ALL" url="assets/Decorations/Rock_04/Rock_04.zsci" offsetX="-4" offsetY="-1"/>
  <image name="rock2" direction="ALL" url="assets/Decorations/Rock_04/Rock_04.zsci" offsetX="-4" offsetY="-1"/>
  <image name="rock3" direction="ALL" url="assets/Decorations/Rock_04/Rock_04.zsci" offsetX="-4" offsetY="-1"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Rock_04_Icon.zsci"/>
  <state_machine_ref template="mining">
    <params>
      <param name="coins_to_produce" val="5"/>
      <param name="xp_to_produce" val="1"/>
      <param name="num_of_stages" val="16"/>
      <param name="search_duration" val="0:03"/>
      <param name="search_animation" val="work"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName] "/>
      <param name="item_to_produce_01" val="StoneMaterial_01"/>
      <param name="item_to_produce_02" val="SilverOreMaterial_01"/>
      <param name="item_to_produce_03" val="DiamondMaterial_01"/>
      <param name="item_to_produce_04" val="IronOreMaterial_01"/>
    </params>
  </state_machine_ref>
  <categories>
    <category name="rock"/>
    <category name="SilverOre"/>
    <category name="penaltyHighlight"/>
  </categories>
</item>
<item name="Rock_05" giftable="true" type="nature" subtype="misc" buyable="true" sellable="false" placeable="true" storable="true" code="n5" rareItem="false" multiplace="true" dbid="1368" friendlyName="friendlyName,o:{a Rock Pile}" description="description:{Rock Pile}">
  <customPlacementSound>sfx_place_crop</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[4]" message="[loc(Dialogs,PlayerLevel)] 4" dialog="PlayerLevelRequired" unlockCost="[mul([sub([4],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>4000</cost>
  <sizeX>3</sizeX>
  <sizeY>3</sizeY>
  <image name="rock1" direction="ALL" url="assets/Decorations/Rock_05/Rock_05.zsci" offsetX="-19" offsetY="2"/>
  <image name="rock2" direction="ALL" url="assets/Decorations/Rock_05/Rock_05.zsci" offsetX="-19" offsetY="2"/>
  <image name="rock3" direction="ALL" url="assets/Decorations/Rock_05/Rock_05.zsci" offsetX="-19" offsetY="2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Rock_05_Icon.zsci"/>
  <state_machine_ref template="mining">
    <params>
      <param name="coins_to_produce" val="5"/>
      <param name="xp_to_produce" val="1"/>
      <param name="num_of_stages" val="20"/>
      <param name="search_duration" val="0:03"/>
      <param name="search_animation" val="work"/>
      <param name="tooltip_prefix" val="[target.item.friendlyName]"/>
      <param name="item_to_produce_01" val="StoneMaterial_01"/>
      <param name="item_to_produce_02" val="SilverOreMaterial_01"/>
      <param name="item_to_produce_03" val="RubyMaterial_01"/>
      <param name="item_to_produce_04" val="IronOreMaterial_01"/>
    </params>
  </state_machine_ref>
  <categories>
    <category name="rock"/>
    <category name="IronOre"/>
    <category name="penaltyHighlight"/>
  </categories>
</item>
<item name="WallStone_01" giftable="false" type="decoration" subtype="walls" buyable="true" placeable="true" storable="true" code="rP" rareItem="false" multiplace="true" adaptive="single" dbid="1413" friendlyName="friendlyName,o:{a Castle Wall}" description="description:{Strong, sturdy Castle Walls. You can only have cap:[params.itemCap] Wall Pieces at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <cost>3000</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <adaptations>
    <adaptation category="wall" style="merge"/>
  </adaptations>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[15]" message="[loc(Dialogs,PlayerLevel)] 15" dialog="PlayerLevelRequired" unlockCost="[mul([sub([15],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxWalls, [add([num_in_category(wall)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxWalls]"/>
  </params>
  <categories>
    <category name="wall"/>
    <category name="noLockdown"/>
  </categories>
  <castleModifier>2</castleModifier>
  <image name="Center" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_Center.zsci" offsetX="-10" offsetY="-3"/>
  <image name="Left" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_Left.zsci" offsetX="-10" offsetY="-3"/>
  <image name="Right" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_Right.zsci" offsetX="-10" offsetY="-2"/>
  <image name="TeeTopLeft" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_TeeTopLeft.zsci" offsetX="-10" offsetY="-3"/>
  <image name="TeeBottomLeft" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_TeeBottomLeft.zsci" offsetX="-10" offsetY="-3"/>
  <image name="TeeTopRight" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_TeeTopRight.zsci" offsetX="-10" offsetY="-2"/>
  <image name="TeeBottomRight" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_TeeBottomRight.zsci" offsetX="-9" offsetY="-2"/>
  <image name="CornerTop" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_CornerTop_A.zsci" offsetX="-7" offsetY="-2"/>
  <image name="CornerBottom" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_CornerBottom_A.zsci" offsetX="-11" offsetY="-3"/>
  <image name="CornerRight" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_CornerRight_A.zsci" offsetX="-16" offsetY="-2"/>
  <image name="CornerLeft" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_CornerLeft_A.zsci" offsetX="-14" offsetY="-1"/>
  <image name="EndTopLeft" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_Left.zsci" offsetX="-10" offsetY="-3"/>
  <image name="EndTopRight" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_Right.zsci" offsetX="-10" offsetY="-2"/>
  <image name="EndBottomLeft" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_Right.zsci" offsetX="-10" offsetY="-2"/>
  <image name="EndBottomRight" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_Left.zsci" offsetX="-10" offsetY="-3"/>
  <image name="Single" direction="ALL" url="assets/Castle/WallStone_01/WallStone_01_Single.zsci" offsetX="-5" offsetY="-3"/>
  <image name="icon" url="assets/UI/Icons/Buildings/StoneWall_06_right_Icon.zsci"/>
</item>
<item name="CastleWallBase_06_tower" giftable="false" type="decoration" subtype="walls" buyable="false" placeable="true" code="mP" rareItem="false" multiplace="true" adaptive="single" dbid="1417" friendlyName="friendlyName,o:{a Castle Wall Tower}" description="description:{a Castle Wall Tower}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <cost>2500</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <adaptations>
    <adaptation category="wall" style="merge"/>
  </adaptations>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="[mul([sub([27],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxWalls, [add([num_in_category(wall)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <categories>
    <category name="wall"/>
    <category name="noLockdown"/>
  </categories>
  <image name="center" direction="ALL" url="assets/Castle/TowerStone_03/TowerStone_03.zsci" offsetX="22" offsetY="-2"/>
  <image name="icon" url="assets/UI/Icons/Buildings/TowerStone_03_Icon.zsci"/>
</item>
<item name="SonjaQuiver_01" giftable="true" type="decoration" buyable="false" placeable="true" code="yn" rareItem="false" multiplace="true" dbid="1422">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <happiness>0</happiness>
  <cost>750</cost>
  <sizeX>2</sizeX>
  <sizeY>1</sizeY>
  <image name="static" direction="ALL" url="assets/Decorations/WeaponRack_01/WeaponRack_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/WeaponRack_01_Icon.zsci"/>
  <perchPoints>
    <point x="82" y="55"/>
    <point x="124" y="12"/>
  </perchPoints>
  <state_machine initial="static">
    <states>
      <state name="static" tooltip="Click to pick up the quiver!">
        <actions>
          <action name="Open" duration="0:00" mode="GMDefault">
            <effects>
              <effect type="OpenUIDialog" dialog="CharacterDialog" message="[loc(Dialogs,StoryBox_05)]" character="Duke"/>
              <effect type="RaiseEvent" event="quiver_find"/>
              <effect type="ClearItem"/>
            </effects>
            <costs>
              <cost resource="energy" amount="1"/>
            </costs>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="Cabbage_01" giftable="true" type="crop" buyable="true" sellable="false" priority="40" placeable="true" code="az" rareItem="false" placeMode="use" className="MapResource" multiplace="true" cursor="lettuce" dbid="1429" friendlyName="friendlyName,o:{a Cabbage}" description="description:{Leafy vegetable used in Cooking recipes. You can have cap:[params.farmCap] crops growing at this level. Gain more levels to raise this limit.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[10]" message="[loc(Dialogs,PlayerLevel)] 10" dialog="PlayerLevelRequired" unlockCost="[mul([sub([10],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxFarms, [add([num_in_category(Crop)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>200</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <bonus>
    <tooltip value="cropTip:{Crops placed here grow mod:[min([mul([params.number_of_items_found],[5])],[50])]% faster!}"/>
    <area radius="2" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.search_min]"/>
  </bonus>
  <usables>
    <usable category="farmplot"/>
  </usables>
  <params>
    <param name="farmCap" val="[[getLevelInfo([player.level])].maxFarms]"/>
  </params>
  <categories>
    <category name="CropsAndPlots"/>
    <category name="penaltyHighlight"/>
    <category name="Crop"/>
  </categories>
  <objectLayer>farm</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <collision type="allExceptAvatar"/>
  <radius>2</radius>
  <adaptations>
    <adaptation category="Water:irrigation" style="imageReplaceProx"/>
  </adaptations>
  <image name="placement_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_01_Empty/CropIrrigated_01_Empty.zsci"/>
  <image name="seeds_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_02_Seeded/CropIrrigated_02_Seeded.zsci"/>
  <image name="fallow_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_03_Generic/CropIrrigated_03_Generic.zsci"/>
  <image name="growing_irrigation" direction="ALL" url="assets/Crops/CabbageIrrigated_01/CabbageIrrigated_01.zsci"/>
  <image name="grown_irrigation" direction="ALL" url="assets/Crops/CabbageIrrigated_02/CabbageIrrigated_02.zsci"/>
  <image name="withered_irrigation" direction="ALL" url="assets/Crops/CropIrrigated_04_Withered/CropIrrigated_04_Withered.zsci"/>
  <image name="placement" direction="ALL" url="assets/Crops/Crop_01_Empty/Crop_01_Empty.zsci" offsetX="0" offsetY="1"/>
  <image name="seeds" direction="ALL" url="assets/Crops/Crop_02_Seeded/Crop_02_Seeded.zsci" offsetX="0" offsetY="1"/>
  <image name="fallow" direction="ALL" url="assets/Crops/Crop_03_Generic/Crop_03_Generic.zsci" offsetX="0" offsetY="1"/>
  <image name="growing" direction="ALL" url="assets/Crops/Cabbage_01/Cabbage_01.zsci"/>
  <image name="grown" direction="ALL" url="assets/Crops/Cabbage_02/Cabbage_02.zsci"/>
  <image name="withered" direction="ALL" url="assets/Crops/Crop_04_Withered/Crop_04_Withered.zsci" offsetX="0" offsetY="1"/>
  <image name="icon" url="assets/UI/Icons/Materials/CabbageMaterial_01_Icon.zsci"/>
  <state_machine_ref template="crop">
    <params>
      <param name="cropName" val="crop:{Cabbages}"/>
      <param name="search_type" val="Water"/>
      <param name="search_min" val="1"/>
      <param name="search_range" val="2"/>
      <param name="number_of_items_found" val="[num_category_near([params.search_type],[target.Bonus.area.radius],[target])]"/>
      <param name="growth_duration" val="43200"/>
      <param name="xp_to_produce" val="1"/>
      <param name="resource_to_produce" val="CabbageMaterial_01"/>
      <param name="coins_to_produce" val="[500]"/>
    </params>
  </state_machine_ref>
</item>
<item name="Dungeon_01" giftable="false" type="building" subtype="nobility" buyable="true" neighborable="true" placeable="true" code="Ag" rareItem="false" dbid="1445" friendlyName="friendlyName,o:{a Castle Dungeon}" description="description:{A place so rough it ONLY has basic cable. You can only have buildings,[params.itemCap]:[params.CastleBuildingStr] at this level.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[num_in_world(Dungeon_01)]" op="lt" rval="[2]" categories="buildingLimit"/>
    <requirement lval="[player.level]" op="gte" rval="[18]" message="[loc(Dialogs,PlayerLevel)] 18" dialog="PlayerLevelRequired" unlockCost="[mul([sub([36],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <params>
    <param name="CastleBuildingStr" val="castle_building,o:{a Dungeon}"/>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxDungeon]"/>
  </params>
  <cost>100000</cost>
  <!--  REAL SIZE -->
  <!--  <sizeX>6</sizeX>
  <sizeY>6</sizeY> -->
  <!-- Temp art Size -->
  <sizeX>6</sizeX>
  <sizeY>6</sizeY>
  <!--population>1</population-->
  <hasObstruction>true</hasObstruction>
  <isSelectable>true</isSelectable>
  <castleModifier>260</castleModifier>
  <categories>
    <category name="Taxable"/>
    <category name="CrewBuilding"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_Dungeon_01/Construction_Dungeon_01.zsci" offsetX="-5" offsetY="12"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_Dungeon_02/Construction_Dungeon_02.zsci" offsetX="2" offsetY="8"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_Dungeon_03/Construction_Dungeon_03.zsci" offsetX="1" offsetY="9"/>
  <image name="Vacant" direction="ALL" url="assets/Buildings/Dungeon_01/Dungeon_01.zsci" offsetX="15" offsetY="3"/>
  <image name="Producing" direction="ALL" url="assets/Buildings/Dungeon_01/Dungeon_01.zsci" offsetX="15" offsetY="3" UIOffsetX="0" UIOffsetY="30"/>
  <image name="Full" direction="ALL" url="assets/Buildings/Dungeon_01/Dungeon_01.zsci" offsetX="15" offsetY="3" UIOffsetX="0" UIOffsetY="30"/>
  <image name="icon" url="assets/UI/Icons/Buildings/Dungeon_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneBlockCraftable_01" count="6" cost="5"/>
        <material name="GoldBrickCraftable_01" count="11" cost="20"/>
        <material name="IronBarCraftable_01" count="3" cost="400"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="crew_building">
    <params>
      <param name="building_name_hack" val="Dungeon"/>
      <param name="build_tooltip" val="Vault"/>
      <param name="coin_cost" val="10000"/>
      <param name="required_whacks" val="3"/>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="max_upgrade_level" val="1"/>
      <param name="upgrade_resource" val="coins"/>
      <param name="upgrade_cost" val="[mul([params.coin_cost],[mul([counters.building_level],[3])])]"/>
      <param name="max_resource_storage" val="1"/>
      <param name="produce_duration" val="[172800]"/>
      <param name="count_to_produce" val="[2250]"/>
      <param name="resource_to_produce" val="coins"/>
      <param name="item_to_produce" val="coins"/>
      <param name="spawned_item_to_produce" val=""/>
      <param name="build_state_duration" val="1"/>
      <param name="b_is_castle" val="[true]"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Wolf_FTUE_01" giftable="true" type="debug" buyable="true" sellable="false" placeable="true" code="B3" rareItem="false" className="MapResource" multiplace="true" dbid="1452">
  <requiredLevel>1</requiredLevel>
  <cost>1</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <happiness>-15</happiness>
  <initialFields NO_PLACE="1" NO_SELL="1" NO_MOVE="1"/>
  <visuals>
    <visual name="beasty1" type="AnimatedPuppet" archetype="assets/Beasties/Wolf_01/Wolf_01.arc" skin="assets/Beasties/Wolf_01/Wolf_01.asc" defaultAnimation="idle_01">
      <attachment category="idleeffect" skinURL="assets/Effects/GloomBeastyIdle_01/GloomBeastyIdle_01.asc" visible="true" useSkeletonScale="false"/>
      <attachment category="deatheffect" skinURL="assets/Effects/GloomBeastyDeath_01/GloomBeastyDeath_01.asc" visible="false" useSkeletonScale="false"/>
    </visual>
    <visual name="fasttravelin" type="AnimatedPuppet" archetype="assets/Beasties/Wolf_01/Wolf_01.arc" skin="assets/Beasties/Wolf_01/Wolf_01.asc" defaultAnimation="idle_02">
      <attachment category="changeeffect_01" skinURL="assets/Effects/GloomBeastyChange_01/GloomBeastyChange_01.asc" visible="true" useSkeletonScale="false"/>
    </visual>
    <visual name="fasttravelout" type="AnimatedPuppet" archetype="assets/Beasties/Wolf_01/Wolf_01.arc" skin="assets/Beasties/Wolf_01/Wolf_01.asc" defaultAnimation="idle_02">
      <attachment category="changeeffect_02" skinURL="assets/Effects/GloomBeastyChange_02/GloomBeastyChange_02.asc" visible="true" useSkeletonScale="false"/>
    </visual>
    <visual name="move" type="AnimatedPuppet" archetype="assets/Beasties/Wolf_01/Wolf_01.arc" skin="assets/Beasties/Wolf_01/Wolf_01.asc" defaultAnimation="idle_02">
      <attachment category="changeeffect_02" skinURL="assets/Effects/GloomCloudIdle_01/GloomCloudIdle_01.asc" visible="true" useSkeletonScale="false"/>
    </visual>
    <visual name="dying" type="AnimatedPuppet" archetype="assets/Beasties/Wolf_01/Wolf_01.arc" skin="assets/Beasties/Wolf_01/Wolf_01.asc" defaultAnimation="death">
      <attachment category="idleeffect" skinURL="assets/Effects/GloomBeastyIdle_01/GloomBeastyIdle_01.asc" visible="true" useSkeletonScale="false"/>
      <attachment category="deatheffect" skinURL="assets/Effects/GloomBeastyDeath_01/GloomBeastyDeath_01.asc" visible="false" useSkeletonScale="false"/>
    </visual>
  </visuals>
  <categories>
    <category name="beastie"/>
  </categories>
  <highlight radius="[globals.beastie_radius]"/>
  <wander anchor="BeastieAnchor_01">
    <walks radius="1" speed="1.67">
      <walk visual="beasty1" animation="walk_se"/>
    </walks>
    <waits duration="0:15">
      <wait visual="beasty1"/>
    </waits>
  </wander>
  <fastTravel speed="4" minDistance="15">
    <animateIn visual="fasttravelin" animation="change_01" duration="1.067" durationMode="hold"/>
    <animateMove visual="move"/>
    <animateOut visual="fasttravelout" animation="change_02" duration="1.4" durationMode="hold"/>
  </fastTravel>
  <image name="icon" direction="ALL" url="assets/Animals/Wolf_01.zsci"/>
  <state_machine_ref template="beasty">
    <params>
      <param name="visualName" val="wolf"/>
      <param name="clobberToolTip" val="Click to BANISH"/>
      <param name="clobberPhaseDuration" val="0:03"/>
      <param name="clobberAnim" val="clobber"/>
      <param name="deathAnim" val="death"/>
      <param name="hitPoints" val="1"/>
      <!--   **   Loot Table Parameters   **    -->
      <param name="coins_to_produce" val="0"/>
      <param name="xp_to_produce" val="2"/>
      <param name="death_coins_to_produce" val="0"/>
      <param name="death_xp_to_produce" val="5"/>
      <param name="resource_to_produce1" val=""/>
      <param name="resource_to_produce2" val=""/>
      <param name="death_resource_to_produce" val="SonjaArrowhead_01"/>
      <param name="doober_autocollect" val="[true]"/>
      <param name="doober_spotlight" val="[false]"/>
    </params>
  </state_machine_ref>
</item>
<item name="TaxHouse_01" giftable="false" type="building" subtype="house" buyable="true" placeable="true" storable="true" code="sT" rareItem="false" neighborable="true" dbid="1454" friendlyName="friendlyName,o:{a Cottage}" description="description:{A Cottage produces amount:[params.taxValue] gold coins from taxes. You can have cap:[params.houseCap] houses that produce taxes at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[4]" message="[loc(Dialogs,PlayerLevel)] 4" dialog="PlayerLevelRequired" unlockCost="[mul([sub([4],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxGenericHouses, [add([num_in_category(GenericHouse)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="red"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>200</cost>
  <UIOffset x="0" y="40"/>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="taxValue" val="[150]"/>
    <param name="houseCap" val="[[getLevelInfo([player.level])].maxGenericHouses]"/>
  </params>
  <categories>
    <category name="Taxable"/>
    <category name="Building"/>
    <category name="penaltyHighlight"/>
    <category name="TaxHouse"/>
    <category name="GenericHouse"/>
  </categories>
  <!--  <collision type="allExceptCastleground"/> -->
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/House_01/House_01.zsci"/>
    <asset name="mask" url="assets/Buildings/House_01/House_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/House_01/House_01.zsci"/>
    <asset name="mask" url="assets/Buildings/House_01/House_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/House_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]" crowns="1">
      <materials>
        <material name="WoodLogMaterial_01" count="10" cost="1" addToWishList="true"/>
        <material name="StoneMaterial_01" count="10" cost="1"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="1"/>
      <param name="coin_cost" val="100"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="[300]"/>
      <param name="count_to_produce" val="[target.item.params.taxValue]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="A Cottage to collect taxes from"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="expansionTooltipTitle" val="expansion:{Abandoned House}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here to add this house to your kingdom!}"/>
      <!--param name="upgrade_resource" val="coins"/-->
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="collect_tip_GMVisit" val="mill:{Click to Clean My Cottage}"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="TaxHouse_02" giftable="false" type="building" subtype="house" buyable="true" placeable="true" storable="true" code="MA" rareItem="false" neighborable="true" dbid="1458" friendlyName="friendlyName,o:{a Farmhouse}" description="description:{A Farmhouse produces amount:[params.taxValue] gold coins from taxes. You can have cap:[params.houseCap] houses that produce taxes at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[19]" message="[loc(Dialogs,PlayerLevel)] 19" dialog="PlayerLevelRequired" unlockCost="[mul([sub([19],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxGenericHouses, [add([num_in_category(GenericHouse)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="brown" secondaryColor="red"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>500</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="taxValue" val="[250]"/>
    <param name="houseCap" val="[[getLevelInfo([player.level])].maxGenericHouses]"/>
  </params>
  <categories>
    <category name="Taxable"/>
    <category name="penaltyHighlight"/>
    <category name="TaxHouse"/>
    <category name="GenericHouse"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="30" offsetX="1" offsetY="-4">
    <asset name="base" url="assets/Buildings/House_02/House_02.zsci"/>
    <asset name="mask" url="assets/Buildings/House_02/House_02_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="30" offsetX="1" offsetY="-4">
    <asset name="base" url="assets/Buildings/House_02/House_02.zsci"/>
    <asset name="mask" url="assets/Buildings/House_02/House_02_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/House_02_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]" crowns="2">
      <materials>
        <material name="WoodPlanksCraftable_01" count="10" cost="7"/>
        <material name="StoneBlockCraftable_01" count="10" cost="5"/>
        <material name="HammerCraftable_01" count="1" cost="4"/>
        <material name="FlaskMaterial_01" count="3" cost="0"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="1"/>
      <param name="coin_cost" val="500"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="[1800]"/>
      <param name="count_to_produce" val="[target.item.params.taxValue]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="A Farmhouse to collect taxes from"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="expansionTooltipTitle" val="expansion:{Old Farmhouse}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here, to fix it up!}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="collect_tip_GMVisit" val="mill:{Click to Shine My Windows}"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="TaxHouse_03" giftable="false" type="building" subtype="house" buyable="true" placeable="true" storable="true" code="PA" rareItem="false" neighborable="true" dbid="1459" friendlyName="friendlyName,o:{a Villa}" description="description:{A Villa produces amount:[params.taxValue] gold coins from taxes. You can have cap:[params.houseCap] houses that produce taxes at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[14]" message="[loc(Dialogs,PlayerLevel)] 14" dialog="PlayerLevelRequired" unlockCost="[mul([sub([14],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxGenericHouses, [add([num_in_category(GenericHouse)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="brown"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>1000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="taxValue" val="[400]"/>
    <param name="houseCap" val="[[getLevelInfo([player.level])].maxGenericHouses]"/>
  </params>
  <categories>
    <category name="Taxable"/>
    <category name="penaltyHighlight"/>
    <category name="TaxHouse"/>
    <category name="GenericHouse"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="15" UIOffsetY="40">
    <asset name="base" url="assets/Buildings/House_03/House_03.zsci"/>
    <asset name="mask" url="assets/Buildings/House_03/House_03_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="15" UIOffsetY="40">
    <asset name="base" url="assets/Buildings/House_03/House_03.zsci"/>
    <asset name="mask" url="assets/Buildings/House_03/House_03_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/House_03_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]" crowns="3">
      <materials>
        <material name="WoodPlanksCraftable_01" count="8" cost="4"/>
        <material name="StoneBlockCraftable_01" count="8" cost="5"/>
        <material name="BagOfNailsCraftable_01" count="1" cost="3"/>
        <material name="LampOilMaterial_01" count="2" cost="0"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="1"/>
      <param name="coin_cost" val="750"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="[3600]"/>
      <param name="count_to_produce" val="[target.item.params.taxValue]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="A Villa to collect taxes from"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="expansionTooltipTitle" val="expansion:{Empty House}"/>
      <param name="expansionTooltip" val="expansion2:{Does it comes with a pool?}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="collect_tip_GMVisit" val="mill:{Click to Wax My Floors}"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="TaxHouse_04" giftable="false" type="building" subtype="house" buyable="true" placeable="true" storable="true" code="LF" rareItem="false" neighborable="true" dbid="1460" friendlyName="friendlyName,o:{a Chateau}" description="description:{A Chateau produces amount:[params.taxValue] gold coins from taxes. You can have cap:[params.houseCap] houses that produce taxes at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[9]" message="[loc(Dialogs,PlayerLevel)] 9" dialog="PlayerLevelRequired" unlockCost="[mul([sub([9],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxGenericHouses, [add([num_in_category(GenericHouse)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>1500</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="taxValue" val="[600]"/>
    <param name="houseCap" val="[[getLevelInfo([player.level])].maxGenericHouses]"/>
  </params>
  <categories>
    <category name="Taxable"/>
    <category name="penaltyHighlight"/>
    <category name="TaxHouse"/>
    <category name="GenericHouse"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <customColor colorScheme="building_colors_1" primaryColor="brown" secondaryColor="red"/>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="30" offsetX="-12" offsetY="-19">
    <asset name="base" url="assets/Buildings/House_04/House_04.zsci"/>
    <asset name="mask" url="assets/Buildings/House_04/House_04_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="30" offsetX="-12" offsetY="-19">
    <asset name="base" url="assets/Buildings/House_04/House_04.zsci"/>
    <asset name="mask" url="assets/Buildings/House_04/House_04_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/House_04_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]" crowns="4">
      <materials>
        <material name="WoodLogMaterial_01" count="20" cost="1" addToWishList="true"/>
        <material name="StoneMaterial_01" count="20" cost="1"/>
        <material name="WoodPlanksCraftable_01" count="5" cost="7"/>
        <material name="CoatofArmsMaterial_01" count="1" cost="0"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="1"/>
      <param name="coin_cost" val="1800"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="[14400]"/>
      <param name="count_to_produce" val="[target.item.params.taxValue]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="A Chateau to collect taxes from"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="expansionTooltipTitle" val="expansion:{Chateau for sale}"/>
      <param name="expansionTooltip" val="expansion2:{I'm beautiful inside, just need an owner}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="collect_tip_GMVisit" val="mill:{Click to Wash Dishes}"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="TaxHouse_05" giftable="true" type="building" subtype="house" buyable="true" placeable="true" storable="true" code="Hm" rareItem="false" neighborable="true" dbid="1461" friendlyName="friendlyName,o:{a Manor}" description="description:{A Manor produces amount:[params.taxValue] gold coins from taxes. You can have cap:[params.houseCap] houses that produce taxes at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[24]" message="[loc(Dialogs,PlayerLevel)] 24" dialog="PlayerLevelRequired" unlockCost="[mul([sub([24],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxGenericHouses, [add([num_in_category(GenericHouse)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <customColor colorScheme="building_colors_1" primaryColor="red" secondaryColor="red"/>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>3000</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <params>
    <param name="taxValue" val="[1000]"/>
    <param name="houseCap" val="[[getLevelInfo([player.level])].maxGenericHouses]"/>
  </params>
  <categories>
    <category name="Taxable"/>
    <category name="penaltyHighlight"/>
    <category name="TaxHouse"/>
    <category name="GenericHouse"/>
    <category name="Building"/>
  </categories>
  <hasObstruction>true</hasObstruction>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/House_05/House_05.zsci"/>
    <asset name="mask" url="assets/Buildings/House_05/House_05_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="Full" className="ColorMaskedBitmap" direction="ALL" UIOffsetX="0" UIOffsetY="10">
    <asset name="base" url="assets/Buildings/House_05/House_05.zsci"/>
    <asset name="mask" url="assets/Buildings/House_05/House_05_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Buildings/House_05_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]" crowns="5">
      <materials>
        <material name="WoodPlanksCraftable_01" count="20" cost="10"/>
        <material name="StoneBlockCraftable_01" count="15" cost="7"/>
        <material name="BeddingCraftable_01" count="1" cost="6"/>
        <material name="ClovesMaterial_01" count="4" cost="0"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="1"/>
      <param name="coin_cost" val="3000"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="[28800]"/>
      <param name="count_to_produce" val="[target.item.params.taxValue]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="A manor to collect taxes from"/>
      <param name="max_upgrade_level" val="4"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="collect_tip_GMVisit" val="mill:{Click to Serve Dinner}"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="DownFeatherMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="lK" rareItem="false" className="Craftable" tradeLevel="2" dbid="1496" friendlyName="friendlyName,o:{a Down Feather}" description="description:{Soft feathers used to make Bedding}" help="help:{Get this item by feeding Adult Geese.}">
  <requirements>
    <requirement lval="[inventory_count(DownFeatherMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>50</sellPrice>
  <crowns>5</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/DownFeatherMaterial_01_Icon.zsci"/>
</item>
<item name="ChickenMaterial_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="io" rareItem="false" className="Craftable" tradeLevel="1" dbid="1497" friendlyName="friendlyName,o:{a Chicken Meat}" description="description:{Raw chicken used in cooking recipes}" help="help:{Find this item by feeding Adult Chickens.}">
  <requirements>
    <requirement lval="[inventory_count(ChickenMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>10</sellPrice>
  <crowns>3</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/ChickenMaterial_01_Icon.zsci"/>
</item>
<item name="CowHideMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="xu" rareItem="false" className="Craftable" tradeLevel="1" dbid="1498" friendlyName="friendlyName,o:{a Cow Hide}" description="description:{Raw Hide used to make Leather}" help="help:{Get this item by feeding Adult Cows.}">
  <requirements>
    <requirement lval="[inventory_count(CowHideMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>10</sellPrice>
  <crowns>3</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/CowHideMaterial_01_Icon.zsci"/>
</item>
<item name="SilverOreMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="QT" rareItem="false" className="Craftable" tradeLevel="1" dbid="1501" friendlyName="friendlyName,o:{a Silver Ore}" description="description:{Chunk of Silver Ore}" help="help:{Gather from Mining Camps for a chance to get Silver Ore.}">
  <requirements>
    <requirement lval="[inventory_count(SilverOreMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/SilverOreMaterial_01_Icon.zsci"/>
  <sellPrice>20</sellPrice>
  <crowns>4</crowns>
</item>
<item name="DiamondMaterial_01" giftable="true" type="craft" buyable="false" sellable="true" placeable="false" code="a7" rareItem="false" className="Craftable" tradeLevel="5" feed="false" dbid="1502" friendlyName="friendlyName,o:{a Diamond}" description="description:{Valuable gem used in crafting}" help="help:{Gather from any Mining Camp for a chance to get Diamonds.}">
  <requirements>
    <requirement lval="[inventory_count(DiamondMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Materials/DiamondMaterial_01_Icon.zsci"/>
  <sellPrice>1000</sellPrice>
  <crowns>5</crowns>
</item>
<item name="ShellMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="ut" rareItem="false" className="Craftable" tradeLevel="1" dbid="1508" friendlyName="friendlyName,o:{a Shell}" description="description:{Shells are used in Crafting Recipes.}" help="help:{Get this item by fishing.}">
  <requirements>
    <requirement lval="[inventory_count(ShellMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <gift weight="8900" color="Blue" level="4" toolTip="giftTooltip:{A pretty Shell from the Pond}"/>
  <image name="icon" url="assets/UI/Icons/Materials/ShellMaterial_01_Icon.zsci"/>
  <sellPrice>5</sellPrice>
</item>
<item name="AnimalBoneMaterial_01" giftable="true" type="craft" buyable="false" placeable="false" code="aH" rareItem="false" className="Craftable" tradeLevel="1" dbid="1510" friendlyName="friendlyName,o:{an Animal Bone}" description="description:{Bleached animal bones used for crafting}" help="help:{Find this item by banishing Gloom Rats and Gloom Wolves.}">
  <requirements>
    <requirement lval="[inventory_count(AnimalBoneMaterial_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <sellPrice>5</sellPrice>
  <crowns>3</crowns>
  <image name="icon" url="assets/UI/Icons/Materials/AnimalBoneMaterial_01_Icon.zsci"/>
</item>
<item name="FriedFishCraftable_01" giftable="true" type="consumable" subtype="energy" buyable="false" placeable="false" code="JU" rareItem="false" className="Consumable" tradeLevel="2" feed="false" dbid="1511" friendlyName="friendlyName,o:{a Fried Fish}" description="description:{A fish dish that provides 5 energy.}" help="help:{This item can be crafted after you build a Mill and a Fishery.}">
  <requirements>
    <requirement lval="[inventory_count(FriedFishCraftable_01)]" op="lt" rval="[6]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/FriedFishCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/FriedFishCraftable_02_Icon.zsci"/>
  <craftPart name="BassMaterial_01" count="4"/>
  <craftPart name="FlaxOilCraftable_01" count="4"/>
  <craftPart name="FlourSackCraftable_01" count="2"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Mill_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Mill_01_friendlyName,singular)] " dialog="Mill_01_Required"/>
    <requirement lval="[num_in_world(Fishery_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Fishery_01_friendlyName,singular)] " dialog="Fishery_01_Required"/>
  </craftingRequirements>
  <crowns>16</crowns>
  <sellPrice>405</sellPrice>
  <energyYield>5</energyYield>
  <craftingTime>28800</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="SpicySausageCraftable_01" giftable="false" type="consumable" buyable="false" feed="false" placeable="false" code="TQ" rareItem="false" className="Craftable" tradeLevel="2" dbid="1512" friendlyName="friendlyName,o:{a Spicy Sausage}" description="description:{Super Spicy Sausage. Eat to gain 7 XP.}" help="help:{This item can be crafted after you build a Butcher.}">
  <requirements>
    <requirement lval="[inventory_count(SpicySausageCraftable_01)]" op="lt" rval="[10]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/SpicySausageCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/SpicySausageCraftable_02_Icon.zsci"/>
  <sellPrice>575</sellPrice>
  <craftPart name="MeatMaterial_01" count="15"/>
  <craftPart name="ChiliPepperMaterial_01" count="10"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Butcher_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Butcher_01_friendlyName,singular)] " dialog="Butcher_01_Required"/>
  </craftingRequirements>
  <crowns>28</crowns>
  <craftingTime>36000</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
  <state_machine_ref template="cons_resource">
    <params>
      <!--Resource cap to check against to see if we can use this item or not-->
      <param name="resource_cap" val=""/>
      <!--Amount of resources to reward for this item-->
      <param name="count" val="[7]"/>
      <param name="resource_to_produce" val="xp"/>
    </params>
  </state_machine_ref>
</item>
<item name="ChickenPotPieCraftable_01" giftable="false" type="consumable" buyable="false" placeable="false" code="Xa" rareItem="false" className="Consumable" tradeLevel="2" feed="false" dbid="1513" friendlyName="friendlyName,o:{a Chicken Pot Pie}" description="description:{A delicious pie, consume for 4 Energy.}" help="help:{This item can be crafted after you build a Butcher.}">
  <requirements>
    <requirement lval="[inventory_count(ChickenPotPieCraftable_01)]" op="lt" rval="[8]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/ChickenPotPieCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/ChickenPotPieCraftable_02_Icon.zsci"/>
  <sellPrice>135</sellPrice>
  <craftPart name="BreadDoughCraftable_01" count="1"/>
  <craftPart name="ChickenMaterial_01" count="1"/>
  <craftPart name="PotatoMaterial_01" count="10"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Butcher_01,idle,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Butcher_01_friendlyName,singular)] " dialog="Butcher_01_Required"/>
  </craftingRequirements>
  <energyYield>4</energyYield>
  <crowns>5</crowns>
  <craftingTime>12600</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="ChocolateBarCraftable_01" giftable="true" type="consumable" buyable="false" placeable="false" code="r6" rareItem="false" className="Craftable" tradeLevel="1" feed="false" dbid="1517" friendlyName="friendlyName,o:{a Chocolate Bar}" description="description:{Sweet candy that gives you 3 XP}" help="help:{This item can be crafted after you build a Mill.}">
  <requirements>
    <requirement lval="[inventory_count(ChocolateBarCraftable_01)]" op="lt" rval="[15]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/ChocolateBarCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/ChocolateBarCraftable_02_Icon.zsci"/>
  <sellPrice>15</sellPrice>
  <craftPart name="CocoaMaterial_01" count="5"/>
  <craftPart name="StickOfButterCraftable_01" count="1"/>
  <craftPart name="MilkBottleMaterial_01" count="4"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Mill_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Mill_01_friendlyName,singular)] " dialog="Mill_01_Required"/>
  </craftingRequirements>
  <crowns>5</crowns>
  <craftingTime>5400</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
  <state_machine_ref template="cons_resource">
    <params>
      <!--Resource cap to check against to see if we can use this item or not-->
      <param name="resource_cap" val=""/>
      <!--Amount of resources to reward for this item-->
      <param name="count" val="[3]"/>
      <param name="resource_to_produce" val="xp"/>
    </params>
  </state_machine_ref>
</item>
<item name="CandleCraftable_01" giftable="false" type="craft" buyable="false" placeable="false" code="dy" rareItem="false" feed="false" className="Craftable" tradeLevel="2" dbid="1521" friendlyName="friendlyName,o:{a Candle}" description="description:{Candles for mood lighting}" help="help:{This item can be crafted after you build a Studio and a Tailor.}">
  <requirements>
    <requirement lval="[inventory_count(CandleCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/CandleCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/CandleCraftable_02_Icon.zsci"/>
  <sellPrice>25</sellPrice>
  <craftPart name="CottonThreadCraftable_01" count="3"/>
  <craftPart name="BeeswaxMaterial_01" count="8"/>
  <craftPart resource="reputation" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Tailor_01,idle,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Tailor_01_friendlyName,singular)] " dialog="Tailor_01_Required"/>
  </craftingRequirements>
  <crowns>15</crowns>
  <craftingTime>7200</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="GrapeJuiceCraftable_01" giftable="true" type="consumable" buyable="false" feed="false" placeable="false" code="kr" rareItem="false" className="Consumable" tradeLevel="2" dbid="1525" friendlyName="friendlyName,o:{a Grape Juice}" description="description:{Delicious juice. Consume for 3 Energy.}" help="help:{Craft this item or ask your friends for help.}">
  <requirements>
    <requirement lval="[inventory_count(GrapeJuiceCraftable_01)]" op="lt" rval="[10]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/GrapeJuiceCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/GrapeJuiceCraftable_02_Icon.zsci"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Kitchen_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Kitchen_01_friendlyName,singular)] " dialog="Kitchen_01_Required"/>
  </craftingRequirements>
  <craftPart name="GrapesMaterial_01" count="10"/>
  <craftPart name="PailOfWaterMaterial_01" count="5"/>
  <requirements/>
  <sellPrice>25</sellPrice>
  <crowns>5</crowns>
  <energyYield>3</energyYield>
  <craftingTime>5400</craftingTime>
  <craftType>Cooking</craftType>
  <categories>
    <category name="Cooking"/>
  </categories>
</item>
<item name="IronAxeCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="kH" rareItem="false" className="Craftable" tradeLevel="2" feed="false" dbid="1531" friendlyName="friendlyName,o:{an Iron Axe}" description="description:{A hefty axe}" help="help:{This item can be crafted after you build a Workshop.}">
  <requirements>
    <requirement lval="[inventory_count(IronAxeCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/IronAxeCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/IronAxeCraftable_02_Icon.zsci"/>
  <sellPrice>995</sellPrice>
  <craftPart name="IronBarCraftable_01" count="2"/>
  <craftPart name="GrindstoneCraftable_01" count="1"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <crowns>40</crowns>
  <craftingTime>46800</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="IronPickCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="o6" rareItem="false" className="Craftable" tradeLevel="3" feed="false" dbid="1533" friendlyName="friendlyName,o:{an Iron Pick}" description="description:{Tool used to dig through hard stone.}" help="help:{This item can be crafted after you build a Blacksmith.}">
  <requirements>
    <requirement lval="[inventory_count(IronPickCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/IronPickCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/IronPickCraftable_02_Icon.zsci"/>
  <sellPrice>1890</sellPrice>
  <craftPart name="WoodLogMaterial_01" count="4"/>
  <craftPart name="IronBarCraftable_01" count="1"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Blacksmith_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Blacksmith_01_friendlyName,singular)] " dialog="Blacksmith_01_Required"/>
  </craftingRequirements>
  <!--state_machine_ref template="cons_buff_adder">
    <params>
      <param name="buffName" val="supermine"/>
      <param name="charges" val="1"/>
    </params>
  </state_machine_ref-->
  <crowns>19</crowns>
  <craftingTime>64800</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="IronBarCraftable_01" giftable="true" tooltip="Use Iron Bars as a recipe ingredient in Forging crafting." type="craft" buyable="false" feed="false" placeable="false" code="UD" rareItem="false" className="Craftable" tradeLevel="4" dbid="1535" friendlyName="friendlyName,o:{an Iron Bar}" description="description:{Strong Iron Bar used to craft other items.}" help="help:{This item can be crafted after you build a Blacksmith.}">
  <requirements>
    <requirement lval="[inventory_count(IronBarCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/IronBarCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/IronBarCraftable_02_Icon.zsci"/>
  <sellPrice>460</sellPrice>
  <craftPart name="WoodLogMaterial_01" count="3"/>
  <craftPart name="IronOreMaterial_01" count="2"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Blacksmith_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Blacksmith_01_friendlyName,singular)] " dialog="Blacksmith_01_Required"/>
  </craftingRequirements>
  <crowns>15</crowns>
  <craftingTime>32400</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="LeatherCraftable_01" giftable="true" tooltip="Use Leather as a crafting ingredient or buildable material" type="craft" buyable="false" feed="false" placeable="false" code="UR" rareItem="false" className="Craftable" tradeLevel="2" dbid="1536" friendlyName="friendlyName,o:{a Leather}" description="description:{Tanned Leather used in various crafts.}" help="help:{This item can be crafted after you build a Studio.}">
  <requirements>
    <requirement lval="[inventory_count(LeatherCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/LeatherCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/LeatherCraftable_02_Icon.zsci"/>
  <sellPrice>45</sellPrice>
  <craftPart name="CowHideMaterial_01" count="1"/>
  <craftPart name="FlaxOilCraftable_01" count="3"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Studio_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Studio_01_friendlyName,singular)] " dialog="Studio_01_Required"/>
  </craftingRequirements>
  <crowns>5</crowns>
  <craftingTime>7200</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="CogCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="G7" rareItem="false" className="Craftable" tradeLevel="4" feed="false" dbid="1538" friendlyName="friendlyName,o:{a Cog}" description="description:{Metal gear used in mechanical devices}" help="help:{Craftable after you build a Clockmaker.}">
  <requirements>
    <requirement lval="[inventory_count(CogCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/SilverCogCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/SilverCogCraftable_02_Icon.zsci"/>
  <sellPrice>3210</sellPrice>
  <craftPart name="IronBarCraftable_01" count="2"/>
  <craftPart name="HammerCraftable_01" count="1"/>
  <craftPart name="AlchemistPowderMaterial_01" count="3"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Clockmaker_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Clockmaker_01_friendlyName,singular)] " dialog="Clockmaker_01_Required"/>
  </craftingRequirements>
  <crowns>14</crowns>
  <craftingTime>82800</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="SilverIngotCraftable_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="FS" rareItem="false" className="Craftable" tradeLevel="2" dbid="1539" friendlyName="friendlyName,o:{a Silver Ingot}" description="description:{Refined silver used in crafting}" help="help:{This item can be crafted after you build a Jeweler.}">
  <requirements>
    <requirement lval="[inventory_count(SilverIngotCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/SilverIngotCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/SilverIngotCraftable_02_Icon.zsci"/>
  <sellPrice>75</sellPrice>
  <craftPart name="SilverOreMaterial_01" count="2"/>
  <craftPart name="WoodPlanksCraftable_01" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Jeweler_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Jeweler_01_friendlyName,singular)] " dialog="Jewler_01_Required"/>
  </craftingRequirements>
  <crowns>8</crowns>
  <craftingTime>9000</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="RopeCraftable_01" giftable="true" type="craft" buyable="false" placeable="false" code="Va" rareItem="false" className="Craftable" tradeLevel="1" dbid="1549" friendlyName="friendlyName,o:{a Rope}" description="description:{Hefty Rope used to make other crafts}" help="help:{This item can be crafted after you build a Workshop.}">
  <requirements>
    <requirement lval="[inventory_count(RopeCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/RopeCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/RopeCraftable_02_Icon.zsci"/>
  <sellPrice>5</sellPrice>
  <craftPart name="FlaxMaterial_01" count="5"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <crowns>3</crowns>
  <craftingTime>300</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="WoolTunicCraftable_01" giftable="false" type="craft" buyable="false" placeable="false" code="Mm" rareItem="false" className="Craftable" tradeLevel="3" feed="false" dbid="1553" friendlyName="friendlyName,o:{a Wool Tunic}" description="description:{Itchy piece of clothing}" help="help:{This item can be crafted after you build a Tailor.}">
  <requirements>
    <requirement lval="[inventory_count(WoolTunicCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/WoolTunicCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/WoolTunicCraftable_02_Icon.zsci"/>
  <sellPrice>1980</sellPrice>
  <craftPart name="WoolClothCraftable_01" count="5"/>
  <craftPart name="DyeCraftable_01" count="2"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Tailor_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Tailor_01_friendlyName,singular)] " dialog="Tailor_01_Required"/>
  </craftingRequirements>
  <craftingTime>64800</craftingTime>
  <craftType>Artistry</craftType>
  <crowns>31</crowns>
</item>
<item name="DyeCraftable_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="KX" rareItem="false" className="Craftable" tradeLevel="2" dbid="1554" friendlyName="friendlyName,o:{a Dye Kit}" description="description:{Dye used to make things fun and colorful}" help="help:{This item can be crafted after you build a Studio.}">
  <requirements>
    <requirement lval="[inventory_count(DyeCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/DyeCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/DyeCraftable_02_Icon.zsci"/>
  <sellPrice>40</sellPrice>
  <craftPart name="RedFeatherMaterial_01" count="10"/>
  <craftPart name="AlchemistPowderMaterial_01" count="2"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Studio_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Studio_01_friendlyName,singular)] " dialog="Studio_01_Required"/>
  </craftingRequirements>
  <crowns>10</crowns>
  <craftingTime>7200</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="LeatherPantsCraftable_01" giftable="false" type="craft" buyable="false" placeable="false" code="E9" rareItem="false" className="Craftable" tradeLevel="3" feed="false" dbid="1556" friendlyName="friendlyName,o:{a Leather Pants}" description="description:{These Leather Pants are too tight to wear!}" help="help:{This item can be crafted after you build a Tailor.}">
  <requirements>
    <requirement lval="[inventory_count(LeatherPantsCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/LeatherPantsCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/LeatherPantsCraftable_02_Icon.zsci"/>
  <sellPrice>1570</sellPrice>
  <craftPart name="MinkOilMaterial_01" count="4"/>
  <craftPart name="LeatherCraftable_01" count="4"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Tailor_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Tailor_01_friendlyName,singular)] " dialog="Tailor_01_Required"/>
  </craftingRequirements>
  <craftingTime>57600</craftingTime>
  <craftType>Artistry</craftType>
  <crowns>50</crowns>
</item>
<item name="IvoryButtonCraftable_01" giftable="true" type="craft" buyable="false" feed="false" placeable="false" code="kX" rareItem="false" className="Craftable" tradeLevel="3" dbid="1562" friendlyName="friendlyName,o:{a Button}" description="description:{Button used to craft clothing}" help="help:{This item can be crafted after you build a Studio.}">
  <requirements>
    <requirement lval="[inventory_count(IvoryButtonCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/IvoryButtonCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/IvoryButtonCraftable_02_Icon.zsci"/>
  <sellPrice>110</sellPrice>
  <craftPart name="AnimalBoneMaterial_01" count="6"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Studio_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Studio_01_friendlyName,singular)] " dialog="Studio_01_Required"/>
  </craftingRequirements>
  <crowns>10</crowns>
  <craftingTime>10800</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="ExplorationChest_01" giftable="true" type="debug" buyable="true" sellable="false" placeable="true" code="Sa" rareItem="false" multiplace="false" dbid="1565" friendlyName="friendlyName,o:{a Backpack Chest}" description="description:{A large chest.}" expansion="expansion:{Lost Treasure}" expansion2="expansion2:{Explore here to find out what's inside!}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <sizeX>1</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/Backpack_01/Backpack_01.zsci" offsetX="-10" offsetY="0"/>
  <image name="icon" url="assets/Decorations/Backpack_01/Backpack_01.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="tooltipTitle:{A Lost Backpack}" tooltip="tooltip:{Look inside maybe someone left some treasure!}"/>
          <action name="Open" duration="0:01" progressText="open:{Searching Backpack...}" mode="GMDefault">
            <complexToolTip>
              <info_0>openTip:{Click to Open}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="lt" rval="[1]"/>
            </requirements>
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="work" duration="0:01" durationMode="loop"/>
              <effect type="GenerateLootFromTable" tableName="ExplorationChestTable_01"/>
              <RaiseEvent event="open_chest"/>
              <effect type="ClearItem"/>
            </effects>
            <costs>
              <cost resource="energy" amount="1"/>
            </costs>
          </action>
          <action name="Beastie Message" duration="0:00" mode="GMDefault" requiresProximity="false">
            <complexToolTip>
              <info_0>beasty:{Blocked by Beasty!}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="gte" rval="[1]"/>
            </requirements>
            <effects>
              <effect type="OpenUIDialog" dialog="GenericDialog" className="BeastieLockDialog" title="beastieTitle:{Oh No!!}" label_0="ok:{Okay}" message="locked:{Looks like a beastie has your kingdom locked down!}" message_02="banish:{Click the beastie to banish it}" showCancel="false"/>
              <effect type="PlaySound" sound="ui_beastie_attack"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="StatueKnight_01" giftable="true" type="decoration" subtype="object" buyable="false" priority="98" placeable="true" placedFromInventory="true" storable="true" code="zg" rareItem="false" multiplace="true" className="Craftable" tradeLevel="4" feed="false" dbid="1566" friendlyName="friendlyName,o:{a Knight Statue}" description="description:{A  statue dedicated to your knight}" help="help:{A special statue for special people}">
  <!--craftPart name="StoneBlockCraftable_01" count="10"/>
  <craftPart name="SwordCraftable_01" count="1"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Jeweler_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Jeweler_01_friendlyName,singular)] " dialog="Jeweler_01_Required"/>
    <requirement lval="[num_in_world(Armory_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Armory_01_friendlyName,singular)] " dialog="Armory_01_Required"/>
  </craftingRequirements-->
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="Object"/>
    <category name="Decoration"/>
  </categories>
  <castleModifier>3</castleModifier>
  <image name="static" direction="ALL" url="assets/Decorations/StatueKnight_01/StatueKnight_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/StatueKnight_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Decorations/StatueKnight_01_Icon.zsci"/>
</item>
<item name="Catapult_01" giftable="true" type="decoration" subtype="decor" buyable="true" priority="98" placeable="true" placedFromInventory="true" storable="false" code="Wq" rareItem="false" multiplace="true" className="Craftable" tradeLevel="5" feed="false" dbid="1569" friendlyName="friendlyName,o:{a Catapult}" expansion="expansion:{WMD!}" expansion2="expansion2:{Expand here and use this catapult to help protect your Kingdom!}" description="description:{Used for flinging things}" help="help:{This item can be crafted after you build a Clockmaker.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[25]" message="[loc(Dialogs,PlayerLevel)] 25" dialog="PlayerLevelRequired" unlockCost="[1]"/>
    <requirement lval="[inventory_count(Catapult_01)]" op="lt" rval="[50]" categories="itemCap"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <craftPart name="WoodPlanksCraftable_01" count="20"/>
  <craftPart name="CogCraftable_01" count="1"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Clockmaker_01,idle,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Clockmaker_01_friendlyName,singular)] " dialog="Clockmaker_01_Required"/>
  </craftingRequirements>
  <crowns>50</crowns>
  <castleModifier>5</castleModifier>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <image name="static" direction="ALL" url="assets/Decorations/Catapult_01/Catapult_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Catapult_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Decorations/Catapult_01_Icon.zsci"/>
  <craftingTime>151200</craftingTime>
  <craftType>Artistry</craftType>
  <state_machine initial="static">
    <onPlace>
      <effects>
        <effect type="ApplyCastleModifier"/>
      </effects>
    </onPlace>
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="expansion1:{WMD!}" tooltip="expansion2:{Expand here and use this catapult to help protect your Kingdom!}"/>
          <!-- <effects>
              <effect type="BasicPopUp" message="Expand your land to get to this item!"/>
            </effects> -->
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="Flag_01" giftable="true" type="decoration" subtype="decor" tradeLevel="3" feed="false" buyable="false" priority="10" placeable="true" placedFromInventory="true" storable="true" code="PD" rareItem="false" multiplace="true" className="Craftable" dbid="1570" friendlyName="friendlyName,o:{a Flag}" description="description:{A small Flag}" help="help:{This item can be crafted after you build a Studio and a Tailor.}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <craftingRequirements>
    <requirement lval="[num_in_world(Tailor_01,idle,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Tailor_01_friendlyName,singular)] " dialog="Tailor_01_Required"/>
  </craftingRequirements>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <craftPart name="WoolClothCraftable_01" count="3"/>
  <craftPart name="DyeCraftable_01" count="2"/>
  <castleModifier>2</castleModifier>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <image name="static" direction="ALL" url="assets/Decorations/Flag_01/Flag_01.zsci" offsetX="-2" offsetY="-1"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Flag_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Decorations/Flag_01_Icon.zsci"/>
  <craftingTime>64800</craftingTime>
  <craftType>Artistry</craftType>
  <crowns>31</crowns>
  <sellPrice>1980</sellPrice>
</item>
<item name="Banner_01" giftable="true" type="decoration" subtype="decor" tradeLevel="2" feed="false" buyable="true" priority="10" placeable="true" placedFromInventory="true" storable="true" code="nv" rareItem="false" multiplace="true" className="Craftable" dbid="1571" friendlyName="friendlyName,o:{a Small Banner}" description="description:{A small banner. You can have cap:[params.itemCap] royal decorations that improve your Castle at this level. Gain more levels to raise this limit.}" help="help:{Banners can be used to decorate your Kingdom.}">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[3]" message="[loc(Dialogs,PlayerLevel)] 3" dialog="PlayerLevelRequired" unlockCost="[mul([sub([3],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[inventory_count(Banner_01)]" op="lt" rval="[50]" categories="itemCap"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <cost>200</cost>
  <castleModifier>1</castleModifier>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <customColor colorScheme="building_colors_1" primaryColor="blue" secondaryColor="red"/>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" className="ColorMaskedBitmap" direction="ALL" offsetX="-4" offsetY="4">
    <asset name="base" url="assets/Decorations/Banner_01/Banner_01.zsci"/>
    <asset name="mask" url="assets/Decorations/Banner_01/Banner_01_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Decorations/Banner_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Decorations/Banner_01_Icon.zsci"/>
</item>
<item name="Banner_02" giftable="true" type="decoration" subtype="decor" tradeLevel="3" feed="false" buyable="false" priority="10" placeable="true" placedFromInventory="true" storable="true" code="nr" rareItem="false" multiplace="true" className="Craftable" dbid="1572" friendlyName="friendlyName,o:{a Large Banner}" description="description:{A Large Banner.}" help="help:{This item can be crafted after you build a Studio. Place to increase your Castle level.}">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <cost>18000</cost>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <castleModifier>2</castleModifier>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <customColor colorScheme="building_colors_1" primaryColor="blue" secondaryColor="red"/>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[17]" message="[loc(Dialogs,PlayerLevel)] 17" dialog="PlayerLevelRequired" unlockCost="[mul([sub([17],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[inventory_count(Banner_02)]" op="lt" rval="[50]" categories="itemCap"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <craftingRequirements>
    <requirement lval="[num_in_world(Tailor_01,idle,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Tailor_01_friendlyName,singular)] " dialog="Tailor_01_Required"/>
  </craftingRequirements>
  <craftPart name="CottonClothCraftable_01" count="2"/>
  <craftPart name="DyeCraftable_01" count="2"/>
  <craftingTime>61200</craftingTime>
  <craftType>Artistry</craftType>
  <image name="static" className="ColorMaskedBitmap" direction="ALL" offsetX="30" offsetY="0">
    <asset name="base" url="assets/Decorations/Banner_02/Banner_02.zsci"/>
    <asset name="mask" url="assets/Decorations/Banner_02/Banner_02_Mask.zsci" blendMode="overlay"/>
  </image>
  <image name="icon" url="assets/UI/Icons/Craftables/Banner_02Craftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/Banner_02Craftable_02_Icon.zsci"/>
</item>
<item name="OrnateTapestryCraftable_01" giftable="true" type="craft" buyable="false" sellable="false" placeable="false" storable="true" code="FR" rareItem="false" className="Craftable" tradeLevel="5" feed="false" dbid="1574" friendlyName="friendlyName,o:{an Ornate Tapestry}" description="description:{Beautiful hand-crafted tapestry}" help="help:{This item can be crafted after you build a Jewler.}">
  <requirements>
    <requirement lval="[inventory_count(OrnateTapestryCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/OrnateTapestryCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/OrnateTapestryCraftable_02_Icon.zsci"/>
  <craftPart name="CottonThreadCraftable_01" count="10"/>
  <craftPart name="CottonClothCraftable_01" count="5"/>
  <craftPart name="DiamondMaterial_01" count="1"/>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <craftingRequirements>
    <requirement lval="[num_in_world(Jeweler_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Jeweler_01_friendlyName,singular)] " dialog="Jeweler_01_Required"/>
  </craftingRequirements>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <craftingTime>100800</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="StainedGlassCraftable_01" giftable="true" type="craft" buyable="false" sellable="false" placeable="false" code="Id" rareItem="false" className="Craftable" tradeLevel="5" feed="false" dbid="1579" friendlyName="friendlyName,o:{a Stained Glass}" description="description:{Intricate window used in fancy buildings}" help="help:{This item can be crafted after you build a Clockmaker.}">
  <requirements>
    <requirement lval="[inventory_count(StainedGlassCraftable_01)]" op="lt" rval="[50]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/StainedGlassCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/StainedGlassCraftable_02_Icon.zsci"/>
  <sellPrice>5000</sellPrice>
  <craftPart name="GlassCraftable_01" count="3"/>
  <craftPart name="DyeCraftable_01" count="1"/>
  <craftPart name="IronBarCraftable_01" count="2"/>
  <craftingRequirements>
    <requirement lval="[num_in_world(Clockmaker_01,Producing,Full)]" op="gte" rval="1" message="[loc(Items,Clockmaker_01_friendlyName,singular)] " dialog="Clockmaker_01_Required"/>
  </craftingRequirements>
  <crowns>20</crowns>
  <craftingTime>122400</craftingTime>
  <craftType>Artistry</craftType>
</item>
<item name="WallWood_01" giftable="false" type="decoration" subtype="walls" buyable="false" placeable="true" storable="true" code="Al" rareItem="false" multiplace="true" adaptive="single" dbid="1581" friendlyName="friendlyName,o:{a Wooden Wall}" description="description:{Wooden Wall to keep beasties out.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <cost>50</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <requirements>
    <!--   <requirement lval="[player.level]" op="gte" rval="[3]" message="[loc(Dialogs,PlayerLevel)] 3" dialog="PlayerLevelRequired" unlockCost="25"/> -->
  </requirements>
  <adaptations>
    <adaptation category="wall" style="merge"/>
  </adaptations>
  <categories>
    <category name="wall"/>
    <category name="noLockdown"/>
  </categories>
  <image name="Center" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_Center.zsci" offsetX="-2" offsetY="-6"/>
  <image name="Left" direction="S" url="assets/Castle/WallWood_01/WallWood_01_Left_B.zsci" offsetX="-2" offsetY="-6"/>
  <image name="Right" direction="S" url="assets/Castle/WallWood_01/WallWood_01_Right_B.zsci" offsetX="-1" offsetY="-6"/>
  <image name="Left" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_Left_A.zsci" offsetX="-1" offsetY="-6"/>
  <image name="Right" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_Right_A.zsci" offsetX="-1" offsetY="-6"/>
  <image name="TeeTopLeft" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_TeeTopLeft.zsci" offsetX="-1" offsetY="-6"/>
  <image name="TeeBottomLeft" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_TeeBottomLeft.zsci" offsetX="-2" offsetY="-6"/>
  <image name="TeeTopRight" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_TeeTopRight.zsci" offsetX="-2" offsetY="-6"/>
  <image name="TeeBottomRight" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_TeeBottomRight.zsci" offsetX="-1" offsetY="-6"/>
  <image name="CornerTop" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_CornerTop.zsci" offsetX="-1" offsetY="-6"/>
  <image name="CornerBottom" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_CornerBottom.zsci" offsetX="-1" offsetY="-20"/>
  <image name="CornerRight" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_CornerRight.zsci" offsetX="-15" offsetY="-7"/>
  <image name="CornerLeft" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_CornerLeft.zsci" offsetX="12" offsetY="-6"/>
  <image name="EndTopLeft" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_Left_A.zsci" offsetX="-1" offsetY="-6"/>
  <image name="EndTopRight" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_Right_A.zsci" offsetX="-1" offsetY="-6"/>
  <image name="EndBottomLeft" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_Right_A.zsci" offsetX="-1" offsetY="-6"/>
  <image name="EndBottomRight" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_Left_A.zsci" offsetX="-1" offsetY="-6"/>
  <image name="Single" direction="ALL" url="assets/Castle/WallWood_01/WallWood_01_Single.zsci" offsetX="-2" offsetY="-18"/>
  <image name="icon" url="assets/UI/Icons/Buildings/WallWood_01_Right_Icon.zsci"/>
</item>
<item name="Hedge_01" giftable="false" type="decoration" subtype="object" buyable="true" placeable="true" storable="true" code="l1" rareItem="false" multiplace="true" adaptive="single" dbid="1582" friendlyName="friendlyName,o:{a Hedge Fence}" description="description:{A Hedge}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <cost>200</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <adaptations>
    <adaptation category="hedge" style="merge"/>
  </adaptations>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[16]" message="[loc(Dialogs,PlayerLevel)] 16" dialog="PlayerLevelRequired" unlockCost="[mul([sub([16],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <categories>
    <category name="hedge"/>
    <category name="noLockdown"/>
    <category name="Decoration"/>
    <category name="Object"/>
  </categories>
  <image name="Center" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_center.zsci" offsetY="0"/>
  <image name="Left" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_Left.zsci" offsetY="0"/>
  <image name="Right" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_Right.zsci" offsetY="0"/>
  <image name="TeeTopLeft" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_TeeTopLeft.zsci" offsetY="0"/>
  <image name="TeeBottomLeft" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_TeeBottomLeft.zsci" offsetY="0"/>
  <image name="TeeTopRight" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_TeeTopRight.zsci" offsetY="0"/>
  <image name="TeeBottomRight" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_TeeBottomRight.zsci" offsetY="0"/>
  <image name="CornerTop" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_CornerTop.zsci" offsetY="0"/>
  <image name="CornerBottom" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_CornerBottom.zsci" offsetY="0"/>
  <image name="CornerRight" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_CornerRight.zsci" offsetY="0"/>
  <image name="CornerLeft" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_CornerLeft.zsci" offsetY="0"/>
  <image name="EndTopLeft" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_Left.zsci" offsetY="0"/>
  <image name="EndTopRight" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_Right.zsci" offsetY="0"/>
  <image name="EndBottomLeft" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_Right.zsci" offsetY="0"/>
  <image name="EndBottomRight" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_Left.zsci" offsetY="0"/>
  <image name="Single" direction="ALL" url="assets/Decorations/Hedge_01/Hedge_01_Single.zsci" offsetY="0"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Hedge_01_Right_Icon.zsci"/>
</item>
<item name="WallRubble_01" giftable="false" type="decoration" subtype="walls" buyable="true" placeable="true" placedFromInventory="true" storable="true" code="J8" rareItem="false" multiplace="true" adaptive="single" dbid="1585" friendlyName="friendlyName,o:{a Stone Wall}" description="description:{Walls to protect your Kingdom. You can only have cap:[params.itemCap] Wall Pieces at this level. Gain more levels to raise this limit.}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <cost>500</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <adaptations>
    <adaptation category="wall" style="merge"/>
  </adaptations>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,PlayerLevel)] 8" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxWalls, [add([num_in_category(wall)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxWalls]"/>
  </params>
  <categories>
    <category name="wall"/>
    <category name="noLockdown"/>
  </categories>
  <castleModifier>2</castleModifier>
  <image name="Center" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_Center.zsci" offsetX="-12" offsetY="-3"/>
  <image name="Left" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_Left.zsci" offsetX="-12" offsetY="-4"/>
  <image name="Right" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_Right.zsci" offsetX="-11" offsetY="-3"/>
  <image name="TeeTopLeft" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_TeeTopLeft.zsci" offsetX="-11" offsetY="-3"/>
  <image name="TeeBottomLeft" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_TeeBottomLeft.zsci" offsetX="-12" offsetY="-3"/>
  <image name="TeeTopRight" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_TeeTopRight.zsci" offsetX="-12" offsetY="-3"/>
  <image name="TeeBottomRight" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_TeeBottomRight.zsci" offsetX="-11" offsetY="-3"/>
  <image name="CornerTop" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_CornerTop_A.zsci" offsetX="-13" offsetY="-4"/>
  <image name="CornerBottom" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_CornerBottom_A.zsci" offsetX="-12" offsetY="-1"/>
  <image name="CornerRight" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_CornerRight_A.zsci" offsetX="-8" offsetY="-4"/>
  <image name="CornerLeft" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_CornerLeft_A.zsci" offsetX="-20" offsetY="-2"/>
  <image name="EndTopLeft" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_Left.zsci" offsetX="-12" offsetY="-4"/>
  <image name="EndTopRight" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_Right.zsci" offsetX="-11" offsetY="-3"/>
  <image name="EndBottomLeft" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_Right.zsci" offsetX="-11" offsetY="-3"/>
  <image name="EndBottomRight" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_Left.zsci" offsetX="-12" offsetY="-4"/>
  <image name="Single" direction="ALL" url="assets/Castle/WallRubble_01/WallRubble_01_Single.zsci" offsetX="-8" offsetY="-10"/>
  <image name="icon" url="assets/UI/Icons/Buildings/CastleWallRubble_01_Icon.zsci"/>
</item>
<item name="FenceWood_01" giftable="false" type="decoration" subtype="object" buyable="true" placeable="true" storable="true" code="Ge" rareItem="false" tradeLevel="1" className="Craftable" multiplace="true" placedFromInventory="true" adaptive="single" dbid="1588" friendlyName="friendlyName,o:{a Wood Fence}" description="description:{A sturdy fence}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[3]" message="[loc(Dialogs,PlayerLevel)] 3" dialog="PlayerLevelRequired" unlockCost="[mul([sub([3],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <cost>200</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <craftingTime>300</craftingTime>
  <craftType>Forging</craftType>
  <adaptations>
    <adaptation category="fence" style="merge"/>
  </adaptations>
  <categories>
    <category name="fence"/>
    <category name="noLockdown"/>
    <category name="Decoration"/>
    <category name="Object"/>
  </categories>
  <craftPart name="WoodLogMaterial_01" count="2"/>
  <image name="Center" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_Center.zsci" offsetY="-2"/>
  <image name="Left" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_Left_A.zsci" offsetY="-2"/>
  <image name="Right" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_Right_A.zsci" offsetY="-2"/>
  <image name="TeeTopLeft" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_TeeTopLeft.zsci" offsetY="-2"/>
  <image name="TeeBottomLeft" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_TeeBottomLeft.zsci" offsetY="-2"/>
  <image name="TeeTopRight" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_TeeTopRight.zsci" offsetY="-2"/>
  <image name="TeeBottomRight" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_TeeBottomRight.zsci" offsetY="-2"/>
  <image name="CornerTop" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_CornerTop.zsci" offsetY="-2"/>
  <image name="CornerBottom" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_CornerBottom.zsci" offsetY="-2"/>
  <image name="CornerRight" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_CornerRight.zsci" offsetY="-2"/>
  <image name="CornerLeft" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_CornerLeft.zsci" offsetY="-2"/>
  <image name="EndTopLeft" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_Left_A.zsci" offsetY="-2"/>
  <image name="EndTopRight" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_Right_A.zsci" offsetY="-2"/>
  <image name="EndBottomLeft" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_Right_A.zsci" offsetY="-2"/>
  <image name="EndBottomRight" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_Left_A.zsci" offsetY="-2"/>
  <image name="Single" direction="ALL" url="assets/Decorations/FenceWood_01/FenceWood_01_Right_A.zsci" offsetY="-2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Fence_Wood_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Decorations/Fence_Wood_01_Icon.zsci"/>
</item>
<item name="MagicKey_01" giftable="true" type="craft" buyable="false" sellable="false" placeable="false" code="Vg" rareItem="false" className="Craftable" dbid="1604" friendlyName="friendlyName,o:{a Magic Key}" description="description:{Unlocks magically sealed doors}" help="help:{Visit the Duke to get the Magic Key.}">
  <image name="icon" url="assets/UI/Icons/Craftables/MagicKey_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/MagicKey_02_Icon.zsci"/>
</item>
<item name="Campfire_01" giftable="true" type="decoration" subtype="object" buyable="true" placeable="true" storable="true" code="K6" rareItem="false" multiplace="true" dbid="1607" friendlyName="friendlyName,o:{a Campfire}" description="description:{a Warm Campfire}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <categories>
    <category name="Decoration"/>
    <category name="Object"/>
    <category name="noLockdown"/>
  </categories>
  <cost>500</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <image name="static">
    <image name="base" url="assets/Decorations/Campfire_01/Campfire_01.zsci"/>
    <image className="AnimatedBitmap" numFrames="24" frameWidth="93.0" frameHeight="132.0" fps="20.0" direction="ALL" offsetX="10" offsetY="-72">
      <asset name="base" url="assets/Decorations/Campfire_01/Campfire_01_Flame.zsci"/>
    </image>
  </image>
  <image name="icon" url="assets/UI/Icons/Decorations/Campfire_01_Icon.zsci"/>
  <state_machine initial="Campfire" allowQueuedActions="true">
    <onPlace requiresProximity="false">
      <effects>
        <effect type="NeighborForceGoal" owner="Alastair" goal="WarmHands" firstOnly="false" preApply="false"/>
        <effect type="NeighborForceGoal" owner="Sonja" goal="HeatUp" firstOnly="false" preApply="false"/>
      </effects>
    </onPlace>
    <states>
      <state name="Campfire">
        <actions>
          <action name="Warm" duration="0:08" mode="ResidentAction" offset="[vec(0,20,0)]">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="warm_hands" duration="0:08" durationMode="loop"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
          <action name="HeatUp" duration="0:04" mode="ResidentAction">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="fire" duration="0:04" durationMode="loop"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
          <action name="BazJump" duration="0:04" mode="ResidentAction">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="fire_jump" duration="0:02" durationMode="loop"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
          <action name="Juggle" duration="0:13" mode="ResidentAction">
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="juggle" duration="0:13" durationMode="loop"/>
              <effect type="NeighborStopGoal"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="FTUE_MoveHereArrow_01" giftable="false" type="debug" buyable="false" placeable="true" code="Sr" rareItem="false" multiplace="true" dbid="1625">
  <happiness>0</happiness>
  <cost>0</cost>
  <sizeX>0</sizeX>
  <sizeY>0</sizeY>
  <initialFields NO_PLACE="1" NO_SELL="1" NO_MOVE="1"/>
  <image name="visible" direction="ALL" url="assets/UI/Indicators/FTUEArrow02.zsci"/>
  <image name="icon" url="assets/UI/Indicators/FTUEClickMe.zsci"/>
  <state_machine initial="visible">
    <states>
      <state name="visible" duration="0:10" next="_CLEAR_" autoVisual="false"/>
    </states>
  </state_machine>
</item>
<item name="Backpack_01" giftable="true" type="decoration" subtype="object" buyable="false" sellable="false" placeable="true" code="Bo" rareItem="false" multiplace="true" dbid="1631" friendlyName="friendlyName,o:{a Backpack}" description="description:{A backpack full of gold}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,Level)] 1" dialog="LevelRequired"/>
  </requirements>
  <happiness>0</happiness>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/Backpack_01/Backpack_01.zsci" offsetX="-10" offsetY="0"/>
  <image name="icon" url="assets/Decorations/Backpack_01/Backpack_01.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="tooltipTitle:{A Lost Backpack}" tooltip="tooltip:{Look inside maybe someone left some treasure!}"/>
          <action name="Open" duration="0:01" progressText="progress:{Searching Backpack...}" mode="GMDefault">
            <complexToolTip>
              <info_0>openTip:{Click to Search}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="lt" rval="[1]"/>
            </requirements>
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="work" duration="0:01" durationMode="loop"/>
              <effect type="GenerateLootFromTable" tableName="BackPackTable_01"/>
              <effect type="ClearItem"/>
            </effects>
            <costs>
              <cost resource="energy" amount="1"/>
            </costs>
          </action>
          <action name="Beastie Message" duration="0:00" mode="GMDefault" requiresProximity="false">
            <complexToolTip>
              <info_0>beasty:{Blocked by Beasty!}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="gte" rval="[1]"/>
            </requirements>
            <effects>
              <effect type="OpenUIDialog" dialog="GenericDialog" className="BeastieLockDialog" title="beastieTitle:{Oh No!!}" label_0="ok:{Okay}" message="locked:{Looks like a beastie has your kingdom locked down!}" message_02="banish:{Click the beastie to banish it}" showCancel="false"/>
              <effect type="PlaySound" sound="ui_beastie_attack"/>
            </effects>
          </action>
          <action name="AlreadyHelped" duration="0:00" mode="GMVisit" requiresProximity="[false]">
            <complexToolTip>
              <info_0>accelerateTip:{No Actions Available}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[counters.help_actions]" op="gte" rval="1"/>
            </requirements>
            <effects>
              <effect type="PlaySound" sound="sfx_bonk"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="HouseMiner_01" giftable="false" type="debug" subtype="house" buyable="true" sellable="false" placeable="true" code="Y9" rareItem="false" dbid="1654" friendlyName="friendlyName,o:{a George's House}" description="description:{George's House}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,Level)] 1" dialog="LevelRequired"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>100</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <categories>
    <category name="Taxable"/>
    <category name="NPCHouse"/>
    <category name="Building"/>
    <category name="TaxHouse"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" direction="ALL" url="assets/Buildings/HouseMiner_01/HouseMiner_01.zsci" offsetX="5" offsetY="-15" UIOffsetX="0" UIOffsetY="40"/>
  <image name="Full" direction="ALL" url="assets/Buildings/HouseMiner_01/HouseMiner_01.zsci" offsetX="5" offsetY="-15" UIOffsetX="0" UIOffsetY="40"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseMiner_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneMaterial_01" count="2" cost="2"/>
        <material name="WoodLogMaterial_01" count="2" cost="2"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="Full"/>
      <param name="build_state_duration" val="1"/>
      <param name="coin_cost" val="0"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="28800"/>
      <param name="count_to_produce" val="[1500]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="George's House"/>
      <param name="max_upgrade_level" val="4"/>
      <!--Tooltips that show up when you hover over this item in the gloom-->
      <param name="expansionTooltipTitle" val="expansion:{Someone's House}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here to see who lives here!}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="SonjaArrowhead_01" giftable="true" type="craft" buyable="false" sellable="false" placeable="false" code="wc" rareItem="false" className="Craftable" dbid="1673" friendlyName="friendlyName,o:{an Arrowhead}" description="description:{Sonja's Arrowhead}">
  <image name="icon" url="assets/UI/Icons/Craftables/Sonja_Arrowhead_01.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/Sonja_Arrowhead_02.zsci"/>
  <crowns>10</crowns>
</item>
<item name="Moat_01" giftable="true" type="nature" subtype="water" buyable="true" priority="99" placeable="true" storable="true" code="ui" rareItem="false" multiplace="true" adaptive="single" dbid="1674" friendlyName="friendlyName,o:{a Moat}" description="description:{A Moat to protect your Castle.}">
  <customPlacementSound>sfx_place_water</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[8]" message="[loc(Dialogs,PlayerLevel)] 8" dialog="PlayerLevelRequired" unlockCost="[mul([sub([8],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <cost>400</cost>
  <sizeX>3</sizeX>
  <sizeY>3</sizeY>
  <objectLayer>ground</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <adaptations>
    <adaptation category="moat" style="merge"/>
  </adaptations>
  <!--  <state_machine_ref template="fishing"/>  -->
  <categories>
    <category name="moat"/>
    <category name="penaltyHighlight"/>
    <category name="Decoration"/>
    <category name="Water"/>
    <category name="noLockdown"/>
  </categories>
  <collision type="all"/>
  <image name="Center" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_Center.zsci" offsetY="0"/>
  <image name="Left" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_Left.zsci" offsetY="0"/>
  <image name="Right" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_Right.zsci" offsetY="0"/>
  <image name="TeeTopLeft" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_TeeTopLeft.zsci" offsetY="0"/>
  <image name="TeeBottomLeft" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_TeeBottomLeft.zsci" offsetY="0"/>
  <image name="TeeTopRight" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_TeeTopRight.zsci" offsetX="0"/>
  <image name="TeeBottomRight" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_TeeBottomRight.zsci" offsetY="0"/>
  <image name="CornerTop" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_CornerTop.zsci" offsetX="0"/>
  <image name="CornerBottom" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_CornerBottom.zsci" offsetY="0"/>
  <image name="CornerRight" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_CornerRight.zsci" offsetX="0"/>
  <image name="CornerLeft" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_CornerLeft.zsci" offsetX="0"/>
  <image name="EndBottomLeft" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_EndBottomLeft.zsci" offsetX="0"/>
  <image name="EndBottomRight" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_EndBottomRight.zsci" offsetX="0"/>
  <image name="EndTopLeft" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_EndTopLeft.zsci" offsetX="0"/>
  <image name="EndTopRight" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_EndTopRight.zsci" offsetX="0"/>
  <image name="Single" direction="ALL" url="assets/Decorations/Moat_01/Moat_01_Single.zsci" offsetX="0"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Moat_01_Icon.zsci"/>
</item>
<item name="Cannon_01" giftable="true" type="decoration" subtype="decor" npcinteractive="true" buyable="true" placeable="true" storable="false" code="K8" rareItem="false" multiplace="false" dbid="1676" friendlyName="friendlyName,o:{a Cannon}" description="description:{A Cannon. You can have cap:[params.itemCap] royal decorations that improve your Castle at this level. Gain more levels to raise this limit.}" expansion="expansion:{WMD!}" expansion2="expansion2:{Expand here for a cannon! Guaranteed to blow something to smithereens!!}">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[16]" message="[loc(Dialogs,PlayerLevel)] 16" dialog="PlayerLevelRequired" unlockCost="[1]"/>
    <requirement lval="[player.level]" op="gte" rval="[getMinLevel(level, maxCastleDecos, [add([num_in_category(CastleDecoration)], 1)])]" categories="buildingLimit"/>
  </requirements>
  <crowns>35</crowns>
  <sellPrice>2500</sellPrice>
  <castleModifier>4</castleModifier>
  <params>
    <param name="itemCap" val="[[getLevelInfo([player.level])].maxCastleDecos]"/>
  </params>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="CastleDecoration"/>
    <category name="Decoration"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/Cannon_01/Cannon_01.zsci" offsetX="3" offsetY="-2"/>
  <image name="icon" url="assets/UI/Icons/Decorations/Cannon_01_Icon.zsci"/>
  <perchPoints>
    <point x="45" y="6"/>
    <point x="95" y="56"/>
  </perchPoints>
  <state_machine initial="static">
    <onPlace>
      <effects>
        <effect type="ApplyCastleModifier"/>
      </effects>
    </onPlace>
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="expansion1:{WMD!}" tooltip="expansion2:{Expand here for a cannon! Guaranteed to blow something to smithereens!!}"/>
          <!-- <effects>
              <effect type="BasicPopUp" message="Expand your land to get to this item!"/>
            </effects> -->
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="GemsMaterial_01" giftable="false" tooltip="Use Exploration Crystals to explore Gloomy Areas." type="craft" buyable="false" sellable="false" placeable="false" code="zK" rareItem="false" dbid="1689" className="Craftable" tradeLevel="1" friendlyName="friendlyName,o:{an Exploration Crystal}" description="description:{Crystals let you explore}" help="help:{Craftt Exploration Crystals from Crystal Shards.}">
  <requirements>
    <requirement lval="[inventory_count(GemsMaterial_01)]" op="lt" rval="[99]" categories="itemCap"/>
  </requirements>
  <image name="icon" url="assets/UI/Icons/Craftables/ExpansionCrystalCraftable_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Craftables/ExpansionCrystalCraftable_02_Icon.zsci"/>
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <sellPrice>25</sellPrice>
  <craftingRequirements>
    <requirement lval="[num_in_world(Workshop_01,idle,producing,ready)]" op="gte" rval="1" message="[loc(Items,Workshop_01_friendlyName,singular)] " dialog="Workshop_01_Required"/>
  </craftingRequirements>
  <crowns>7</crowns>
  <craftPart name="GemShard_01" count="3"/>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <craftingTime>5400</craftingTime>
  <craftType>Forging</craftType>
</item>
<item name="PartyMasqueradeBall_01" giftable="false" type="party" buyable="true" sellable="true" placeable="true" code="Pc" rareItem="false" dbid="1695" friendlyName="friendlyName,o:{a Masquerade Ball}" description="description:{I suppose this party is for those with a big nose.}">
  <categories>
    <category name="party"/>
  </categories>
  <requirements>
    <requirement lval="[num_in_category(party)]" op="lt" rval="[1]" message="" dialog="MaxBuiltRequired"/>
    <requirement lval="[player.reputationLevel]" op="gte" rval="[2]" message="Social Level 2" dialog="ReputationLevelRequired"/>
  </requirements>
  <cost>2500</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci" offsetX="0" offsetY="0"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci" offsetX="0" offsetY="0"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci" offsetX="0" offsetY="0"/>
  <image name="ReadyToStart" direction="ALL" url="assets/Buildings/PartyMasqueradeBall_01/PartyMasqueradeBall_01.zsci"/>
  <image name="Partying" direction="ALL" url="assets/Buildings/PartyMasqueradeBall_01/PartyMasqueradeBall_01.zsci"/>
  <image name="Finished" direction="ALL" url="assets/Buildings/PartyMasqueradeBall_01/PartyMasqueradeBall_01.zsci"/>
  <image name="Collect" direction="ALL" url="assets/Buildings/PartyMasqueradeBall_01/PartyMasqueradeBall_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Buildings/PartyMasqueradeBall_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneMaterial_01" count="10" cost="10"/>
        <material name="WoodLogMaterial_01" count="20" cost="10"/>
        <material name="BlueFeatherMaterial_01" count="10" cost="10"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="party_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="[5]"/>
      <param name="build_tooltip" val="Masquerade Ball"/>
      <param name="party_type" val="Masquerade Ball"/>
      <param name="party_duration" val="[300]"/>
      <param name="party_icon" val="assets/UI/Icons/Buildings/PartyMasqueradeBall_01_Icon.zsci"/>
    </params>
  </state_machine_ref>
</item>
<item name="TreasureChest_02" giftable="true" type="decoration" subtype="object" buyable="false" sellable="false" placeable="true" code="Ln" rareItem="false" multiplace="false" dbid="1705" friendlyName="friendlyName,o:{a Backpack}" description="description:{A large chest}">
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <sizeX>1</sizeX>
  <sizeY>2</sizeY>
  <categories>
    <category name="penaltyHighlight"/>
  </categories>
  <image name="static" direction="ALL" url="assets/Decorations/Backpack_01/Backpack_01.zsci" offsetX="-10" offsetY="0"/>
  <image name="icon" url="assets/Decorations/Backpack_01/Backpack_01.zsci"/>
  <state_machine initial="static">
    <states>
      <state name="static">
        <actions>
          <action name="Find" mode="GMDefault" ownsExpansion="false" requiresProximity="false" tooltipTitle="tooltipTitle:{A Lost Backpack}" tooltip="tooltip:{Look inside maybe someone left some treasure!}"/>
          <action name="Open" duration="0:01" progressText="open:{Searching Backpack...}" mode="GMDefault">
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="lt" rval="[1]"/>
            </requirements>
            <complexToolTip>
              <info_0>openTip:{Click to Open}</info_0>
            </complexToolTip>
            <effects>
              <effect type="PlayAnimation" target="Avatar" animation="work" duration="0:01" durationMode="loop"/>
              <effect type="GenerateLootFromTable" tableName="TreasureChestTable_01"/>
              <RaiseEvent event="open_chest"/>
              <effect type="ClearItem"/>
            </effects>
            <costs>
              <cost resource="energy" amount="1"/>
            </costs>
          </action>
          <action name="AlreadyHelped" duration="0:00" mode="GMVisit" requiresProximity="[false]">
            <complexToolTip>
              <info_0>accelerateTip:{No Actions Available}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[counters.help_actions]" op="gte" rval="1"/>
            </requirements>
            <effects>
              <effect type="PlaySound" sound="sfx_bonk"/>
            </effects>
          </action>
          <action name="Beastie Message" duration="0:00" mode="GMDefault" requiresProximity="false">
            <complexToolTip>
              <info_0>beasty:{Blocked by Beasty!}</info_0>
            </complexToolTip>
            <requirements>
              <requirement lval="[target.Fields.beastieLockdown]" op="gte" rval="[1]"/>
            </requirements>
            <effects>
              <effect type="OpenUIDialog" dialog="GenericDialog" className="BeastieLockDialog" title="beastieTitle:{Oh No!!}" label_0="ok:{Okay}" message="locked:{Looks like a beastie has your kingdom locked down!}" message_02="banish:{Click the beastie to banish it}" showCancel="false"/>
              <effect type="PlaySound" sound="ui_beastie_attack"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="reputation" giftable="false" type="reputation" buyable="false" feed="false" crownCraft="false" placeable="false" code="YV" rareItem="false" dbid="1706" friendlyName="friendlyName,o:{a Reputation}" description="description:{Earned by helping out in Neighbors' Kingdoms}">
  <sizeX>1</sizeX>
  <sizeY>1</sizeY>
  <imageScale>50</imageScale>
  <noAutoScale>1</noAutoScale>
  <image name="initial" direction="ALL" url="assets/UI/Icons/Resources/Axp_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Resources/Axp_01.zsci"/>
</item>
<item name="HouseSonja_01" giftable="false" type="building" subtype="house" buyable="false" sellable="false" placeable="true" placedFromInventory="true" code="gD" rareItem="false" dbid="1710" friendlyName="friendlyName,o:{a Sonja's House}" description="description:{Sonja's House}">
  <customPlacementSound>sfx_place_building</customPlacementSound>
  <customClickSound>ui_building_select</customClickSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[1]" message="[loc(Dialogs,PlayerLevel)] 1" dialog="PlayerLevelRequired"/>
  </requirements>
  <bonus>
    <tooltip value="groundTip:{Place your fn:[[item([target])].friendlyName] here to produce number:[mul([params.count_to_produce],[0.1])] more Coins when Taxing!}"/>
    <area radius="0" bonuscolor="0xAAFFAA" nobonuscolor="0x333333"/>
    <formula value="[num_category_near([params.ground_search_type], [target.Bonus.area.radius], [target])]"/>
    <requirement lval="[target.Bonus.formula]" op="gte" rval="[params.ground_search_min]"/>
  </bonus>
  <cost>1</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <categories>
    <category name="Taxable"/>
    <category name="NPCHouse"/>
    <category name="Building"/>
    <category name="TaxHouse"/>
  </categories>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci"/>
  <image name="Producing" direction="ALL" url="assets/Buildings/HouseSonja_01/HouseSonja_01.zsci" offsetX="-8" offsetY="0" UIOffsetX="0" UIOffsetY="10"/>
  <image name="Full" direction="ALL" url="assets/Buildings/HouseSonja_01/HouseSonja_01.zsci" offsetX="-8" offsetY="0" UIOffsetX="0" UIOffsetY="10"/>
  <image name="icon" url="assets/UI/Icons/Buildings/HouseSonja_01_Icon.zsci"/>
  <perchPoints>
    <point x="164" y="53"/>
    <point x="159" y="127"/>
  </perchPoints>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneMaterial_01" count="2" cost="2"/>
        <material name="WoodLogMaterial_01" count="2" cost="2"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="gathering_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="1"/>
      <param name="required_whacks" val="3"/>
      <param name="produce_duration" val="[14400]"/>
      <param name="count_to_produce" val="[750]"/>
      <param name="item_to_produce" val="coins"/>
      <param name="build_tooltip" val="Sonja's House"/>
      <param name="max_upgrade_level" val="4"/>
      <!--Tooltips that show up when you hover over this item in the gloom-->
      <param name="expansionTooltipTitle" val="expansion:{Someone's House}"/>
      <param name="expansionTooltip" val="expansion2:{Explore here to see who lives here!}"/>
      <param name="beastieTable" val="ThiefTable_01"/>
      <param name="ground_search_type" val="CASTLE_GROUND"/>
      <param name="ground_search_min" val="1"/>
    </params>
  </state_machine_ref>
</item>
<item name="Water_02" giftable="true" type="nature" subtype="water" buyable="true" priority="99" placeable="true" code="pt" rareItem="false" multiplace="true" placementInterval="2,2" dbid="1711" friendlyName="friendlyName,o:{a River}" description="description:{a River}">
  <customPlacementSound>sfx_place_water</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[2]" message="[loc(Dialogs,PlayerLevel)] 2" dialog="PlayerLevelRequired" unlockCost="[mul([sub([2],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  <gift weight="100" color="Green" toolTip="giftTooltip:{A River to decorate your Kingdom}"/>
  <cost>100</cost>
  <sizeX>4</sizeX>
  <sizeY>4</sizeY>
  <objectLayer>water</objectLayer>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <adaptations>
    <adaptation category="river" style="merge"/>
  </adaptations>
  <!--state_machine_ref template="fishing"/-->
  <categories>
    <category name="Water"/>
    <!--  <category name="Decoration"/> -->
    <category name="penaltyHighlight"/>
    <category name="Nature"/>
    <category name="river"/>
    <category name="noLockdown"/>
  </categories>
  <collision type="all"/>
  <image name="Center" url="assets/Terrain/Water_02/Water_02_Center.zsci" offsetX="-7" offsetY="-7"/>
  <image name="NorthEastEdge" url="assets/Terrain/Water_02/Water_02_NorthEastEdge.zsci" offsetX="-7" offsetY="-7"/>
  <image name="SouthWestEdge" url="assets/Terrain/Water_02/Water_02_SouthWestEdge.zsci" offsetX="-7" offsetY="-7"/>
  <image name="NorthWestEdge" url="assets/Terrain/Water_02/Water_02_NorthWestEdge.zsci" offsetX="-7" offsetY="-7"/>
  <image name="SouthEastEdge" url="assets/Terrain/Water_02/Water_02_SouthEastEdge.zsci" offsetX="-7" offsetY="-7"/>
  <image name="SouthOuterCorner" url="assets/Terrain/Water_02/Water_02_SouthOuterCorner.zsci" offsetX="-7" offsetY="-7"/>
  <image name="WestOuterCorner" url="assets/Terrain/Water_02/Water_02_WestOuterCorner.zsci" offsetX="-7" offsetY="-7"/>
  <image name="NorthOuterCorner" url="assets/Terrain/Water_02/Water_02_NorthOuterCorner.zsci" offsetX="-7" offsetY="-7"/>
  <image name="EastOuterCorner" url="assets/Terrain/Water_02/Water_02_EastOuterCorner.zsci" offsetX="-7" offsetY="-7"/>
  <image name="SouthInnerCorner" url="assets/Terrain/Water_02/Water_02_SouthInnerCorner.zsci" offsetX="-7" offsetY="-7"/>
  <image name="WestInnerCorner" url="assets/Terrain/Water_02/Water_02_WestInnerCorner.zsci" offsetX="-7" offsetY="-7"/>
  <image name="NorthInnerCorner" url="assets/Terrain/Water_02/Water_02_NorthInnerCorner.zsci" offsetX="-7" offsetY="-7"/>
  <image name="EastInnerCorner" url="assets/Terrain/Water_02/Water_02_EastInnerCorner.zsci" offsetX="-7" offsetY="-7"/>
  <image name="BridgeHorizontal" url="assets/Terrain/Water_02/Water_02_BridgeHorizontal_B.zsci" offsetX="-7" offsetY="-7"/>
  <image name="BridgeVertical" url="assets/Terrain/Water_02/Water_02_BridgeVertical.zsci" offsetX="-7" offsetY="-7"/>
  <image name="icon" url="assets/UI/Icons/Decorations/River_01_Icon.zsci"/>
</item>
<item name="PartyHut_01" giftable="true" type="building" buyable="false" priority="10" placeable="true" placedFromInventory="true" code="Pu" rareItem="false" multiplace="true" dbid="1713" friendlyName="friendlyName,o:{a Party Hut}" description="description:{The perfect place to raise the roof in your kingdom!}">
  <categories>
    <category name="Building"/>
    <category name="partyhut"/>
  </categories>
  <requirements>
    <requirement lval="[player.reputationLevel]" op="gte" rval="[2]" message="Social Level 2" dialog="ReputationLevelRequired"/>
    <requirement lval="[num_in_category(partyhut)]" op="lt" rval="[1]" message="Can only build 1!" dialog="MaxBuiltRequired"/>
  </requirements>
  <cost>13</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <image name="static" direction="ALL" url="assets/Buildings/PartyTent_01/PartyTent_01.zsci" offsetX="-2" offsetY="-1"/>
  <image name="icon" url="assets/UI/Icons/Buildings/PartyTent_01_Icon.zsci"/>
  <image name="icon2" url="assets/UI/Icons/Buildings/PartyTent_01_Icon.zsci"/>
  <state_machine initial="placement">
    <states>
      <state name="placement" tooltip="Click to choose a party to start">
        <actions>
          <action name="OpenPartyUI" duration="0:00" mode="GMDefault" requiresProximity="false" cursor="magic">
            <effects>
              <effect type="OpenUIDialog" dialog="PartySelectDialog" plot="[target]" onSuccess="Plant" onSuccessMode="GMUseItem"/>
            </effects>
          </action>
        </actions>
      </state>
    </states>
  </state_machine>
</item>
<item name="PartyFeast_01" giftable="false" type="party" buyable="true" sellable="true" placeable="true" code="aX" rareItem="false" dbid="1729" friendlyName="friendlyName,o:{a Feast}" description="description:{Turkey legs and mutton joints abound at the feast!}">
  <categories>
    <category name="party"/>
  </categories>
  <requirements>
    <requirement lval="[num_in_category(party)]" op="lt" rval="[1]" message="" dialog="MaxBuiltRequired"/>
    <requirement lval="[player.reputationLevel]" op="gte" rval="[15]" message="Social Level 15" dialog="ReputationLevelRequired"/>
  </requirements>
  <cost>10000</cost>
  <sizeX>2</sizeX>
  <sizeY>2</sizeY>
  <hasObstruction>false</hasObstruction>
  <isSelectable>true</isSelectable>
  <image name="Construction0" direction="ALL" url="assets/Buildings/Construction_3x3_01/Construction_3x3_01.zsci" offsetX="0" offsetY="0"/>
  <image name="Construction1" direction="ALL" url="assets/Buildings/Construction_3x3_02/Construction_3x3_02.zsci" offsetX="0" offsetY="0"/>
  <image name="Construction2" direction="ALL" url="assets/Buildings/Construction_3x3_03/Construction_3x3_03.zsci" offsetX="0" offsetY="0"/>
  <image name="ReadyToStart" direction="ALL" url="assets/Buildings/PartyFeast_01/PartyFeast_01.zsci"/>
  <image name="Partying" direction="ALL" url="assets/Buildings/PartyFeast_01/PartyFeast_01.zsci"/>
  <image name="Finished" direction="ALL" url="assets/Buildings/PartyFeast_01/PartyFeast_01.zsci"/>
  <image name="Collect" direction="ALL" url="assets/Buildings/PartyFeast_01/PartyFeast_01.zsci"/>
  <image name="icon" url="assets/UI/Icons/Buildings/PartyFeast_01_Icon.zsci"/>
  <constructionStages>
    <stage wacks="0" title="[loc(Dialogs,Construct)]" description="[loc(Dialogs,Requirements)]">
      <materials>
        <material name="StoneMaterial_01" count="20" cost="20"/>
        <material name="WoodLogMaterial_01" count="20" cost="20"/>
        <material name="HamMaterial_01" count="10" cost="10"/>
      </materials>
    </stage>
  </constructionStages>
  <state_machine_ref template="party_building">
    <params>
      <param name="initial_state" val="ItemsRequired"/>
      <param name="build_state_duration" val="[5]"/>
      <param name="build_tooltip" val="Feast"/>
      <param name="party_type" val="Feast"/>
      <param name="party_duration" val="[300]"/>
      <param name="party_icon" val="assets/UI/Icons/Buildings/PartyFeast_01_Icon.zsci"/>
    </params>
  </state_machine_ref>
</item>
<item name="Cauldron_01" giftable="true" type="decoration" subtype="decor" buyable="false" placeable="true" storable="true" code="Na" rareItem="false" multiplace="true" dbid="1732" friendlyName="friendlyName,o:{a Blue Cauldron}" description="description:{A cauldron filled with a blue potion}" expansion="expansion:{Sniff, Sniff!}" expansion2="expansion2:{MMMM Smells good I wonder whats cooking?}">
  <customPlacementSound>sfx_place_decoration</customPlacementSound>
  <requirements>
    <requirement lval="[player.level]" op="gte" rval="[0]" message="[loc(Dialogs,PlayerLevel)] 0" dialog="PlayerLevelRequired" unlockCost="[mul([sub([30],[player.level])],[globals.EarlyUnlockCrownValue])]"/>
  </requirements>
  