<?xml version="1.0" encoding="utf-8"?>
<RTSData>
  <EmptySockets>
    <EmptySocket FacilityFlags="Indoor" Icon="Socket In" IconId="19">
      <DescriptionText Flags="" Notes="" Text="Some things (like a Garden) can't be built indoors." />
      <NameText Flags="" Notes="" Text="Indoor" />
    </EmptySocket>
    <EmptySocket FacilityFlags="Outdoor" Icon="Socket Out" IconId="20">
      <DescriptionText Flags="" Notes="" Text="We could put just about anything here as long as we put a tent over it." />
      <NameText Flags="" Notes="" Text="Outdoor" />
    </EmptySocket>
    <EmptySocket FacilityFlags="Defense" Icon="Socket Out" IconId="20">
      <DescriptionText Flags="" Notes="" Text="We could set up a watchtower here." />
      <NameText Flags="" Notes="" Text="Gate" />
    </EmptySocket>
    <EmptySocket FacilityFlags="" Icon="Socket Out" IconId="20">
      <DescriptionText Flags="" Notes="" Text="An empty socket" />
      <NameText Flags="" Notes="" Text="Empty Socket" />
    </EmptySocket>
  </EmptySockets>
  <Facilities>
    <Facility FacilityFlags="Indoor, Outdoor, BuiltInOnly, NoStaff" FacilityId="Facility.CommandCenter" StatusWantBool="Status.Want.FacilityOther">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Radio broadcasts can be used to coordinate our efforts, reach out to other survivors, and to provide hope." />
          <FacilityIcon Name="Command" Id="8" />
          <NameText Flags="" Notes="" Text="Radio Room" />
          <Actions>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="If we work together, we'll find a way to survive." />
              <RTSActionIcon Name="Defense Up" Id="5" />
              <NameText Flags="" Notes="" Text="Command Center" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Staff" ActorTraits="Trait.Story.Command" FunctionTags="Command" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Coordinating everything by radio." />
                  <LabelText Flags="" Notes="" Text="Radio Operator: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Radio_Survivors" ActionType="Action.Broadcast" ExecuteTimeStandard="0.0" OutputDelayTime="20m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Attempt to make contact with a new group of survivors" />
              <RTSActionIcon Name="Survivors" Id="60" />
              <NameText Flags="" Notes="" Text="Offer Shelter to Survivors" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.CC_RadioTalk" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, HideAction, Hidden" InputId="!Status.Recent.Broadcast" Invert="" />
                <Spend InputAmount="100" InputFlags="" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1" OutputId="Status.Recent.BroadcastShelter" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Radio_Food" ActionType="Action.Broadcast" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Ask around about an area that has FOOD." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Ask about Food Caches" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.CC_RadioTalk" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, HideAction, Hidden" InputId="!Status.Recent.Broadcast" Invert="" />
                <Spend InputAmount="20" InputFlags="" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Scene_ScenePlay Scene="activity_NewOppResources" SceneReason="Activity" />
                <ActivityScoutResourceAdd Resource="Food" />
                <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Food" IconId="37">
                  <NameText Flags="" Notes="" Text="Command Center: Food Located" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Got word of an area that is rumored to have FOOD.  Let's check it out." />
                      <SummaryText Flags="" Notes="" Text="Located an area that has FOOD." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Radio_Medicine" ActionType="Action.Broadcast" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Ask around about an area that has MEDICINE." />
              <RTSActionIcon Name="Medicine" Id="49" />
              <NameText Flags="" Notes="" Text="Ask about Medicine Caches" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.CC_RadioTalk" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, HideAction, Hidden" InputId="!Status.Recent.Broadcast" Invert="" />
                <Spend InputAmount="20" InputFlags="" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Scene_ScenePlay Scene="activity_NewOppResources" SceneReason="Activity" />
                <ActivityScoutResourceAdd Resource="Medicine" />
                <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Medicine" IconId="49">
                  <NameText Flags="" Notes="" Text="Command Center: Medicine Located" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Got word of an area that is rumored to have MEDICINE.  Let's check it out." />
                      <SummaryText Flags="" Notes="" Text="Located an area that has MEDICINE." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Radio_Ammo" ActionType="Action.Broadcast" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Ask around about an area that has AMMO." />
              <RTSActionIcon Name="Ammo" Id="1" />
              <NameText Flags="" Notes="" Text="Ask about Ammo Caches" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.CC_RadioTalk" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, HideAction, Hidden" InputId="!Status.Recent.Broadcast" Invert="" />
                <Spend InputAmount="20" InputFlags="" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Scene_ScenePlay Scene="activity_NewOppResources" SceneReason="Activity" />
                <ActivityScoutResourceAdd Resource="Ammo" />
                <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Ammo" IconId="1">
                  <NameText Flags="" Notes="" Text="Command Center: Ammo Located" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Got word of an area that is rumored to have AMMO.  Let's check it out." />
                      <SummaryText Flags="" Notes="" Text="Located an area that has AMMO." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Radio_Materials" ActionType="Action.Broadcast" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Ask around about an area that has MATERIALS." />
              <RTSActionIcon Name="Materials" Id="48" />
              <NameText Flags="" Notes="" Text="Ask about Material Caches" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.CC_RadioTalk" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, HideAction, Hidden" InputId="!Status.Recent.Broadcast" Invert="" />
                <Spend InputAmount="20" InputFlags="" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Scene_ScenePlay Scene="activity_NewOppResources" SceneReason="Activity" />
                <ActivityScoutResourceAdd Resource="Materials" />
                <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Materials" IconId="48">
                  <NameText Flags="" Notes="" Text="Command Center: Materials Located" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Got word of an area that is rumored to have MATERIALS.  Let's check it out." />
                      <SummaryText Flags="" Notes="" Text="Located an area that has MATERIALS." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Radio_Fuel" ActionType="Action.Broadcast" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Ask around about an area that has FUEL." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Ask about Fuel Caches" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.CC_RadioTalk" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, HideAction, Hidden" InputId="!Status.Recent.Broadcast" Invert="" />
                <Spend InputAmount="20" InputFlags="" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Scene_ScenePlay Scene="activity_NewOppResources" SceneReason="Activity" />
                <ActivityScoutResourceAdd Resource="Fuel" />
                <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="Command Center: Fuel Located" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Got word of an area that is rumored to have FUEL.  Let's check it out." />
                      <SummaryText Flags="" Notes="" Text="Located an area that has FUEL." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Outdoor, NoStaff" FacilityId="Facility.Workshop" StatusWantBool="Status.Want.FacilityWorkshop">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>generic_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to make the things we need." />
          <FacilityIcon Name="Shop" Id="18" />
          <NameText Flags="" Notes="" Text="Basic Workshop" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Bld_Wrk">
              <DescriptionText Flags="" Notes="" Text="We could make the things we need to fight zombies instead of having to scavenge for everything." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Basic Workshop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Automatically repair and reinforce weapons each day." />
                  <ActionIcon>
                    <RTSActionIcon Name="Sawhorse" Id="54" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Dedicated Work Area" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
                  <ActionIcon>
                    <RTSActionIcon Name="Tool_Expert" Id="113" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Construction Expertise" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Family.Influence" />
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="-2" OutputDuration="0.334" OutputFlags="" OutputId="Capacity.Labor" PauseWhenOffline="" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Basic Workshop" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We could make the things we need to fight zombies instead of having to scavenge for everything." />
                      <SummaryText Flags="" Notes="" Text="Good for making and repairing stuff." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="54 Sawhorse" Type="FacilityAction" Value="-1" IconId="54">
                      <DescriptionText Flags="" Notes="" Text="Automatically repair and reinforce weapons each day." />
                      <NameText Flags="" Notes="" Text="Dedicated Work Area" />
                    </EventEffect>
                    <EventEffect Icon="29 Build" Type="FacilityAction" Value="-1" IconId="29">
                      <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
                      <NameText Flags="" Notes="" Text="Construction Expertise" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Kitchen" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Generator" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Library" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Storage" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_DiningArea" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Workshop" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <ChangeState ActorIndex="" State="Basic" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Tools" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Workshop" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Workshop" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>workshop</Model>
          <ShellModel>shell_tent_workshop</ShellModel>
          <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
          <FacilityIcon Name="Shop" Id="18" />
          <NameText Flags="" Notes="" Text="Basic Workshop" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Automatically repair and reinforce weapons each day." />
              <RTSActionIcon Name="Sawhorse" Id="54" />
              <NameText Flags="" Notes="" Text="Dedicated Work Area" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
              <RTSActionIcon Name="Tool_Expert" Id="113" />
              <NameText Flags="" Notes="" Text="Construction Expertise" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Construction" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Needs Tools Expert." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="Facility.Workshop" OutputAmount="100" OutputDuration="" OutputFlags="" OutputId="Stat.ConstructionRate" PauseWhenOffline="" />
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Knows a little something about tools and construction." />
                  <LabelText Flags="" Notes="" Text="Tools Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Suppressor" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade suppressors." />
              <RTSActionIcon Name="Silencer" Id="56" />
              <NameText Flags="" Notes="" Text="Make Suppressor" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <ItemIcon>
                    <InventoryIcon Name="Silencer_quiet" Id="206" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Suppressor_Homemade_Durable" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="206 Silencer_quiet" RewardList="General" Type="Item" Value="-1" IconId="206">
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Silencer" IconId="56">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Made this one out of an oil can, figure it's only good for 10 shots or so." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Suppressors." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Suppressor" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Firecracker" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="5m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firecrackers." />
              <RTSActionIcon Name="Firecracker" Id="102" />
              <NameText Flags="" Notes="" Text="Make Firecracker" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <ItemIcon>
                    <InventoryIcon Name="Firecrackers" Id="157" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Firecracker" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <EventAddEffect Icon="157 Firecrackers" RewardList="General" Type="Item" Value="-1" IconId="157">
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Firecracker" IconId="102">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="ActorName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                      <SummaryText Flags="" Notes="" Text="Created 3 Firecrackers." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Mine_Fire" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firetraps." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Make Flame Fougasse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_fire" Id="213" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="5" GiveFlags="" Name="Mine_Homemade_Fire" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="-1" IconId="213">
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                      <SummaryText Flags="" Notes="" Text="Created 5 Flame Fougasses." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Up_Wrk">
              <DescriptionText Flags="" Notes="" Text="A full-fledged workshop would give us the ability to repair cars." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Workshop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeWorkshop" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeWorkshop" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
                  <ActionIcon>
                    <RTSActionIcon Name="Shop Clean" Id="55" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Real Workshop" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
                  <ActionIcon>
                    <RTSActionIcon Name="Tool_Expert" Id="113" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Construction Expertise" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="Required" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="BasicB" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="-2" OutputDuration="0.334" OutputFlags="" OutputId="Capacity.Labor" PauseWhenOffline="" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Workshop" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
                      <SummaryText Flags="" Notes="" Text="Good for making and repairing stuff." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="55 Shop Clean" Type="FacilityAction" Value="-1" IconId="55">
                      <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
                      <NameText Flags="" Notes="" Text="Real Workshop" />
                    </EventEffect>
                    <EventEffect Icon="113 Tool_Expert" Type="FacilityAction" Value="-1" IconId="113">
                      <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
                      <NameText Flags="" Notes="" Text="Construction Expertise" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.HeavyTools" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Workshop_B" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Workshop_B" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BasicB">
          <Model>workshop_b</Model>
          <ShellModel>shell_tent_workshop</ShellModel>
          <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
          <FacilityIcon Name="Shop" Id="18" />
          <NameText Flags="" Notes="" Text="Workshop" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advanced" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
              <RTSActionIcon Name="Shop Clean" Id="55" />
              <NameText Flags="" Notes="" Text="Real Workshop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBody" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarTires" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Personnel" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
              <RTSActionIcon Name="Tool_Expert" Id="113" />
              <NameText Flags="" Notes="" Text="Construction Expertise" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Construction" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Needs Tools Expert." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="Facility.Workshop" OutputAmount="100" OutputDuration="" OutputFlags="" OutputId="Stat.ConstructionRate" PauseWhenOffline="" />
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Knows a little something about tools and construction." />
                  <LabelText Flags="" Notes="" Text="Tools Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Suppressor" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade suppressors." />
              <RTSActionIcon Name="Silencer" Id="56" />
              <NameText Flags="" Notes="" Text="Make Suppressor" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <ItemIcon>
                    <InventoryIcon Name="Silencer_quiet" Id="206" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Suppressor_Homemade_Durable" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="206 Silencer_quiet" RewardList="General" Type="Item" Value="-1" IconId="206">
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Silencer" IconId="56">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Made this one out of an oil can, figure it's only good for 10 shots or so." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Suppressors." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Suppressor" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Firecracker" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="5m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firecrackers." />
              <RTSActionIcon Name="Firecracker" Id="102" />
              <NameText Flags="" Notes="" Text="Make Firecracker" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <ItemIcon>
                    <InventoryIcon Name="Firecrackers" Id="157" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Firecracker" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <EventAddEffect Icon="157 Firecrackers" RewardList="General" Type="Item" Value="-1" IconId="157">
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Firecracker" IconId="102">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="ActorName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                      <SummaryText Flags="" Notes="" Text="Created 3 Firecrackers." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Mine_Fire" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firetraps." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Make Flame Fougasse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_fire" Id="213" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="5" GiveFlags="" Name="Mine_Homemade_Fire" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="-1" IconId="213">
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                      <SummaryText Flags="" Notes="" Text="Created 5 Flame Fougasses." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade_Car" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Up_Wrk">
              <DescriptionText Flags="" Notes="" Text="We could specialize this workshop to focus on construction and car repair. NEEDS TOOLS EXPERT." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Machine Shop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Construction" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need tools expert." />
                </Character>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeWorkshop" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeWorkshop" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
                  <ActionIcon>
                    <RTSActionIcon Name="Shop Clean" Id="55" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Real Workshop" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Automatically repair body, engine, and tire damage. Replace lost bumpers and doors." />
                  <ActionIcon>
                    <RTSActionIcon Name="Gas Powered" Id="40" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Power Tools" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
                  <ActionIcon>
                    <RTSActionIcon Name="Tool_Expert" Id="113" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Construction Expertise" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Prevents explosives mishaps. REQUIRES CHEMISTRY EXPERT." />
                  <ActionIcon>
                    <RTSActionIcon Name="Research" Id="53" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Chemistry Expertise" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="40" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="-2" OutputDuration="0.334" OutputFlags="" OutputId="Capacity.Labor" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice_Car" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Machine Shop" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Automatically repair body, engine, and tire damage. Replace lost bumpers and doors." />
                      <SummaryText Flags="" Notes="" Text="Good for making and repairing stuff." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="55 Shop Clean" Type="FacilityAction" Value="-1" IconId="55">
                      <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
                      <NameText Flags="" Notes="" Text="Real Workshop" />
                    </EventEffect>
                    <EventEffect Icon="40 Gas Powered" Type="FacilityAction" Value="-1" IconId="40">
                      <DescriptionText Flags="" Notes="" Text="Automatically repair body, engine, and tire damage. Replace lost bumpers and doors." />
                      <NameText Flags="" Notes="" Text="Power Tools" />
                    </EventEffect>
                    <EventEffect Icon="113 Tool_Expert" Type="FacilityAction" Value="-1" IconId="113">
                      <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
                      <NameText Flags="" Notes="" Text="Construction Expertise" />
                    </EventEffect>
                    <EventEffect Icon="53 Research" Type="FacilityAction" Value="-1" IconId="53">
                      <DescriptionText Flags="" Notes="" Text="Prevents explosives mishaps. REQUIRES CHEMISTRY EXPERT." />
                      <NameText Flags="" Notes="" Text="Chemistry Expertise" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <ChangeState ActorIndex="" State="Car" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.HeavyTools" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade_Weapons" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Up_Wrk">
              <DescriptionText Flags="" Notes="" Text="A workshop focused on making explosives and incendiaries. REQUIRES CHEMISTRY EXPERT." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Munitions Shop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeWorkshop" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeWorkshop" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
                  <ActionIcon>
                    <RTSActionIcon Name="Shop Clean" Id="55" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Real Workshop" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Allows the creation of explosives." />
                  <ActionIcon>
                    <RTSActionIcon Name="Research" Id="53" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Chemistry Equipment" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Prevents explosives mishaps. REQUIRES CHEMISTRY EXPERT." />
                  <ActionIcon>
                    <RTSActionIcon Name="Research" Id="53" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Chemistry Expertise" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="40" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="-2" OutputDuration="0.334" OutputFlags="" OutputId="Capacity.Labor" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice_Munitions" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Munitions Shop" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Allows the creation of explosives." />
                      <SummaryText Flags="" Notes="" Text="Good for making and repairing stuff." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="55 Shop Clean" Type="FacilityAction" Value="-1" IconId="55">
                      <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
                      <NameText Flags="" Notes="" Text="Real Workshop" />
                    </EventEffect>
                    <EventEffect Icon="41 Grenade" Type="FacilityAction" Value="-1" IconId="41">
                      <DescriptionText Flags="" Notes="" Text="Allows the creation of explosives." />
                      <NameText Flags="" Notes="" Text="Chemistry Equipment" />
                    </EventEffect>
                    <EventEffect Icon="113 Tool_Expert" Type="FacilityAction" Value="-1" IconId="113">
                      <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
                      <NameText Flags="" Notes="" Text="Construction Expertise" />
                    </EventEffect>
                    <EventEffect Icon="53 Research" Type="FacilityAction" Value="-1" IconId="53">
                      <DescriptionText Flags="" Notes="" Text="Prevents explosives mishaps. REQUIRES CHEMISTRY EXPERT." />
                      <NameText Flags="" Notes="" Text="Chemistry Expertise" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <ChangeState ActorIndex="" State="Weapon" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice_Munitions" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_WorkshopMunitions" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_WorkshopMunitions" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice_Car" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_WorkshopCar" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_WorkshopCar" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Weapon">
          <Model>workshop_weapon</Model>
          <ShellModel>shell_tent_workshop</ShellModel>
          <DescriptionText Flags="" Notes="" Text="A workshop to focus on making explosives and incendiaries." />
          <FacilityIcon Name="Shop" Id="18" />
          <NameText Flags="" Notes="" Text="Munitions Shop" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advanced" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
              <RTSActionIcon Name="Shop Clean" Id="55" />
              <NameText Flags="" Notes="" Text="Real Workshop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBody" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarTires" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Chemistry" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Allows the creation of explosives." />
              <RTSActionIcon Name="Research" Id="53" />
              <NameText Flags="" Notes="" Text="Chemistry Equipment" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_PersonnelChem" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Prevents explosives mishaps. REQUIRES CHEMISTRY EXPERT." />
              <RTSActionIcon Name="Research" Id="53" />
              <NameText Flags="" Notes="" Text="Chemistry Expertise" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Chemistry" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Needs Chemistry Expert." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Big fan of Professor Poliakoff." />
                  <LabelText Flags="" Notes="" Text="Chemistry Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Suppressor" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade suppressors." />
              <RTSActionIcon Name="Silencer" Id="56" />
              <NameText Flags="" Notes="" Text="Make Suppressor" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <ItemIcon>
                    <InventoryIcon Name="Silencer_quiet" Id="206" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Suppressor_Homemade_Durable" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="206 Silencer_quiet" RewardList="General" Type="Item" Value="-1" IconId="206">
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Silencer" IconId="56">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Made this one out of an oil can, figure it's only good for 10 shots or so." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Suppressors." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Suppressor" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Firecracker" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="5m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firecrackers." />
              <RTSActionIcon Name="Firecracker" Id="102" />
              <NameText Flags="" Notes="" Text="Make Firecracker" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <ItemIcon>
                    <InventoryIcon Name="Firecrackers" Id="157" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Firecracker" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <EventAddEffect Icon="157 Firecrackers" RewardList="General" Type="Item" Value="-1" IconId="157">
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Firecracker" IconId="102">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="ActorName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                      <SummaryText Flags="" Notes="" Text="Created 3 Firecrackers." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Mine_Fire" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firetraps." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Make Flame Fougasse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_fire" Id="213" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="5" GiveFlags="" Name="Mine_Homemade_Fire" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="-1" IconId="213">
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                      <SummaryText Flags="" Notes="" Text="Created 5 Flame Fougasses." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_LandMine" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade box mines. Small chance of mishaps." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Make Box Mine" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_homemade" Id="214" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Box Mine" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Landmine" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Mine_Homemade" />
                <ExecuteAction ActionId="Pride_MakeItems_Advanced" />
                <ExecuteAction ActionId="Hope_MakeItems_Advanced_Fear" />
                <EventAddEffect Icon="214 Mine_homemade" RewardList="General" Type="Item" Value="-1" IconId="214">
                  <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                  <NameText Flags="" Notes="" Text="Box Mine" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Landmine" IconId="45">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Box Mines." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Mines" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_LandMine2" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade box mines. Small chance of mishaps." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Make Whistling Box Mine" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_noise" Id="215" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Whistling Box Mine" />
                </Effect>
              </Effects>
              <Inputs>
                <Check InputAmount="1" InputFlags="HideAction" InputId="Status.Tech.Unlock_Landmine" />
                <Check InputAmount="2" InputFlags="" InputId="Status.Tech.Unlock_Landmine">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </Check>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Mine_Homemade_Lure" />
                <ExecuteAction ActionId="Pride_MakeItems_Advanced" />
                <ExecuteAction ActionId="Hope_MakeItems_Advanced_Fear" />
                <EventAddEffect Icon="215 Mine_noise" RewardList="General" Type="Item" Value="-1" IconId="215">
                  <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                  <NameText Flags="" Notes="" Text="Whistling Box Mine" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Landmine" IconId="45">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Whistling Box Mines." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Mines" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Grenade" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade explosives. Small chance of mishap." />
              <RTSActionIcon Name="Grenade" Id="41" />
              <NameText Flags="" Notes="" Text="Make Pipe Bomb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="It's a bunch of explosives stuffed into a pipe. What could go wrong?" />
                  <ItemIcon>
                    <InventoryIcon Name="Grenade_pipe" Id="153" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Pipe Bomb" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Grenade" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Grenade_PipeBomb" />
                <ExecuteAction ActionId="Pride_MakeItems_Advanced" />
                <ExecuteAction ActionId="Hope_MakeItems_Advanced_Fear" />
                <EventAddEffect Icon="153 Grenade_pipe" RewardList="General" Type="Item" Value="-1" IconId="153">
                  <DescriptionText Flags="" Notes="" Text="It's a bunch of explosives stuffed into a pipe. What could go wrong?" />
                  <NameText Flags="" Notes="" Text="Pipe Bomb" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Grenade" IconId="41">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Pipe Bombs." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Grenade2" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade explosives. Small chance of mishap." />
              <RTSActionIcon Name="Grenade" Id="41" />
              <NameText Flags="" Notes="" Text="Make Steel Pipe Bomb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="It's a WHOLE bunch of explosives stuffed into a pipe. Extra shrapnel means more dead zombies." />
                  <ItemIcon>
                    <InventoryIcon Name="Grenade_PipeBig" Id="154" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Steel Pipe Bomb" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <Check InputAmount="1" InputFlags="HideAction" InputId="Status.Tech.Unlock_Grenade" />
                <Check InputAmount="2" InputFlags="" InputId="Status.Tech.Unlock_Grenade">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </Check>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Grenade_PipeBomb_Strong" />
                <ExecuteAction ActionId="Pride_MakeItems_Advanced" />
                <ExecuteAction ActionId="Hope_MakeItems_Advanced_Fear" />
                <EventAddEffect Icon="154 Grenade_PipeBig" RewardList="General" Type="Item" Value="-1" IconId="154">
                  <DescriptionText Flags="" Notes="" Text="It's a WHOLE bunch of explosives stuffed into a pipe. Extra shrapnel means more dead zombies." />
                  <NameText Flags="" Notes="" Text="Steel Pipe Bomb" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Grenade" IconId="41">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Steel Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Steel Pipe Bombs." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems_Advanced" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Advanced_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_Advanced_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Advanced_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Car">
          <Model>workshop_car</Model>
          <ShellModel>shell_tent_workshop</ShellModel>
          <DescriptionText Flags="" Notes="" Text="A workshop focused on construction and car repair." />
          <FacilityIcon Name="Shop" Id="18" />
          <NameText Flags="" Notes="" Text="Machine Shop" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advanced" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
              <RTSActionIcon Name="Shop Clean" Id="55" />
              <NameText Flags="" Notes="" Text="Real Workshop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBody" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarTires" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Electricity" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Automatically repair body, engine, and tire damage. Replace lost bumpers and doors." />
              <RTSActionIcon Name="Gas Powered" Id="40" />
              <NameText Flags="" Notes="" Text="Power Tools" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBumper" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarDoor" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarTires" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBody" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarEngine" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Personnel" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
              <RTSActionIcon Name="Tool_Expert" Id="113" />
              <NameText Flags="" Notes="" Text="Construction Expertise" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Construction" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Needs Tools Expert." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="Facility.Workshop" OutputAmount="100" OutputDuration="" OutputFlags="" OutputId="Stat.ConstructionRate" PauseWhenOffline="" />
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Knows a little something about tools and construction." />
                  <LabelText Flags="" Notes="" Text="Tools Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Suppressor" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade suppressors." />
              <RTSActionIcon Name="Silencer" Id="56" />
              <NameText Flags="" Notes="" Text="Make Suppressor" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <ItemIcon>
                    <InventoryIcon Name="Silencer_quiet" Id="206" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Suppressor_Homemade_Durable" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="206 Silencer_quiet" RewardList="General" Type="Item" Value="-1" IconId="206">
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Silencer" IconId="56">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Made this one out of an oil can, figure it's only good for 10 shots or so." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Suppressors." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Suppressor" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Firecracker" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="5m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firecrackers." />
              <RTSActionIcon Name="Firecracker" Id="102" />
              <NameText Flags="" Notes="" Text="Make Firecracker" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <ItemIcon>
                    <InventoryIcon Name="Firecrackers" Id="157" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Firecracker" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <EventAddEffect Icon="157 Firecrackers" RewardList="General" Type="Item" Value="-1" IconId="157">
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Firecracker" IconId="102">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="ActorName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                      <SummaryText Flags="" Notes="" Text="Created 3 Firecrackers." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Mine_Fire" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firetraps." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Make Flame Fougasse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_fire" Id="213" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="5" GiveFlags="" Name="Mine_Homemade_Fire" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="-1" IconId="213">
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                      <SummaryText Flags="" Notes="" Text="Created 5 Flame Fougasses." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>Trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to make the things we need." />
          <FacilityIcon Name="Shop" Id="18" />
          <NameText Flags="" Notes="" Text="Workshop" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Bld_Wrk">
              <DescriptionText Flags="" Notes="" Text="We could make the things we need to fight zombies instead of having to scavenge for everything." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Workshop" />
              <Actors />
              <Alts>
                <Alt AltId="Fix_Warehouse" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Automatically repair and reinforce weapons each day." />
                  <ActionIcon>
                    <RTSActionIcon Name="Sawhorse" Id="54" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Dedicated Work Area" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="3" InputFlags="Required" InputId="Family.Influence" />
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Workshop" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We could make the things we need to fight zombies instead of having to scavenge for everything." />
                      <SummaryText Flags="" Notes="" Text="Good for making and repairing stuff." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="54 Sawhorse" Type="FacilityAction" Value="-1" IconId="54">
                      <DescriptionText Flags="" Notes="" Text="Automatically repair and reinforce weapons each day." />
                      <NameText Flags="" Notes="" Text="Dedicated Work Area" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Kitchen" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Generator" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Library" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Storage" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_DiningArea" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Workshop" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Warehouse" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Bld_Wrk">
              <DescriptionText Flags="" Notes="" Text="We could make the things we need to fight zombies instead of having to scavenge for everything." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Machine Shop" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Warehouse" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="100% faster construction. +10 Material storage capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Sawhorse" Id="54" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Dedicated Work Area" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="3" InputFlags="Required" InputId="Family.Influence" />
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Warehouse" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Warehouse Machine Shop" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We could make the things we need to fight zombies instead of having to scavenge for everything." />
                      <SummaryText Flags="" Notes="" Text="Good for making and repairing stuff." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="54 Sawhorse" Type="FacilityAction" Value="-1" IconId="54">
                      <DescriptionText Flags="" Notes="" Text="100% faster construction. +10 Material storage capacity." />
                      <NameText Flags="" Notes="" Text="Dedicated Work Area" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Kitchen" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Generator" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Library" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Storage" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_DiningArea" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Workshop" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Shop" Id="18" />
          <NameText Flags="" Notes="" Text="Built In Workshop" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advanced" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
              <RTSActionIcon Name="Shop Clean" Id="55" />
              <NameText Flags="" Notes="" Text="Real Workshop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBody" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarTires" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Suppressor" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade suppressors." />
              <RTSActionIcon Name="Silencer" Id="56" />
              <NameText Flags="" Notes="" Text="Make Suppressor" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <ItemIcon>
                    <InventoryIcon Name="Silencer_quiet" Id="206" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Suppressor_Homemade_Durable" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="206 Silencer_quiet" RewardList="General" Type="Item" Value="-1" IconId="206">
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Silencer" IconId="56">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Made this one out of an oil can, figure it's only good for 10 shots or so." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Suppressors." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Suppressor" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Firecracker" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="5m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firecrackers." />
              <RTSActionIcon Name="Firecracker" Id="102" />
              <NameText Flags="" Notes="" Text="Make Firecracker" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <ItemIcon>
                    <InventoryIcon Name="Firecrackers" Id="157" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Firecracker" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <EventAddEffect Icon="157 Firecrackers" RewardList="General" Type="Item" Value="-1" IconId="157">
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Firecracker" IconId="102">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="ActorName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                      <SummaryText Flags="" Notes="" Text="Created 3 Firecrackers." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Mine_Fire" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firetraps." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Make Flame Fougasse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_fire" Id="213" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="5" GiveFlags="" Name="Mine_Homemade_Fire" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="-1" IconId="213">
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                      <SummaryText Flags="" Notes="" Text="Created 5 Flame Fougasses." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Warehouse">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Shop" Id="18" />
          <NameText Flags="" Notes="" Text="Machine Shop" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advanced" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Automatically repair Body and Tire damage for vehicles parked overnight." />
              <RTSActionIcon Name="Shop Clean" Id="55" />
              <NameText Flags="" Notes="" Text="Real Workshop" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBody" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarTires" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Electricity" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Automatically repair body, engine, and tire damage. Replace lost bumpers and doors." />
              <RTSActionIcon Name="Gas Powered" Id="40" />
              <NameText Flags="" Notes="" Text="Power Tools" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBumper" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarDoor" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarTires" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarBody" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.RepairCarEngine" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Personnel" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="+100% construction rate. REQUIRES TOOLS EXPERT." />
              <RTSActionIcon Name="Tool_Expert" Id="113" />
              <NameText Flags="" Notes="" Text="Construction Expertise" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Construction" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Needs Tools Expert." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="Facility.Workshop" OutputAmount="100" OutputDuration="" OutputFlags="" OutputId="Stat.ConstructionRate" PauseWhenOffline="" />
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Knows a little something about tools and construction." />
                  <LabelText Flags="" Notes="" Text="Tools Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Suppressor" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade suppressors." />
              <RTSActionIcon Name="Silencer" Id="56" />
              <NameText Flags="" Notes="" Text="Make Suppressor" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <ItemIcon>
                    <InventoryIcon Name="Silencer_quiet" Id="206" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Suppressor_Homemade_Durable" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="206 Silencer_quiet" RewardList="General" Type="Item" Value="-1" IconId="206">
                  <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Decent construction; this one should last 30 shots, give or take." />
                  <NameText Flags="" Notes="" Text="Homemade Suppressor" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Silencer" IconId="56">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cuts down gunshot noise. Made this one out of an oil can, figure it's only good for 10 shots or so." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Suppressors." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Suppressor" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Firecracker" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="5m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firecrackers." />
              <RTSActionIcon Name="Firecracker" Id="102" />
              <NameText Flags="" Notes="" Text="Make Firecracker" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <ItemIcon>
                    <InventoryIcon Name="Firecrackers" Id="157" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Firecracker" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <EventAddEffect Icon="157 Firecrackers" RewardList="General" Type="Item" Value="-1" IconId="157">
                  <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                  <NameText Flags="" Notes="" Text="Firecracker" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Firecracker" IconId="102">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="ActorName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Sudden noises are great for grabbing attention. (Best to toss these and then run or hide.)" />
                      <SummaryText Flags="" Notes="" Text="Created 3 Firecrackers." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Mine_Fire" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade firetraps." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Make Flame Fougasse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_fire" Id="213" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="5" GiveFlags="" Name="Mine_Homemade_Fire" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Fear" />
                <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="-1" IconId="213">
                  <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                  <NameText Flags="" Notes="" Text="Flame Fougasse" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Like a Molotov, but this one's pressure sensitive." />
                      <SummaryText Flags="" Notes="" Text="Created 5 Flame Fougasses." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want_Wrk">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_LandMine" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade box mines. Small chance of mishaps." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Make Box Mine" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_homemade" Id="214" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Box Mine" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Landmine" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Mine_Homemade" />
                <ExecuteAction ActionId="Pride_MakeItems_Advanced" />
                <ExecuteAction ActionId="Hope_MakeItems_Advanced_Fear" />
                <EventAddEffect Icon="214 Mine_homemade" RewardList="General" Type="Item" Value="-1" IconId="214">
                  <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                  <NameText Flags="" Notes="" Text="Box Mine" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Landmine" IconId="45">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Box Mines." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Mines" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_LandMine2" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a couple homemade box mines. Small chance of mishaps." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Make Whistling Box Mine" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_noise" Id="215" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Whistling Box Mine" />
                </Effect>
              </Effects>
              <Inputs>
                <Check InputAmount="1" InputFlags="HideAction" InputId="Status.Tech.Unlock_Landmine" />
                <Check InputAmount="2" InputFlags="" InputId="Status.Tech.Unlock_Landmine">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </Check>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Mine_Homemade_Lure" />
                <ExecuteAction ActionId="Pride_MakeItems_Advanced" />
                <ExecuteAction ActionId="Hope_MakeItems_Advanced_Fear" />
                <EventAddEffect Icon="215 Mine_noise" RewardList="General" Type="Item" Value="-1" IconId="215">
                  <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                  <NameText Flags="" Notes="" Text="Whistling Box Mine" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Landmine" IconId="45">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                      <SummaryText Flags="" Notes="" Text="Created 2 Whistling Box Mines." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Mines" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Grenade" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade explosives. Small chance of mishap." />
              <RTSActionIcon Name="Grenade" Id="41" />
              <NameText Flags="" Notes="" Text="Make Pipe Bomb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="It's a bunch of explosives stuffed into a pipe. What could go wrong?" />
                  <ItemIcon>
                    <InventoryIcon Name="Grenade_pipe" Id="153" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Pipe Bomb" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Grenade" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Grenade_PipeBomb" />
                <ExecuteAction ActionId="Pride_MakeItems_Advanced" />
                <ExecuteAction ActionId="Hope_MakeItems_Advanced_Fear" />
                <EventAddEffect Icon="153 Grenade_pipe" RewardList="General" Type="Item" Value="-1" IconId="153">
                  <DescriptionText Flags="" Notes="" Text="It's a bunch of explosives stuffed into a pipe. What could go wrong?" />
                  <NameText Flags="" Notes="" Text="Pipe Bomb" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Grenade" IconId="41">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Pipe Bombs." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Grenade2" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="15m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="10m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Wrk">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade explosives. Small chance of mishap." />
              <RTSActionIcon Name="Grenade" Id="41" />
              <NameText Flags="" Notes="" Text="Make Steel Pipe Bomb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="It's a WHOLE bunch of explosives stuffed into a pipe. Extra shrapnel means more dead zombies." />
                  <ItemIcon>
                    <InventoryIcon Name="Grenade_PipeBig" Id="154" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Steel Pipe Bomb" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <Check InputAmount="1" InputFlags="HideAction" InputId="Status.Tech.Unlock_Grenade" />
                <Check InputAmount="2" InputFlags="" InputId="Status.Tech.Unlock_Grenade">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </Check>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Grenade_PipeBomb_Strong" />
                <ExecuteAction ActionId="Pride_MakeItems_Advanced" />
                <ExecuteAction ActionId="Hope_MakeItems_Advanced_Fear" />
                <EventAddEffect Icon="154 Grenade_PipeBig" RewardList="General" Type="Item" Value="-1" IconId="154">
                  <DescriptionText Flags="" Notes="" Text="It's a WHOLE bunch of explosives stuffed into a pipe. Extra shrapnel means more dead zombies." />
                  <NameText Flags="" Notes="" Text="Steel Pipe Bomb" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Grenade" IconId="41">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Steel Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Steel Pipe Bombs." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Manufacturing" />
                <WantList WantList="Need.Explosives" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems_Advanced" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Advanced_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_Advanced_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Advanced_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Outdoor, Private, NoStaff" FacilityId="Facility.Bunkhouse" StatusWantBool="Status.Want.FacilityBunkhouse">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>generic_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Somewhere to sleep." />
          <FacilityIcon Name="Bunkhouse" Id="2" />
          <NameText Flags="" Notes="" Text="Sleeping Area" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="5m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="A Sleeping Area helps combat Sleep Deprivation. Can be upgraded to a Bunkhouse with actual Beds." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Sleeping Area" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides no beds, but gives a 50% chance of preventing Sleep Deprivation." />
                  <ActionIcon>
                    <RTSActionIcon Name="Sleeping Bag" Id="58" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Cots and Futons" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Basic" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Sleeping Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A Sleeping Area helps combat Sleep Deprivation. Can be upgraded to a Bunkhouse with actual Beds." />
                      <SummaryText Flags="" Notes="" Text="Nothing beats a good night's rest." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="58 Sleeping Bag" Type="FacilityBonus" Value="-1" IconId="58">
                      <DescriptionText Flags="" Notes="" Text="Provides no beds, but gives a 50% chance of preventing Sleep Deprivation." />
                      <NameText Flags="" Notes="" Text="Cots and Futons" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Bunkhouse" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Linens" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse_Basic" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse_Basic" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn_Weak">
          <Model>trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Somewhere to sleep." />
          <FacilityIcon Name="Bunkhouse" Id="2" />
          <NameText Flags="" Notes="" Text="Bunkhouse" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This would give us more spots for sleeping. Just need to clear out the remnants of... what happened here." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Sleeping Area" />
              <Actors />
              <Alts>
                <Alt AltId="Fix_DanielFarm" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides no beds, but gives a 50% chance of preventing Sleep Deprivation." />
                  <ActionIcon>
                    <RTSActionIcon Name="Sleeping Bag" Id="58" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Cots and Futons" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="3" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Sleeping Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A Sleeping Area helps combat Sleep Deprivation. Can be upgraded to a Bunkhouse with actual Beds." />
                      <SummaryText Flags="" Notes="" Text="Nothing beats a good night's rest." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="58 Sleeping Bag" Type="FacilityBonus" Value="-1" IconId="58">
                      <DescriptionText Flags="" Notes="" Text="Provides no beds, but gives a 50% chance of preventing Sleep Deprivation." />
                      <NameText Flags="" Notes="" Text="Cots and Futons" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Bunkhouse" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix_DanielFarm" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="A Sleeping Area helps combat Sleep Deprivation. Can be upgraded to a Bunkhouse with actual Beds." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Sleeping Area" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="DanielFarm" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides no beds, but gives a 50% chance of preventing Sleep Deprivation." />
                  <ActionIcon>
                    <RTSActionIcon Name="Sleeping Bag" Id="58" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Cots and Futons" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="3" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="DanielFarm" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Sleeping Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A Sleeping Area helps combat Sleep Deprivation. Can be upgraded to a Bunkhouse with actual Beds." />
                      <SummaryText Flags="" Notes="" Text="Nothing beats a good night's rest." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="58 Sleeping Bag" Type="FacilityBonus" Value="-1" IconId="58">
                      <DescriptionText Flags="" Notes="" Text="Provides no beds, but gives a 50% chance of preventing Sleep Deprivation." />
                      <NameText Flags="" Notes="" Text="Cots and Futons" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Bunkhouse" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse_Basic" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse_Basic" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Somewhere to sleep." />
          <FacilityIcon Name="Bunkhouse" Id="2" />
          <NameText Flags="" Notes="" Text="Bunkhouse" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This would give us more spots for sleeping. Just need to clear out the remnants of... what happened here." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Sleeping Area" />
              <Actors />
              <Alts>
                <Alt AltId="Fix_DanielFarm" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                  <ActionIcon>
                    <RTSActionIcon Name="Bed" Id="4" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Beds" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Good Sleep" Id="57" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="3" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Bunkhouse" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="The more people we have, the more beds we need. This'll give us a few more places to sleep." />
                      <SummaryText Flags="" Notes="" Text="Nothing beats a good night's rest." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="4 Bed" Type="FacilityBonus" Value="-1" IconId="4">
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                      <NameText Flags="" Notes="" Text="Beds" />
                    </EventEffect>
                    <EventEffect Icon="57 Good Sleep" Type="FacilityBonus" Value="-1" IconId="57">
                      <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                      <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Bunkhouse" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix_DanielFarm" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="A Sleeping Area helps combat Sleep Deprivation. Can be upgraded to a Bunkhouse with actual Beds." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Sleeping Area" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="DanielFarm" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                  <ActionIcon>
                    <RTSActionIcon Name="Bed" Id="4" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Beds" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Good Sleep" Id="57" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="3" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="DanielFarm" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Sleeping Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="The more people we have, the more beds we need. This'll give us a few more places to sleep." />
                      <SummaryText Flags="" Notes="" Text="Nothing beats a good night's rest." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="4 Bed" Type="FacilityBonus" Value="-1" IconId="4">
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                      <NameText Flags="" Notes="" Text="Beds" />
                    </EventEffect>
                    <EventEffect Icon="57 Good Sleep" Type="FacilityBonus" Value="-1" IconId="57">
                      <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                      <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Bunkhouse" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts>
                <Alt AltId="RewardAdvice_Advanced" AltOdds="100.0" />
                <Alt AltId="RewardAdvice_Basic" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs>
                <Check InputAmount="2" InputFlags="" InputId="Confidence.Housing" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Alt" ActionId="RewardAdvice_Advanced" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Alt" ActionId="RewardAdvice_Basic" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse_Basic" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse_Basic" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>bunkhouse</Model>
          <ShellModel>shell_tent_bunkhouse</ShellModel>
          <DescriptionText Flags="" Notes="" Text="A mostly unfurnished sleeping area of cots and futons." />
          <FacilityIcon Name="Bunkhouse" Id="2" />
          <NameText Flags="" Notes="" Text="Sleeping Area" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Poor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides no beds, but gives a 50% chance of preventing Sleep Deprivation." />
              <RTSActionIcon Name="Sleeping Bag" Id="58" />
              <NameText Flags="" Notes="" Text="Cots and Futons" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="The more people we have, the more beds we need. This'll give us a few more places to sleep." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Bunkhouse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeBunkhouse" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeBunkhouse" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                  <ActionIcon>
                    <RTSActionIcon Name="Bed" Id="4" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Beds" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Good Sleep" Id="57" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="3" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="3" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="BasicB" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Bunkhouse" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="The more people we have, the more beds we need. This'll give us a few more places to sleep." />
                      <SummaryText Flags="" Notes="" Text="Provides additional places to sleep." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="4 Bed" Type="FacilityBonus" Value="-1" IconId="4">
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                      <NameText Flags="" Notes="" Text="Beds" />
                    </EventEffect>
                    <EventEffect Icon="57 Good Sleep" Type="FacilityBonus" Value="-1" IconId="57">
                      <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                      <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Linens" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove Sleeping Area" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BasicB">
          <Model>bunkhouse_b</Model>
          <ShellModel>shell_tent_bunkhouse</ShellModel>
          <DescriptionText Flags="" Notes="" Text="A dorm area with beds." />
          <FacilityIcon Name="Bunkhouse" Id="2" />
          <NameText Flags="" Notes="" Text="Bunkhouse" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
              <RTSActionIcon Name="Bed" Id="4" />
              <NameText Flags="" Notes="" Text="Beds" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
              <RTSActionIcon Name="Good Sleep" Id="57" />
              <NameText Flags="" Notes="" Text="Good Night's Sleep" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="3" InputFlags="Required" InputId="Confidence.Housing">
                  <ErrorText Flags="" Notes="" Text="Need beds for everyone." />
                </Input>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Beds" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove Bunkhouse" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed">
          <Model>bunkhouse</Model>
          <ShellModel>shell_tent_bunkhouse</ShellModel>
          <DescriptionText Flags="" Notes="" Text="A built-in sleeping area." />
          <FacilityIcon Name="Bunkhouse" Id="2" />
          <NameText Flags="" Notes="" Text="Built In Bunkhouse" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
              <RTSActionIcon Name="Bed" Id="4" />
              <NameText Flags="" Notes="" Text="Beds" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
              <RTSActionIcon Name="Good Sleep" Id="57" />
              <NameText Flags="" Notes="" Text="Good Night's Sleep" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="3" InputFlags="Required" InputId="Confidence.Housing">
                  <ErrorText Flags="" Notes="" Text="Need beds for everyone." />
                </Input>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Beds" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.DanielFarm">
          <Model>fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A bunkhouse for laborers." />
          <FacilityIcon Name="Bunkhouse" Id="2" />
          <NameText Flags="" Notes="" Text="Built In Bunkhouse" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
              <RTSActionIcon Name="Bed" Id="4" />
              <NameText Flags="" Notes="" Text="Beds" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
              <RTSActionIcon Name="Good Sleep" Id="57" />
              <NameText Flags="" Notes="" Text="Good Night's Sleep" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="3" InputFlags="Required" InputId="Confidence.Housing">
                  <ErrorText Flags="" Notes="" Text="Need beds for everyone." />
                </Input>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Beds" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Outdoor, Private, NoStaff" FacilityId="Facility.Infirmary" StatusWantBool="Status.Want.FacilityInfirmary">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>generic_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="For medical treatment." />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Medical Area" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Bld_Inf">
              <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Medical Area" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medical" Id="17" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Free Health Care" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="20" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Basic" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Medical Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
                      <SummaryText Flags="" Notes="" Text="Helps keep our people healthy." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="49 Medicine" Type="FacilityAction" Value="-1" IconId="49">
                      <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day." />
                      <NameText Flags="" Notes="" Text="Free Health Care" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Infirmary" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Medical" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Infirmary_Basic" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Infirmary_Basic" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>infirmary</Model>
          <ShellModel>shell_tent_infirmary</ShellModel>
          <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Medical Area" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day." />
              <RTSActionIcon Name="Medical" Id="17" />
              <NameText Flags="" Notes="" Text="Free Health Care" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_HealthBonus_Infirmary" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Up_Inf">
              <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Infirmary" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeInfirmary" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medical" Id="17" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Quality Health Care" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medicine" Id="49" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Medical Professional" />
                </Effect>
              </Effects>
              <Inputs>
                <Check InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Stockpile.Materials" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="BasicB" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Infirmary" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
                      <SummaryText Flags="" Notes="" Text="Helps keep our people healthy." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="49 Medicine" Type="FacilityAction" Value="-1" IconId="49">
                      <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
                      <NameText Flags="" Notes="" Text="Quality Health Care" />
                    </EventEffect>
                    <EventEffect Icon="17 Medical" Type="FacilityAction" Value="-1" IconId="17">
                      <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
                      <NameText Flags="" Notes="" Text="Medical Professional" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Infirmary" PauseWhenOffline="" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.AdvancedMedical" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Infirmary" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Infirmary" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BasicB">
          <Model>infirmary_b</Model>
          <ShellModel>shell_tent_infirmary</ShellModel>
          <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Infirmary" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Auto" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
              <RTSActionIcon Name="Medical" Id="17" />
              <NameText Flags="" Notes="" Text="Quality Health Care" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_HealthBonus_Infirmary" PauseWhenOffline="" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="Facility.Infirmary" OutputAmount="100" OutputDuration="" OutputFlags="" OutputId="Stat.HealingRate" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
              <RTSActionIcon Name="Medicine" Id="49" />
              <NameText Flags="" Notes="" Text="Medical Professional" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Medicine" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Untrained caregiver." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Health care background." />
                  <LabelText Flags="" Notes="" Text="Medical Advisor: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Up_Inf">
              <DescriptionText Flags="" Notes="" Text="All the benefits of an Infirmary, plus the ability to create Stimulants. REQUIRES LIBRARY." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Medical Lab" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeInfirmary" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medical" Id="17" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Quality Health Care" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Allows manufacture of painkillers and stimulants." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medical_Gear" Id="106" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Lab Equipment" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medicine" Id="49" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Medical Professional" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="40" InputFlags="Required" InputId="Stockpile.Materials" />
                <Facility_CheckBuilt Invert="" Type="Facility.Library" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Library!" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="BasicC" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Medical Lab" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="All the benefits of an Infirmary, plus the ability to create Stimulants. REQUIRES LIBRARY." />
                      <SummaryText Flags="" Notes="" Text="Now we can cook up some things." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="49 Medicine" Type="FacilityAction" Value="-1" IconId="49">
                      <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
                      <NameText Flags="" Notes="" Text="Quality Health Care" />
                    </EventEffect>
                    <EventEffect Icon="53 Research" Type="FacilityAction" Value="-1" IconId="53">
                      <DescriptionText Flags="" Notes="" Text="Allows manufacture of painkillers and stimulants." />
                      <NameText Flags="" Notes="" Text="Lab Equipment" />
                    </EventEffect>
                    <EventEffect Icon="17 Medical" Type="FacilityAction" Value="-1" IconId="17">
                      <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
                      <NameText Flags="" Notes="" Text="Medical Professional" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Science" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_InfirmaryAdvanced" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_InfirmaryAdvanced" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BasicC">
          <Model>infirmary_c</Model>
          <ShellModel>shell_tent_infirmary</ShellModel>
          <DescriptionText Flags="" Notes="" Text="All the benefits of an Infirmary, plus the ability to create Stimulants. REQUIRES LIBRARY." />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Medical Lab" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Auto" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
              <RTSActionIcon Name="Medical" Id="17" />
              <NameText Flags="" Notes="" Text="Quality Health Care" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_HealthBonus_Infirmary" PauseWhenOffline="" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="Facility.Infirmary" OutputAmount="100" OutputDuration="" OutputFlags="" OutputId="Stat.HealingRate" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
              <RTSActionIcon Name="Medicine" Id="49" />
              <NameText Flags="" Notes="" Text="Medical Professional" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Medicine" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Untrained caregiver." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Health care background." />
                  <LabelText Flags="" Notes="" Text="Medical Advisor: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="BonusC" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="Allows manufacture of painkillers and stimulants." />
              <RTSActionIcon Name="Medical_Gear" Id="106" />
              <NameText Flags="" Notes="" Text="Lab Equipment" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="MakeMild" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade Mild Stims." />
              <RTSActionIcon Name="Stimulant" Id="107" />
              <NameText Flags="" Notes="" Text="Make Mild Stims" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Restores max Stamina a little. Fresh from our med lab. Heisenberg would be proud." />
                  <ItemIcon>
                    <InventoryIcon Name="Pills" Id="2" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Mild Stims" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Medicine" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Stimulant_Homemade" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Tired" />
                <EventAddEffect Icon="2 Pills" RewardList="General" Type="Item" Value="-1" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="Restores max Stamina a little. Fresh from our med lab. Heisenberg would be proud." />
                  <NameText Flags="" Notes="" Text="Mild Stims" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Stimulant" IconId="107">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Restores max Stamina a little. Fresh from our med lab. Heisenberg would be proud." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Mild Stims." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Chemistry" />
                <WantList WantList="Need.Stims" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="MakeFull" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade Potent Stims." />
              <RTSActionIcon Name="Stimulant" Id="107" />
              <NameText Flags="" Notes="" Text="Make Potent Stims" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Restores max Stamina a lot. Fresh from our lab, cooked up extra potent. (Addictive?) " />
                  <ItemIcon>
                    <InventoryIcon Name="Pills" Id="2" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Potent Stims" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="2" InputFlags="Required" InputId="Stockpile.Medicine" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Stimulants" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Stimulant_Homemade_Long" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Tired" />
                <EventAddEffect Icon="2 Pills" RewardList="General" Type="Item" Value="-1" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="Restores max Stamina a lot. Fresh from our lab, cooked up extra potent. (Addictive?) " />
                  <NameText Flags="" Notes="" Text="Potent Stims" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Stimulant" IconId="107">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Restores max Stamina a lot. Fresh from our lab, cooked up extra potent. (Addictive?) " />
                      <SummaryText Flags="" Notes="" Text="Created 3 Potent Stims." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Chemistry" />
                <WantList WantList="Need.Meth" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="MakePainkiller" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="Creates some homemade Painkillers" />
              <RTSActionIcon Name="Medicine" Id="49" />
              <NameText Flags="" Notes="" Text="Make Homemade Painkillers" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Good stuff. Numbs the pain, but won't help serious wounds." />
                  <ItemIcon>
                    <InventoryIcon Name="Pills" Id="2" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Homemade Painkiller" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Medicine" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Library" Variant="" />
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Painkiller_Homemade" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Tired" />
                <EventAddEffect Icon="2 Pills" RewardList="General" Type="Item" Value="-1" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="Good stuff. Numbs the pain, but won't help serious wounds." />
                  <NameText Flags="" Notes="" Text="Homemade Painkiller" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Stimulant" IconId="107">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Good stuff. Numbs the pain, but won't help serious wounds." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Homemade Painkillers" />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Chemistry" />
                <WantList WantList="Need.Meth" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Molotov_Homemade_Strong" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="3m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="Creates a few homemade Chemical Incendiaries." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Make Chemical Incendiaries" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Create" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sets zeds on fire. They don't seem to like it much. Watch it with this one--it's got a kick." />
                  <ItemIcon>
                    <InventoryIcon Name="Molotov" Id="5" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Chemical Incendiary" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Medicine" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Incendiary" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="Weapon">
                  <ErrorText Flags="" Notes="" Text="Need a MUNITIONS SHOP" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Molotov_Homemade_Strong" />
                <ExecuteAction ActionId="Pride_MakeItems" />
                <ExecuteAction ActionId="Hope_MakeItems_Afraid" />
                <EventAddEffect Icon="5 Molotov" RewardList="General" Type="Item" Value="-1" IconId="5">
                  <DescriptionText Flags="" Notes="" Text="Sets zeds on fire. They don't seem to like it much. Watch it with this one--it's got a kick." />
                  <NameText Flags="" Notes="" Text="Chemical Incendiary" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Created 3 Chemical Incendiaries." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Chemical Incendiaries." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Chemistry" />
                <WantList WantList="Need.Meth" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride_MakeItems" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Medicine" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Tired" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Tired" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_DoNothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_Afraid" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_MakeItems_DoNothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgHope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_MakeItems_DoNothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Tired" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: No Hope for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>Trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="For medical treatment." />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Medical Area" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="There's a good infirmary here. Just need to stock it and clean up a little... Okay, a lot." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Infirmary" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Fix_RangerStation" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medical" Id="17" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Quality Health Care" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medicine" Id="49" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Medical Professional" />
                </Effect>
              </Effects>
              <Inputs />
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Medical Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
                      <SummaryText Flags="" Notes="" Text="Helps keep our people healthy." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="49 Medicine" Type="FacilityAction" Value="-1" IconId="49">
                      <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
                      <NameText Flags="" Notes="" Text="Quality Health Care" />
                    </EventEffect>
                    <EventEffect Icon="17 Medical" Type="FacilityAction" Value="-1" IconId="17">
                      <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
                      <NameText Flags="" Notes="" Text="Medical Professional" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Infirmary" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix_RangerStation" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="There's a good infirmary here. Just need to stock it and clean up a little... Okay, a lot." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Infirmary" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned" ActorName="RangerStation" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medical" Id="17" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Quality Health Care" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medicine" Id="49" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Medical Professional" />
                </Effect>
              </Effects>
              <Inputs />
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Medical Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
                      <SummaryText Flags="" Notes="" Text="Helps keep our people healthy." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="49 Medicine" Type="FacilityAction" Value="-1" IconId="49">
                      <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 30% Recovery Chance from injury/illness each day." />
                      <NameText Flags="" Notes="" Text="Quality Health Care" />
                    </EventEffect>
                    <EventEffect Icon="17 Medical" Type="FacilityAction" Value="-1" IconId="17">
                      <DescriptionText Flags="" Notes="" Text="+20% Recovery Chance. REQUIRES TRAINED HEALER." />
                      <NameText Flags="" Notes="" Text="Medical Professional" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Infirmary" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Built In Medical Area" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day." />
              <RTSActionIcon Name="Medical" Id="17" />
              <NameText Flags="" Notes="" Text="Free Health Care" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_HealthBonus_Infirmary" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed_Ranger">
          <Model>ranger.ranger_infirmary</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Medical Area" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Inf">
              <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day." />
              <RTSActionIcon Name="Medical" Id="17" />
              <NameText Flags="" Notes="" Text="Free Health Care" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_HealthBonus_Infirmary" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="HealSick_Medication" ActionType="Action.Heal" ExecuteTimeStandard="0.0" OutputDelayTime="0.05" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We could use our medical stockpiles to try to heal the sick. I don't really have any influence here, though. I don't think it's up to me." />
              <RTSActionIcon Name="Health" Id="8" />
              <NameText Flags="" Notes="" Text="Heal the Sick" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.INF_TendPatient" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Status.Sick" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="No one is sick." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Medicine" />
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="I'm not in charge here." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Special_Ranger">
          <Model>ranger.ranger_infirmary_trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="For medical treatment." />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Medical Area" />
          <Actions>
            <Action ActionFlags="Automatic, Repeats, NoCancel" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="1s" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Medical Area" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeInfirmary" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Game.StoryTA.ReachedRangerStation" Invert="" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="SpecialUnderConstruction_Ranger" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="HideNotification" VariantId="Variant.SpecialUnderConstruction_Ranger">
          <Model>ranger.ranger_infirmary_trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="For medical treatment." />
          <FacilityIcon Name="Infirmary" Id="13" />
          <NameText Flags="" Notes="" Text="Medical Area" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs, NoCancel" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="20s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Medical Area" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeInfirmary" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day." />
                  <ActionIcon>
                    <RTSActionIcon Name="Medical" Id="17" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Free Health Care" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="!Game.StoryTA.MetStarterFemale" Invert="">
                  <ErrorText Flags="" Notes="" Text="Work has stalled." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed_Ranger" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Medical Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Improves Vitality. Increases the chance of Recovery from injuries and illness each day." />
                      <SummaryText Flags="" Notes="" Text="Helps keep our people healthy." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="49 Medicine" Type="FacilityAction" Value="-1" IconId="49">
                      <DescriptionText Flags="" Notes="" Text="+10 Max Vitality for everyone. 15% Recovery Chance from injury/illness each day." />
                      <NameText Flags="" Notes="" Text="Free Health Care" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="ta10Buddies_Construction" SceneReason="Chatter" />
                <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stockpile.Medicine" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Infirmary" PauseWhenOffline="" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Outdoor, NoStaff" FacilityId="Facility.Training" StatusWantBool="Status.Want.FacilityTraining">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>generic_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="To improve our fitness and combat skills." />
          <FacilityIcon Name="Training" Id="24" />
          <NameText Flags="" Notes="" Text="Training Area" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="7m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="A training area improves physical fitness and gives us a place to hone combat skills." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Training Area" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Stamina for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Exercise" Id="34" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Exercise Area" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Organized exercise program: An additional +10 Stamina for everyone. " />
                  <ActionIcon>
                    <RTSActionIcon Name="Fitness" Id="36" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Fitness Regimen" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="20" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Training Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A training area improves physical fitness and gives us a place to hone combat skills." />
                      <SummaryText Flags="" Notes="" Text="Good for fitness and combat training." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="34 Exercise" Type="FacilityAction" Value="-1" IconId="34">
                      <DescriptionText Flags="" Notes="" Text="+10 Stamina for everyone." />
                      <NameText Flags="" Notes="" Text="Exercise Area" />
                    </EventEffect>
                    <EventEffect Icon="36 Fitness" Type="FacilityAction" Value="-1" IconId="36">
                      <DescriptionText Flags="" Notes="" Text="Organized exercise program: An additional +10 Stamina for everyone. " />
                      <NameText Flags="" Notes="" Text="Fitness Regimen" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Training" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <ChangeState ActorIndex="" State="Basic" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Training" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Training" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Training" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>training</Model>
          <ShellModel>shell_tent_training</ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Training" Id="24" />
          <NameText Flags="" Notes="" Text="Training Area" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+10 Stamina for everyone." />
              <RTSActionIcon Name="Exercise" Id="34" />
              <NameText Flags="" Notes="" Text="Exercise Area" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Training" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Prevents injuries. Allows establishment of a Fitness Regimen." />
              <RTSActionIcon Name="Practice" Id="52" />
              <NameText Flags="" Notes="" Text="Fitness Guru" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Exercise" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Has a background in health and fitness." />
                  <LabelText Flags="" Notes="" Text="Trainer: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Exercise" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Organized exercise program: An additional +10 Stamina for everyone. " />
              <RTSActionIcon Name="Fitness" Id="36" />
              <NameText Flags="" Notes="" Text="Fitness Regimen" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2h" OutputId="Status.Tech.Active_StaminaBonus_Exercise" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Priority" ActionId="Action_Exercise" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT." />
              <RTSActionIcon Name="Fitness" Id="36" />
              <NameText Flags="" Notes="" Text="Fitness Regimen" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.TR_Fitness" ActorTraits="Trait.Progression.Exercise" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Requires Fitness Expert" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Recent.FitnessRegimen" Invert="">
                  <ErrorText Flags="" Notes="" Text="Training still active!" />
                </CheckBool>
                <Spend InputAmount="3" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="-1" OutputDuration="" OutputFlags="" OutputId="Stockpile.Medicine" PauseWhenOffline="" />
                <ExecuteAction ActionId="Bonus_Exercise" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Discord_Lazy" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2h" OutputId="Status.Recent.FitnessRegimen" PauseWhenOffline="True" />
                <EventAddEffect Icon="36 Fitness" RewardList="General" Type="FacilityAction" Value="-1" IconId="36">
                  <DescriptionText Flags="" Notes="" Text="An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT." />
                  <NameText Flags="" Notes="" Text="Fitness Regimen" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fitness" IconId="36">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT." />
                      <SummaryText Flags="" Notes="" Text="Fitness Regimen started!" />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Practice" />
                <WantList WantList="Need.FitnessPractice" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Exercise" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Discord_Lazy" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Lazy" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Discord_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
                <Console_Command Command="LOG: msgDiscord for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Discord_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Lazy" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Discord for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="A dojo provides the right space to practice specific survival techniques." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Dojo" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeTraining" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Stamina for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Exercise" Id="34" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Exercise Area" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Organized exercise program: An additional +10 Stamina for everyone. " />
                  <ActionIcon>
                    <RTSActionIcon Name="Fitness" Id="36" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Fitness Regimen" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Increased XP from melee combat." />
                  <ActionIcon>
                    <RTSActionIcon Name="Blade Training" Id="22" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Combat Training" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="3" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="35" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="BasicB" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="2" Event="TIRED" EventLogOutput="General" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventAddEffect Icon="22 Blade Training" RewardList="General" Type="FacilityAction" Value="-1" IconId="22">
                  <DescriptionText Flags="" Notes="" Text="Increased XP from melee combat." />
                  <NameText Flags="" Notes="" Text="Combat Training" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Dojo" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A dojo provides the right space to practice specific survival techniques." />
                      <SummaryText Flags="" Notes="" Text="Prepares our people for combat." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="34 Exercise" Type="FacilityAction" Value="-1" IconId="34">
                      <DescriptionText Flags="" Notes="" Text="+10 Stamina for everyone." />
                      <NameText Flags="" Notes="" Text="Exercise Area" />
                    </EventEffect>
                    <EventEffect Icon="36 Fitness" Type="FacilityAction" Value="-1" IconId="36">
                      <DescriptionText Flags="" Notes="" Text="Organized exercise program: An additional +10 Stamina for everyone. " />
                      <NameText Flags="" Notes="" Text="Fitness Regimen" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Training" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_TrainingAdvanced" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_TrainingAdvanced" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BasicB">
          <Model>training_b</Model>
          <ShellModel>shell_tent_training</ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Training" Id="24" />
          <NameText Flags="" Notes="" Text="Dojo" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+10 Stamina for everyone." />
              <RTSActionIcon Name="Exercise" Id="34" />
              <NameText Flags="" Notes="" Text="Exercise Area" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Training" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Prevents injuries. Allows establishment of a Fitness Regimen." />
              <RTSActionIcon Name="Practice" Id="52" />
              <NameText Flags="" Notes="" Text="Fitness Guru" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Exercise" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Has a background in health and fitness." />
                  <LabelText Flags="" Notes="" Text="Trainer: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Exercise" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Organized exercise program: An additional +10 Stamina for everyone. " />
              <RTSActionIcon Name="Fitness" Id="36" />
              <NameText Flags="" Notes="" Text="Fitness Regimen" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2h" OutputId="Status.Tech.Active_StaminaBonus_Exercise" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Priority" ActionId="Action_Exercise" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT." />
              <RTSActionIcon Name="Fitness" Id="36" />
              <NameText Flags="" Notes="" Text="Fitness Regimen" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.TR_Fitness" ActorTraits="Trait.Progression.Exercise" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Requires Fitness Expert" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Recent.FitnessRegimen" Invert="">
                  <ErrorText Flags="" Notes="" Text="Training still active!" />
                </CheckBool>
                <Spend InputAmount="3" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="-1" OutputDuration="" OutputFlags="" OutputId="Stockpile.Medicine" PauseWhenOffline="" />
                <ExecuteAction ActionId="Bonus_Exercise" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Discord_Lazy" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2h" OutputId="Status.Recent.FitnessRegimen" PauseWhenOffline="True" />
                <EventAddEffect Icon="36 Fitness" RewardList="General" Type="FacilityAction" Value="-1" IconId="36">
                  <DescriptionText Flags="" Notes="" Text="An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT." />
                  <NameText Flags="" Notes="" Text="Fitness Regimen" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fitness" IconId="36">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="An additional +10 Stamina for everyone. REQUIRES FITNESS EXPERT." />
                      <SummaryText Flags="" Notes="" Text="Fitness Regimen started!" />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Practice" />
                <WantList WantList="Need.FitnessPractice" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Exercise" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Discord_Lazy" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Lazy" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Discord_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
                <Console_Command Command="LOG: msgDiscord for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Discord_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Lazy" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Discord for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Melee" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increased XP from melee combat." />
              <RTSActionIcon Name="Blade Training" Id="22" />
              <NameText Flags="" Notes="" Text="Combat Training" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="2h" OutputId="Status.Tech.Active_CombatBonus_Dojo" PauseWhenOffline="True" />
                <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.XPBonus.MeleeBasic" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Priority" ActionId="Practice_Melee" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain increased XP from melee combat." />
              <RTSActionIcon Name="Blade Training" Id="22" />
              <NameText Flags="" Notes="" Text="Combat Training" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.TR_Combat" ActorTraits="" FunctionTags="Home, Npc" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.TR_Combat" ActorTraits="" FunctionTags="Home, Npc" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="3" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Recent.CombatTraining" Invert="">
                  <ErrorText Flags="" Notes="" Text="Training still active!" />
                </CheckBool>
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="-1" OutputDuration="" OutputFlags="" OutputId="Stockpile.Medicine" PauseWhenOffline="" />
                <ExecuteAction ActionId="Bonus_Melee" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2h" OutputId="Status.Recent.CombatTraining" PauseWhenOffline="True" />
                <EventAddEffect Icon="22 Blade Training" RewardList="General" Type="FacilityAction" Value="-1" IconId="22">
                  <DescriptionText Flags="" Notes="" Text="Increased XP from melee combat." />
                  <NameText Flags="" Notes="" Text="Combat Training" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Blade Training" IconId="22">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Combat Training started!" />
                      <SummaryText Flags="" Notes="" Text="Combat Training started!" />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Practice" />
                <WantList WantList="Need.MeleePractice" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO to train survivors from another community in self-defense." />
              <RTSActionIcon Name="School" Id="109" />
              <NameText Flags="" Notes="" Text="COMMERCE: Train Outsiders" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="25" InputFlags="" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="3" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="School" IconId="109">
                  <NameText Flags="" Notes="" Text="COMMERCE: Train Outsiders" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We opened up our Dojo to train some outsiders. Things went well. They seem more like they can handle themselves. And we improved our stockpiles. It was a win-win. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gained +3 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Dojo" PauseWhenOffline="" />
                <AvatarAsset>
                  <AvatarAsset Name="SHARKHOODIE" Id="7" />
                </AvatarAsset>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Outdoor, NoStaff" FacilityId="Facility.Kitchen" StatusWantBool="Status.Want.FacilityKitchen">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>generic_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness. REQUIRES WORKSHOP." />
          <FacilityIcon Name="Kitchen" Id="14" />
          <NameText Flags="" Notes="" Text="Kitchen" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Bld_Kit">
              <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness. REQUIRES WORKSHOP." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Cooking Area" />
              <Actors />
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Mise En Place" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Cooking" Id="31" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Cook" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
                <Spend InputAmount="20" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="Required, HideAction" InputId="Status.Tech.Unlock_Kitchen" Invert="" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Cooking Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness. REQUIRES WORKSHOP." />
                      <SummaryText Flags="" Notes="" Text="Prevents food prep problems." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                      <NameText Flags="" Notes="" Text="Mise En Place" />
                    </EventEffect>
                    <EventEffect Icon="31 Cooking" Type="FacilityBonus" Value="-1" IconId="31">
                      <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                      <NameText Flags="" Notes="" Text="Good Cook" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Kitchen" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <ChangeState ActorIndex="" State="Basic" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Kitchen" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Kitchen" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Kitchen" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>kitchen</Model>
          <ShellModel>shell_tent_kitchen</ShellModel>
          <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
          <FacilityIcon Name="Kitchen" Id="14" />
          <NameText Flags="" Notes="" Text="Kitchen" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_VsDisease" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Mise En Place" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_MoreActions" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
              <RTSActionIcon Name="Cooking" Id="31" />
              <NameText Flags="" Notes="" Text="Good Cook" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Staff" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Inexperienced cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Unfazed by the lack of a microwave." />
                  <LabelText Flags="" Notes="" Text="Top Chef: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Meal" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction, Hidden" InputId="Status.Tech.Active_StaminaBonus_Feast" Invert="True" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Feast" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="20 Max Vitality and +10 Max Stamina for everyone." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Feast" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_StaminaBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Meal" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality bonus for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Cook a Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Cookpot" Id="14" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Meal" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Big Meal" Text="+20 Max Vitality for everyone." />
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Cookpot" IconId="14">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Everybody's feeling a lot better after that dinner." />
                      <SummaryText Flags="" Notes="" Text="Cooked a Big Meal." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.BulkFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Feast" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality and Stamina bonuses for everyone. (High likelihood of needing special ingredients.) REQUIRES GOOD COOK." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Prepare a Feast" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a good cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Hearty" Id="9" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Feast" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Feast" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Feast" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Feast" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <NameText Flags="" Notes="" Text="Feast" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Hearty" IconId="9">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Just like Thanksgiving." />
                      <SummaryText Flags="" Notes="" Text="Prepared a Feast." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.FancyFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Give away 5 FOOD to help your neighbors survive." />
              <RTSActionIcon Name="Charity" Id="97" />
              <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="100" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Kitchen" Invert="" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="ReputationIncrease" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="100" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Fame" />
                </EventRewardStat>
                <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-5" OutputId="Stockpile.Food" RewardList="General" IconId="3">
                  <DescriptionText Flags="" Notes="" Text="%d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Charity" IconId="97">
                  <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
                  <TutorialText Flags="" Notes="" Text="Actions like this improve your reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We opened our doors to feed some outsiders. It was an act of charity. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gave away 5 FOOD." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Kitchen" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="ReputationIncrease" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Glutton" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Gratitude_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgGratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Gratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>Trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Kitchen" Id="14" />
          <NameText Flags="" Notes="" Text="Kitchen" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="There a good kitchen here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Kitchen (builtin)" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeKitchen" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Fix_Alamo" AltOdds="100.0" />
                <Alt AltId="Fix_Church" AltOdds="100.0" />
                <Alt AltId="Fix_DanielFarm" AltOdds="100.0" />
                <Alt AltId="Fix_Rodeo" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Mise En Place" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Cooking" Id="31" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Cook" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Kitchen" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                      <NameText Flags="" Notes="" Text="Mise En Place" />
                    </EventEffect>
                    <EventEffect Icon="31 Cooking" Type="FacilityBonus" Value="-1" IconId="31">
                      <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                      <NameText Flags="" Notes="" Text="Good Cook" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Kitchen" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_DanielFarm" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="There's a good kitchen here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Kitchen" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="DanielFarm" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeKitchen" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Mise En Place" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Cooking" Id="31" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Cook" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="DanielFarm" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Farmhouse Kitchen" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                      <NameText Flags="" Notes="" Text="Mise En Place" />
                    </EventEffect>
                    <EventEffect Icon="31 Cooking" Type="FacilityBonus" Value="-1" IconId="31">
                      <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                      <NameText Flags="" Notes="" Text="Good Cook" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Kitchen" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Alamo" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="There's a good kitchen here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Kitchen" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Alamo" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeKitchen" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Mise En Place" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Cooking" Id="31" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Cook" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Alamo" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Alamo Kitchen" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                      <NameText Flags="" Notes="" Text="Mise En Place" />
                    </EventEffect>
                    <EventEffect Icon="31 Cooking" Type="FacilityBonus" Value="-1" IconId="31">
                      <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                      <NameText Flags="" Notes="" Text="Good Cook" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Kitchen" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Church" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="There's a good kitchen here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Kitchen" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Church" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeKitchen" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Mise En Place" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Cooking" Id="31" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Cook" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Church" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Church Kitchen" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                      <NameText Flags="" Notes="" Text="Mise En Place" />
                    </EventEffect>
                    <EventEffect Icon="31 Cooking" Type="FacilityBonus" Value="-1" IconId="31">
                      <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                      <NameText Flags="" Notes="" Text="Good Cook" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Kitchen" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Rodeo" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="There's a good kitchen here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Kitchen" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Rodeo" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeKitchen" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Mise En Place" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Cooking" Id="31" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Cook" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Rodeo" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Rodeo Kitchen" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
                      <NameText Flags="" Notes="" Text="Mise En Place" />
                    </EventEffect>
                    <EventEffect Icon="31 Cooking" Type="FacilityBonus" Value="-1" IconId="31">
                      <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
                      <NameText Flags="" Notes="" Text="Good Cook" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Kitchen" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
          <FacilityIcon Name="Kitchen" Id="14" />
          <NameText Flags="" Notes="" Text="Kitchen" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_VsDisease" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Mise En Place" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_MoreActions" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
              <RTSActionIcon Name="Cooking" Id="31" />
              <NameText Flags="" Notes="" Text="Good Cook" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Staff" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Inexperienced cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Unfazed by the lack of a microwave." />
                  <LabelText Flags="" Notes="" Text="Top Chef: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Meal" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction, Hidden" InputId="Status.Tech.Active_StaminaBonus_Feast" Invert="True" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Feast" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="20 Max Vitality and +10 Max Stamina for everyone." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Feast" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_StaminaBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Meal" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality bonus for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Cook a Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Cookpot" Id="14" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Meal" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Big Meal" Text="+20 Max Vitality for everyone." />
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Cookpot" IconId="14">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Everybody's feeling a lot better after that dinner." />
                      <SummaryText Flags="" Notes="" Text="Cooked a Big Meal." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.BulkFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Feast" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality and Stamina bonuses for everyone. (High likelihood of needing special ingredients.) REQUIRES GOOD COOK." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Prepare a Feast" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a good cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Hearty" Id="9" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Feast" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Feast" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Feast" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Feast" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <NameText Flags="" Notes="" Text="Feast" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Hearty" IconId="9">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Just like Thanksgiving." />
                      <SummaryText Flags="" Notes="" Text="Prepared a Feast." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.FancyFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Give away 5 FOOD to help your neighbors survive." />
              <RTSActionIcon Name="Charity" Id="97" />
              <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="100" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Kitchen" Invert="" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="ReputationIncrease" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="100" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Fame" />
                </EventRewardStat>
                <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-5" OutputId="Stockpile.Food" RewardList="General" IconId="3">
                  <DescriptionText Flags="" Notes="" Text="%d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Charity" IconId="97">
                  <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
                  <TutorialText Flags="" Notes="" Text="Actions like this improve your reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We opened our doors to feed some outsiders. It was an act of charity. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gave away 5 FOOD." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Kitchen" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="ReputationIncrease" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Glutton" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Gratitude_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgGratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Gratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Alamo">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
          <FacilityIcon Name="Kitchen" Id="14" />
          <NameText Flags="" Notes="" Text="Alamo Kitchen" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_VsDisease" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Mise En Place" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_MoreActions" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
              <RTSActionIcon Name="Cooking" Id="31" />
              <NameText Flags="" Notes="" Text="Good Cook" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Staff" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Inexperienced cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Unfazed by the lack of a microwave." />
                  <LabelText Flags="" Notes="" Text="Top Chef: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Meal" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction, Hidden" InputId="Status.Tech.Active_StaminaBonus_Feast" Invert="True" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Feast" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="20 Max Vitality and +10 Max Stamina for everyone." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Feast" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_StaminaBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Meal" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality bonus for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Cook a Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Cookpot" Id="14" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Meal" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Big Meal" Text="+20 Max Vitality for everyone." />
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Cookpot" IconId="14">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Everybody's feeling a lot better after that dinner." />
                      <SummaryText Flags="" Notes="" Text="Cooked a Big Meal." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.BulkFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Feast" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality and Stamina bonuses for everyone. (High likelihood of needing special ingredients.) REQUIRES GOOD COOK." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Prepare a Feast" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a good cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Hearty" Id="9" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Feast" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Feast" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Feast" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Feast" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <NameText Flags="" Notes="" Text="Feast" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Hearty" IconId="9">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Just like Thanksgiving." />
                      <SummaryText Flags="" Notes="" Text="Prepared a Feast." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.FancyFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Give away 5 FOOD to help your neighbors survive." />
              <RTSActionIcon Name="Charity" Id="97" />
              <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="100" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Kitchen" Invert="" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="ReputationIncrease" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="100" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Fame" />
                </EventRewardStat>
                <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-5" OutputId="Stockpile.Food" RewardList="General" IconId="3">
                  <DescriptionText Flags="" Notes="" Text="%d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Charity" IconId="97">
                  <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
                  <TutorialText Flags="" Notes="" Text="Actions like this improve your reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We opened our doors to feed some outsiders. It was an act of charity. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gave away 5 FOOD." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Kitchen" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="ReputationIncrease" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Glutton" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Gratitude_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgGratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Gratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.DanielFarm">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
          <FacilityIcon Name="Kitchen" Id="14" />
          <NameText Flags="" Notes="" Text="Farmhouse Kitchen" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_VsDisease" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Mise En Place" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_MoreActions" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
              <RTSActionIcon Name="Cooking" Id="31" />
              <NameText Flags="" Notes="" Text="Good Cook" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Staff" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Inexperienced cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Unfazed by the lack of a microwave." />
                  <LabelText Flags="" Notes="" Text="Top Chef: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Meal" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction, Hidden" InputId="Status.Tech.Active_StaminaBonus_Feast" Invert="True" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Feast" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="20 Max Vitality and +10 Max Stamina for everyone." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Feast" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_StaminaBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Meal" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality bonus for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Cook a Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Cookpot" Id="14" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Meal" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Big Meal" Text="+20 Max Vitality for everyone." />
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Cookpot" IconId="14">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Everybody's feeling a lot better after that dinner." />
                      <SummaryText Flags="" Notes="" Text="Cooked a Big Meal." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.BulkFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Feast" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality and Stamina bonuses for everyone. (High likelihood of needing special ingredients.) REQUIRES GOOD COOK." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Prepare a Feast" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a good cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Hearty" Id="9" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Feast" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Feast" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Feast" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Feast" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <NameText Flags="" Notes="" Text="Feast" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Hearty" IconId="9">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Just like Thanksgiving." />
                      <SummaryText Flags="" Notes="" Text="Prepared a Feast." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.FancyFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Give away 5 FOOD to help your neighbors survive." />
              <RTSActionIcon Name="Charity" Id="97" />
              <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="100" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Kitchen" Invert="" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="ReputationIncrease" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="100" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Fame" />
                </EventRewardStat>
                <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-5" OutputId="Stockpile.Food" RewardList="General" IconId="3">
                  <DescriptionText Flags="" Notes="" Text="%d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Charity" IconId="97">
                  <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
                  <TutorialText Flags="" Notes="" Text="Actions like this improve your reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We opened our doors to feed some outsiders. It was an act of charity. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gave away 5 FOOD." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Kitchen" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="ReputationIncrease" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Glutton" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Gratitude_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgGratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Gratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Church">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
          <FacilityIcon Name="Kitchen" Id="14" />
          <NameText Flags="" Notes="" Text="Church Kitchen" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_VsDisease" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Mise En Place" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_MoreActions" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
              <RTSActionIcon Name="Cooking" Id="31" />
              <NameText Flags="" Notes="" Text="Good Cook" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Staff" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Inexperienced cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Unfazed by the lack of a microwave." />
                  <LabelText Flags="" Notes="" Text="Top Chef: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Meal" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction, Hidden" InputId="Status.Tech.Active_StaminaBonus_Feast" Invert="True" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Feast" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="20 Max Vitality and +10 Max Stamina for everyone." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Feast" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_StaminaBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Meal" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality bonus for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Cook a Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Cookpot" Id="14" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Meal" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Big Meal" Text="+20 Max Vitality for everyone." />
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Cookpot" IconId="14">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Everybody's feeling a lot better after that dinner." />
                      <SummaryText Flags="" Notes="" Text="Cooked a Big Meal." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.BulkFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Feast" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality and Stamina bonuses for everyone. (High likelihood of needing special ingredients.) REQUIRES GOOD COOK." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Prepare a Feast" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a good cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Hearty" Id="9" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Feast" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Feast" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Feast" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Feast" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <NameText Flags="" Notes="" Text="Feast" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Hearty" IconId="9">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Just like Thanksgiving." />
                      <SummaryText Flags="" Notes="" Text="Prepared a Feast." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.FancyFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Give away 5 FOOD to help your neighbors survive." />
              <RTSActionIcon Name="Charity" Id="97" />
              <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="100" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Kitchen" Invert="" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="ReputationIncrease" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="100" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Fame" />
                </EventRewardStat>
                <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-5" OutputId="Stockpile.Food" RewardList="General" IconId="3">
                  <DescriptionText Flags="" Notes="" Text="%d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Charity" IconId="97">
                  <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
                  <TutorialText Flags="" Notes="" Text="Actions like this improve your reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We opened our doors to feed some outsiders. It was an act of charity. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gave away 5 FOOD." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Kitchen" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="ReputationIncrease" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Glutton" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Gratitude_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgGratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Gratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Rodeo">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Having a clean area for food improves health and protects against illness." />
          <FacilityIcon Name="Kitchen" Id="14" />
          <NameText Flags="" Notes="" Text="Fairgrounds Snack Shop" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_VsDisease" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Protects against Food Contamination." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Mise En Place" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_MoreActions" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Allows the preparation of feasts. (Need someone who really knows how to cook, though.)" />
              <RTSActionIcon Name="Cooking" Id="31" />
              <NameText Flags="" Notes="" Text="Good Cook" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Staff" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Inexperienced cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Unfazed by the lack of a microwave." />
                  <LabelText Flags="" Notes="" Text="Top Chef: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Meal" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction, Hidden" InputId="Status.Tech.Active_StaminaBonus_Feast" Invert="True" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Feast" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="20 Max Vitality and +10 Max Stamina for everyone." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Feast" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_HealthBonus_Feast" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_StaminaBonus_Feast" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Meal" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality bonus for everyone." />
              <RTSActionIcon Name="Cookpot" Id="14" />
              <NameText Flags="" Notes="" Text="Cook a Big Meal" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Cookpot" Id="14" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </Effect>
              </Effects>
              <Inputs>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Meal" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Big Meal" Text="+20 Max Vitality for everyone." />
                  <NameText Flags="" Notes="" Text="Big Meal" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Cookpot" IconId="14">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Everybody's feeling a lot better after that dinner." />
                      <SummaryText Flags="" Notes="" Text="Cooked a Big Meal." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.BulkFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Feast" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Kit">
              <DescriptionText Flags="" Notes="" Text="Additional Vitality and Stamina bonuses for everyone. (High likelihood of needing special ingredients.) REQUIRES GOOD COOK." />
              <RTSActionIcon Name="Hearty" Id="9" />
              <NameText Flags="" Notes="" Text="Prepare a Feast" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.KIT_Cook" ActorTraits="Trait.Progression.Cooking" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a good cook." />
                </Character>
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <ActionIcon>
                    <RTSActionIcon Name="Hearty" Id="9" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Feast" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Recent.Meal" Invert="">
                  <ErrorText Flags="" Notes="" Text="Everyone's stuffed." />
                </CheckBool>
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Meal" PauseWhenOffline="True" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3h" OutputId="Status.Recent.Feast" PauseWhenOffline="True" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Gratitude_Glutton" />
                <ExecuteAction ActionId="Bonus_Feast" />
                <EventAddEffect Icon="14 Cookpot" RewardList="General" Type="FacilityAction" Value="-1" IconId="14">
                  <DescriptionText Flags="" Notes="Feast" Text="+20 Max Vitality and +10 Max Stamina for everyone." />
                  <NameText Flags="" Notes="" Text="Feast" />
                </EventAddEffect>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Hearty" IconId="9">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Just like Thanksgiving." />
                      <SummaryText Flags="" Notes="" Text="Prepared a Feast." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Kitchen" />
                <WantList WantList="Need.FancyFood" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Give away 5 FOOD to help your neighbors survive." />
              <RTSActionIcon Name="Charity" Id="97" />
              <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="100" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Kitchen" Invert="" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="ReputationIncrease" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="100" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Fame" />
                </EventRewardStat>
                <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-5" OutputId="Stockpile.Food" RewardList="General" IconId="3">
                  <DescriptionText Flags="" Notes="" Text="%d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Charity" IconId="97">
                  <NameText Flags="" Notes="" Text="CHARITY: Soup Kitchen" />
                  <TutorialText Flags="" Notes="" Text="Actions like this improve your reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We opened our doors to feed some outsiders. It was an act of charity. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gave away 5 FOOD." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Kitchen" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="ReputationIncrease" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Cooking" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Glutton" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Gratitude_Nothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="None" />
                <Console_Command Command="LOG: msgGratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Gratitude_Nothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Personality.Ward_Glutton" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: No Gratitude for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Outdoor, Private, NoStaff" FacilityId="Facility.Storage" StatusWantBool="Status.Want.FacilityStorage">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>generic_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Increased space for resources." />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Storage Area" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="Increases our storage capacity for all the key survival resources (Food, Medicine, Building Materials, Ammunition, and Fuel.)  REQUIRES WORKSHOP." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Build Storage Area" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+20 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="20" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="Required, HideAction" InputId="Status.Tech.Unlock_Storage" Invert="" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Basic" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Storage Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Increases our storage capacity for all the key survival resources (Food, Medicine, Building Materials, Ammunition, and Fuel.)  REQUIRES WORKSHOP." />
                      <SummaryText Flags="" Notes="" Text="Lets us store more stuff." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="+20 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                      <NameText Flags="" Notes="" Text="Storage Space" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Storage" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Storage" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>storage_basic</Model>
          <ShellModel>shell_tent_storage</ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Storage Area" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Maximums" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+20 Food, Ammo, Medicine, Fuel, and Materials capacity." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Storage Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Food" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Ammo" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Medicine" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Fuel" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Materials" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="Setting things up for safe food storage allows us to attempt sanitary food storage." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Food Storage" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                  <ActionIcon>
                    <RTSActionIcon Name="Food" Id="37" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Food Preservation" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="3" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="FoodStorage1" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Food Storage" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Setting things up for safe food storage allows us to attempt sanitary food storage." />
                      <SummaryText Flags="" Notes="" Text="New food storage options." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                      <NameText Flags="" Notes="" Text="Storage Space" />
                    </EventEffect>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                      <NameText Flags="" Notes="" Text="Food Preservation" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Storage" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove Storage Area" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Special_Ranger">
          <Model>Fixed</Model>
          <ShellModel>shell_tent_storage</ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Storage Area" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Maximums" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+20 Food, Ammo, Medicine, Fuel, and Materials capacity." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Storage Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Food" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Ammo" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Medicine" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Fuel" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Max.Materials" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="Setting things up for safe food storage allows us to attempt sanitary food storage." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Food Storage" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                  <ActionIcon>
                    <RTSActionIcon Name="Food" Id="37" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Food Preservation" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="3" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="I'm not in charge." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="FoodStorage1" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Food Storage" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Setting things up for safe food storage allows us to attempt sanitary food storage." />
                      <SummaryText Flags="" Notes="" Text="New food storage options." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                      <NameText Flags="" Notes="" Text="Storage Space" />
                    </EventEffect>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                      <NameText Flags="" Notes="" Text="Food Preservation" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove Storage Area" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Don't think they'll listen to me." />
                </CheckBool>
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.FoodStorage1">
          <Model>storage_food</Model>
          <ShellModel>shell_tent_storage</ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Food Storage" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Maximums" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Storage Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Food" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Ammo" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Medicine" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Fuel" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Materials" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Preservation" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="8h" OutputId="Status.Tech.Active_FoodPreservation" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Preservation" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="We should do some experiments with food preservation. Pickling, salting, smoking, canning. So many things to try. REQUIRES SOME EXPERIMENTATION." />
              <RTSActionIcon Name="Research" Id="53" />
              <NameText Flags="" Notes="" Text="Try Preserving Some Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Pickling" Invert="" />
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Pickling" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_PreserveFood" SceneReason="Chatter" />
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Preservation" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage and opens up new recipes." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Preserve Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Pickling" Invert="" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Active_FoodPreservation" Invert="True" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Fuel" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Turns food into fuel." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Create Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Biodiesel" Invert="" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="3" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
                  <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpFP" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +5 FOOD in exchange for pickling and curing food for another survivor group." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.FoodPreservation" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Food" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Another survivor group approached us after hearing that we'd learned to cure and pickle food to extend its longevity. We traded our expertise for a share of their stockpiles. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.FoodPreservation" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpBD" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Biodiesel" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Biodiesel" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Priority" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="With a refrigerated storage area, we can really improve our ability to keep food fresh." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Refrigerated Storage" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+10 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                  <ActionIcon>
                    <RTSActionIcon Name="Food" Id="37" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Food Preservation" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
                  <ActionIcon>
                    <RTSActionIcon Name="Gas Powered" Id="40" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Refrigeration" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="3" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="FoodStorage2" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Refrigerated Storage" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="With a refrigerated storage area, we can really improve our ability to keep food fresh." />
                      <SummaryText Flags="" Notes="" Text="New food storage options." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="+40 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                      <NameText Flags="" Notes="" Text="Storage Space" />
                    </EventEffect>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                      <NameText Flags="" Notes="" Text="Food Preservation" />
                    </EventEffect>
                    <EventEffect Icon="40 Gas Powered" Type="FacilityBonus" Value="-1" IconId="40">
                      <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
                      <NameText Flags="" Notes="" Text="Refrigeration" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Electrical" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove Food Storage" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.FoodStorage2">
          <Model>storage_food_b</Model>
          <ShellModel>shell_tent_storage</ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Refrigerated Storage" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Maximums" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+40 Food, Ammo, Medicine, Fuel, and Materials capacity." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Storage Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Food" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Ammo" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Medicine" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Fuel" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Materials" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Preservation" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="8h" OutputId="Status.Tech.Active_FoodPreservation" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Preservation" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="We should do some experiments with food preservation. Pickling, salting, smoking, canning. So many things to try. REQUIRES SOME EXPERIMENTATION." />
              <RTSActionIcon Name="Research" Id="53" />
              <NameText Flags="" Notes="" Text="Try Preserving Some Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Pickling" Invert="" />
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Pickling" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_PreserveFood" SceneReason="Chatter" />
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Preservation" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage and opens up new recipes." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Preserve Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Pickling" Invert="" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Active_FoodPreservation" Invert="True" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Fuel" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Turns food into fuel." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Create Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Biodiesel" Invert="" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="3" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
                  <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpFP" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +5 FOOD in exchange for pickling and curing food for another survivor group." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.FoodPreservation" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Food" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Another survivor group approached us after hearing that we'd learned to cure and pickle food to extend its longevity. We traded our expertise for a share of their stockpiles. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.FoodPreservation" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpBD" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Biodiesel" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Biodiesel" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Refrigeration" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
              <RTSActionIcon Name="Gas Powered" Id="40" />
              <NameText Flags="" Notes="" Text="Refrigeration" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="50" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Active_FoodPreservation" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove Refrigerated Storage" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>Trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Storage Room" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="There's a good storage space here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Storage Room" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Fix_DanielFarm" AltOdds="100.0" />
                <Alt AltId="Fix_Warehouse" AltOdds="100.0" />
                <Alt AltId="Fix_Rodeo" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Additional Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Alamo Cold Storage" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="With a refrigerated storage area, we can really improve our ability to keep food fresh." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="+40 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                      <NameText Flags="" Notes="" Text="Storage Space" />
                    </EventEffect>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                      <NameText Flags="" Notes="" Text="Food Preservation" />
                    </EventEffect>
                    <EventEffect Icon="40 Gas Powered" Type="FacilityBonus" Value="-1" IconId="40">
                      <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
                      <NameText Flags="" Notes="" Text="Refrigeration" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <ChangeState ActorIndex="" State="Alamo" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Storage" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_DanielFarm" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="There's a good storage space here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Storage Room" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="DanielFarm" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Farmhouse Storehouse" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We can try preserving food here." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <ChangeState ActorIndex="" State="DanielFarm" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Storage" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Warehouse" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="There's a good storage space here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Storage Room" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Warehouse" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Warehouse Storage Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We can try preserving food here." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <ChangeState ActorIndex="" State="Warehouse" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Storage" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Rodeo" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="There's a good storage space here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Storage Room" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Rodeo" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Fairgrounds Storage Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We can try preserving food here." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <ChangeState ActorIndex="" State="Rodeo" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Storage" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn_Food2">
          <Model>Trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Storage Room" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="There's a good storage space here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Refrigerated Storage Room" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Fix_Alamo" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+40 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                  <ActionIcon>
                    <RTSActionIcon Name="Food" Id="37" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Food Preservation" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
                  <ActionIcon>
                    <RTSActionIcon Name="Gas Powered" Id="40" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Refrigeration" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Alamo" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Refrigerated Storage" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="With a refrigerated storage area, we can really improve our ability to keep food fresh." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="+40 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                      <NameText Flags="" Notes="" Text="Storage Space" />
                    </EventEffect>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                      <NameText Flags="" Notes="" Text="Food Preservation" />
                    </EventEffect>
                    <EventEffect Icon="40 Gas Powered" Type="FacilityBonus" Value="-1" IconId="40">
                      <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
                      <NameText Flags="" Notes="" Text="Refrigeration" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Storage" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Alamo" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="With a refrigerated storage area, we can really improve our ability to keep food fresh." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Storage Room" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Alamo" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeStorage" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+40 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                  <ActionIcon>
                    <RTSActionIcon Name="Storage" Id="59" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Storage Space" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                  <ActionIcon>
                    <RTSActionIcon Name="Food" Id="37" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Food Preservation" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
                  <ActionIcon>
                    <RTSActionIcon Name="Gas Powered" Id="40" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Refrigeration" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Alamo Cold Storage" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="With a refrigerated storage area, we can really improve our ability to keep food fresh." />
                      <SummaryText Flags="" Notes="" Text="New actions available." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="+40 Food, Ammo, Medicine, Fuel, and Materials capacity." />
                      <NameText Flags="" Notes="" Text="Storage Space" />
                    </EventEffect>
                    <EventEffect Icon="59 Storage" Type="FacilityBonus" Value="-1" IconId="59">
                      <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
                      <NameText Flags="" Notes="" Text="Food Preservation" />
                    </EventEffect>
                    <EventEffect Icon="40 Gas Powered" Type="FacilityBonus" Value="-1" IconId="40">
                      <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
                      <NameText Flags="" Notes="" Text="Refrigeration" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <ChangeState ActorIndex="" State="Alamo" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Storage" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Alamo">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Alamo Food Storage" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Maximums" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+40 Food, Ammo, Medicine, Fuel, and Materials capacity." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Storage Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Food" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Ammo" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Medicine" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Fuel" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Max.Materials" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Preservation" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="8h" OutputId="Status.Tech.Active_FoodPreservation" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Preservation" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="We should do some experiments with food preservation. Pickling, salting, smoking, canning. So many things to try. REQUIRES SOME EXPERIMENTATION." />
              <RTSActionIcon Name="Research" Id="53" />
              <NameText Flags="" Notes="" Text="Try Preserving Some Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Pickling" Invert="" />
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Pickling" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_PreserveFood" SceneReason="Chatter" />
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Preservation" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage and opens up new recipes." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Preserve Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Pickling" Invert="" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Active_FoodPreservation" Invert="True" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Fuel" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Turns food into fuel." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Create Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Biodiesel" Invert="" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="3" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
                  <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpFP" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +5 FOOD in exchange for pickling and curing food for another survivor group." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.FoodPreservation" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Food" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Another survivor group approached us after hearing that we'd learned to cure and pickle food to extend its longevity. We traded our expertise for a share of their stockpiles. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.FoodPreservation" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpBD" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Biodiesel" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Biodiesel" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Refrigeration" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Dramatically reduces food spoilage and food poisoning." />
              <RTSActionIcon Name="Gas Powered" Id="40" />
              <NameText Flags="" Notes="" Text="Refrigeration" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="50" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Active_FoodPreservation" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.DanielFarm">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Farmhouse Food Storage" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Maximums" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Storage Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Food" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Ammo" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Medicine" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Fuel" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Materials" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Preservation" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="8h" OutputId="Status.Tech.Active_FoodPreservation" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Preservation" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="We should do some experiments with food preservation. Pickling, salting, smoking, canning. So many things to try. REQUIRES SOME EXPERIMENTATION." />
              <RTSActionIcon Name="Research" Id="53" />
              <NameText Flags="" Notes="" Text="Try Preserving Some Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Pickling" Invert="" />
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Pickling" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_PreserveFood" SceneReason="Chatter" />
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Preservation" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage and opens up new recipes." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Preserve Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Pickling" Invert="" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Active_FoodPreservation" Invert="True" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Fuel" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Turns food into fuel." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Create Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Biodiesel" Invert="" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="3" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
                  <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpFP" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +5 FOOD in exchange for pickling and curing food for another survivor group." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.FoodPreservation" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Food" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Another survivor group approached us after hearing that we'd learned to cure and pickle food to extend its longevity. We traded our expertise for a share of their stockpiles. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.FoodPreservation" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpBD" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Biodiesel" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Biodiesel" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Warehouse">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Warehouse Storage" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Maximums" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Storage Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Food" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Ammo" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Medicine" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Fuel" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Materials" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Preservation" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="8h" OutputId="Status.Tech.Active_FoodPreservation" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Preservation" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="We should do some experiments with food preservation. Pickling, salting, smoking, canning. So many things to try. REQUIRES SOME EXPERIMENTATION." />
              <RTSActionIcon Name="Research" Id="53" />
              <NameText Flags="" Notes="" Text="Try Preserving Some Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Pickling" Invert="" />
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Pickling" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_PreserveFood" SceneReason="Chatter" />
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Preservation" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage and opens up new recipes." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Preserve Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Pickling" Invert="" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Active_FoodPreservation" Invert="True" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Fuel" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Turns food into fuel." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Create Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Biodiesel" Invert="" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="3" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
                  <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpFP" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +5 FOOD in exchange for pickling and curing food for another survivor group." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.FoodPreservation" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Food" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Another survivor group approached us after hearing that we'd learned to cure and pickle food to extend its longevity. We traded our expertise for a share of their stockpiles. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.FoodPreservation" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpBD" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Biodiesel" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Biodiesel" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Rodeo">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Storage" Id="22" />
          <NameText Flags="" Notes="" Text="Fairgrounds Storage" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Maximums" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+30 Food, Ammo, Medicine, Fuel, and Materials capacity." />
              <RTSActionIcon Name="Storage" Id="59" />
              <NameText Flags="" Notes="" Text="Storage Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Food" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Ammo" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Medicine" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Fuel" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Max.Materials" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_Preservation" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="8h" OutputId="Status.Tech.Active_FoodPreservation" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Preservation" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="We should do some experiments with food preservation. Pickling, salting, smoking, canning. So many things to try. REQUIRES SOME EXPERIMENTATION." />
              <RTSActionIcon Name="Research" Id="53" />
              <NameText Flags="" Notes="" Text="Try Preserving Some Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Pickling" Invert="" />
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="10" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Pickling" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_PreserveFood" SceneReason="Chatter" />
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Cook_Preservation" ActionType="Action.Cook" ExecuteTimeStandard="0.0" OutputDelayTime="10m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Protects against spoilage and opens up new recipes." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Preserve Food" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Pickling" Invert="" />
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Active_FoodPreservation" Invert="True" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Food" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="Bonus_Preservation" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Make_Fuel" ActionType="Action.Create" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Turns food into fuel." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Create Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Biodiesel" Invert="" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Fuel" OutputAmount="3" OutputId="Stockpile.Fuel" RewardList="General" IconId="7">
                  <DescriptionText Flags="" Notes="" Text="%+d Barrels of Fuel" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="HOME: Action Complete" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                      <SummaryText Flags="" Notes="" Text="Created 3 Barrels of Fuel." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpFP" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +5 FOOD in exchange for pickling and curing food for another survivor group." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.FoodPreservation" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Food" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Food Preservation" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Another survivor group approached us after hearing that we'd learned to cure and pickle food to extend its longevity. We traded our expertise for a share of their stockpiles. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.FoodPreservation" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOpBD" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
              <RTSActionIcon Name="friend_up" Id="75" />
              <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <Spend InputAmount="3" InputFlags="" InputId="Stockpile.Food" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Biodiesel" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="5" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="friend_up" IconId="75">
                  <NameText Flags="" Notes="" Text="COMMERCE: Biodiesel" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO for creating biodiesel fuel for another group of survivors." />
                      <SummaryText Flags="" Notes="" Text="Gained +5 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Biodiesel" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Private, BuiltInOnly, NoStaff" FacilityId="Facility.Bedroom" StatusWantBool="Status.Want.FacilityBedroom">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>Trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Bedroom" Id="1" />
          <NameText Flags="" Notes="" Text="Bedroom" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="This would give us more spots for sleeping. Just need to clear out the remnants of... what happened here." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Bedroom" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Fix_Church" AltOdds="100.0" />
                <Alt AltId="Fix_Warehouse" AltOdds="100.0" />
                <Alt AltId="Fix_Rodeo" AltOdds="100.0" />
                <Alt AltId="Fix_Church" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                  <ActionIcon>
                    <RTSActionIcon Name="Bed" Id="4" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Beds" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Good Sleep" Id="57" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Bedroom" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds to sleep in. If we have enough beds for everyone, people might even feel rested." />
                      <SummaryText Flags="" Notes="" Text="+8 Beds" />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="4 Bed" Type="FacilityBonus" Value="-1" IconId="4">
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                      <NameText Flags="" Notes="" Text="Beds" />
                    </EventEffect>
                    <EventEffect Icon="57 Good Sleep" Type="FacilityBonus" Value="-1" IconId="57">
                      <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                      <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <Console_Command Command="LOG: BuiltIn FixUpBedroom" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Church" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="This would give us more spots for sleeping. Just need to clear out the remnants of... what happened here." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Pastor's Room" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Church" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                  <ActionIcon>
                    <RTSActionIcon Name="Bed" Id="4" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Beds" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Good Sleep" Id="57" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Church" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Pastor's Quarters" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds to sleep in. If we have enough beds for everyone, people might even feel rested." />
                      <SummaryText Flags="" Notes="" Text="+8 Beds" />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="4 Bed" Type="FacilityBonus" Value="-1" IconId="4">
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                      <NameText Flags="" Notes="" Text="Beds" />
                    </EventEffect>
                    <EventEffect Icon="57 Good Sleep" Type="FacilityBonus" Value="-1" IconId="57">
                      <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                      <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Warehouse" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="This would give us more spots for sleeping. Just need to clear out the remnants of... what happened here." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Lockers" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Warehouse" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                  <ActionIcon>
                    <RTSActionIcon Name="Bed" Id="4" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Beds" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Good Sleep" Id="57" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Warehouse" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Warehouse Lockers" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds to sleep in. If we have enough beds for everyone, people might even feel rested." />
                      <SummaryText Flags="" Notes="" Text="+8 Beds" />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="4 Bed" Type="FacilityBonus" Value="-1" IconId="4">
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                      <NameText Flags="" Notes="" Text="Beds" />
                    </EventEffect>
                    <EventEffect Icon="57 Good Sleep" Type="FacilityBonus" Value="-1" IconId="57">
                      <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                      <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Rodeo" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="This would give us more spots for sleeping. Just need to clear out the remnants of... what happened here." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="FixUp_AltChurch" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Rodeo" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                  <ActionIcon>
                    <RTSActionIcon Name="Bed" Id="4" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Beds" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                  <ActionIcon>
                    <RTSActionIcon Name="Good Sleep" Id="57" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Rodeo" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Fairgrounds Lockers" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds to sleep in. If we have enough beds for everyone, people might even feel rested." />
                      <SummaryText Flags="" Notes="" Text="+8 Beds" />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="4 Bed" Type="FacilityBonus" Value="-1" IconId="4">
                      <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
                      <NameText Flags="" Notes="" Text="Beds" />
                    </EventEffect>
                    <EventEffect Icon="57 Good Sleep" Type="FacilityBonus" Value="-1" IconId="57">
                      <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
                      <NameText Flags="" Notes="" Text="Good Night's Sleep" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts>
                <Alt AltId="RewardAdvice_Advanced" AltOdds="100.0" />
                <Alt AltId="RewardAdvice_Basic" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs>
                <Check InputAmount="2" InputFlags="" InputId="Confidence.Housing" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Alt" ActionId="RewardAdvice_Advanced" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Alt" ActionId="RewardAdvice_Basic" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse_Basic" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse_Basic" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Bedroom" Id="1" />
          <NameText Flags="" Notes="" Text="Bedroom" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
              <RTSActionIcon Name="Bed" Id="4" />
              <NameText Flags="" Notes="" Text="Beds" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
              <RTSActionIcon Name="Good Sleep" Id="57" />
              <NameText Flags="" Notes="" Text="Good Night's Sleep" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="3" InputFlags="Required" InputId="Confidence.Housing">
                  <ErrorText Flags="" Notes="" Text="Need beds for everyone." />
                </Input>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Beds" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Church">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Bedroom" Id="1" />
          <NameText Flags="" Notes="" Text="Pastor's Quarters" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
              <RTSActionIcon Name="Bed" Id="4" />
              <NameText Flags="" Notes="" Text="Beds" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
              <RTSActionIcon Name="Good Sleep" Id="57" />
              <NameText Flags="" Notes="" Text="Good Night's Sleep" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="3" InputFlags="Required" InputId="Confidence.Housing">
                  <ErrorText Flags="" Notes="" Text="Need beds for everyone." />
                </Input>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Beds" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.DanielFarm">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Bedroom" Id="1" />
          <NameText Flags="" Notes="" Text="Bedroom" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
              <RTSActionIcon Name="Bed" Id="4" />
              <NameText Flags="" Notes="" Text="Beds" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
              <RTSActionIcon Name="Good Sleep" Id="57" />
              <NameText Flags="" Notes="" Text="Good Night's Sleep" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="3" InputFlags="Required" InputId="Confidence.Housing">
                  <ErrorText Flags="" Notes="" Text="Need beds for everyone." />
                </Input>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Beds" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Warehouse">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Bedroom" Id="1" />
          <NameText Flags="" Notes="" Text="Warehouse Lockers" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
              <RTSActionIcon Name="Bed" Id="4" />
              <NameText Flags="" Notes="" Text="Beds" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
              <RTSActionIcon Name="Good Sleep" Id="57" />
              <NameText Flags="" Notes="" Text="Good Night's Sleep" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="3" InputFlags="Required" InputId="Confidence.Housing">
                  <ErrorText Flags="" Notes="" Text="Need beds for everyone." />
                </Input>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Beds" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Rodeo">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Bedroom" Id="1" />
          <NameText Flags="" Notes="" Text="Fairgrounds Lockers" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides +8 beds." />
              <RTSActionIcon Name="Bed" Id="4" />
              <NameText Flags="" Notes="" Text="Beds" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Capacity.Housing" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increases everyone's stamina by 10. (MUST HAVE A BED FOR EVERYONE.)" />
              <RTSActionIcon Name="Good Sleep" Id="57" />
              <NameText Flags="" Notes="" Text="Good Night's Sleep" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="3" InputFlags="Required" InputId="Confidence.Housing">
                  <ErrorText Flags="" Notes="" Text="Need beds for everyone." />
                </Input>
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Active_StaminaBonus_Beds" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Outdoor, NoStaff" FacilityId="Facility.Garden" StatusWantBool="Status.Want.FacilityGarden">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>garden_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Garden" Id="10" />
          <NameText Flags="" Notes="" Text="Garden" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Bld_Gdn">
              <DescriptionText Flags="" Notes="" Text="A garden would let us grow some of our own food instead of always having to scavenge." />
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Create a Garden" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides food daily" />
                  <ActionIcon>
                    <RTSActionIcon Name="Harvest" Id="42" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Harvest" />
                </Effect>
              </Effects>
              <Inputs>
                <Check InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Garden" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A garden would let us grow some of our own food instead of always having to scavenge." />
                      <SummaryText Flags="" Notes="" Text="Now we can grow some food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="16 Sprout" Type="FacilityAction" Value="-1" IconId="16">
                      <DescriptionText Flags="" Notes="" Text="It will take a while for the plants to mature." />
                      <NameText Flags="" Notes="" Text="Growing" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Garden" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <ChangeState ActorIndex="" State="SimpleGarden1" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Garden" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Garden" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Garden" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="25" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.SimpleGarden1">
          <Model>garden_simple</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. Just getting started." />
          <FacilityIcon Name="Garden" Id="10" />
          <NameText Flags="" Notes="" Text="Garden" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="90s" WantDelayStart="1m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="It will take a while for the plants to mature." />
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Growing" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs, Hidden" ActionId="Grow" ActionType="Action.Grow" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="90s" WantDelayStart="1m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Growing" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <ChangeState ActorIndex="" State="SimpleGarden2" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Default" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="2 Daily Rations of Food per day" />
              <RTSActionIcon Name="Harvest" Id="42" />
              <NameText Flags="" Notes="" Text="Harvest" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="" OutputId="Game.RTS.IncomeFood" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="With the right person tending the garden, we'll have a chance of higher yields." />
              <RTSActionIcon Name="Plant Up" Id="13" />
              <NameText Flags="" Notes="" Text="Green Thumb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a Plant Expert" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Actually owned a farmer's almanac, rumor has it." />
                  <LabelText Flags="" Notes="" Text="Farming Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="Staff_Bonus_Repeat" ActionType="Bonus.Background" ExecuteTimeStandard="4h" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="4h" OutputId="Stockpile.Food" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Priority" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Up_Gdn">
              <DescriptionText Flags="" Notes="" Text="Once it grows back, this should give us a substantial increase in the amount of food grown." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Greenhouse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeGarden" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeGarden" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides food daily" />
                  <ActionIcon>
                    <RTSActionIcon Name="Harvest" Id="42" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Harvest" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Status.Tech.Unlock_FancyGardening" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="FancyGarden1" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Greenhouse" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. Just getting started." />
                      <SummaryText Flags="" Notes="" Text="Now we can grow some food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="16 Sprout" Type="FacilityAction" Value="-1" IconId="16">
                      <DescriptionText Flags="" Notes="" Text="A greenhouse provides higher yield crops than a garden." />
                      <NameText Flags="" Notes="" Text="Growing" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Garden" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.SimpleGarden2">
          <Model>garden_simple_b</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. Coming along nicely." />
          <FacilityIcon Name="Garden" Id="10" />
          <NameText Flags="" Notes="" Text="Garden" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="90s" WantDelayStart="1m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="The crops are almost fully grown." />
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Growing" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs, Hidden" ActionId="Grow" ActionType="Action.Grow" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="90s" WantDelayStart="1m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Growing" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <ChangeState ActorIndex="" State="SimpleGarden3" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Default" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="4 Daily Rations of Food per day" />
              <RTSActionIcon Name="Harvest" Id="42" />
              <NameText Flags="" Notes="" Text="Harvest" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="4" OutputDuration="" OutputId="Game.RTS.IncomeFood" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="With the right person tending the garden, we'll have a chance of higher yields." />
              <RTSActionIcon Name="Plant Up" Id="13" />
              <NameText Flags="" Notes="" Text="Green Thumb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a Plant Expert" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Actually owned a farmer's almanac, rumor has it." />
                  <LabelText Flags="" Notes="" Text="Farming Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="Staff_Bonus_Repeat" ActionType="Bonus.Background" ExecuteTimeStandard="4h" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="4h" OutputId="Stockpile.Food" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Priority" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Up_Gdn">
              <DescriptionText Flags="" Notes="" Text="Once it grows back, this should give us a substantial increase in the amount of food grown." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Greenhouse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeGarden" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeGarden" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides food daily" />
                  <ActionIcon>
                    <RTSActionIcon Name="Harvest" Id="42" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Harvest" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Status.Tech.Unlock_FancyGardening" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="FancyGarden1" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Greenhouse" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. Just getting started." />
                      <SummaryText Flags="" Notes="" Text="Now we can grow some food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="16 Sprout" Type="FacilityAction" Value="-1" IconId="16">
                      <DescriptionText Flags="" Notes="" Text="A greenhouse provides higher yield crops than a garden." />
                      <NameText Flags="" Notes="" Text="Growing" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Garden" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.SimpleGarden3">
          <Model>garden_simple_c</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. A thriving crop!" />
          <FacilityIcon Name="Garden" Id="10" />
          <NameText Flags="" Notes="" Text="Garden" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Default" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="6 Daily Rations of Food per day" />
              <RTSActionIcon Name="Harvest" Id="42" />
              <NameText Flags="" Notes="" Text="Harvest" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="6" OutputDuration="" OutputId="Game.RTS.IncomeFood" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="With the right person tending the garden, we'll have a chance of higher yields." />
              <RTSActionIcon Name="Plant Up" Id="13" />
              <NameText Flags="" Notes="" Text="Green Thumb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a Plant Expert" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Actually owned a farmer's almanac, rumor has it." />
                  <LabelText Flags="" Notes="" Text="Farming Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="Staff_Bonus_Repeat" ActionType="Bonus.Background" ExecuteTimeStandard="4h" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="3" OutputDuration="4h" OutputId="Stockpile.Food" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Priority" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Up_Gdn">
              <DescriptionText Flags="" Notes="" Text="Once it grows back, this should give us a substantial increase in the amount of food grown." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Greenhouse" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeGarden" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeGarden" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Provides food daily" />
                  <ActionIcon>
                    <RTSActionIcon Name="Harvest" Id="42" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Harvest" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Status.Tech.Unlock_FancyGardening" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research at Library" />
                </CheckBool>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="FancyGarden1" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Greenhouse" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. Just getting started." />
                      <SummaryText Flags="" Notes="" Text="Now we can grow some food." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="16 Sprout" Type="FacilityAction" Value="-1" IconId="16">
                      <DescriptionText Flags="" Notes="" Text="A greenhouse provides higher yield crops than a garden." />
                      <NameText Flags="" Notes="" Text="Growing" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Garden" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.FancyGarden1">
          <Model>garden_fancy</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. Just getting started." />
          <FacilityIcon Name="Garden Fancy" Id="11" />
          <NameText Flags="" Notes="" Text="Greenhouse" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="90s" WantDelayStart="1m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="It will take a while for the plants to mature." />
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Growing" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs, Hidden" ActionId="Grow" ActionType="Action.Grow" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="90s" WantDelayStart="1m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Growing" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <ChangeState ActorIndex="" State="FancyGarden2" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Default" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="3 Daily Rations of Food per day" />
              <RTSActionIcon Name="Harvest" Id="42" />
              <NameText Flags="" Notes="" Text="Harvest" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Game.RTS.IncomeFood" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="With the right person tending the garden, we'll have a chance of higher yields." />
              <RTSActionIcon Name="Plant Up" Id="13" />
              <NameText Flags="" Notes="" Text="Green Thumb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a Plant Expert" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Actually owned a farmer's almanac, rumor has it." />
                  <LabelText Flags="" Notes="" Text="Farming Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="Staff_Bonus_Repeat" ActionType="Bonus.Background" ExecuteTimeStandard="4h" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="2" OutputDuration="4h" OutputId="Stockpile.Food" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.FancyGarden2">
          <Model>garden_fancy_b</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. Coming along nicely." />
          <FacilityIcon Name="Garden Fancy" Id="11" />
          <NameText Flags="" Notes="" Text="Greenhouse" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Basic" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="90s" WantDelayStart="1m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="The crops are almost fully grown." />
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Growing" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs, Hidden" ActionId="Grow" ActionType="Action.Grow" ExecuteTimeStandard="0.0" OutputDelayTime="2h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="90s" WantDelayStart="1m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="Sprout" Id="16" />
              <NameText Flags="" Notes="" Text="Growing" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <ChangeState ActorIndex="" State="FancyGarden3" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Default" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="6 Daily Rations of Food per day" />
              <RTSActionIcon Name="Harvest" Id="42" />
              <NameText Flags="" Notes="" Text="Harvest" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="6" OutputDuration="" OutputId="Game.RTS.IncomeFood" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="With the right person tending the garden, we'll have a chance of higher yields." />
              <RTSActionIcon Name="Plant Up" Id="13" />
              <NameText Flags="" Notes="" Text="Green Thumb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a Plant Expert" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Actually owned a farmer's almanac, rumor has it." />
                  <LabelText Flags="" Notes="" Text="Farming Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="Staff_Bonus_Repeat" ActionType="Bonus.Background" ExecuteTimeStandard="4h" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="4" OutputDuration="4h" OutputId="Stockpile.Food" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.FancyGarden3">
          <Model>garden_fancy_c</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to grow fresh food. A thriving crop!" />
          <FacilityIcon Name="Garden Fancy" Id="11" />
          <NameText Flags="" Notes="" Text="Greenhouse" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Default" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="9 Daily Rations of Food per day" />
              <RTSActionIcon Name="Harvest" Id="42" />
              <NameText Flags="" Notes="" Text="Harvest" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="9" OutputDuration="" OutputId="Game.RTS.IncomeFood" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <DescriptionText Flags="" Notes="" Text="With the right person tending the garden, we'll have a chance of higher yields." />
              <RTSActionIcon Name="Plant Up" Id="13" />
              <NameText Flags="" Notes="" Text="Green Thumb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need a Plant Expert" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Actually owned a farmer's almanac, rumor has it." />
                  <LabelText Flags="" Notes="" Text="Farming Expert: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="Staff_Bonus_Repeat" ActionType="Bonus.Background" ExecuteTimeStandard="4h" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Gdn">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Horticulture" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="6" OutputDuration="4h" OutputId="Stockpile.Food" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Outdoor, NoStaff" FacilityId="Facility.Library" StatusWantBool="Status.Want.FacilityLibrary">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>generic_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="We could start gathering books and put together a reference area." />
          <FacilityIcon Name="Library" Id="15" />
          <NameText Flags="" Notes="" Text="Library" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="We could start gathering books and put together a reference area." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Build Library" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="By sharing knowledge, we all improve our Wits faster. REQUIRES GOOD RESEACHER." />
                  <ActionIcon>
                    <RTSActionIcon Name="Books" Id="28" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Store of Knowledge" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+300% research speed. REQUIRES GOOD RESEACHER." />
                  <ActionIcon>
                    <RTSActionIcon Name="Practice" Id="52" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Scientific Principles" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="20" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="Required, HideAction" InputId="Status.Tech.Unlock_Library" Invert="" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Basic" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Library" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We could start gathering books and put together a reference area." />
                      <SummaryText Flags="" Notes="" Text="Knowledge is power." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                      <DescriptionText Flags="" Notes="" Text="By sharing knowledge, we all improve our Wits faster. REQUIRES GOOD RESEACHER." />
                      <NameText Flags="" Notes="" Text="Store of Knowledge" />
                    </EventEffect>
                    <EventEffect Icon="52 Practice" Type="FacilityBonus" Value="-1" IconId="52">
                      <DescriptionText Flags="" Notes="" Text="+300% research speed. REQUIRES GOOD RESEACHER." />
                      <NameText Flags="" Notes="" Text="Scientific Principles" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Library" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Research" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>library</Model>
          <ShellModel>shell_tent_library</ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Library" Id="15" />
          <NameText Flags="" Notes="" Text="Library" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="By sharing knowledge, we all improve our Wits faster. REQUIRES GOOD RESEACHER." />
              <RTSActionIcon Name="Books" Id="28" />
              <NameText Flags="" Notes="" Text="Store of Knowledge" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.XPBonus.Survival" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Character.BonusNote.Wits_Library" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+300% research speed. REQUIRES GOOD RESEACHER." />
              <RTSActionIcon Name="Practice" Id="52" />
              <NameText Flags="" Notes="" Text="Scientific Principles" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need Good Researcher" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="Staff" OutputAmount="200" OutputDuration="" OutputFlags="" OutputId="Stat.ResearchRate" PauseWhenOffline="" />
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Strong background in research and analysis." />
                  <LabelText Flags="" Notes="" Text="Researcher: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Gain +2 AMMO for providing library access to another group of survivors." />
              <RTSActionIcon Name="School" Id="109" />
              <NameText Flags="" Notes="" Text="COMMERCE: Library Access" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Library" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="2" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="School" IconId="109">
                  <NameText Flags="" Notes="" Text="COMMERCE: Library Access" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Gain +2 AMMO for providing library access to another group of survivors." />
                      <SummaryText Flags="" Notes="" Text="Gained +2 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Library" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_FancyGardening" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="This would improve yields from our gardens. REQUIRES A GARDEN." />
              <RTSActionIcon Name="Plant Up" Id="13" />
              <NameText Flags="" Notes="" Text="Research Greenhouse Gardening" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.LIB_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_FancyGardening" Invert="" />
                <Facility_CheckBuilt Invert="" Type="Facility.Garden" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Garden" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Scene_ScenePlay Scene="Research_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_FancyGardening" PauseWhenOffline="" />
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Plant Up" IconId="13">
                  <NameText Flags="" Notes="" Text="Greenhouse" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A greenhouse will improve our crop yields." />
                      <SummaryText Flags="" Notes="" Text="Greenhouse available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.FarmingResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Biodiesel" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Would let us convert Food to Fuel. REQUIRES FOOD STORAGE FACILITY." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Research Biodiesel" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.LIB_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Biodiesel" Invert="" />
                <Facility_CheckBuilt Invert="" Type="Facility.Storage" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Storage Facility" />
                </Facility_CheckBuilt>
                <Spend InputAmount="10" InputFlags="" InputId="Stockpile.Food" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Biodiesel" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeBiodiesel" SceneReason="Chatter" />
                <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stockpile.Fuel" PauseWhenOffline="" />
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="Biodiesel" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We can convert some of our food into fuel." />
                      <SummaryText Flags="" Notes="" Text="Biodiesel available for production." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ChemistryResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_LandMine" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Box Mines. REQUIRES A MUNITIONS SHOP." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Research Box Mine" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_homemade" Id="214" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Box Mine" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Landmine" Invert="" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="Weapon">
                  <ErrorText Flags="" Notes="" Text="Need a MUNITIONS SHOP" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Mine_Homemade" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Landmine" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeBoxMine" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Hope_Fear" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Landmine" IconId="45">
                  <NameText Flags="" Notes="" Text="Box Mine" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                      <SummaryText Flags="" Notes="" Text="Box Mines available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.MilitaryResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_LandMine2" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Whistling Box Mines. REQUIRES A MUNITIONS SHOP." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Research Whistling Box Mine" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_noise" Id="215" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Whistling Box Mine" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Landmine" Invert="" />
                <Check InputAmount="2" InputFlags="HideAction" InputId="!Status.Tech.Unlock_Landmine" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="Weapon">
                  <ErrorText Flags="" Notes="" Text="Need a MUNITIONS SHOP" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Mine_Homemade_Lure" />
                <RTSStat_Set DurationCancellable="" OutputAmount="2" OutputDuration="" OutputId="Status.Tech.Unlock_Landmine" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeBoxMine" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Hope_Fear" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Landmine" IconId="45">
                  <NameText Flags="" Notes="" Text="Whistling Box Mine" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                      <SummaryText Flags="" Notes="" Text="Whistling Box Mines available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.MilitaryResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Grenade" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
              <RTSActionIcon Name="Grenade" Id="41" />
              <NameText Flags="" Notes="" Text="Research Pipe Bomb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="It's a bunch of explosives stuffed into a pipe. What could go wrong?" />
                  <ItemIcon>
                    <InventoryIcon Name="Grenade_pipe" Id="153" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Pipe Bomb" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Grenade" Invert="" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Landmine" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research Box Mines First" />
                </CheckBool>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Grenade_PipeBomb" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Grenade" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeGrenade" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Hope_Fear" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Grenade" IconId="41">
                  <NameText Flags="" Notes="" Text="Research Pipe Bomb" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
                      <SummaryText Flags="" Notes="" Text="Pipe Bombs available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ExplosivesResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Grenade2" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Steel Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
              <RTSActionIcon Name="Grenade" Id="41" />
              <NameText Flags="" Notes="" Text="Research Steel Pipe Bomb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="It's a WHOLE bunch of explosives stuffed into a pipe. Extra shrapnel means more dead zombies." />
                  <ItemIcon>
                    <InventoryIcon Name="Grenade_PipeBig" Id="154" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Steel Pipe Bomb" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Grenade" Invert="" />
                <Check InputAmount="2" InputFlags="HideAction" InputId="!Status.Tech.Unlock_Grenade" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Grenade_PipeBomb_Strong" />
                <RTSStat_Set DurationCancellable="" OutputAmount="2" OutputDuration="" OutputId="Status.Tech.Unlock_Grenade" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeGrenade" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Grenade" IconId="41">
                  <NameText Flags="" Notes="" Text="Research Steel Pipe Bomb" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Steel Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
                      <SummaryText Flags="" Notes="" Text="Steel Pipe Bombs available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ExplosivesResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Molotov_Homemade_Strong" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Chemical Incendiaries. REQUIRES A MUNITIONS SHOP and MEDICAL LAB.." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Research Chemical Incendiaries" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sets zeds on fire. They don't seem to like it much. Watch it with this one--it's got a kick." />
                  <ItemIcon>
                    <InventoryIcon Name="Molotov" Id="5" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Chemical Incendiary" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Incendiary" Invert="" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="Weapon">
                  <ErrorText Flags="" Notes="" Text="Need a MUNITIONS SHOP" />
                </Facility_CheckBuilt>
                <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC">
                  <ErrorText Flags="" Notes="" Text="Need a MEDICAL LAB" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Molotov_Homemade_Strong" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Incendiary" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeIncendiary" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="Research Chemical Incendiaries" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Sets zeds on fire. They don't seem to like it much. Watch it with this one--it's got a kick." />
                      <SummaryText Flags="" Notes="" Text="Chemical Incendiaries available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ExplosivesResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Stimulants" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Would allow us to create more effective stimulants (Uses up medical supplies.) REQUIRES MEDICAL LAB." />
              <RTSActionIcon Name="Stimulant" Id="107" />
              <NameText Flags="" Notes="" Text="Research Potent Homemade Stims" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.LIB_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Restores max Stamina a lot. Fresh from our lab, cooked up extra potent. (Addictive?) " />
                  <ItemIcon>
                    <InventoryIcon Name="Pills" Id="2" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Potent Stims" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Stimulants" Invert="" />
                <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC">
                  <ErrorText Flags="" Notes="" Text="Need a Medical Lab" />
                </Facility_CheckBuilt>
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Stockpile.Medicine" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Stimulants" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeStimulants" SceneReason="Chatter" />
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Stimulant_Homemade_Long" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Hope_Tired" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Stimulant" IconId="107">
                  <NameText Flags="" Notes="" Text="Research Potent Homemade Stims" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Restores max Stamina a lot. Fresh from our lab, cooked up extra potent. (Addictive?) " />
                      <SummaryText Flags="" Notes="" Text="Potent Homemade Stims available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ChemistryResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_DoNothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_Tired" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_DoNothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_DoNothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>Trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="Center for research." />
          <FacilityIcon Name="Library" Id="15" />
          <NameText Flags="" Notes="" Text="Library" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="There's a good library here. Just need to clear out all the chaos and we can start using it." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Fix Up Library" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="By sharing knowledge, we all improve our Wits faster. REQUIRES GOOD RESEACHER." />
                  <ActionIcon>
                    <RTSActionIcon Name="Books" Id="28" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Store of Knowledge" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="+300% research speed. REQUIRES GOOD RESEACHER." />
                  <ActionIcon>
                    <RTSActionIcon Name="Research" Id="53" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Scientific Principles" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Library" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We could start gathering books and put together a reference area." />
                      <SummaryText Flags="" Notes="" Text="Knowledge is power." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                      <DescriptionText Flags="" Notes="" Text="By sharing knowledge, we all improve our Wits faster. REQUIRES GOOD RESEACHER." />
                      <NameText Flags="" Notes="" Text="Store of Knowledge" />
                    </EventEffect>
                    <EventEffect Icon="53 Research" Type="FacilityBonus" Value="-1" IconId="53">
                      <DescriptionText Flags="" Notes="" Text="+300% research speed. REQUIRES GOOD RESEACHER." />
                      <NameText Flags="" Notes="" Text="Scientific Principles" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Library" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Library" Id="15" />
          <NameText Flags="" Notes="" Text="Library" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="By sharing knowledge, we all improve our Wits faster. REQUIRES GOOD RESEACHER." />
              <RTSActionIcon Name="Books" Id="28" />
              <NameText Flags="" Notes="" Text="Store of Knowledge" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.XPBonus.Survival" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Character.BonusNote.Wits_Library" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Advisor" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="+300% research speed. REQUIRES GOOD RESEACHER." />
              <RTSActionIcon Name="Practice" Id="52" />
              <NameText Flags="" Notes="" Text="Scientific Principles" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="Need Good Researcher" />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="Staff" OutputAmount="200" OutputDuration="" OutputFlags="" OutputId="Stat.ResearchRate" PauseWhenOffline="" />
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Strong background in research and analysis." />
                  <LabelText Flags="" Notes="" Text="Researcher: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Gain +2 AMMO for providing library access to another group of survivors." />
              <RTSActionIcon Name="School" Id="109" />
              <NameText Flags="" Notes="" Text="COMMERCE: Library Access" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="10" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.Library" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="2" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="School" IconId="109">
                  <NameText Flags="" Notes="" Text="COMMERCE: Library Access" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Gain +2 AMMO for providing library access to another group of survivors." />
                      <SummaryText Flags="" Notes="" Text="Gained +2 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.Library" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_FancyGardening" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="This would improve yields from our gardens. REQUIRES A GARDEN." />
              <RTSActionIcon Name="Plant Up" Id="13" />
              <NameText Flags="" Notes="" Text="Research Greenhouse Gardening" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.LIB_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_FancyGardening" Invert="" />
                <Facility_CheckBuilt Invert="" Type="Facility.Garden" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Garden" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Scene_ScenePlay Scene="Research_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_FancyGardening" PauseWhenOffline="" />
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Plant Up" IconId="13">
                  <NameText Flags="" Notes="" Text="Greenhouse" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="A greenhouse will improve our crop yields." />
                      <SummaryText Flags="" Notes="" Text="Greenhouse available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.FarmingResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Biodiesel" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Would let us convert Food to Fuel. REQUIRES FOOD STORAGE FACILITY." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Research Biodiesel" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.LIB_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Biodiesel" Invert="" />
                <Facility_CheckBuilt Invert="" Type="Facility.Storage" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Storage Facility" />
                </Facility_CheckBuilt>
                <Spend InputAmount="10" InputFlags="" InputId="Stockpile.Food" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Biodiesel" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeBiodiesel" SceneReason="Chatter" />
                <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stockpile.Fuel" PauseWhenOffline="" />
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fuel" IconId="39">
                  <NameText Flags="" Notes="" Text="Biodiesel" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We can convert some of our food into fuel." />
                      <SummaryText Flags="" Notes="" Text="Biodiesel available for production." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ChemistryResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_LandMine" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Box Mines. REQUIRES A MUNITIONS SHOP." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Research Box Mine" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_homemade" Id="214" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Box Mine" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Landmine" Invert="" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="Weapon">
                  <ErrorText Flags="" Notes="" Text="Need a MUNITIONS SHOP" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Mine_Homemade" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Landmine" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeBoxMine" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Hope_Fear" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Landmine" IconId="45">
                  <NameText Flags="" Notes="" Text="Box Mine" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="So what if it's a bunch of nuts and bolts in an old paint can? It still explodes." />
                      <SummaryText Flags="" Notes="" Text="Box Mines available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.MilitaryResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_LandMine2" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Whistling Box Mines. REQUIRES A MUNITIONS SHOP." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Research Whistling Box Mine" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                  <ItemIcon>
                    <InventoryIcon Name="Mine_noise" Id="215" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Whistling Box Mine" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Landmine" Invert="" />
                <Check InputAmount="2" InputFlags="HideAction" InputId="!Status.Tech.Unlock_Landmine" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="Weapon">
                  <ErrorText Flags="" Notes="" Text="Need a MUNITIONS SHOP" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="" Name="Mine_Homemade_Lure" />
                <RTSStat_Set DurationCancellable="" OutputAmount="2" OutputDuration="" OutputId="Status.Tech.Unlock_Landmine" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeBoxMine" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Hope_Fear" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Landmine" IconId="45">
                  <NameText Flags="" Notes="" Text="Whistling Box Mine" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Cram a noisemaker into a homemade mine, and it lures the zombies in before it explodes. Nice." />
                      <SummaryText Flags="" Notes="" Text="Whistling Box Mines available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.MilitaryResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Grenade" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
              <RTSActionIcon Name="Grenade" Id="41" />
              <NameText Flags="" Notes="" Text="Research Pipe Bomb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="It's a bunch of explosives stuffed into a pipe. What could go wrong?" />
                  <ItemIcon>
                    <InventoryIcon Name="Grenade_pipe" Id="153" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Pipe Bomb" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Grenade" Invert="" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Landmine" Invert="">
                  <ErrorText Flags="" Notes="" Text="Research Box Mines First" />
                </CheckBool>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Grenade_PipeBomb" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Grenade" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeGrenade" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Hope_Fear" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Grenade" IconId="41">
                  <NameText Flags="" Notes="" Text="Research Pipe Bomb" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
                      <SummaryText Flags="" Notes="" Text="Pipe Bombs available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ExplosivesResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Grenade2" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Steel Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
              <RTSActionIcon Name="Grenade" Id="41" />
              <NameText Flags="" Notes="" Text="Research Steel Pipe Bomb" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="It's a WHOLE bunch of explosives stuffed into a pipe. Extra shrapnel means more dead zombies." />
                  <ItemIcon>
                    <InventoryIcon Name="Grenade_PipeBig" Id="154" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Steel Pipe Bomb" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="Status.Tech.Unlock_Grenade" Invert="" />
                <Check InputAmount="2" InputFlags="HideAction" InputId="!Status.Tech.Unlock_Grenade" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Grenade_PipeBomb_Strong" />
                <RTSStat_Set DurationCancellable="" OutputAmount="2" OutputDuration="" OutputId="Status.Tech.Unlock_Grenade" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeGrenade" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Grenade" IconId="41">
                  <NameText Flags="" Notes="" Text="Research Steel Pipe Bomb" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Steel Pipe Bombs. REQUIRES A MUNITIONS SHOP." />
                      <SummaryText Flags="" Notes="" Text="Steel Pipe Bombs available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ExplosivesResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Molotov_Homemade_Strong" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Unlocks the ability to create Chemical Incendiaries. REQUIRES A MUNITIONS SHOP and MEDICAL LAB.." />
              <RTSActionIcon Name="Molotov" Id="50" />
              <NameText Flags="" Notes="" Text="Research Chemical Incendiaries" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.WS_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Sets zeds on fire. They don't seem to like it much. Watch it with this one--it's got a kick." />
                  <ItemIcon>
                    <InventoryIcon Name="Molotov" Id="5" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Chemical Incendiary" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Incendiary" Invert="" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="50" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="Weapon">
                  <ErrorText Flags="" Notes="" Text="Need a MUNITIONS SHOP" />
                </Facility_CheckBuilt>
                <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC">
                  <ErrorText Flags="" Notes="" Text="Need a MEDICAL LAB" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Molotov_Homemade_Strong" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="true" OutputDuration="" OutputFlags="" OutputId="Status.Tech.Unlock_Incendiary" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeIncendiary" SceneReason="Chatter" />
                <ExecuteAction ActionId="Pride" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Molotov" IconId="50">
                  <NameText Flags="" Notes="" Text="Research Chemical Incendiaries" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Sets zeds on fire. They don't seem to like it much. Watch it with this one--it's got a kick." />
                      <SummaryText Flags="" Notes="" Text="Chemical Incendiaries available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ExplosivesResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Research_Stimulants" ActionType="Action.Research" ExecuteTimeStandard="0.0" OutputDelayTime="4h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Research">
              <DescriptionText Flags="" Notes="" Text="Would allow us to create more effective stimulants (Uses up medical supplies.) REQUIRES MEDICAL LAB." />
              <RTSActionIcon Name="Stimulant" Id="107" />
              <NameText Flags="" Notes="" Text="Research Potent Homemade Stims" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.LIB_Research" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Restores max Stamina a lot. Fresh from our lab, cooked up extra potent. (Addictive?) " />
                  <ItemIcon>
                    <InventoryIcon Name="Pills" Id="2" />
                  </ItemIcon>
                  <NameText Flags="" Notes="" Text="Potent Stims" />
                </Effect>
              </Effects>
              <Inputs>
                <CheckBool InputFlags="HideAction" InputId="!Status.Tech.Unlock_Stimulants" Invert="" />
                <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC">
                  <ErrorText Flags="" Notes="" Text="Need a Medical Lab" />
                </Facility_CheckBuilt>
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
                <Spend InputAmount="2" InputFlags="Required" InputId="Stockpile.Medicine" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Tech.Unlock_Stimulants" PauseWhenOffline="" />
                <Scene_ScenePlay Scene="Unlock_MakeStimulants" SceneReason="Chatter" />
                <Com_Give ActorIndex="" AmmoPercentage="100" Count="3" GiveFlags="" Name="Stimulant_Homemade_Long" />
                <ExecuteAction ActionId="Pride" />
                <ExecuteAction ActionId="Hope_Tired" />
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Stimulant" IconId="107">
                  <NameText Flags="" Notes="" Text="Research Potent Homemade Stims" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Restores max Stamina a lot. Fresh from our lab, cooked up extra potent. (Addictive?) " />
                      <SummaryText Flags="" Notes="" Text="Potent Homemade Stims available for construction." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.Research" />
                <WantList WantList="Need.ChemistryResearch" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="Pride" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Progression.Research" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="PRIDE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_DoNothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_Tired" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Fear" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Hope_DoNothing" AltOdds="100.0" />
              </Alts>
              <Effects />
              <Inputs />
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="HOPE" EventLogOutput="General" />
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Hope_DoNothing" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="" WantDelayStart="" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: msgPride for facility action completion!" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, Outdoor, NoStaff" FacilityId="Facility.DiningArea" StatusWantBool="Status.Want.FacilityDiningArea">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>generic_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to meet and eat." />
          <FacilityIcon Name="Dining" Id="9" />
          <NameText Flags="" Notes="" Text="Dining Area" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="30m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="Eating together can help reduce discord in the community and maintain cleanliness." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Dining Area" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
                  <ActionIcon>
                    <RTSActionIcon Name="Food" Id="37" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Family Meals" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="40" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="100" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="Required, HideAction" InputId="Status.Tech.Unlock_DiningArea" Invert="" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Basic" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Dining Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Eating together can help reduce discord in the community and maintain cleanliness." />
                      <SummaryText Flags="" Notes="" Text="Good for community unity." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="37 Food" Type="FacilityAction" Value="-1" IconId="37">
                      <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
                      <NameText Flags="" Notes="" Text="Family Meals" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.DiningArea" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Flatware" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>dining</Model>
          <ShellModel>shell_tent_dining_area</ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Dining" Id="9" />
          <NameText Flags="" Notes="" Text="Dining Area" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Family Meals" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove Dining Area" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>Trashed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="A place to meet and eat." />
          <FacilityIcon Name="Dining" Id="9" />
          <NameText Flags="" Notes="" Text="Dining Area" />
          <Actions>
            <Action ActionFlags="Automatic" ActionId="Bonus_Disarray" ActionType="Bonus.Disarray" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="This room is in disarray. We'll need to fix it up before we can use it." />
              <RTSActionIcon Name="Disarray" Id="33" />
              <NameText Flags="" Notes="" Text="Disarray" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required, Hidden" InputId="Game.RTS.AlwaysFalse" Invert="" />
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Fix" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="Eating together can help reduce discord in the community and maintain cleanliness." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Dining Area" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts>
                <Alt AltId="Fix_Rodeo" AltOdds="100.0" />
              </Alts>
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
                  <ActionIcon>
                    <RTSActionIcon Name="Food" Id="37" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Family Meals" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Dining Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Eating together can help reduce discord in the community and maintain cleanliness." />
                      <SummaryText Flags="" Notes="" Text="Good for community unity." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="37 Food" Type="FacilityAction" Value="-1" IconId="37">
                      <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
                      <NameText Flags="" Notes="" Text="Family Meals" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.DiningArea" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Flatware" />
              </Wants>
            </Action>
            <Action ActionFlags="Alt, DelayOutputs" ActionId="Fix_Rodeo" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="Eating together can help reduce discord in the community and maintain cleanliness." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Set Up Dining Area" />
              <Actors>
                <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
                <Building ActorFlags="AllowOwned, Closest" ActorName="Rodeo" BuildingFlagsMask="" BuildingFlagsQuery="" HideWarnings="" NearActorIdx="0" Optional="" SearchRangeMax="100" SearchRangeMin="0.0" SiteTag="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
                  <ActionIcon>
                    <RTSActionIcon Name="Food" Id="37" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Family Meals" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Fixed_Rodeo" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="SET UP: Dining Area" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Eating together can help reduce discord in the community and maintain cleanliness." />
                      <SummaryText Flags="" Notes="" Text="Good for community unity." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="37 Food" Type="FacilityAction" Value="-1" IconId="37">
                      <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
                      <NameText Flags="" Notes="" Text="Family Meals" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.DiningArea" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.ConstructionSimple" />
                <WantList WantList="Need.Flatware" />
              </Wants>
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Dining" Id="9" />
          <NameText Flags="" Notes="" Text="Dining Area" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Family Meals" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fixed_Rodeo">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Dining" Id="9" />
          <NameText Flags="" Notes="" Text="Dining Area" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Reduces discord. Protects against vermin." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Family Meals" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Outdoor, BuiltInOnly, NoStaff" FacilityId="Facility.Parking" StatusWantBool="Status.Want.FacilityOther">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model></Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Parking" Id="17" />
          <NameText Flags="" Notes="" Text="Parking" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Bonus_Basic" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Space for one car. Cars left here overnight will be repaired a bit if we have a Workshop." />
              <RTSActionIcon Name="Parking" Id="51" />
              <NameText Flags="" Notes="" Text="Parking Space" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="1" OutputDuration="" OutputFlags="" OutputId="Capacity.Parking" PauseWhenOffline="" />
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="1" OutputDuration="" OutputFlags="" OutputId="Max.Cars" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Bonus_Repair" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Cars left here overnight will be repaired a bit. REQUIRES WORKSHOP." />
              <RTSActionIcon Name="cars" Id="66" />
              <NameText Flags="" Notes="" Text="Auto Repair" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Facility_CheckBuilt Invert="" Type="Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="Indoor, BuiltInOnly, NoStaff" FacilityId="Facility.Outpost" StatusWantBool="Status.Want.FacilityOther">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.Ammo">
          <Model></Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Cache Ammo" Id="3" />
          <NameText Flags="" Notes="" Text="Ammo Cache" />
          <Actions>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Resource" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides additional resources each day... until the supply runs out." />
              <RTSActionIcon Name="Ammo" Id="1" />
              <NameText Flags="" Notes="" Text="Resource Cache" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden" ActionId="ReviewAdvice" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="0" WantDelayStart="0" WantOdds="0.0" WantScene="">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: New Outpost" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.OutpostBuilt" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.ReviewAdvice" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Locker" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="A place to resupply without traveling all the way home." />
              <RTSActionIcon Name="Vault" Id="61" />
              <NameText Flags="" Notes="" Text="Supply Locker" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Rescue" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="15% chance of missing allies coming home safely on their own." />
              <RTSActionIcon Name="Survivors" Id="60" />
              <NameText Flags="" Notes="" Text="Safe Haven" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_Defend" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Tech.Active_OutpostTrapsSet" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_OutpostTrapsSet" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Surrender this location to the zeds." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Abandon Outpost" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="ActivateOnce, Automatic, Hidden" ActionId="EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Outpost Built" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Outpost" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="This should help us spot incoming hordes. We might even be able to take out a few of them before they get to our base." />
                      <SummaryText Flags="" Notes="" Text="Got a new outpost set up." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="45 Landmine" Type="FacilityAction" Value="-1" IconId="45">
                      <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
                      <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="AvatarAward" ActionType="Action.Background" ExecuteTimeStandard="5s" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Facility ActorFlags="Self" ActorName="" HideWarnings="" Optional="" Socket="" Variant="" />
                <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Outpost" BuildingFlagsQuery="Outpost" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="FastFood" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Award.SBMASK" Invert="" />
              </Inputs>
              <Outputs>
                <AvatarAsset>
                  <AvatarAsset Name="SBMASK" Id="5" />
                </AvatarAsset>
                <Console_Command Command="LOG: SBMASK avatar award" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Award.SBMASK" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Food">
          <Model></Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Cache Food" Id="4" />
          <NameText Flags="" Notes="" Text="Food Cache" />
          <Actions>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Resource" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides additional resources each day... until the supply runs out." />
              <RTSActionIcon Name="Food" Id="37" />
              <NameText Flags="" Notes="" Text="Resource Cache" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden" ActionId="ReviewAdvice" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="0" WantDelayStart="0" WantOdds="0.0" WantScene="">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: New Outpost" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.OutpostBuilt" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.ReviewAdvice" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Locker" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="A place to resupply without traveling all the way home." />
              <RTSActionIcon Name="Vault" Id="61" />
              <NameText Flags="" Notes="" Text="Supply Locker" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Rescue" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="15% chance of missing allies coming home safely on their own." />
              <RTSActionIcon Name="Survivors" Id="60" />
              <NameText Flags="" Notes="" Text="Safe Haven" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_Defend" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Tech.Active_OutpostTrapsSet" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_OutpostTrapsSet" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Surrender this location to the zeds." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Abandon Outpost" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="ActivateOnce, Automatic, Hidden" ActionId="EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Outpost Built" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Outpost" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="This should help us spot incoming hordes. We might even be able to take out a few of them before they get to our base." />
                      <SummaryText Flags="" Notes="" Text="Got a new outpost set up." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="45 Landmine" Type="FacilityAction" Value="-1" IconId="45">
                      <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
                      <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="AvatarAward" ActionType="Action.Background" ExecuteTimeStandard="5s" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Facility ActorFlags="Self" ActorName="" HideWarnings="" Optional="" Socket="" Variant="" />
                <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Outpost" BuildingFlagsQuery="Outpost" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="FastFood" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Award.SBMASK" Invert="" />
              </Inputs>
              <Outputs>
                <AvatarAsset>
                  <AvatarAsset Name="SBMASK" Id="5" />
                </AvatarAsset>
                <Console_Command Command="LOG: SBMASK avatar award" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Award.SBMASK" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Fuel">
          <Model></Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Cache Fuel" Id="5" />
          <NameText Flags="" Notes="" Text="Fuel Cache" />
          <Actions>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Resource" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides additional resources each day... until the supply runs out." />
              <RTSActionIcon Name="Fuel" Id="39" />
              <NameText Flags="" Notes="" Text="Resource Cache" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden" ActionId="ReviewAdvice" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="0" WantDelayStart="0" WantOdds="0.0" WantScene="">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: New Outpost" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.OutpostBuilt" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.ReviewAdvice" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Locker" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="A place to resupply without traveling all the way home." />
              <RTSActionIcon Name="Vault" Id="61" />
              <NameText Flags="" Notes="" Text="Supply Locker" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Rescue" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="15% chance of missing allies coming home safely on their own." />
              <RTSActionIcon Name="Survivors" Id="60" />
              <NameText Flags="" Notes="" Text="Safe Haven" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_Defend" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Tech.Active_OutpostTrapsSet" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_OutpostTrapsSet" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Surrender this location to the zeds." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Abandon Outpost" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="ActivateOnce, Automatic, Hidden" ActionId="EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Outpost Built" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Outpost" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="This should help us spot incoming hordes. We might even be able to take out a few of them before they get to our base." />
                      <SummaryText Flags="" Notes="" Text="Got a new outpost set up." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="45 Landmine" Type="FacilityAction" Value="-1" IconId="45">
                      <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
                      <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="AvatarAward" ActionType="Action.Background" ExecuteTimeStandard="5s" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Facility ActorFlags="Self" ActorName="" HideWarnings="" Optional="" Socket="" Variant="" />
                <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Outpost" BuildingFlagsQuery="Outpost" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="FastFood" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Award.SBMASK" Invert="" />
              </Inputs>
              <Outputs>
                <AvatarAsset>
                  <AvatarAsset Name="SBMASK" Id="5" />
                </AvatarAsset>
                <Console_Command Command="LOG: SBMASK avatar award" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Award.SBMASK" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Medicine">
          <Model></Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Cache Medicine" Id="7" />
          <NameText Flags="" Notes="" Text="Medicine Cache" />
          <Actions>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Resource" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides additional resources each day... until the supply runs out." />
              <RTSActionIcon Name="Medicine" Id="49" />
              <NameText Flags="" Notes="" Text="Resource Cache" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden" ActionId="ReviewAdvice" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="0" WantDelayStart="0" WantOdds="0.0" WantScene="">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: New Outpost" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.OutpostBuilt" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.ReviewAdvice" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Locker" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="A place to resupply without traveling all the way home." />
              <RTSActionIcon Name="Vault" Id="61" />
              <NameText Flags="" Notes="" Text="Supply Locker" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Rescue" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="15% chance of missing allies coming home safely on their own." />
              <RTSActionIcon Name="Survivors" Id="60" />
              <NameText Flags="" Notes="" Text="Safe Haven" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_Defend" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Tech.Active_OutpostTrapsSet" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_OutpostTrapsSet" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Surrender this location to the zeds." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Abandon Outpost" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="ActivateOnce, Automatic, Hidden" ActionId="EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Outpost Built" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Outpost" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="This should help us spot incoming hordes. We might even be able to take out a few of them before they get to our base." />
                      <SummaryText Flags="" Notes="" Text="Got a new outpost set up." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="45 Landmine" Type="FacilityAction" Value="-1" IconId="45">
                      <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
                      <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="AvatarAward" ActionType="Action.Background" ExecuteTimeStandard="5s" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Facility ActorFlags="Self" ActorName="" HideWarnings="" Optional="" Socket="" Variant="" />
                <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Outpost" BuildingFlagsQuery="Outpost" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="FastFood" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Award.SBMASK" Invert="" />
              </Inputs>
              <Outputs>
                <AvatarAsset>
                  <AvatarAsset Name="SBMASK" Id="5" />
                </AvatarAsset>
                <Console_Command Command="LOG: SBMASK avatar award" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Award.SBMASK" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Materials">
          <Model></Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Cache Materials" Id="6" />
          <NameText Flags="" Notes="" Text="Const. Materials Cache" />
          <Actions>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Resource" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides additional resources each day... until the supply runs out." />
              <RTSActionIcon Name="Materials" Id="48" />
              <NameText Flags="" Notes="" Text="Resource Cache" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden" ActionId="ReviewAdvice" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="0" WantDelayStart="0" WantOdds="0.0" WantScene="">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: New Outpost" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.OutpostBuilt" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.ReviewAdvice" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Locker" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="A place to resupply without traveling all the way home." />
              <RTSActionIcon Name="Vault" Id="61" />
              <NameText Flags="" Notes="" Text="Supply Locker" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Rescue" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="15% chance of missing allies coming home safely on their own." />
              <RTSActionIcon Name="Survivors" Id="60" />
              <NameText Flags="" Notes="" Text="Safe Haven" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_Defend" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Tech.Active_OutpostTrapsSet" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_OutpostTrapsSet" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Surrender this location to the zeds." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Abandon Outpost" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="ActivateOnce, Automatic, Hidden" ActionId="EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Outpost Built" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Outpost" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="This should help us spot incoming hordes. We might even be able to take out a few of them before they get to our base." />
                      <SummaryText Flags="" Notes="" Text="Got a new outpost set up." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="45 Landmine" Type="FacilityAction" Value="-1" IconId="45">
                      <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
                      <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="AvatarAward" ActionType="Action.Background" ExecuteTimeStandard="5s" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Facility ActorFlags="Self" ActorName="" HideWarnings="" Optional="" Socket="" Variant="" />
                <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Outpost" BuildingFlagsQuery="Outpost" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="FastFood" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Award.SBMASK" Invert="" />
              </Inputs>
              <Outputs>
                <AvatarAsset>
                  <AvatarAsset Name="SBMASK" Id="5" />
                </AvatarAsset>
                <Console_Command Command="LOG: SBMASK avatar award" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Award.SBMASK" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.NoResources">
          <Model></Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Tower" Id="23" />
          <NameText Flags="" Notes="" Text="Outpost" />
          <Actions>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Resource" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Provides additional resources each day... until the supply runs out." />
              <RTSActionIcon Name="Ammo" Id="1" />
              <NameText Flags="" Notes="" Text="Resource Cache" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden" ActionId="ReviewAdvice" ActionType="Action.Background" ExecuteTimeStandard="1s" OutputDelayTime="1s" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="0" WantDelayStart="0" WantOdds="0.0" WantScene="">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Console_Command Command="LOG: New Outpost" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.OutpostBuilt" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.ReviewAdvice" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Locker" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="A place to resupply without traveling all the way home." />
              <RTSActionIcon Name="Vault" Id="61" />
              <NameText Flags="" Notes="" Text="Supply Locker" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Bonus_Rescue" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="15% chance of missing allies coming home safely on their own." />
              <RTSActionIcon Name="Survivors" Id="60" />
              <NameText Flags="" Notes="" Text="Safe Haven" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs />
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_Defend" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
              <RTSActionIcon Name="Landmine" Id="45" />
              <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Fuel" />
                <Spend InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Tech.Active_OutpostTrapsSet" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="120m" OutputId="Status.Tech.Active_OutpostTrapsSet" PauseWhenOffline="True" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Surrender this location to the zeds." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Abandon Outpost" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="ActivateOnce, Automatic, Hidden" ActionId="EventLog" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Outpost Built" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Outpost" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="This should help us spot incoming hordes. We might even be able to take out a few of them before they get to our base." />
                      <SummaryText Flags="" Notes="" Text="Got a new outpost set up." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="45 Landmine" Type="FacilityAction" Value="-1" IconId="45">
                      <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
                      <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Automatic, Hidden, Repeats" ActionId="AvatarAward" ActionType="Action.Background" ExecuteTimeStandard="5s" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors>
                <Facility ActorFlags="Self" ActorName="" HideWarnings="" Optional="" Socket="" Variant="" />
                <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Outpost" BuildingFlagsQuery="Outpost" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="0" SearchRangeMin="0.0" SiteTag="FastFood" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="!Status.Award.SBMASK" Invert="" />
              </Inputs>
              <Outputs>
                <AvatarAsset>
                  <AvatarAsset Name="SBMASK" Id="5" />
                </AvatarAsset>
                <Console_Command Command="LOG: SBMASK avatar award" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Award.SBMASK" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
    <Facility FacilityFlags="NoStaff, Defense" FacilityId="Facility.Watchtower" StatusWantBool="Status.Want.FacilityWatchtower">
      <VariantSet>
        <Variant Flags="" VariantId="Variant.UnderConstruction">
          <Model>watchtower_construction</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text="To help defend our home." />
          <FacilityIcon Name="Tower" Id="23" />
          <NameText Flags="" Notes="" Text="Watchtower" />
          <Actions>
            <Action ActionFlags="DelayOutputs,Automatic" ActionId="Build" ActionType="Action.Build" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Build">
              <DescriptionText Flags="" Notes="" Text="Something to protect our perimeter. Having a watchtower increases the safe area around our home." />
              <RTSActionIcon Name="Build" Id="29" />
              <NameText Flags="" Notes="" Text="Build Watchtower" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.Build" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
                  <ActionIcon>
                    <RTSActionIcon Name="Fort" Id="38" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Lookout" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
                  <ActionIcon>
                    <RTSActionIcon Name="Assault Training" Id="21" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Sniping Zombies" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="2" InputFlags="Required" InputId="Family.Influence" />
                <Spend InputAmount="15" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
              </Inputs>
              <Outputs>
                <ChangeState ActorIndex="" State="Basic" />
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <ExecuteAction ActionId="RewardAdvice" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Build" IconId="29">
                  <NameText Flags="" Notes="" Text="BUILT: Watchtower" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Something to protect our perimeter. Having a watchtower increases the safe area around our home." />
                      <SummaryText Flags="" Notes="" Text="A must have." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="38 Fort" Type="FacilityBonus" Value="-1" IconId="38">
                      <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
                      <NameText Flags="" Notes="" Text="Lookout" />
                    </EventEffect>
                    <EventEffect Icon="21 Assault Training" Type="FacilityBonus" Value="-1" IconId="21">
                      <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
                      <NameText Flags="" Notes="" Text="Sniping Zombies" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.Watchtower" PauseWhenOffline="" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.BuiltOnce.AnyFacility" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.FacilityBuilt" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Defenses" />
              </Wants>
            </Action>
            <Action ActionFlags="Subaction" ActionId="RewardAdvice" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <RTSActionIcon Name="" Id="" />
              <NameText Flags="" Notes="" Text="" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="" InputId="Status.Advice.Build_Watchtower" Invert="" />
              </Inputs>
              <Outputs>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Watchtower" PauseWhenOffline="" />
                <EventTrigger Event="fsEvent.UpdateReputation" />
                <EventRewardStat ExludeFromSummary="false" Icon="Reknown" OutputAmount="1" OutputId="Family.Renown" RewardList="General" IconId="16">
                  <DescriptionText Flags="" Notes="" Text="%+d Community Fame" />
                </EventRewardStat>
                <EventAddEffect Icon="1 Savior" RewardList="General" Type="MissionMedal" Value="-1" IconId="1">
                  <DescriptionText Flags="" Notes="" Text="Everyone knows this was a good move. The community feels a little more organized." />
                  <NameText Flags="" Notes="" Text="Problem Solved" />
                </EventAddEffect>
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Basic">
          <Model>watchtower_basic</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Tower" Id="23" />
          <NameText Flags="" Notes="" Text="Watchtower" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
              <RTSActionIcon Name="Fort" Id="38" />
              <NameText Flags="" Notes="" Text="Lookout" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.StaffWatchtower" ActorTraits="Trait.Voice.Playable, !Trait.Status.Injury, !Trait.Status.Wound, !Trait.Status.Sick,!Trait.Status.OnMission,!Trait.Status.Away" FunctionTags="Home, Npc, HasGun" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="No one available." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Keeping an eye out for trouble." />
                  <LabelText Flags="" Notes="" Text="Guard Duty: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_RangeBoost" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Sniping Zombies" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="1h" OutputId="Status.Recent.WatchtowerSniping" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="1h" OutputId="Home.Defense.Range" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_RangeBoost" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We can extend the safe area around our home with a little sharpshooting." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Snipe Zombies" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="!Status.Recent.WatchtowerSniping" Invert="" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="+1" OutputDuration="" OutputFlags="" OutputId="Stat.Morale" PauseWhenOffline="" />
                <ExecuteAction ActionId="Bonus_RangeBoost" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Upgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="1h" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="100" WantScene="activity_NewOpp_Want_Upgrade">
              <DescriptionText Flags="" Notes="" Text="We could make something a little less rickety. REQUIRES WORKSHOP." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade to Shooting Platform" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeWatchtower" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
                <Character ActorFlags="" ActorName="" ActorTask="Task.UpgradeWatchtower" ActorTraits="!Trait.Status.Tired, !Trait.Meta.Busy" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
                  <ActionIcon>
                    <RTSActionIcon Name="Fort" Id="38" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Lookout" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
                  <ActionIcon>
                    <RTSActionIcon Name="Rifle Training" Id="25" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Sniping Zombies" />
                </Effect>
                <Effect>
                  <DescriptionText Flags="" Notes="" Text="Raises shooting skill for the whole community." />
                  <ActionIcon>
                    <RTSActionIcon Name="Pistol Training" Id="24" />
                  </ActionIcon>
                  <NameText Flags="" Notes="" Text="Shooting Practice" />
                </Effect>
              </Effects>
              <Inputs>
                <Input InputAmount="2" InputFlags="" InputId="Capacity.Labor" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Stockpile.Materials" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
                <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="">
                  <ErrorText Flags="" Notes="" Text="Need a Workshop!" />
                </Facility_CheckBuilt>
              </Inputs>
              <Outputs>
                <Actor_EvolveTraits ActorIndex="0" Event="TIRED" EventLogOutput="General" />
                <Actor_EvolveTraits ActorIndex="1" Event="TIRED" EventLogOutput="General" />
                <Scene_ScenePlay Scene="Construction_Complete" SceneReason="Chatter" />
                <ChangeState ActorIndex="" State="Double" />
                <EventLog DisplayType="None" EventFlags="General" Icon="Upgrade" IconId="18">
                  <NameText Flags="" Notes="" Text="UPGRADED: Shooting Platform" />
                  <TutorialText Flags="" Notes="" Text="" />
                  <DescArgs />
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="Something to protect our perimeter. Having a watchtower increases the safe area around our home." />
                      <SummaryText Flags="" Notes="" Text="A must have." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects>
                    <EventEffect Icon="38 Fort" Type="FacilityBonus" Value="-1" IconId="38">
                      <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
                      <NameText Flags="" Notes="" Text="Lookout" />
                    </EventEffect>
                    <EventEffect Icon="21 Assault Training" Type="FacilityBonus" Value="-1" IconId="21">
                      <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
                      <NameText Flags="" Notes="" Text="Sniping Zombies" />
                    </EventEffect>
                    <EventEffect Icon="24 Pistol Training" Type="FacilityBonus" Value="-1" IconId="24">
                      <DescriptionText Flags="" Notes="" Text="Raises shooting skill for the whole community." />
                      <NameText Flags="" Notes="" Text="Shooting Practice" />
                    </EventEffect>
                  </NpcEffects>
                </EventLog>
              </Outputs>
              <Wants>
                <WantList WantList="Need.HeavyConstruction" />
                <WantList WantList="Need.Defenses" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Double">
          <Model>watchtower_double</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Tower" Id="23" />
          <NameText Flags="" Notes="" Text="Shooting Platform" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
              <RTSActionIcon Name="Fort" Id="38" />
              <NameText Flags="" Notes="" Text="Lookout" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.StaffWatchtower" ActorTraits="Trait.Voice.Playable, !Trait.Status.Injury, !Trait.Status.Wound, !Trait.Status.Sick,!Trait.Status.OnMission,!Trait.Status.Away" FunctionTags="Home, Npc, HasGun" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="No one available." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Keeping an eye out for trouble." />
                  <LabelText Flags="" Notes="" Text="Guard Duty: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_RangeBoost" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Sniping Zombies" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="1h" OutputId="Status.Recent.WatchtowerSniping" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="1h" OutputId="Home.Defense.Range" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_RangeBoost" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We can extend the safe area around our home with a little sharpshooting." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Snipe Zombies" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="!Status.Recent.WatchtowerSniping" Invert="" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="+1" OutputDuration="" OutputFlags="" OutputId="Stat.Morale" PauseWhenOffline="" />
                <ExecuteAction ActionId="Bonus_RangeBoost" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_ShootingXP" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Increased XP from shooting." />
              <RTSActionIcon Name="Pistol Training" Id="24" />
              <NameText Flags="" Notes="" Text="Firearms Training" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="2h" OutputId="Status.Tech.Active_ShootingBonus_Watchtower" PauseWhenOffline="True" />
                <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.XPBonus.GunBasic" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs,Priority" ActionId="Practice_Shooting" ActionType="Action.Practice.GunPistol" ExecuteTimeStandard="0.0" OutputDelayTime="60s" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain increased XP from shooting." />
              <RTSActionIcon Name="Pistol Training" Id="24" />
              <NameText Flags="" Notes="" Text="Firearms Training" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
                <Input InputAmount="1" InputFlags="Required" InputId="Family.Influence" />
                <Spend InputAmount="3" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="25" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="" InputId="!Status.Recent.ShootingPractice" Invert="">
                  <ErrorText Flags="" Notes="" Text="Training still active!" />
                </CheckBool>
              </Inputs>
              <Outputs>
                <ExecuteAction ActionId="Bonus_ShootingXP" />
                <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2h" OutputId="Status.Recent.ShootingPractice" PauseWhenOffline="True" />
              </Outputs>
              <Wants>
                <WantList WantList="Need.Practice" />
                <WantList WantList="Need.ShootingPractice" />
              </Wants>
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="TradeOp" ActionType="Action.Practice" ExecuteTimeStandard="0.0" OutputDelayTime="90m" PauseWhenOffline="" WantDelay="0.0" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0.0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Gain +3 AMMO to train survivors from another community with firearms." />
              <RTSActionIcon Name="School" Id="109" />
              <NameText Flags="" Notes="" Text="COMMERCE: Train Outsiders" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="25" InputFlags="" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="Status.TradeOp.ShootingPlatform" Invert="" />
              </Inputs>
              <Outputs>
                <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="3" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
                  <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
                </EventRewardStat>
                <EventLog DisplayType="EventBanner" EventFlags="General" Icon="School" IconId="109">
                  <NameText Flags="" Notes="" Text="COMMERCE: Train Outsiders" />
                  <TutorialText Flags="" Notes="" Text="These opportunities are only available if we have a strong reputation." />
                  <DescArgs>
                    <EventDescArg Param="0" Type="CommandName" />
                  </DescArgs>
                  <Descriptions>
                    <EventLogDesc>
                      <DescriptionText Flags="" Notes="" Text="We opened up our Shooting Platform to train some outsiders. Things went well. They seem more like they can handle themselves. And we improved our stockpiles. It was a win-win. - %1$s." />
                      <SummaryText Flags="" Notes="" Text="Gained +3 Ammo." />
                    </EventLogDesc>
                  </Descriptions>
                  <NpcEffects />
                </EventLog>
                <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.TradeOp.ShootingPlatform" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Destroy" ActionType="Action.Destroy" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Free up this space for something else." />
              <RTSActionIcon Name="Delete" Id="6" />
              <NameText Flags="" Notes="" Text="Remove" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <Input InputAmount="1" InputFlags="" InputId="Capacity.Labor" />
              </Inputs>
              <Outputs>
                <Facility_Destroy ActorIndex="-1" />
              </Outputs>
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.BuiltIn">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Tower" Id="23" />
          <NameText Flags="" Notes="" Text="Watchtower" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
              <RTSActionIcon Name="Fort" Id="38" />
              <NameText Flags="" Notes="" Text="Lookout" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.StaffWatchtower" ActorTraits="Trait.Voice.Playable, !Trait.Status.Injury, !Trait.Status.Wound, !Trait.Status.Sick,!Trait.Status.OnMission,!Trait.Status.Away" FunctionTags="Home, Npc, HasGun" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="No one available." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Keeping an eye out for trouble." />
                  <LabelText Flags="" Notes="" Text="Guard Duty: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_RangeBoost" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Sniping Zombies" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="1h" OutputId="Status.Recent.WatchtowerSniping" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="1h" OutputId="Home.Defense.Range" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_RangeBoost" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We can extend the safe area around our home with a little sharpshooting." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Snipe Zombies" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="!Status.Recent.WatchtowerSniping" Invert="" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="+1" OutputDuration="" OutputFlags="" OutputId="Stat.Morale" PauseWhenOffline="" />
                <ExecuteAction ActionId="Bonus_RangeBoost" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Alamo">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Tower" Id="23" />
          <NameText Flags="" Notes="" Text="Alamo Bell Tower" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
              <RTSActionIcon Name="Fort" Id="38" />
              <NameText Flags="" Notes="" Text="Lookout" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.StaffWatchtower" ActorTraits="Trait.Voice.Playable, !Trait.Status.Injury, !Trait.Status.Wound, !Trait.Status.Sick,!Trait.Status.OnMission,!Trait.Status.Away" FunctionTags="Home, Npc, HasGun" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="No one available." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Keeping an eye out for trouble." />
                  <LabelText Flags="" Notes="" Text="Guard Duty: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_RangeBoost" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Sniping Zombies" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="1h" OutputId="Status.Recent.WatchtowerSniping" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="1h" OutputId="Home.Defense.Range" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_RangeBoost" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We can extend the safe area around our home with a little sharpshooting." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Snipe Zombies" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="!Status.Recent.WatchtowerSniping" Invert="" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="+1" OutputDuration="" OutputFlags="" OutputId="Stat.Morale" PauseWhenOffline="" />
                <ExecuteAction ActionId="Bonus_RangeBoost" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
        <Variant Flags="" VariantId="Variant.Rodeo">
          <Model>Fixed</Model>
          <ShellModel></ShellModel>
          <DescriptionText Flags="" Notes="" Text=" " />
          <FacilityIcon Name="Tower" Id="23" />
          <NameText Flags="" Notes="" Text="Rodeo Bleachers" />
          <Actions>
            <Action ActionFlags="Automatic, DelayOutputs" ActionId="Bonus_Staff" ActionType="Bonus.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Having someone up here should help keep the zeds at bay." />
              <RTSActionIcon Name="Fort" Id="38" />
              <NameText Flags="" Notes="" Text="Lookout" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="Task.StaffWatchtower" ActorTraits="Trait.Voice.Playable, !Trait.Status.Injury, !Trait.Status.Wound, !Trait.Status.Sick,!Trait.Status.OnMission,!Trait.Status.Away" FunctionTags="Home, Npc, HasGun" HideWarnings="True" Optional="" TargetEnclave="">
                  <ErrorText Flags="" Notes="" Text="No one available." />
                </Character>
              </Actors>
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <Facility_SetAdvisor ActorIndex="0">
                  <DescriptionText Flags="" Notes="" Text="Keeping an eye out for trouble." />
                  <LabelText Flags="" Notes="" Text="Guard Duty: %s" />
                </Facility_SetAdvisor>
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="Subaction" ActionId="Bonus_RangeBoost" ActionType="Bonus.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We've been actively sniping zombies, giving us a larger safe area around our home." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Sniping Zombies" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs />
              <Outputs>
                <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="1h" OutputId="Status.Recent.WatchtowerSniping" PauseWhenOffline="" />
                <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="1h" OutputId="Home.Defense.Range" PauseWhenOffline="" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="Action_RangeBoost" ActionType="Action.Activity" ExecuteTimeStandard="0.0" OutputDelayTime="1m" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="We can extend the safe area around our home with a little sharpshooting." />
              <RTSActionIcon Name="Rifle Training" Id="25" />
              <NameText Flags="" Notes="" Text="Snipe Zombies" />
              <Actors>
                <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
              </Actors>
              <Alts />
              <Effects />
              <Inputs>
                <Spend InputAmount="1" InputFlags="Required" InputId="Stockpile.Ammo" />
                <Spend InputAmount="5" InputFlags="Required" InputId="Family.Influence" />
                <CheckBool InputFlags="HideAction" InputId="!Status.Recent.WatchtowerSniping" Invert="" />
              </Inputs>
              <Outputs>
                <Output ActorIndex="" DurationCancellable="" NonstackingCategory="" OutputAmount="+1" OutputDuration="" OutputFlags="" OutputId="Stat.Morale" PauseWhenOffline="" />
                <ExecuteAction ActionId="Bonus_RangeBoost" />
              </Outputs>
              <Wants />
            </Action>
            <Action ActionFlags="DelayOutputs" ActionId="NoUpgrade" ActionType="Action.Upgrade" ExecuteTimeStandard="0.0" OutputDelayTime="0" PauseWhenOffline="" WantDelay="4h" WantDelayEnd="15m" WantDelayStart="2m" WantOdds="0" WantScene="activity_NewOpp_Want">
              <DescriptionText Flags="" Notes="" Text="Built-in facilities can never be upgraded. You get what you get." />
              <RTSActionIcon Name="Upgrade" Id="18" />
              <NameText Flags="" Notes="" Text="Upgrade" />
              <Actors />
              <Alts />
              <Effects />
              <Inputs>
                <CheckBool InputFlags="Required" InputId="Game.RTS.AlwaysFalse" Invert="">
                  <ErrorText Flags="" Notes="" Text="Impossible." />
                </CheckBool>
              </Inputs>
              <Outputs />
              <Wants />
            </Action>
          </Actions>
        </Variant>
      </VariantSet>
    </Facility>
  </Facilities>
</RTSData>