<?xml version="1.0" encoding="utf-8"?>
<RTSEvents>
  <OnNextDay>
    <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
      <RTSActionIcon Name="" Id="" />
      <NameText Flags="" Notes="" Text="" />
      <Actors />
      <Alts />
      <Effects />
      <Inputs />
      <Outputs>
        <Fate_PlayCard DeckName="NextDay" />
      </Outputs>
    </Action>
  </OnNextDay>
  <Event Id="Event.Created">
    <Actions>
      <Action ActionFlags="" ActionId="InitTutorial" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="Required" InputId="Game.Tutorial" Invert="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: InitTutorial" />
          <ExecuteAction ActionId="InitConsts" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Demo" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoEnclaveMissions" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoFateEvents" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoRunners" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoOutposts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoHomeManagement" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoDriving" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoSurvey" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoHordeIntercepts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.RTS.NoResourceOps" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="0.0" OutputId="Game.StoryTA.ZombiesUnknown" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Game.StartTimeOfDay" PauseWhenOffline="" />
          <Hint_Enable HintId="JumpAttack" SetEnabled="false" />
          <Hint_Enable HintId="Silencer" SetEnabled="false" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoSWAT" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoSniper_HicksHothead" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.Airstrike.ArmyArtillery" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoVehicle_PoliceSlick" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoBuildHelp_GroceryIdealist" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoHealHelp_OldDoctor" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoEnergyHelp_ChurchPastor" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoEnergyHelp_ChurchCommand" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoMoveHome" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoOutposts" PauseWhenOffline="" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="1" GiveFlags="Replace" Name="Branch" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoOutposts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoMoveHome" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoSniper_HicksHothead" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoAirstrike_ArmyArtillery" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoVehicle_PoliceSlick" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoBuildHelp_GroceryIdealist" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoHealHelp_OldDoctor" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="InitTest" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Infestation ActorFlags="Spawn" HideWarnings="" NearActorIdx="0" Optional="True" SearchRangeMax="500.0" SearchRangeMin="0.0" />
          <Infestation ActorFlags="Spawn" HideWarnings="" NearActorIdx="0" Optional="True" SearchRangeMax="500.0" SearchRangeMin="0.0" />
          <Infestation ActorFlags="Spawn" HideWarnings="" NearActorIdx="0" Optional="True" SearchRangeMax="500.0" SearchRangeMin="0.0" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="Required" InputId="!Game.Tutorial" Invert="" />
          <CheckBool InputFlags="Required" InputId="!Game.Demo" Invert="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: InitTest" />
          <ExecuteAction ActionId="InitConsts" />
          <RTSStat_Set DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Family.Influence" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Family.Renown" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Zombies.Hordes" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stockpile.Food" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Confidence.Food" PauseWhenOffline="" />
          <Console_Command Command="zm_playerInvisible 0" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoOutposts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoMoveHome" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoSniper_HicksHothead" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoAirstrike_ArmyArtillery" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoVehicle_PoliceSlick" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoBuildHelp_GroceryIdealist" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoHealHelp_OldDoctor" PauseWhenOffline="" />
          <ExecuteAction ActionId="InitStartTime" />
          <ExecuteAction ActionId="AddExperts" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="InitDemo" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: InitDemo" />
          <ExecuteAction ActionId="InitConsts" />
          <ExecuteAction ActionId="InitDemoSettings" />
          <ExecuteAction ActionId="InitStartTime" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="InitDemoSettings" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="Required" InputId="!Game.Tutorial" Invert="" />
          <CheckBool InputFlags="Required" InputId="Game.Demo" Invert="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: InitDemoSettings" />
          <RTSStat_Set DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Family.Influence" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="100" OutputDuration="" OutputId="Family.Renown" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stockpile.Food" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Zombies.Hordes" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="12" OutputDuration="" OutputId="Game.StartTimeOfDay" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoSWAT" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoSniper_HicksHothead" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.Airstrike.ArmyArtillery" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoVehicle_PoliceSlick" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoBuildHelp_GroceryIdealist" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoHealHelp_OldDoctor" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoMoveHome" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoOutposts" PauseWhenOffline="" />
          <Console_Command Command="zm_playerInvisible 0" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="1" GiveFlags="" Name="Molotov_Homemade_Strong" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="1" GiveFlags="Replace" Name="Rifle_SKS" />
          <Actor_GiveMatchingAmmo ActorIndex="5" AmmoScale="2" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="1" GiveFlags="Replace" Name="Pipe" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoOutposts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoMoveHome" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoSniper_HicksHothead" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoAirstrike_ArmyArtillery" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoVehicle_PoliceSlick" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoBuildHelp_GroceryIdealist" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoHealHelp_OldDoctor" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoEnergyHelp_ChurchPastor" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Radio.NoEnergyHelp_ChurchCommand" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="InitMissionTest" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Army" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Test" EnclaveStat="" HideWarnings="" Optional="" />
          <Infestation ActorFlags="Spawn" HideWarnings="" NearActorIdx="0" Optional="True" SearchRangeMax="500.0" SearchRangeMin="0.0" />
          <Infestation ActorFlags="Spawn" HideWarnings="" NearActorIdx="0" Optional="True" SearchRangeMax="500.0" SearchRangeMin="0.0" />
          <Infestation ActorFlags="Spawn" HideWarnings="" NearActorIdx="0" Optional="True" SearchRangeMax="500.0" SearchRangeMin="0.0" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="Required" InputId="!Game.Tutorial" Invert="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: InitMissionTest" />
          <ExecuteAction ActionId="InitConsts" />
          <RTSStat_Set DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Zombies.Feral.Percentage" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Zombies.Juggernaut.Percentage" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Zombies.Bloater.Percentage" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Zombies.Screamer.Percentage" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Zombies.SwatZombie.Percentage" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Family.Influence" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Family.Renown" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Zombies.Hordes" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Stockpile.Food" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Confidence.Food" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoOutposts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoMoveHome" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoSniper_HicksHothead" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoAirstrike_ArmyArtillery" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoVehicle_PoliceSlick" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoBuildHelp_GroceryIdealist" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoHealHelp_OldDoctor" PauseWhenOffline="" />
          <ExecuteAction ActionId="InitStartTime" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="InitStartTime" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="InitStartTimeMorning" AltOdds="25.0" />
          <Alt AltId="InitStartTimeDay" AltOdds="33.3" />
          <Alt AltId="InitStartTimeEvening" AltOdds="50.0" />
          <Alt AltId="InitStartTimeAfternoon" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="InitStartTimeMorning" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: InitStartTimeMorning" />
          <RTSStat_Set DurationCancellable="" OutputAmount="8.5" OutputDuration="" OutputId="Game.StartTimeOfDay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="InitStartTimeDay" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: InitStartTimeDay" />
          <RTSStat_Set DurationCancellable="" OutputAmount="12" OutputDuration="" OutputId="Game.StartTimeOfDay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="InitStartTimeAfternoon" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: InitStartTimeAfternoon" />
          <RTSStat_Set DurationCancellable="" OutputAmount="15.5" OutputDuration="" OutputId="Game.StartTimeOfDay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="InitStartTimeEvening" ActionType="Action.Background" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: InitStartTimeEvening" />
          <RTSStat_Set DurationCancellable="" OutputAmount="17" OutputDuration="" OutputId="Game.StartTimeOfDay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="InitConsts" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: InitConsts" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.AlwaysTrue" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.Death">
    <Actions>
      <Action ActionFlags="" ActionId="PlayerDied" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Immune.NonStoryContent" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventTrigger Event="fsSubEvent.SetPlayerDeathBool" />
          <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <Actor_GiveTrait ActorIndex="4" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SufferStress" />
          <EventTrigger Event="fsEvent.Fate_StressAlly" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-25" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
            <NameText Flags="" Notes="" Text="DEATH: %1$s" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We lost someone special today. %1$s, you will not be forgotten. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s's memory will live on." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Died." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Fate.Fear" PauseWhenOffline="" />
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.DeathNewCharacter">
    <Actions>
      <Action ActionFlags="" ActionId="PlayerDied" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="PlayerDied_PostTanner" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="rts_tutorial" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="PlayerDied_PostTanner" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventTrigger Event="fsSubEvent.SetPlayerDeathBool" />
          <EventRewardStat ExludeFromSummary="false" Icon="HappyFace" OutputAmount="-30" OutputId="Stat.Morale" RewardList="General" IconId="11">
            <DescriptionText Flags="" Notes="" Text="%+d Community Morale." />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
            <NameText Flags="" Notes="" Text="DEATH: %1$s" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="1" Type="ActorName" />
              <EventDescArg Param="2" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We lost someone special today. %1$s, you will not be forgotten. - %2$s" />
                <SummaryText Flags="" Notes="" Text="%1$s's memory will live on." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Died." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Fate.Fear" PauseWhenOffline="" />
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.DeathRespawn">
    <Actions>
      <Action ActionFlags="" ActionId="PlayerDied" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryCH.ReachedChurch" Invert="" />
        </Inputs>
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="genEulogy" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="" UseEnclaveStats="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.DeathRespawnNewCharacter">
    <Actions>
      <Action ActionFlags="" ActionId="PlayerDied" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryCH.ReachedChurch" Invert="" />
        </Inputs>
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="genEulogyNewCharacter" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="" UseEnclaveStats="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsSubEvent.SetPlayerDeathBool">
    <Actions>
      <Action ActionFlags="" ActionId="ClearOldBools" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.PlayerDeath_ChurchSmartass" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.PlayerDeath_ChurchOutsider" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.PlayerDeath_StarterFemale" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.PlayerDeath_StarterMale" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.PlayerDeath_Buddy" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="StarterMale" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Story.StarterMale" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.PlayerDeath_StarterMale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="StarterFemale" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Story.StarterFemale" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.PlayerDeath_StarterFemale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ChurchOutsider" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Story.ChurchOutsider" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.PlayerDeath_ChurchOutsider" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ChurchSmartass" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Story.ChurchSmartass" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.PlayerDeath_ChurchSmartass" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Buddy" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Story.Buddy" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.PlayerDeath_Buddy" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.Faint">
    <Actions>
      <Action ActionFlags="" ActionId="PlayerFainted" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryCH.ReachedChurch" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Fate.Fear" PauseWhenOffline="" />
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Fate.Despair" PauseWhenOffline="" />
          <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.FaintRespawn">
    <Actions>
      <Action ActionFlags="" ActionId="PlayerFainted" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryCH.ReachedChurch" Invert="" />
        </Inputs>
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="genFaint" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="" UseEnclaveStats="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.Activated">
    <Actions>
      <Action ActionFlags="" ActionId="DayTime" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SleepWhenRelaxed" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SleepWhenRelaxed" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SleepWhenRelaxed" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SleepWhenRelaxed" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SleepWhenRelaxed" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SleepWhenRelaxed" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SleepWhenRelaxed" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Zombies.Horde.MaxAmbient" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.Density.Agricultural" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Zombies.Density.Commercial" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Zombies.Density.Industrial" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.Density.Park" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="30" OutputDuration="" OutputId="Zombies.Density.Residential" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="14" OutputDuration="" OutputId="Zombies.Density.Wilderness" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Zombies.Density.Interior" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="60" OutputDuration="" OutputId="Zombies.Ambush.SpawnChance" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="2" OutputDuration="" OutputId="Zombies.Ambush.CooldownPenalty" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.Night" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="4" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="5" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SleepWhenRelaxed" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="NightTime" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.OnMission, !Trait.Status.Away, !Trait.Status.NotInJournal, !Trait.Story.Command" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.OnMission, !Trait.Status.Away, !Trait.Status.NotInJournal, !Trait.Story.Command" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.OnMission, !Trait.Status.Away, !Trait.Status.NotInJournal, !Trait.Story.Command" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.OnMission, !Trait.Status.Away, !Trait.Status.NotInJournal, !Trait.Story.Command" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Display_Text Flags="" Notes="" Text="Night" Type="Banner - Secondary" />
          <RTSStat_Set DurationCancellable="" OutputAmount="4" OutputDuration="" OutputId="Zombies.Horde.MaxAmbient" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.Density.Agricultural" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.Density.Commercial" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.Density.Industrial" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.Density.Park" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.Density.Residential" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.Density.Wilderness" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Zombies.Density.Interior" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="90" OutputDuration="" OutputId="Zombies.Ambush.SpawnChance" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.Ambush.CooldownPenalty" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.Night" PauseWhenOffline="" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SleepWhenRelaxed" />
          <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Behavior.SleepWhenRelaxed" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.Loaded">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_HordeCount" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.NoHordeIntercepts" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.HomeMoved">
    <Actions>
      <Action ActionFlags="" ActionId="Church" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.MoveHome.Church" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Relocated" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We've packed everyone up and moved back into the Church of the Ascension. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Welcome to the Church of the Ascension" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.MovedHome" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="BigJohn" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.MoveHome.BigJohn" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Relocated" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="The Kirkman Residence is a bit bigger than the church, and has a built-in workshop. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Welcome to the Kirkman Residence" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.MovedHome" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Riverside" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.MoveHome.Riverside" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Relocated" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Our new home, the Savini Residence, has a built-in watchtower with that treehouse. Jacob always did love this place. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Welcome to the Savini Residence" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.MovedHome" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Alamo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.MoveHome.Alamo" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Relocated" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We've relocated to the Alamo BBQ and Burrito Hacienda. The food here wasn't very authentic, but the wall's surprisingly legit. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Welcome to the Alamo" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.MovedHome" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Warehouse" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.MoveHome.Warehouse" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Relocated" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We could really hold out here for a while; just need enough people to guard the walls. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Welcome to Snyder Trucking" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.MovedHome" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="DanielFarm" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.MoveHome.DanielFarm" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Relocated" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="This place is nice and isolated. That's a big plus except when we need to make a supply run. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Welcome to the McReady Farmhouse" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.MovedHome" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Rodeo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.MoveHome.Rodeo" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Relocated" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="There's a reason the Army chose this location. Pretty sweet. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Welcome to the Trumbull County Fairgrounds" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.MovedHome" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="RangerStation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.MoveHome.RangerStation" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Relocated" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Coming up here can't be a good idea. There's no wall. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Welcome to the Ranger Station" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Story.MovedHome" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Common" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Garden" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Generator" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse_Basic" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Workshop" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Workshop_B" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_WorkshopMunitions" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_WorkshopCar" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Infirmary_Basic" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Infirmary" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_InfirmaryAdvanced" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Kitchen" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Watchtower" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Watchtower_B" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Training" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_TrainingAdvanced" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearTooManyInfestations" ActionType="Action.Passive" ExecuteTimeStandard="1s" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;3" InputFlags="" InputId="Count.InfestationsNearHome" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_InfestationCount" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.CarRelocated_TooDense">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.RecentChatter.Event_CarRelocated_TooDense" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="COMMUNITY: Joy Ride" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="With so many cars in one place, it's no surprise that someone'd take one out for a ride. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Vehicle relocated." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Status.RecentChatter.Event_CarRelocated_TooDense" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="Event.Update30s">
    <Actions>
      <Action ActionFlags="" ActionId="DiscoverInfestations" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation" HideWarnings="" NearActorIdx="0" Optional="True" SearchRangeMax="500" SearchRangeMin="0.0" SiteTag="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_InfestationCount" Invert="" />
        </Inputs>
        <Outputs>
          <BuildingDiscover ActorIndex="1" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Check StoryGR Declined" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryGR.AlexQuestionResolved" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.StoryGR.completed_gr03Question" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryGR.completed_gr03Question" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.UpdateZombiePercentages">
    <Actions>
      <Action ActionFlags="" ActionId="SetArmyZedPercentage" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetArmyZedPercentage_High" AltOdds="100.0" />
          <Alt AltId="SetArmyZedPercentage_Standard" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.ArmyZombie.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetArmyZedPercentage_Standard" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_ArmyZombie" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Zombies.ArmyZombie.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetArmyZedPercentage_High" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_ArmyZombie" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Enemy.NearSource_ArmyZombie" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Zombies.ArmyZombie.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetBloaterPercentage" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetBloaterPercentage_High" AltOdds="100.0" />
          <Alt AltId="SetBloaterPercentage_Standard" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.Bloater.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetBloaterPercentage_Standard" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Bloater" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Zombies.Bloater.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetBloaterPercentage_High" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Bloater" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Enemy.NearSource_Bloater" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="4" OutputDuration="" OutputId="Zombies.Bloater.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetFeralPercentage" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetFeralPercentage_High" AltOdds="100.0" />
          <Alt AltId="SetFeralPercentage_Standard" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.Feral.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetFeralPercentage_Standard" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Feral" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Zombies.Feral.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetFeralPercentage_High" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Feral" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Enemy.NearSource_Feral" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="2" OutputDuration="" OutputId="Zombies.Feral.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetJuggernautPercentage" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetJuggernautPercentage_High" AltOdds="100.0" />
          <Alt AltId="SetJuggernautPercentage_Standard" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.Juggernaut.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetJuggernautPercentage_Standard" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Juggernaut" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Zombies.Juggernaut.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetJuggernautPercentage_High" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Juggernaut" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Enemy.NearSource_Juggernaut" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="3" OutputDuration="" OutputId="Zombies.Juggernaut.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetScreamerPercentage" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetScreamerPercentage_High" AltOdds="100.0" />
          <Alt AltId="SetScreamerPercentage_Standard" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.Screamer.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetScreamerPercentage_Standard" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Screamer" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Zombies.Screamer.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetScreamerPercentage_High" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_Screamer" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Enemy.NearSource_Screamer" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Zombies.Screamer.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetSwatZedPercentage" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetSwatZedPercentage_High" AltOdds="100.0" />
          <Alt AltId="SetSwatZedPercentage_Standard" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.SwatZombie.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetSwatZedPercentage_Standard" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_SwatZombie" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="8" OutputDuration="" OutputId="Zombies.SwatZombie.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetSwatZedPercentage_High" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Enemy.Unlock_SwatZombie" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Enemy.NearSource_SwatZombie" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Zombies.SwatZombie.Percentage" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMaxInfestations" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetMaxInfestations_EndGame" AltOdds="100.0" />
          <Alt AltId="SetMaxInfestations_LateGame" AltOdds="100.0" />
          <Alt AltId="SetMaxInfestations_MidGame" AltOdds="100.0" />
          <Alt AltId="SetMaxInfestations_EarlyGame" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Zombies.Infestation.TotalSpreadCap" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetMaxInfestations_EndGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="50" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Zombies.Infestation.TotalSpreadCap" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetMaxInfestations_LateGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="9" OutputDuration="" OutputId="Zombies.Infestation.TotalSpreadCap" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetMaxInfestations_MidGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="7" OutputDuration="" OutputId="Zombies.Infestation.TotalSpreadCap" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetMaxInfestations_EarlyGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="20" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Zombies.Infestation.TotalSpreadCap" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetUnlock_Asshole" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetUnlock_Asshole_EndGame" AltOdds="100.0" />
          <Alt AltId="SetUnlock_Asshole_LateGame" AltOdds="100.0" />
          <Alt AltId="SetUnlock_Asshole_MidGame" AltOdds="100.0" />
          <Alt AltId="SetUnlock_Asshole_EarlyGame" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Enemy.Unlock_Asshole" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetUnlock_Asshole_EndGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="50" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_Asshole" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetUnlock_Asshole_LateGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_Asshole" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetUnlock_Asshole_MidGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_Asshole" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetUnlock_Asshole_EarlyGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="20" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Enemy.Unlock_Asshole" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetUnlock_FateEvents" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetUnlock_FateEvents_EndGame" AltOdds="100.0" />
          <Alt AltId="SetUnlock_FateEvents_LateGame" AltOdds="100.0" />
          <Alt AltId="SetUnlock_FateEvents_MidGame" AltOdds="100.0" />
          <Alt AltId="SetUnlock_FateEvents_EarlyGame" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Enemy.Unlock_FateEvents" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetUnlock_FateEvents_EndGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="50" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_FateEvents" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetUnlock_FateEvents_LateGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_FateEvents" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetUnlock_FateEvents_MidGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_FateEvents" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetUnlock_FateEvents_EarlyGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="20" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Enemy.Unlock_FateEvents" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="DebugLogMessage" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: fsEvent.UpdateZombiePercentages" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.UpdateReputation">
    <Actions>
      <Action ActionFlags="" ActionId="UpdateReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="UpdateRep_Weak_ConstructionNeed" AltOdds="100.0" />
          <Alt AltId="UpdateRep_VeryGood" AltOdds="100.0" />
          <Alt AltId="UpdateRep_Good" AltOdds="100.0" />
          <Alt AltId="UpdateRep_Neutral" AltOdds="100.0" />
          <Alt AltId="UpdateRep_Bad" AltOdds="100.0" />
          <Alt AltId="UpdateRep_VeryBad" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: No reputation change." />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="UpdateRep_Weak_ConstructionNeed" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <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="true" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="UpdateRep_VeryGood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.VeryGood" Invert="True" />
          <Check InputAmount="1600" InputFlags="" InputId="Stat.Reputation_Points" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="UpdateRep_ClearFlags" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.VeryGood" PauseWhenOffline="" />
          <Console_Command Command="LOG: Reputation is now VERY GOOD" />
          <ExecuteAction ActionId="UpdateRep_ClearFlags" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="UpdateRep_Good" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.Good" Invert="True" />
          <Check InputAmount="1100" InputFlags="" InputId="Stat.Reputation_Points" />
          <Check InputAmount="1600" InputFlags="" InputId="!Stat.Reputation_Points" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="UpdateRep_ClearFlags" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
          <Console_Command Command="LOG: Reputation is now GOOD" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="UpdateRep_Neutral" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.Neutral" Invert="True" />
          <Check InputAmount="900" InputFlags="" InputId="Stat.Reputation_Points" />
          <Check InputAmount="1100" InputFlags="" InputId="!Stat.Reputation_Points" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="UpdateRep_ClearFlags" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
          <Console_Command Command="LOG: Reputation is now NEUTRAL" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="UpdateRep_Bad" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.Bad" Invert="True" />
          <Check InputAmount="400" InputFlags="" InputId="Stat.Reputation_Points" />
          <Check InputAmount="900" InputFlags="" InputId="!Stat.Reputation_Points" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="UpdateRep_ClearFlags" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
          <Console_Command Command="LOG: Reputation is now BAD" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="UpdateRep_VeryBad" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.VeryBad" Invert="True" />
          <Check InputAmount="400" InputFlags="" InputId="!Stat.Reputation_Points" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="UpdateRep_ClearFlags" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Reputation.VeryBad" PauseWhenOffline="" />
          <Console_Command Command="LOG: Reputation is now VERY BAD." />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="UpdateRep_ClearFlags" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.VeryGood" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Good" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Neutral" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Bad" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.VeryBad" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Reputation.Weak" PauseWhenOffline="" />
          <Console_Command Command="LOG: fsEvent.UpdateReputation" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.BlackoutContent">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="20s" OutputId="Status.Blackout.ContentFsEvent" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.BlackoutRandomNewOppScene">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.Blackout.RandomNewOppScene" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.BlackoutRandomMissions">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2m" OutputId="Status.Blackout.RandomMissions" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecentChatter_Tech">
    <Actions>
      <Action ActionFlags="" ActionId="SetRecentMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1s" OutputId="Status.RecentChatter.Tech" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecentMission_Any">
    <Actions>
      <Action ActionFlags="" ActionId="SetRecentMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2m" OutputId="Status.RecentMission.Any" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="BlackoutResourceOps" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.RTS.NoSupplyRuns" Invert="True" />
          <CheckBool InputFlags="" InputId="Game.RTS.NoRunners" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1m" OutputId="Game.RTS.NoResourceOps" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecentMission_Story">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Status.RecentMission.Story" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecentMission_StoryOp">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="10m" OutputId="Status.RecentMission.StoryOp" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecentMission_Neighbor">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetDelay_ChallengeLevel_LateGame" AltOdds="100.0" />
          <Alt AltId="SetDelay_ChallengeLevel_MidGame" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="7m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDelay_ChallengeLevel_MidGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="4m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDelay_ChallengeLevel_LateGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Neighbor" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecentMission_Away">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetDelay_ChallengeLevel_LateGame" AltOdds="100.0" />
          <Alt AltId="SetDelay_ChallengeLevel_MidGame" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="7m" OutputId="Status.RecentMission.Away" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDelay_ChallengeLevel_MidGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="4m" OutputId="Status.RecentMission.Away" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetDelay_ChallengeLevel_LateGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Away" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecentSceneCH_LocScene">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="2m" OutputId="Status.SceneCH.LocScene" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecentSceneGR_LocScene">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="15m" OutputId="Status.SceneGR.LocScene" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.ReviewAdvice">
    <Actions>
      <Action ActionFlags="" ActionId="Clear_Build_Training" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Training" Variant="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Training" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Clear_Build_TrainingAdvanced" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Training" Variant="Variant.BasicB" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_TrainingAdvanced" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Clear_Build_Outpost (HaveOutpost)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Outpost_First" Invert="" />
          <Check InputAmount="1" InputFlags="" InputId="Count.OutpostTotal" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Outpost_First" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Clear_Build_Outposts" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.OutpostBuilt" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Outposts" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Outposts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.OutpostBuilt" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearInfestationCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Danger_InfestationCount" Invert="" />
          <Check InputAmount="&lt;3" InputFlags="" InputId="Count.InfestationsNearHome" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_InfestationCount" PauseWhenOffline="" />
          <Display_Text Flags="" Notes="" Text="DANGER CLEARED: Too Many Infestations" Type="Reward" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Clear_Build_SleepingArea_Built" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse_Basic" Invert="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Bunkhouse" Variant="Variant.Basic" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse_Basic" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Clear_Build_SleepingArea_Confidence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse_Basic" Invert="" />
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Housing" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse_Basic" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="Clear_Build_Bunkhouse_Confidence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Advice.Build_Bunkhouse" Invert="" />
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Housing" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.SetInventoryPD">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: Setting Up Courthouse's Daily Inventory" />
          <Enclave_Give AmmoPercentage="100" Count="5" EnclaveIndex="0" GiveFlags="" Name="Flare" />
          <Enclave_Give AmmoPercentage="100" Count="2" EnclaveIndex="0" GiveFlags="" Name="HealthPack" />
          <Enclave_Give AmmoPercentage="100" Count="2" EnclaveIndex="0" GiveFlags="" Name="Food" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="AttractPD_Items" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Police" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryPD.AttractPD_Items" Invert="" />
        </Inputs>
        <Outputs>
          <Enclave_Give AmmoPercentage="100" Count="5" EnclaveIndex="0" GiveFlags="" Name="Suppressor_Homemade_Quiet" />
          <Enclave_Give AmmoPercentage="100" Count="10" EnclaveIndex="0" GiveFlags="" Name="Grenade_M67" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet9mm" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet45cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet22cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet40cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet44cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet357cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet556mm" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet762mm" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.SetInventoryWI">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet9mm" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet45cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet22cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet40cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet44cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet357cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet556mm" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet762mm" />
          <Enclave_Give AmmoPercentage="100" Count="10" EnclaveIndex="0" GiveFlags="" Name="Molotov_Hicks" />
          <Console_Command Command="LOG: Setting Up Wilkerson's Daily Inventory" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="AttractWI_ThugGuns" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryWI.AttractWI_ThugGuns" Invert="" />
        </Inputs>
        <Outputs>
          <Enclave_Give AmmoPercentage="100" Count="1" EnclaveIndex="0" GiveFlags="" Name="Pistol_Condor" />
          <Enclave_Give AmmoPercentage="100" Count="1" EnclaveIndex="0" GiveFlags="" Name="AssaultRifle_AK47_Custom" />
          <Enclave_Give AmmoPercentage="100" Count="1" EnclaveIndex="0" GiveFlags="" Name="Shotgun_Warden" />
          <Enclave_Give AmmoPercentage="100" Count="1" EnclaveIndex="0" GiveFlags="" Name="Revolver_Toro_Bravo" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="AttractWI_MilitaryGuns" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryWI.AttractWI_MilitaryGuns" Invert="" />
        </Inputs>
        <Outputs>
          <Enclave_Give AmmoPercentage="100" Count="1" EnclaveIndex="0" GiveFlags="" Name="SMG_TMP9" />
          <Enclave_Give AmmoPercentage="100" Count="1" EnclaveIndex="0" GiveFlags="" Name="Rifle_Mk15" />
          <Enclave_Give AmmoPercentage="100" Count="1" EnclaveIndex="0" GiveFlags="" Name="AssaultRifle_416_CQB" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="AttractWI_MachineGun" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Hicks" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryWI.AttractWI_MachineGun" Invert="" />
        </Inputs>
        <Outputs>
          <Enclave_Give AmmoPercentage="100" Count="1" EnclaveIndex="0" GiveFlags="" Name="MachineGun_M60E4" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.SetInventoryGR">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_Give AmmoPercentage="100" Count="3" EnclaveIndex="0" GiveFlags="" Name="Molotov_Alcohol" />
          <Enclave_Give AmmoPercentage="100" Count="5" EnclaveIndex="0" GiveFlags="" Name="Food" />
          <Console_Command Command="LOG: Setting Up Grange's Daily Inventory" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet9mm" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet45cal" />
          <Enclave_Give AmmoPercentage="100" Count="60" EnclaveIndex="0" GiveFlags="" Name="AmmoBullet22cal" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="AttractGR_Coffee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Grocery" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryGR.AttractGR_Coffee" Invert="" />
        </Inputs>
        <Outputs>
          <Enclave_Give AmmoPercentage="100" Count="10" EnclaveIndex="0" GiveFlags="" Name="Stimulant_Coffee" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Home_OfflineEvents">
    <Actions>
      <Action ActionFlags="" ActionId="SetMorale_Init" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
          <Console_Command Command="LOG: Resetting Morale" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_ConfidenceAmmoHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="4" InputFlags="" InputId="Confidence.Ammo" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_ConfidenceAmmoLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="!Confidence.Ammo" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_ConfidenceMedicineHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="4" InputFlags="" InputId="Confidence.Medicine" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_ConfidenceMedicineLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="!Confidence.Medicine" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_ConfidenceFoodHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="4" InputFlags="" InputId="Confidence.Food" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_ConfidenceFoodLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="!Confidence.Food" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_ConfidenceHousingHigh" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="4" InputFlags="" InputId="Confidence.Housing" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_ConfidenceHousingLow" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="!Confidence.Housing" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-5" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_Warning_Home_Hunger" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_Hunger" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-3" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetMorale_Warning_Home_PoorDefense" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Home_PoorDefense" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-3" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="OfflinePayoffEvents" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <ExecuteAction ActionId="PayoffEvents" />
          <Console_Command Command="LOG: Offline Payoff Events" />
          <ExecuteAction ActionId="PayoffEvents" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="PayoffEvents" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: Danger Payoff Event Card" />
          <Fate_PlayCard DeckName="Danger_Payoff" />
          <Console_Command Command="LOG: Community Payoff Event Card" />
          <Fate_PlayCard DeckName="Community_Payoff" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="NewlyGrave" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.NewlyGrave" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="1" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="2" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="3" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="4" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="5" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="6" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="7" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="8" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="9" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="10" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="11" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="12" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Actor_GiveTrait ActorIndex="13" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Meta.NewlyGrave" />
          <Console_Command Command="LOG Clear NewlyGrave trait" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="OfflineEvents" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Console_Command Command="LOG: Simulating Offline Events" />
          <Console_Command Command="LOG: Playing Daily Event Card" />
          <Fate_PlayCard DeckName="Daily_Offline" />
          <ExecuteAction ActionId="Foraging" />
          <ExecuteAction ActionId="DailyEvents2" />
          <ExecuteAction ActionId="DailyEvents3" />
          <ExecuteAction ActionId="DailyEvents4" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="DailyEvents2" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="10" InputFlags="" InputId="Count.Population" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Playing Daily Event Card" />
          <Fate_PlayCard DeckName="Daily_Offline" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="DailyEvents3" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="15" InputFlags="" InputId="Count.Population" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Playing Daily Event Card" />
          <Fate_PlayCard DeckName="Daily_Offline" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="DailyEvents4" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="20" InputFlags="" InputId="Count.Population" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Playing Daily Event Card" />
          <Fate_PlayCard DeckName="Daily_Offline" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Foraging" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="Foraging_15" AltOdds="100.0" />
          <Alt AltId="Foraging_13" AltOdds="100.0" />
          <Alt AltId="Foraging_11" AltOdds="100.0" />
          <Alt AltId="Foraging_9" AltOdds="100.0" />
          <Alt AltId="Foraging_7" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="Foraging_15" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="15" InputFlags="" InputId="Capacity.Labor" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="11" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="None" EventFlags="General" Icon="Food" IconId="37">
            <NameText Flags="" Notes="" Text="HOME: Foraging" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Another day, another round of foraging. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Gathered 11 Daily Rations of Food" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Foraging_13" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="13" InputFlags="" InputId="Capacity.Labor" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="10" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="None" EventFlags="General" Icon="Food" IconId="37">
            <NameText Flags="" Notes="" Text="HOME: Foraging" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Another day, another round of foraging. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Gathered 10 Daily Rations of Food" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Foraging_11" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="11" InputFlags="" InputId="Capacity.Labor" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="8" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="None" EventFlags="General" Icon="Food" IconId="37">
            <NameText Flags="" Notes="" Text="HOME: Foraging" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Another day, another round of foraging. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Gathered 8 Daily Rations of Food" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Foraging_9" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="9" InputFlags="" InputId="Capacity.Labor" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="6" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="None" EventFlags="General" Icon="Food" IconId="37">
            <NameText Flags="" Notes="" Text="HOME: Foraging" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Another day, another round of foraging. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Gathered 6 Daily Rations of Food" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Foraging_7" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="7" InputFlags="" InputId="Capacity.Labor" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="4" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventLog DisplayType="None" EventFlags="General" Icon="Food" IconId="37">
            <NameText Flags="" Notes="" Text="HOME: Foraging" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Another day, another round of foraging. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Gathered 4 Daily Rations of Food" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="STFULily" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1m" OutputId="Game.Player.MissionOpWaypoint" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Status.RecentChatter.Lull" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Home_DailyReset">
    <Actions>
      <Action ActionFlags="Hidden" ActionId="DailyMeds" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts>
          <Alt AltId="GoodMeds" AltOdds="100.0" />
          <Alt AltId="SubparMeds" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="4" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="6" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="7" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="8" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="9" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="10" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="11" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="12" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="HealthPack" />
          <Console_Command Command="LOG: Daily Meds (1)" />
          <EventAddEffect Icon="2 Pills" RewardList="General" Type="Item" Value="2" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Poor medicine supply.)" />
            <NameText Flags="" Notes="" Text="Painkillers" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparMeds" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Medicine" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="4" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="6" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="7" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="8" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="9" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="10" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="11" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="12" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="4" GiveFlags="CountExisting" Name="HealthPack" />
          <Console_Command Command="LOG: Daily Meds (2)" />
          <EventAddEffect Icon="2 Pills" RewardList="General" Type="Item" Value="4" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Passable medicine supply.)" />
            <NameText Flags="" Notes="" Text="Painkillers" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodMeds" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Medicine" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="4" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="6" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="7" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="8" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="9" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="10" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="11" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="12" AmmoPercentage="100" Count="3" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="6" GiveFlags="CountExisting" Name="HealthPack" />
          <Console_Command Command="LOG: Daily Meds (3)" />
          <EventAddEffect Icon="2 Pills" RewardList="General" Type="Item" Value="6" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Good medicine supply.)" />
            <NameText Flags="" Notes="" Text="Painkillers" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="DailyFood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts>
          <Alt AltId="GoodFood" AltOdds="100.0" />
          <Alt AltId="SubparFood" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="4" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="6" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="7" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="8" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="9" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="10" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="11" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="12" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="Food" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="1" GiveFlags="CountExisting" Name="Stimulant_Coffee" />
          <Console_Command Command="LOG: Daily Food (1)" />
          <EventAddEffect Icon="16 Food" RewardList="General" Type="Item" Value="2" IconId="16">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Poor food supply.)" />
            <NameText Flags="" Notes="" Text="Snack" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparFood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Food" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="4" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="6" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="7" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="8" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="9" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="10" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="11" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="12" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="4" GiveFlags="CountExisting" Name="Food" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="1" GiveFlags="CountExisting" Name="Stimulant_Coffee" />
          <Console_Command Command="LOG: Daily Food (2)" />
          <EventAddEffect Icon="16 Food" RewardList="General" Type="Item" Value="4" IconId="16">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Passable food supply.)" />
            <NameText Flags="" Notes="" Text="Snack" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodFood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Food" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="4" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="5" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="6" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="7" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="8" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="9" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="10" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="11" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="12" AmmoPercentage="100" Count="3" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="6" GiveFlags="CountExisting" Name="Food" />
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="Stimulant_Coffee" />
          <Console_Command Command="LOG: Daily Food (3)" />
          <EventAddEffect Icon="16 Food" RewardList="General" Type="Item" Value="6" IconId="16">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Good food supply.)" />
            <NameText Flags="" Notes="" Text="Snack" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="DailyAmmo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts>
          <Alt AltId="GoodAmmo" AltOdds="100.0" />
          <Alt AltId="SubparAmmo" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveMatchingAmmo ActorIndex="0" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="1" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="2" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="3" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="4" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="5" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="6" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="7" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="8" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="9" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="10" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="11" AmmoScale="1" />
          <Actor_GiveMatchingAmmo ActorIndex="12" AmmoScale="1" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="14h" OutputId="Status.Daily.FoodGiven" PauseWhenOffline="" />
          <Console_Command Command="LOG: Daily Ammo (1)" />
          <Enclave_Give AmmoPercentage="100" Count="35" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet9mm" />
          <Enclave_Give AmmoPercentage="100" Count="21" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet40cal" />
          <Enclave_Give AmmoPercentage="100" Count="21" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet44cal" />
          <Enclave_Give AmmoPercentage="100" Count="35" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet45cal" />
          <Enclave_Give AmmoPercentage="100" Count="35" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet22cal" />
          <Enclave_Give AmmoPercentage="100" Count="28" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet556mm" />
          <Enclave_Give AmmoPercentage="100" Count="28" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet762mm" />
          <Enclave_Give AmmoPercentage="100" Count="25" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoShotgunShell" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparAmmo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Ammo" />
        </Inputs>
        <Outputs>
          <Actor_GiveMatchingAmmo ActorIndex="0" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="1" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="2" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="3" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="4" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="5" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="6" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="7" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="8" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="9" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="10" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="11" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="12" AmmoScale="2" />
          <Console_Command Command="LOG: Daily Ammo (2)" />
          <Enclave_Give AmmoPercentage="100" Count="50" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet9mm" />
          <Enclave_Give AmmoPercentage="100" Count="50" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet40cal" />
          <Enclave_Give AmmoPercentage="100" Count="50" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet44cal" />
          <Enclave_Give AmmoPercentage="100" Count="50" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet45cal" />
          <Enclave_Give AmmoPercentage="100" Count="50" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet22cal" />
          <Enclave_Give AmmoPercentage="100" Count="50" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet556mm" />
          <Enclave_Give AmmoPercentage="100" Count="50" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet762mm" />
          <Enclave_Give AmmoPercentage="100" Count="50" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoShotgunShell" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodAmmo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Ammo" />
        </Inputs>
        <Outputs>
          <Actor_GiveMatchingAmmo ActorIndex="0" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="1" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="2" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="3" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="4" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="5" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="6" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="7" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="8" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="9" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="10" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="11" AmmoScale="3" />
          <Actor_GiveMatchingAmmo ActorIndex="12" AmmoScale="3" />
          <Console_Command Command="LOG: Daily Ammo (3)" />
          <Enclave_Give AmmoPercentage="100" Count="90" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet9mm" />
          <Enclave_Give AmmoPercentage="100" Count="90" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet40cal" />
          <Enclave_Give AmmoPercentage="100" Count="90" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet44cal" />
          <Enclave_Give AmmoPercentage="100" Count="90" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet45cal" />
          <Enclave_Give AmmoPercentage="100" Count="90" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet22cal" />
          <Enclave_Give AmmoPercentage="100" Count="90" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet556mm" />
          <Enclave_Give AmmoPercentage="100" Count="90" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoBullet762mm" />
          <Enclave_Give AmmoPercentage="100" Count="90" EnclaveIndex="13" GiveFlags="CountExisting" Name="AmmoShotgunShell" />
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="DailyMolotovs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="DailyMolotovs_Chemical" AltOdds="100.0" />
          <Alt AltId="GoodMolotovs" AltOdds="100.0" />
          <Alt AltId="SubparMolotovs" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Incendiary" Invert="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="Molotov_Homemade" />
          <EventAddEffect Icon="187 Molotov_homemade" RewardList="General" Type="Item" Value="2" IconId="187">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Poor fuel supply.)" />
            <NameText Flags="" Notes="" Text="Incendiary" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparMolotovs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Fuel" />
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Incendiary" Invert="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="4" GiveFlags="CountExisting" Name="Molotov_Homemade" />
          <EventAddEffect Icon="187 Molotov_homemade" RewardList="General" Type="Item" Value="4" IconId="187">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Passable fuel supply.)" />
            <NameText Flags="" Notes="" Text="Incendiary" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodMolotovs" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Fuel" />
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Incendiary" Invert="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="6" GiveFlags="CountExisting" Name="Molotov_Homemade" />
          <EventAddEffect Icon="187 Molotov_homemade" RewardList="General" Type="Item" Value="6" IconId="187">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Good fuel supply.)" />
            <NameText Flags="" Notes="" Text="Incendiary" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="DailyMolotovs_Chemical" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="GoodMolotovs_Chemical" AltOdds="100.0" />
          <Alt AltId="SubparMolotovs_Chemical" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Incendiary" Invert="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="Mine_Homemade_Fire" />
          <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="2" IconId="213">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Flame Fougasse" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparMolotovs_Chemical" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Fuel" />
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Incendiary" Invert="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="4" GiveFlags="CountExisting" Name="Mine_Homemade_Fire" />
          <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="4" IconId="213">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Flame Fougasse" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodMolotovs_Chemical" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Fuel" />
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Incendiary" Invert="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="6" GiveFlags="CountExisting" Name="Mine_Homemade_Fire" />
          <EventAddEffect Icon="213 Mine_fire" RewardList="General" Type="Item" Value="6" IconId="213">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Flame Fougasse" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="DailyStimulants" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="DailyStimulants_Strong" AltOdds="100.0" />
          <Alt AltId="GoodStimulants" AltOdds="100.0" />
          <Alt AltId="SubparStimulants" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Stimulants" Invert="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="Stimulant_Homemade" />
          <EventAddEffect Icon="196 Meds_homemade" RewardList="General" Type="Item" Value="2" IconId="196">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Mild Stims" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparStimulants" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Medicine" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Stimulants" Invert="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="4" GiveFlags="CountExisting" Name="Stimulant_Homemade" />
          <EventAddEffect Icon="196 Meds_homemade" RewardList="General" Type="Item" Value="4" IconId="196">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Mild Stims" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodStimulants" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Medicine" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Stimulants" Invert="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="6" GiveFlags="CountExisting" Name="Stimulant_Homemade" />
          <EventAddEffect Icon="196 Meds_homemade" RewardList="General" Type="Item" Value="6" IconId="196">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Mild Stims" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="DailyStimulants_Strong" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="GoodStimulants_Strong" AltOdds="100.0" />
          <Alt AltId="SubparStimulants_Strong" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Stimulants_Strong" Invert="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="Stimulant_Homemade_Long" />
          <EventAddEffect Icon="197 Meds_homestrong" RewardList="General" Type="Item" Value="2" IconId="197">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Potent Stims" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparStimulants_Strong" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Medicine" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Stimulants_Strong" Invert="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="4" GiveFlags="CountExisting" Name="Stimulant_Homemade_Long" />
          <EventAddEffect Icon="197 Meds_homestrong" RewardList="General" Type="Item" Value="4" IconId="197">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Potent Stims" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodStimulants_Strong" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Medicine" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Stimulants_Strong" Invert="" />
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="6" GiveFlags="CountExisting" Name="Stimulant_Homemade_Long" />
          <EventAddEffect Icon="197 Meds_homestrong" RewardList="General" Type="Item" Value="6" IconId="197">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Med Lab.)" />
            <NameText Flags="" Notes="" Text="Potent Stims" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="DailySuppressor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="DailySuppressor_Strong" AltOdds="100.0" />
          <Alt AltId="GoodSuppressor" AltOdds="100.0" />
          <Alt AltId="SubparSuppressor" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparSuppressor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Materials" />
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="1" GiveFlags="CountExisting" Name="Suppressor_Homemade" />
          <EventAddEffect Icon="205 Silencer_homemade" RewardList="General" Type="Item" Value="1" IconId="205">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Workshop.)" />
            <NameText Flags="" Notes="" Text="Improvised Suppressor" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodSuppressor" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Materials" />
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="Suppressor_Homemade" />
          <EventAddEffect Icon="205 Silencer_homemade" RewardList="General" Type="Item" Value="2" IconId="205">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Workshop.)" />
            <NameText Flags="" Notes="" Text="Improvised Suppressor" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="DailySuppressor_Strong" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="GoodSuppressor_Strong" AltOdds="100.0" />
          <Alt AltId="SubparSuppressor_Strong" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Suppressor_Strong" Invert="" />
        </Inputs>
        <Outputs />
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="SubparSuppressor_Strong" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Materials" />
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Suppressor_Strong" Invert="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="1" GiveFlags="CountExisting" Name="Suppressor_Homemade_Durable" />
          <EventAddEffect Icon="206 Silencer_quiet" RewardList="General" Type="Item" Value="1" IconId="206">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Workshop.)" />
            <NameText Flags="" Notes="" Text="Homemade Suppressor" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt, Hidden" ActionId="GoodSuppressor_Strong" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Materials" />
          <Facility_CheckBuilt Invert="" Type="Facility.Workshop" Variant="" />
          <CheckBool InputFlags="" InputId="Status.Tech.Unlock_Suppressor_Strong" Invert="" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="" AmmoPercentage="100" Count="2" GiveFlags="CountExisting" Name="Suppressor_Homemade_Durable" />
          <EventAddEffect Icon="206 Silencer_quiet" RewardList="General" Type="Item" Value="2" IconId="206">
            <DescriptionText Flags="" Notes="" Text="%d added to Supply Locker. (Made in Workshop.)" />
            <NameText Flags="" Notes="" Text="Homemade Suppressor" />
          </EventAddEffect>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="InventoryEventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Restocked Locker" />
            <TutorialText Flags="" Notes="" Text="The Workshop and the Medical Lab unlock additional items." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Every 24 hours, we restock the Supply Locker. The better our Stockpiles, the more items we distribute. - %1$s" />
                <SummaryText Flags="" Notes="" Text="More items available." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="SetCosts" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_StatSet DurationCancellable="" EnclaveIndex="0" OutputAmount="1.2" OutputDuration="" OutputStat="CostScalar" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="RepairGuns" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Workshop" Variant="" />
        </Inputs>
        <Outputs>
          <Com_RepairGuns />
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="RepairWeapons" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Workshop" Variant="" />
        </Inputs>
        <Outputs>
          <Com_RepairWeapons />
        </Outputs>
      </Action>
      <Action ActionFlags="Hidden" ActionId="Done" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_StatSetBool DurationCancellable="" EnclaveIndex="0" OutputAmount="true" OutputDuration="14h" OutputStat="DailyResetComplete" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="NextDay_Missing_Check" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="NextDay_Missing_Normal_Many" AltOdds="100" />
          <Alt AltId="NextDay_Missing_Harsh_Many" AltOdds="20" />
          <Alt AltId="NextDay_Missing_Normal_Few" AltOdds="50" />
          <Alt AltId="NextDay_Missing_Harsh_Few" AltOdds="20" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="NextDay_Missing_Normal_Many" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="True" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_InventoryWipe ActorIndex="5" />
          <Actor_Kill ActorIndex="5" Silent="" />
          <Actor_InventoryWipe ActorIndex="7" />
          <Actor_Kill ActorIndex="7" Silent="" />
          <Console_Command Command="LOG: Cull MissingNpcs" />
          <EventAddEffectNpc ActorIndex="5" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Died." />
          </EventAddEffectNpc>
          <EventAddEffectNpc ActorIndex="7" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Died." />
          </EventAddEffectNpc>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
            <NameText Flags="" Notes="" Text="HOME: Missing Persons Dead" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We found some of our missing community members.  Unfortunately, the zeds got to them first." />
                <SummaryText Flags="" Notes="" Text="Missing persons found dead." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="NextDay_Missing_Harsh_Many" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_InventoryWipe ActorIndex="1" />
          <Actor_Kill ActorIndex="1" Silent="" />
          <Actor_InventoryWipe ActorIndex="4" />
          <Actor_Kill ActorIndex="4" Silent="" />
          <EventAddEffectNpc ActorIndex="1" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Died." />
          </EventAddEffectNpc>
          <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Died." />
          </EventAddEffectNpc>
          <Console_Command Command="LOG: Cull MissingNpcs (harsh)" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
            <NameText Flags="" Notes="" Text="HOME: Missing Persons Dead" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We found some of our missing community members.  Unfortunately, the zeds got to them first." />
                <SummaryText Flags="" Notes="" Text="Missing persons found dead." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="NextDay_Missing_Normal_Few" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="True" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_InventoryWipe ActorIndex="2" />
          <Actor_Kill ActorIndex="2" Silent="" />
          <Console_Command Command="LOG: Cull MissingNpcs" />
          <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Died." />
          </EventAddEffectNpc>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
            <NameText Flags="" Notes="" Text="HOME: Missing Person Dead" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We found one of our missing community members.  Unfortunately, the zeds got to them first." />
                <SummaryText Flags="" Notes="" Text="Missing person found dead." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="NextDay_Missing_Harsh_Few" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Npc, Missing" HideWarnings="" Optional="" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_InventoryWipe ActorIndex="1" />
          <Actor_Kill ActorIndex="1" Silent="" />
          <Actor_InventoryWipe ActorIndex="2" />
          <Actor_Kill ActorIndex="2" Silent="" />
          <EventAddEffectNpc ActorIndex="1" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Died." />
          </EventAddEffectNpc>
          <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Died." />
          </EventAddEffectNpc>
          <Console_Command Command="LOG: Cull MissingNpcs (harsh)" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="char_killed" IconId="76">
            <NameText Flags="" Notes="" Text="HOME: Missing Persons Dead" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We found some of our missing community members.  Unfortunately, the zeds got to them first." />
                <SummaryText Flags="" Notes="" Text="Missing persons found dead." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="NextDayTraitEvolution" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hurt" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hurt" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hurt" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hurt" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hurt" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hurt" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="1" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="2" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="3" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="4" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="5" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="6" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="7" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="8" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="9" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="10" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="11" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Console_Command Command="LOG: NextDayTraitEvolution" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="NextDayHunger" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts>
          <Alt AltId="NextDayHungerRecovery" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="1" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="2" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="3" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="4" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="5" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="6" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="7" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="8" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="9" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="10" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="11" Event="HUNGER_CHANGE" EventLogOutput="Summary" />
          <Console_Command Command="LOG: Hunger TraitEvolution" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="NextDayHungerRecovery" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="1" InputFlags="" InputId="Confidence.Food" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="1" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="2" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="3" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="4" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="5" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="6" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="7" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="8" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="9" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="10" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="11" Event="HUNGER_RECOVERY" EventLogOutput="Summary" />
          <Console_Command Command="LOG: Hunger TraitEvolution" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="NextDayNoSleep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.MoodType.NoSleep, !Trait.MoodType.Hunger, !Trait.MoodType.Hurt, !Trait.MoodType.Sick" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts>
          <Alt AltId="NextDayNoSleepRecovery" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="NO_SLEEP_CHANCE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="1" Event="NO_SLEEP_CHANCE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="2" Event="NO_SLEEP_CHANCE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="3" Event="NO_SLEEP_CHANCE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="4" Event="NO_SLEEP_CHANCE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="8" Event="NO_SLEEP_CHANCE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="9" Event="NO_SLEEP_CHANCE" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="10" Event="NO_SLEEP_CHANCE" EventLogOutput="Summary" />
          <Console_Command Command="LOG: NoSleep TraitEvolution" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="NextDayNoSleepRecovery" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.NoSleep" FunctionTags="Npc" HideWarnings="" Optional="True" TargetEnclave="Enclave.Home" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="2" InputFlags="" InputId="Confidence.Housing" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="1" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="2" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="3" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="4" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="5" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="6" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="7" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="8" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="9" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="10" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Actor_EvolveTraits ActorIndex="11" Event="NEXT_DAY" EventLogOutput="Summary" />
          <Console_Command Command="LOG: NoSleep RecoveryChance" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SummaryEvent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts>
          <Alt AltId="SummaryEvent_DeathFromBlackFever" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_DeathFromChemistry" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_DeathFromSickness" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_DeathFromInfestation" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_DeathFromFreak" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_AbandonmentChemistry" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_AbandonmentBadReputation" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_ResistedFlu" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_ResistedFreak" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_RecoveryFromSickness" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_RecoveryFromInjury" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_SleepDeprivation" AltOdds="100.0" />
          <Alt AltId="SummaryEvent_WeakFromHunger" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Every day is a gift, one more than a lot of good people had. I try to remind myself of that. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Survived another day" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_DeathFromBlackFever" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.DeathFromBlackFever" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="There's something unnatural about this so-called Black Fever. No medicines seem to help. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Black Fever Strikes Again" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_DeathFromChemistry" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.DeathFromChemistry" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We let things get toxic in the community and now we've paid the price. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Bad Blood Turned to Bloodshed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_DeathFromSickness" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.DeathFromSickness" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's always hard to lose someone. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Fatal Illness" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_DeathFromInfestation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.DeathFromInfestation" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We've let the zeds overrun too much of valley. It's not safe. - %1$s" />
                <SummaryText Flags="" Notes="" Text="We've let the zeds overrun too much of valley. It's not safe. - %1$s" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_DeathFromFreak" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.DeathFromFreak" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="When we have freak sightings, we need to be more proactive about dealing with them. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Failed To Stop the Freak" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_AbandonmentChemistry" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.AbandonmentChemistry" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We let things get toxic in the community and now we've paid the price. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Irreconcilable Differences" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_AbandonmentBadReputation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.AbandonmentBadReputation" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Well, I guess we can stop worrying about philosophical differences about how to run the community. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Moral Objections" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_ResistedFlu" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.ResistedFlu" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Medical Treatment" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_ResistedFreak" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.ResistedFreak" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Our defenses managed to hold. Things could have been a lot worse. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Fatalities Averted" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_RecoveryFromSickness" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.RecoveryFromSickness" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Illness Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_RecoveryFromInjury" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.RecoveryFromInjury" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Injury Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_SleepDeprivation" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.SleepDeprivation" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We need to do something about our lack of beds. People aren't getting enough rest. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Sleep Deprivation" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SummaryEvent_WeakFromHunger" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.DailySummary.WeakFromHunger" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="DailySummary" EventFlags="Summary" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="SUMMARY" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="When we don't have enough food for everyone, people go hungry. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Not enough food" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearFlags" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_SwatZombie" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_ArmyZombie" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Bloater" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Feral" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_HordeCount" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_InfestationCount" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_Juggernaut" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Home_Hunger" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Home_MissingAllies" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Home_PoorDefense" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_BadReputation" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Insensitive" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_Overbearing" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.MoraleIssue_LowMorale" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Rumor_BlackFever" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Rumor_DiseaseOutbreak" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Rumor_FoodSpoilage" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.ReputationGain" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.ReputationLoss" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.DeathFromBlackFever" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.DeathFromSickness" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.DeathFromFreak" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.DeathFromInfestation" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.ResistedFlu" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.AbandonmentBadReputation" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.RecoveryFromInjury" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.RecoveryFromSickness" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.SleepDeprivation" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.DailySummary.WeakFromHunger" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearCounters" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Status.DailySummary.TimePlayedToday" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Status.DailySummary.DaysOffline" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Home_IncrementDaysOffline">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Status.DailySummary.DaysOffline" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.UpdatePlayedToday">
    <Actions>
      <Action ActionFlags="" ActionId="CheckPlayedToday" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;60000" InputFlags="" InputId="Status.DailySummary.TimePlayedToday" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Status.DailySummary.TimePlayedToday" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.FateCard_Remind">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Fate_PlayCard DeckName="Remind" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="7m" OutputDuration="" OutputId="Status.RecentFate.Remind" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.FateCard_Community_Setup">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Fate_PlayCard DeckName="Community_Setup" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="5h" OutputDuration="" OutputId="Status.RecentFate.Community_Setup" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="chEvent.HealAndBefriendEd">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="REMOVE_CONTENT_RESTRICTIONS" EventLogOutput="None" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="Trait.Mood.Scared_ShakenUp" />
          <Actor_AddToFamily ActorIndex="0" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Health" IconId="8">
            <NameText Flags="" Notes="" Text="RECOVERY: I'm back, baby!" />
            <TutorialText Flags="" Notes="" Text="You can now SWITCH TO Ed Jones." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I must have been delirious with fever. Kept dreaming that people were murmuring about putting one in the back of my skull. Crazy, right? - %1$s" />
                <SummaryText Flags="" Notes="" Text="Doc Hanson is a miracle worker." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Shaken up but alive." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.UpdateStaminaBonuses">
    <Actions>
      <Action ActionFlags="" ActionId="CountStaminaBonuses" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Character.StaminaBonus_Expected" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CountStaminaBonuses_Exercise" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Active_StaminaBonus_Exercise" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.StaminaBonus_Expected" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CountStaminaBonuses_Training" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Active_StaminaBonus_Training" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.StaminaBonus_Expected" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CountStaminaBonuses_Feast" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Active_StaminaBonus_Feast" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.StaminaBonus_Expected" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CountStaminaBonuses_Beds" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Active_StaminaBonus_Beds" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.StaminaBonus_Expected" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="AdjustStaminaBonus" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="AdjustStaminaBonus_0_Decrement" AltOdds="100.0" />
          <Alt AltId="AdjustStaminaBonus_10_Decrement" AltOdds="100.0" />
          <Alt AltId="AdjustStaminaBonus_20_Decrement" AltOdds="100.0" />
          <Alt AltId="AdjustStaminaBonus_30_Decrement" AltOdds="100.0" />
          <Alt AltId="AdjustStaminaBonus_30_Increment" AltOdds="100.0" />
          <Alt AltId="AdjustStaminaBonus_20_Increment" AltOdds="100.0" />
          <Alt AltId="AdjustStaminaBonus_10_Increment" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustStaminaBonus_30_Decrement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="31" InputFlags="" InputId="!Character.StaminaBonus_Expected" />
          <Check InputAmount="31" InputFlags="" InputId="Stat.CurrentStaminaBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="DecrementStaminaBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustStaminaBonus_0_Decrement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="1" InputFlags="" InputId="!Character.StaminaBonus_Expected" />
          <Check InputAmount="1" InputFlags="" InputId="Stat.CurrentStaminaBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="DecrementStaminaBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustStaminaBonus_10_Decrement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="11" InputFlags="" InputId="!Character.StaminaBonus_Expected" />
          <Check InputAmount="11" InputFlags="" InputId="Stat.CurrentStaminaBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="DecrementStaminaBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustStaminaBonus_20_Decrement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="21" InputFlags="" InputId="!Character.StaminaBonus_Expected" />
          <Check InputAmount="21" InputFlags="" InputId="Stat.CurrentStaminaBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="DecrementStaminaBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustStaminaBonus_10_Increment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="10" InputFlags="" InputId="Character.StaminaBonus_Expected" />
          <Check InputAmount="10" InputFlags="" InputId="!Stat.CurrentStaminaBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="IncrementStaminaBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustStaminaBonus_30_Increment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Character.StaminaBonus_Expected" />
          <Check InputAmount="30" InputFlags="" InputId="!Stat.CurrentStaminaBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="IncrementStaminaBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustStaminaBonus_20_Increment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="20" InputFlags="" InputId="Character.StaminaBonus_Expected" />
          <Check InputAmount="20" InputFlags="" InputId="!Stat.CurrentStaminaBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="IncrementStaminaBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="IncrementStaminaBonus" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.CurrentStaminaBonus" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="DecrementStaminaBonus" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-1" OutputDuration="" OutputId="Stat.CurrentStaminaBonus" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.UpdateHealthBonuses">
    <Actions>
      <Action ActionFlags="" ActionId="CountHealthBonuses" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Character.HealthBonus_Expected" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CountHealthBonuses_Infirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Active_HealthBonus_Infirmary" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Character.HealthBonus_Expected" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CountHealthBonuses_Feast" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Active_HealthBonus_Feast" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="20" OutputDuration="" OutputId="Character.HealthBonus_Expected" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="AdjustHealthBonus" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="AdjustHealthBonus_0_Decrement" AltOdds="100.0" />
          <Alt AltId="AdjustHealthBonus_10_Decrement" AltOdds="100.0" />
          <Alt AltId="AdjustHealthBonus_20_Decrement" AltOdds="100.0" />
          <Alt AltId="AdjustHealthBonus_30_Decrement" AltOdds="100.0" />
          <Alt AltId="AdjustHealthBonus_30_Increment" AltOdds="100.0" />
          <Alt AltId="AdjustHealthBonus_20_Increment" AltOdds="100.0" />
          <Alt AltId="AdjustHealthBonus_10_Increment" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustHealthBonus_30_Decrement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="31" InputFlags="" InputId="!Character.HealthBonus_Expected" />
          <Check InputAmount="31" InputFlags="" InputId="Stat.CurrentHealthBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="DecrementHealthBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustHealthBonus_0_Decrement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="1" InputFlags="" InputId="!Character.HealthBonus_Expected" />
          <Check InputAmount="1" InputFlags="" InputId="Stat.CurrentHealthBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="DecrementHealthBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustHealthBonus_10_Decrement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="11" InputFlags="" InputId="!Character.HealthBonus_Expected" />
          <Check InputAmount="11" InputFlags="" InputId="Stat.CurrentHealthBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="DecrementHealthBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustHealthBonus_20_Decrement" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="21" InputFlags="" InputId="!Character.HealthBonus_Expected" />
          <Check InputAmount="21" InputFlags="" InputId="Stat.CurrentHealthBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="DecrementHealthBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustHealthBonus_10_Increment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="10" InputFlags="" InputId="Character.HealthBonus_Expected" />
          <Check InputAmount="10" InputFlags="" InputId="!Stat.CurrentHealthBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="IncrementHealthBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustHealthBonus_30_Increment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Character.HealthBonus_Expected" />
          <Check InputAmount="30" InputFlags="" InputId="!Stat.CurrentHealthBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="IncrementHealthBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="AdjustHealthBonus_20_Increment" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="20" InputFlags="" InputId="Character.HealthBonus_Expected" />
          <Check InputAmount="20" InputFlags="" InputId="!Stat.CurrentHealthBonus" />
        </Inputs>
        <Outputs>
          <ExecuteAction ActionId="IncrementHealthBonus" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="IncrementHealthBonus" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="1" OutputDuration="" OutputId="Stat.CurrentHealthBonus" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="DecrementHealthBonus" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-1" OutputDuration="" OutputId="Stat.CurrentHealthBonus" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RewardXP_Wits_Standard">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_AddExpertisePoints ActorIndex="0" Expertise="Survival" Points="50" />
          <Display_Text Flags="" Notes="" Text="XP BOOST: Wits" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RewardXP_Leadership_Standard">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Player_HasTrait Trait="Trait.Progression.Leadership" />
        </Inputs>
        <Outputs>
          <Actor_AddExpertisePoints ActorIndex="0" Expertise="Leadership" Points="50" />
          <Display_Text Flags="" Notes="" Text="XP BOOST: Leadership" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Mission_RewardInfluence_Low">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_AddExpertisePoints ActorIndex="0" Expertise="Leadership" Points="50" />
          <EventRewardStat ExludeFromSummary="false" Icon="Influence" OutputAmount="10" OutputId="Family.Influence" RewardList="Mission" IconId="15">
            <DescriptionText Flags="" Notes="" Text="%+d Influence for the day." />
          </EventRewardStat>
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Mission_RewardTrust_Low">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Player.Mission" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="10" />
          <Actor_AddTrust ActorIndex="1" DisableBonus="false" Trust="10" />
          <Actor_AddTrust ActorIndex="2" DisableBonus="false" Trust="10" />
          <Display_Text Flags="" Notes="" Text="TRUST GAINED (Mission Progress)" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Mission_RewardTrust_Standard">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Player.Mission" Invert="" />
        </Inputs>
        <Outputs>
          <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="20" />
          <Actor_AddTrust ActorIndex="1" DisableBonus="false" Trust="20" />
          <Actor_AddTrust ActorIndex="2" DisableBonus="false" Trust="20" />
          <Display_Text Flags="" Notes="" Text="TRUST GAINED (Mission Progress)" Type="Reward" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="GratitudeChance" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mission.RescueTarget" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="NoAttitudeMessage" AltOdds="25" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="GRATITUDE" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="NoAttitudeMessage" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.AddMissionNpcsToCommunity">
    <Actions>
      <Action ActionFlags="" ActionId="EquipNewCommunityMembers" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="ActiveMissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Actor_GiveMatchingAmmo ActorIndex="1" AmmoScale="1.0" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Actor_GiveMatchingAmmo ActorIndex="2" AmmoScale="1.0" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="1" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="1" GiveFlags="" Name="Food" />
          <Actor_GiveMatchingAmmo ActorIndex="3" AmmoScale="1.0" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ExtraFood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="ActiveMissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="HasFood" Invert="" UseMissionEnclave="True" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="2" GiveFlags="" Name="Food" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ExtraMedicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="ActiveMissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="HasMedicine" Invert="" UseMissionEnclave="True" />
        </Inputs>
        <Outputs>
          <Com_Give ActorIndex="1" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="2" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
          <Com_Give ActorIndex="3" AmmoPercentage="100" Count="2" GiveFlags="" Name="HealthPack" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ExtraAmmo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="ActiveMissionEnclave" ActorName="" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Enclave_CheckBool EnclaveIndex="" InputFlags="" InputId="HasAmmo" Invert="" UseMissionEnclave="True" />
        </Inputs>
        <Outputs>
          <Actor_GiveMatchingAmmo ActorIndex="1" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="2" AmmoScale="2" />
          <Actor_GiveMatchingAmmo ActorIndex="3" AmmoScale="2" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="AddCommunityMembers" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Mission" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_JoinEnclave ActorIndex="1" EnclaveIndex="0" />
          <Actor_JoinEnclave ActorIndex="2" EnclaveIndex="0" />
          <Actor_JoinEnclave ActorIndex="3" EnclaveIndex="0" />
          <Actor_AddTrust ActorIndex="1" DisableBonus="false" Trust="20" />
          <Actor_AddTrust ActorIndex="2" DisableBonus="false" Trust="100" />
          <Actor_AddTrust ActorIndex="3" DisableBonus="false" Trust="20" />
          <Actor_EvolveTraits ActorIndex="1" Event="NEED_TRAINING" EventLogOutput="None" />
          <Actor_EvolveTraits ActorIndex="1" Event="GRATITUDE" EventLogOutput="None" />
          <Actor_EvolveTraits ActorIndex="3" Event="NEED_TRAINING" EventLogOutput="None" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="faEvent.SpawnEnclave">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SpawnEnclaves_VeryGoodRep" AltOdds="100.0" />
          <Alt AltId="SpawnEnclaves_GoodRep" AltOdds="100.0" />
          <Alt AltId="SpawnEnclaves_BadRep" AltOdds="100.0" />
          <Alt AltId="SpawnEnclaves_VeryBadRep" AltOdds="100.0" />
          <Alt AltId="SpawnDesperate" AltOdds="20.0" />
          <Alt AltId="SpawnVulnerable" AltOdds="25.0" />
          <Alt AltId="SpawnOverconfident" AltOdds="33.3" />
          <Alt AltId="SpawnIndependent" AltOdds="50.0" />
          <Alt AltId="SpawnMistrustful" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;8" InputFlags="" InputId="Count.Enclaves" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Spawn Random Enclaves" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnEnclaves_VeryGoodRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SpawnOverconfident" AltOdds="33.3" />
          <Alt AltId="SpawnVulnerable" AltOdds="50.0" />
          <Alt AltId="SpawnDesperate" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.VeryGood" Invert="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Spawn VeryGood Enclaves" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnEnclaves_GoodRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SpawnVulnerable" AltOdds="25.0" />
          <Alt AltId="SpawnOverconfident" AltOdds="33.3" />
          <Alt AltId="SpawnIndependent" AltOdds="50.0" />
          <Alt AltId="SpawnDesperate" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.Good" Invert="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Spawn Good Enclaves" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnEnclaves_BadRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SpawnVulnerable" AltOdds="25.0" />
          <Alt AltId="SpawnOverconfident" AltOdds="33.3" />
          <Alt AltId="SpawnIndependent" AltOdds="50.0" />
          <Alt AltId="SpawnMistrustful" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.Bad" Invert="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Spawn Bad Enclaves" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnEnclaves_VeryBadRep" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SpawnOverconfident" AltOdds="33.3" />
          <Alt AltId="SpawnIndependent" AltOdds="50.0" />
          <Alt AltId="SpawnMistrustful" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Reputation.VeryBad" Invert="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Spawn VeryBad Enclaves" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnOverconfident" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Generic" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_StatSet DurationCancellable="" EnclaveIndex="0" OutputAmount="75" OutputDuration="" OutputStat="Trust" PauseWhenOffline="" />
          <ChangeState ActorIndex="0" State="Friendly" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnVulnerable" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Generic" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_StatSet DurationCancellable="" EnclaveIndex="0" OutputAmount="50" OutputDuration="" OutputStat="Trust" PauseWhenOffline="" />
          <ChangeState ActorIndex="0" State="Endangered" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnDesperate" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Generic" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_StatSet DurationCancellable="" EnclaveIndex="0" OutputAmount="80" OutputDuration="" OutputStat="Trust" PauseWhenOffline="" />
          <ChangeState ActorIndex="0" State="Endangered" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnIndependent" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Generic" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_StatSet DurationCancellable="" EnclaveIndex="0" OutputAmount="40" OutputDuration="" OutputStat="Trust" PauseWhenOffline="" />
          <ChangeState ActorIndex="0" State="Neutral_Confident" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SpawnMistrustful" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Enclave.Generic" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_StatSet DurationCancellable="" EnclaveIndex="0" OutputAmount="20" OutputDuration="" OutputStat="Trust" PauseWhenOffline="" />
          <ChangeState ActorIndex="0" State="Unfriendly" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.ResetCommunity">
    <Actions>
      <Action ActionFlags="" ActionId="ResetCommunity" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="10" OutputDuration="" OutputId="Stat.Morale" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="100" OutputDuration="" OutputId="Family.Renown" PauseWhenOffline="" />
          <RTSStat_Set DurationCancellable="" OutputAmount="50" OutputDuration="" OutputId="Family.Influence" PauseWhenOffline="" />
          <Console_Command Command="LOG: Reset Community (stats)" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="KillEd" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Buddy" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_InventoryWipe ActorIndex="0" />
          <Actor_Kill ActorIndex="0" Silent="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.EdSuccumbed" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryCH.EdsMaulingResolved" PauseWhenOffline="" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Shot in his sleep by Alan Gunderson." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="KillMissingFamilyMembers" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing" FunctionTags="" HideWarnings="True" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing" FunctionTags="" HideWarnings="True" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing" FunctionTags="" HideWarnings="True" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Meta.Missing" FunctionTags="" HideWarnings="True" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_InventoryWipe ActorIndex="0" />
          <Actor_Kill ActorIndex="0" Silent="" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Never made it home." />
          </EventAddEffectNpc>
          <Actor_InventoryWipe ActorIndex="1" />
          <Actor_Kill ActorIndex="1" Silent="" />
          <EventAddEffectNpc ActorIndex="1" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Never made it home." />
          </EventAddEffectNpc>
          <Actor_InventoryWipe ActorIndex="2" />
          <Actor_Kill ActorIndex="2" Silent="" />
          <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Never made it home." />
          </EventAddEffectNpc>
          <Actor_InventoryWipe ActorIndex="3" />
          <Actor_Kill ActorIndex="3" Silent="" />
          <EventAddEffectNpc ActorIndex="3" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Never made it home." />
          </EventAddEffectNpc>
          <Actor_InventoryWipe ActorIndex="4" />
          <Actor_Kill ActorIndex="4" Silent="" />
          <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Never made it home." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ResetCommunity_LoseResources" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="ResetCommunity_LoseResources_15" AltOdds="100.0" />
          <Alt AltId="ResetCommunity_LoseResources_10" AltOdds="100.0" />
          <Alt AltId="ResetCommunity_LoseResources_5" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="ResetCommunity_LoseResources_15" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="15" InputFlags="" InputId="Count.Population" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-30" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-15" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-15" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="ResetCommunity_LoseResources_10" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="10" InputFlags="" InputId="Count.Population" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-20" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-10" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-10" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="ResetCommunity_LoseResources_5" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="8" InputFlags="" InputId="Count.Population" />
        </Inputs>
        <Outputs>
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-10" OutputId="Stockpile.Food" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Daily Rations of Food" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-5" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventRewardStat ExludeFromSummary="false" Icon="Ammo" OutputAmount="-5" OutputId="Stockpile.Ammo" RewardList="General" IconId="2">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Ammunition" />
          </EventRewardStat>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ResetCommunity_Flee" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Family, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Family, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie, !Trait.Meta.Missing" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Family, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie, !Trait.Meta.Missing" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Family, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie, !Trait.Meta.Missing" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Family, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie, !Trait.Meta.Missing" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Family, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie, !Trait.Meta.Missing" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.Family, !Trait.Immune.NonStoryContent, !Trait.Meta.CannotDie, !Trait.Meta.Missing" FunctionTags="Home, Npc, NotBusy" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_Flee ActorIndex="0" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="True" />
          <Actor_Flee ActorIndex="1" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="True" />
          <Actor_Flee ActorIndex="2" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="True" />
          <Actor_Flee ActorIndex="4" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="True" />
          <Actor_Flee ActorIndex="6" FleeReasonTrait="Trait.Mood.Fled_AfterAllyDeath" InstantMissing="True" />
          <Console_Command Command="LOG: Reset Community Flee" />
          <EventAddEffectNpc ActorIndex="0" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Lost faith. Abandoned the community." />
          </EventAddEffectNpc>
          <EventAddEffectNpc ActorIndex="1" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Lost faith. Abandoned the community." />
          </EventAddEffectNpc>
          <EventAddEffectNpc ActorIndex="2" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Lost faith. Abandoned the community." />
          </EventAddEffectNpc>
          <EventAddEffectNpc ActorIndex="4" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Lost faith. Abandoned the community." />
          </EventAddEffectNpc>
          <EventAddEffectNpc ActorIndex="6" RewardList="General" Value="0">
            <DescriptionText Flags="" Notes="" Text="Lost faith. Abandoned the community." />
          </EventAddEffectNpc>
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ResetCommunity_EventLog" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Wipeout" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="The new group we brought in didn't last, but I'm glad we tried to help them. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Lily's trying to pick up the pieces." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.HordeIntercepts_Activate">
    <Actions>
      <Action ActionFlags="" ActionId="ActivateHordeIntercepts" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoHordeIntercepts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Warning.Danger_HordeCount" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="SetHordeInterceptMax" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="SetHordeInterceptMax_EndGame" AltOdds="100.0" />
          <Alt AltId="SetHordeInterceptMax_LateGame" AltOdds="100.0" />
          <Alt AltId="SetHordeInterceptMax_MidGame" AltOdds="100.0" />
          <Alt AltId="SetHordeInterceptMax_EarlyGame" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="0" OutputDuration="" OutputId="Status.Enemy.Count_HordeIntercepts" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetHordeInterceptMax_EndGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="50" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="6" OutputDuration="" OutputId="Status.Enemy.Count_HordeIntercepts" PauseWhenOffline="" />
          <Console_Command Command="LOG: SetHordeInterceptMax_EndGame" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetHordeInterceptMax_LateGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="40" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="5" OutputDuration="" OutputId="Status.Enemy.Count_HordeIntercepts" PauseWhenOffline="" />
          <Console_Command Command="LOG: SetHordeInterceptMax_LateGame" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetHordeInterceptMax_MidGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="30" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="4" OutputDuration="" OutputId="Status.Enemy.Count_HordeIntercepts" PauseWhenOffline="" />
          <Console_Command Command="LOG: SetHordeInterceptMax_MidGame" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="SetHordeInterceptMax_EarlyGame" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="20" InputFlags="" InputId="Status.Enemy.ChallengeLevel" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="2" OutputDuration="" OutputId="Status.Enemy.Count_HordeIntercepts" PauseWhenOffline="" />
          <Console_Command Command="LOG: SetHordeInterceptMax_EarlyGame" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.HordeIntercepts_Destroy">
    <Actions>
      <Action ActionFlags="" ActionId="DecrementHordeInterceptCount" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Add DurationCancellable="" OutputAmount="-1" OutputDuration="" OutputId="Status.Enemy.Count_HordeIntercepts" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="DeactivateHordeIntercepts" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="1" InputFlags="" InputId="!Status.Enemy.Count_HordeIntercepts" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.RTS.NoHordeIntercepts" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Danger_HordeCount" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="25m" OutputId="Status.RecentFate.DangerSetup_HordeIntercepts" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.FeedTheHungry">
    <Actions>
      <Action ActionFlags="" ActionId="Eat (HungerAndFood)" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Meta.Missing" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Spend InputAmount="1" InputFlags="" InputId="Stockpile.Food" />
        </Inputs>
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="HUNGER_RECOVERY" EventLogOutput="None" />
          <Console_Command Command="LOG: Eat (HungerAndFood)" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="1h" PauseWhenOffline="" Trait="Trait.Behavior.JustFed" />
          <ExecuteAction ActionId="Summarize" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Summarize" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.JustFed" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.JustFed" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.JustFed" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.JustFed" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.JustFed" FunctionTags="Home" HideWarnings="True" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="StillEating" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="House" IconId="10">
            <NameText Flags="" Notes="" Text="HOME: Hunger Recovery" />
            <TutorialText Flags="" Notes="" Text="SNACKS aren't enough to combat long-standing HUNGER." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Glad we got some real food. It was getting hard to stay alert. - %1$s " />
                <SummaryText Flags="" Notes="" Text="Food eaten." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="No longer Weak with Hunger. (-1 Daily Ration of Food)" />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="No longer Weak with Hunger. (-1 Daily Ration of Food)" />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="2" Value="0">
                <DescriptionText Flags="" Notes="" Text="No longer Weak with Hunger. (-1 Daily Ration of Food)" />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="3" Value="0">
                <DescriptionText Flags="" Notes="" Text="No longer Weak with Hunger. (-1 Daily Ration of Food)" />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="4" Value="0">
                <DescriptionText Flags="" Notes="" Text="No longer Weak with Hunger. (-1 Daily Ration of Food)" />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.JustFed" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Home_Hunger" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="StillEating" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.MoodType.Hunger, !Trait.Meta.Missing" FunctionTags="Home" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Food" />
        </Inputs>
        <Outputs />
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.pdR1Business_Payment">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <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>
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Give_Molotov_Hicks">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="3" GiveFlags="" Name="Molotov_Hicks" />
          <UI_PlaySound Sound="sounds/ui:ui_resupply_item:molotov" />
          <Display_Text Flags="" Notes="" Text="RECEIVED: Wilkerson Private Reserve" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Give_Firecracker">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="3" GiveFlags="" Name="Firecracker" />
          <UI_PlaySound Sound="sounds/ui:ui_resupply_item:firecracker" />
          <Display_Text Flags="" Notes="" Text="RECEIVED: Firecrackers (3)" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Give_Suppressor">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Com_Give ActorIndex="0" AmmoPercentage="100" Count="1" GiveFlags="" Name="Suppressor_Homemade" />
          <UI_PlaySound Sound="sounds/ui:ui_resupply_item:suppressor" />
          <Display_Text Flags="" Notes="" Text="RECEIVED: Suppressor" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.ChallengeComplete_Multikill">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="RewardTextOnly" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: MultiKill" />
            <TutorialText Flags="" Notes="" Text="Skillful feats like a one-shot multikill provide a big XP boost." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Taking out multiple zeds with one shot... Now that takes some real skill. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Bonus XP for Shooting" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Expertise.ChallengeComplete_Multikill" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="RewardTextOnly" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Expertise.ChallengeComplete_Multikill" Invert="" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="BONUS XP (Multikill)" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.ChallengeComplete_HeadshotStreak">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Player HideWarnings="" Optional="" />
        </Actors>
        <Alts>
          <Alt AltId="RewardTextOnly" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="Secondary" EventFlags="" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Headshot Streak" />
            <TutorialText Flags="" Notes="" Text="Skillful feats like a headshot streak provide a big XP boost." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I had this crazy streak of headshots just now. I must be getting better at shooting. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Bonus XP for Shooting" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Expertise.ChallengeComplete_HeadshotStreak" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="RewardTextOnly" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Expertise.ChallengeComplete_HeadshotStreak" Invert="" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="BONUS XP (Headshot Streak)" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.ChallengeComplete_Slaughter_BluntHeavy">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="RewardTextOnly" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="Secondary" EventFlags="" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Slaughter" />
            <TutorialText Flags="" Notes="" Text="Skillful feats like a Slaughter provide a big XP boost." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="A zed's not much of a threat one-on-one, but taking a bunch out in close quarters takes skill. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Bonus XP for Crushing" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Expertise.ChallengeComplete_SlaughterBluntHeavy" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="RewardTextOnly" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Expertise.ChallengeComplete_SlaughterBluntHeavy" Invert="" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="BONUS XP (Slaughter)" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.ChallengeComplete_Slaughter_BluntLight">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="RewardTextOnly" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="Secondary" EventFlags="" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Slaughter" />
            <TutorialText Flags="" Notes="" Text="Skillful feats like a Slaughter provide a big XP boost." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="A zed's not much of a threat one-on-one, but taking a bunch out in close quarters takes skill. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Bonus XP for Bludgeoning" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Expertise.ChallengeComplete_SlaughterBluntLight" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="RewardTextOnly" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Expertise.ChallengeComplete_SlaughterBluntLight" Invert="" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="BONUS XP (Slaughter)" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.ChallengeComplete_Slaughter_EdgedLight">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="RewardTextOnly" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <EventLog DisplayType="Secondary" EventFlags="" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Slaughter" />
            <TutorialText Flags="" Notes="" Text="Skillful feats like a Slaughter provide a big XP boost." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="A zed's not much of a threat one-on-one, but taking a bunch out in close quarters takes skill. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Bonus XP for Hack n Slash" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Expertise.ChallengeComplete_SlaughterEdgedLight" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="RewardTextOnly" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Expertise.ChallengeComplete_SlaughterEdgedLight" Invert="" />
        </Inputs>
        <Outputs>
          <Display_Text Flags="" Notes="" Text="BONUS XP (Slaughter)" Type="Reward" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.CheckAchievements">
    <Actions>
      <Action ActionFlags="ActivateOnce" ActionId="HOME_OUTPOST" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="8" InputFlags="" InputId="Count.OutpostTotal" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="HOME_OUTPOSTS" Id="24" />
          </Achievement>
          <Console_Command Command="LOG: HOME_OUTPOST achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="HOME_POPULATION" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="15" InputFlags="" InputId="Count.Population" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="HOME_POPULATION" Id="26" />
          </Achievement>
          <Console_Command Command="LOG: HOME_POPULATION achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="ACTIVITY_5_INFESTATIONS" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="5" InputFlags="" InputId="Daily.InfestationsCleared" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="ACTIVITY_5_INFESTATIONS" Id="14" />
          </Achievement>
          <Console_Command Command="LOG: ACTIVITY_5_INFESTATIONS achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="COMBAT_10_HORDES" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="10" InputFlags="" InputId="Daily.HordesDestroyed" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="COMBAT_10_HORDES" Id="31" />
          </Achievement>
          <Console_Command Command="LOG: COMBAT_10_HORDES achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="HOME_FAME" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="500" InputFlags="" InputId="Family.Renown" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="HOME_FAME" Id="20" />
          </Achievement>
          <Console_Command Command="LOG: HOME_FAME achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="HOME_ALL_FACILITIES" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Workshop" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Bunkhouse" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Infirmary" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Training" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Kitchen" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Storage" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Garden" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Library" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.DiningArea" Invert="" />
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.Watchtower" Invert="" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="HOME_ALL_FACILITIES" Id="18" />
          </Achievement>
          <Console_Command Command="LOG: HOME_ALL_FACILITIES achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="HOME_FACILITY" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.BuiltOnce.AnyFacility" Invert="" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="HOME_FACILITY" Id="19" />
          </Achievement>
          <Console_Command Command="LOG: HOME_FACILITY achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="PROGRESS_CHURCH" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryCH.ReachedChurch" Invert="" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="PROGRESS_CHURCH" Id="5" />
          </Achievement>
          <Console_Command Command="LOG: PROGRESS_CHURCH achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="SURVIVE_MISSIONS" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="50" InputFlags="" InputId="Count.PlayerCharMissionSuccess" />
        </Inputs>
        <Outputs>
          <Achievement>
            <Achievement Title="SURVIVE_MISSIONS" Id="48" />
          </Achievement>
          <Console_Command Command="LOG: SURVIVE_MISSIONS achievement" />
        </Outputs>
      </Action>
      <Action ActionFlags="ActivateOnce" ActionId="ZOMBIE_MASK" ActionType="Action.Passive" ExecuteTimeStandard="0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryTA.FakeDeath_LakesideCabin" Invert="" />
        </Inputs>
        <Outputs>
          <AvatarAsset>
            <AvatarAsset Name="ZOMBIEMASK" Id="6" />
          </AvatarAsset>
          <Console_Command Command="LOG: ZOMBIEMASK avatar award" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.CheckLimits">
    <Actions>
      <Action ActionFlags="" ActionId="CheckInfluenceReset" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="LessThanEqual" InputId1="Family.Influence" InputId2="Family.Renown" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessInfluenceWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessInfluenceDrainDelay" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessInfluence" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessInfluenceDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckInfluenceTrackExcess" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="GreaterThan" InputId1="Family.Influence" InputId2="Family.Renown" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessInfluence" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Recent.ExcessInfluence" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="30s" OutputId="Game.Recent.ExcessInfluenceDrainDelay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckInfluenceWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessInfluence" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessInfluenceWarned" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Daily Influence" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Your DAILY INFLUENCE is limited by your FAME. You can temporarily earn more Influence, but it will gradually diminish if it exceeds your Fame. " />
                <SummaryText Flags="" Notes="" Text="Limited by Fame." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="27 Bonus" Type="FacilityBonus" Value="-1" IconId="27">
                <DescriptionText Flags="" Notes="" Text="Earn and spend this every day. Use it or lose it." />
                <NameText Flags="" Notes="" Text="Daily Influence" />
              </EventEffect>
              <EventEffect Icon="27 Bonus" Type="FacilityBonus" Value="-1" IconId="27">
                <DescriptionText Flags="" Notes="" Text="Gradually gain Fame with special achievements." />
                <NameText Flags="" Notes="" Text="Fame" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="30m" OutputId="Game.Recent.ExcessInfluenceWarned" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckInfluence" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessInfluence" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessInfluenceDeducted" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessInfluenceDrainDelay" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="True" OutputAmount="true" OutputDuration="30s" OutputId="Game.Recent.ExcessInfluenceDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckFoodReset" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Food" InputId2="Max.Food" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessFoodWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessFoodDrainDelay" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessFood" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessFoodDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckFoodTrackExcess" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="GreaterThan" InputId1="Stockpile.Food" InputId2="Max.Food" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFood" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Recent.ExcessFood" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessFoodDrainDelay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckFoodWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessFood" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessStockpile" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFoodWarned" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Food Storage" />
            <TutorialText Flags="" Notes="" Text="Excess resources won't last through the night." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We have more FOOD than we'll be able to store. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Stockpile maximum exceeded." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="37 Food" Type="Stockpile" Value="-1" IconId="37">
                <DescriptionText Flags="" Notes="" Text="FOOD is key for keeping the community alive." />
                <NameText Flags="" Notes="" Text="Daily Rations of Food" />
              </EventEffect>
              <EventEffect Icon="22 Storage" Type="Facility" Value="-1" IconId="22">
                <DescriptionText Flags="" Notes="" Text="Build a STORAGE AREA to increase your STOCKPILE MAXIMUMS." />
                <NameText Flags="" Notes="" Text="Storage Area" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30m" OutputId="Game.Recent.ExcessFoodWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30s" OutputId="Game.Recent.ExcessStockpile" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckFood" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessFood" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFoodDeducted" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFoodDrainDelay" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessFoodDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckFuelReset" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Fuel" InputId2="Max.Fuel" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFuel" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessFuelWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessFuelDrainDelay" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessFuel" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessFuelDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckFuelTrackExcess" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="GreaterThan" InputId1="Stockpile.Fuel" InputId2="Max.Fuel" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFuel" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Recent.ExcessFuel" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessFuelDrainDelay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckFuelWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessFuel" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessStockpile" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFuelWarned" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Fuel Storage" />
            <TutorialText Flags="" Notes="" Text="Excess resources won't last through the night." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We have more FUEL than we'll be able to store. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Stockpile maximum exceeded." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="39 Fuel" Type="Stockpile" Value="-1" IconId="39">
                <DescriptionText Flags="" Notes="" Text="FUEL is useful for making weapons and keeping generators running." />
                <NameText Flags="" Notes="" Text="Barrels of Fuel" />
              </EventEffect>
              <EventEffect Icon="22 Storage" Type="Facility" Value="-1" IconId="22">
                <DescriptionText Flags="" Notes="" Text="Build a STORAGE AREA to increase your STOCKPILE MAXIMUMS." />
                <NameText Flags="" Notes="" Text="Storage Area" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30m" OutputId="Game.Recent.ExcessFuelWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30s" OutputId="Game.Recent.ExcessStockpile" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckFuel" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessFuel" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFuelDeducted" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessFuelDrainDelay" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessFuelDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckMaterialsReset" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Materials" InputId2="Max.Materials" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMaterials" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessMaterialsWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessMaterialsDrainDelay" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessMaterials" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessMaterialsDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckMaterialsTrackExcess" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="GreaterThan" InputId1="Stockpile.Materials" InputId2="Max.Materials" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMaterials" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Recent.ExcessMaterials" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessMaterialsDrainDelay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckMaterialsWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessMaterials" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMaterialsWarned" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessStockpile" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Materials Storage" />
            <TutorialText Flags="" Notes="" Text="Excess resources won't last through the night." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We have more MATERIALS than we'll be able to store. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Stockpile maximum exceeded." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="48 Materials" Type="Stockpile" Value="-1" IconId="48">
                <DescriptionText Flags="" Notes="" Text="MATERIALS are needed for construction and to keep our home secure." />
                <NameText Flags="" Notes="" Text="Pallets of Materials" />
              </EventEffect>
              <EventEffect Icon="22 Storage" Type="Facility" Value="-1" IconId="22">
                <DescriptionText Flags="" Notes="" Text="Build a STORAGE AREA to increase your STOCKPILE MAXIMUMS." />
                <NameText Flags="" Notes="" Text="Storage Area" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30m" OutputId="Game.Recent.ExcessMaterialsWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30s" OutputId="Game.Recent.ExcessStockpile" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckMaterials" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessMaterials" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMaterialsDeducted" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMaterialsDrainDelay" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessMaterialsDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckAmmoReset" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Ammo" InputId2="Max.Ammo" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessAmmo" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessAmmoWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessAmmoDrainDelay" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessAmmo" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessAmmoDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckAmmoTrackExcess" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="GreaterThan" InputId1="Stockpile.Ammo" InputId2="Max.Ammo" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessAmmo" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Recent.ExcessAmmo" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessAmmoDrainDelay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckAmmoWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessAmmo" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessStockpile" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessAmmoWarned" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Ammo Storage" />
            <TutorialText Flags="" Notes="" Text="Excess resources won't last through the night." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We have more AMMO than we'll be able to store. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Stockpile maximum exceeded." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="1 Ammo" Type="Stockpile" Value="-1" IconId="1">
                <DescriptionText Flags="" Notes="" Text="AMMO is the primary trade currency and is key for survival." />
                <NameText Flags="" Notes="" Text="Cases of Ammunition" />
              </EventEffect>
              <EventEffect Icon="22 Storage" Type="Facility" Value="-1" IconId="22">
                <DescriptionText Flags="" Notes="" Text="Build a STORAGE AREA to increase your STOCKPILE MAXIMUMS." />
                <NameText Flags="" Notes="" Text="Storage Area" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30m" OutputId="Game.Recent.ExcessAmmoWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30s" OutputId="Game.Recent.ExcessStockpile" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckAmmo" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessAmmo" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessAmmoDeducted" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessAmmoDrainDelay" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessAmmoDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckMedicineReset" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="LessThanEqual" InputId1="Stockpile.Medicine" InputId2="Max.Medicine" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMedicine" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessMedicineWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessMedicineDrainDelay" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessMedicine" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Recent.ExcessMedicineDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckMedicineTrackExcess" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Compare CompareOp="GreaterThan" InputId1="Stockpile.Medicine" InputId2="Max.Medicine" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMedicine" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.Recent.ExcessMedicine" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessMedicineDrainDelay" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckMedicineWarning" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessMedicine" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessStockpile" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMedicineWarned" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Medicine Storage" />
            <TutorialText Flags="" Notes="" Text="Excess resources won't last through the night." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We have more MEDICINE than we'll be able to store. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Stockpile maximum exceeded." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="49 Medicine" Type="Stockpile" Value="-1" IconId="49">
                <DescriptionText Flags="" Notes="" Text="MEDICINE is essential for resisting disease and speeding recovery." />
                <NameText Flags="" Notes="" Text="Cases of Medicine" />
              </EventEffect>
              <EventEffect Icon="22 Storage" Type="Facility" Value="-1" IconId="22">
                <DescriptionText Flags="" Notes="" Text="Build a STORAGE AREA to increase your STOCKPILE MAXIMUMS." />
                <NameText Flags="" Notes="" Text="Storage Area" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30m" OutputId="Game.Recent.ExcessMedicineWarned" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="30s" OutputId="Game.Recent.ExcessStockpile" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="CheckMedicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="True">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Recent.ExcessMedicine" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMedicineDrainDelay" Invert="" />
          <CheckBool InputFlags="" InputId="!Game.Recent.ExcessMedicineDeducted" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="5m" OutputId="Game.Recent.ExcessMedicineDeducted" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Home_AddAwayMission">
    <Actions>
      <Action ActionFlags="" ActionId="AwayMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="NoAwayMission_Capped" AltOdds="100" />
          <Alt AltId="NoAwayMission" AltOdds="50.0" />
          <Alt AltId="InfestationMany" AltOdds="12.5" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.RecentMission.Away" Invert="" />
          <CheckBool InputFlags="" InputId="!Status.RecentMission.Any" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Blackout.Content" Invert="True" />
        </Inputs>
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="Mission.Type.comAway" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="Enclave.Home" UseEnclaveStats="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Away" PauseWhenOffline="" />
          <EventTrigger Event="fsEvent.RecentMission_Any" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="NoAwayMission_Capped" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="1" InputFlags="" InputId="!Count.MissionOps_Random_Allowed" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: NoAwayMission_Capped" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="InfestationMany" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.RecentMission.Away" Invert="" />
          <CheckBool InputFlags="" InputId="!Status.RecentMission.Any" Invert="" />
          <Check InputAmount="3" InputFlags="" InputId="Count.Infestations" />
          <CheckBool InputFlags="" InputId="Status.Blackout.Content" Invert="True" />
        </Inputs>
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="awayInfestation" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="Enclave.Home" UseEnclaveStats="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Away" PauseWhenOffline="" />
          <EventTrigger Event="fsEvent.RecentMission_Any" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="NoAwayMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="!Status.RecentMission.Away" Invert="" />
          <CheckBool InputFlags="" InputId="!Status.RecentMission.Any" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Blackout.Content" Invert="True" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="1m" OutputId="Status.RecentMission.Away" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Home_AddRecoverMission">
    <Actions>
      <Action ActionFlags="" ActionId="RecoverMission" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="Mission.Type.comRecover" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="Enclave.Home" UseEnclaveStats="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="3m" OutputId="Status.RecentMission.Away" PauseWhenOffline="" />
          <EventTrigger Event="fsEvent.RecentMission_Any" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Home_MercyShot">
    <Actions>
      <Action ActionFlags="" ActionId="MercyShot" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Blackout.Content" Invert="True" />
        </Inputs>
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="comMercyShot" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="Enclave.Home" UseEnclaveStats="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Home_SetWCScenes">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Enclave_WCSceneAdd EnclaveIndex="0" Scene="eventRecent_PositiveEvents" />
          <Enclave_WCSceneAdd EnclaveIndex="0" Scene="WC_Panic_Increase" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Home_ShowNearbyInfestations">
    <Actions>
      <Action ActionFlags="" ActionId="ShowInfestations" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" SiteTag="" />
        </Actors>
        <Alts>
          <Alt AltId="ShowInfestations_Delay" AltOdds="80" />
          <Alt AltId="EnoughVisible" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <BuildingDiscover ActorIndex="1" />
          <Console_Command Command="LOG: Revealing one nearby infestation." />
          <Display_Text Flags="" Notes="" Text="Infestation discovered." Type="Reward" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="EnoughVisible" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="" ActorName="Enclave.Home" EnclaveStat="" HideWarnings="" Optional="" />
          <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation, Discovered" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" SiteTag="" />
          <Building ActorFlags="AllowOwned" ActorName="" BuildingFlagsMask="Infestation, Discovered" BuildingFlagsQuery="Infestation, Discovered" HideWarnings="True" NearActorIdx="0" Optional="" SearchRangeMax="500.0" SearchRangeMin="0.0" SiteTag="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="ShowInfestations_Delay" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Note_HomeRelocation">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoMoveHome" Invert="" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Relocate Home" />
            <TutorialText Flags="" Notes="" Text="Use the Radio to select a new home site." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We shouldn't just move anywhere. We need to find a suitable location if we're going to move. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Might be time to move." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="38 Fort" Type="FacilityBonus" Value="-1" IconId="38">
                <DescriptionText Flags="" Notes="" Text="A home site needs a defensible perimeter wall." />
                <NameText Flags="" Notes="" Text="Secure Perimeter" />
              </EventEffect>
              <EventEffect Icon="48 Materials" Type="Stockpile" Value="-1" IconId="48">
                <DescriptionText Flags="" Notes="" Text="We'll need MATERIALS to fortify the walls." />
                <NameText Flags="" Notes="" Text="Building Materials" />
              </EventEffect>
              <EventEffect Icon="60 Survivors" Type="FacilityBonus" Value="-1" IconId="60">
                <DescriptionText Flags="" Notes="" Text="We'd need enough people to defend the walls." />
                <NameText Flags="" Notes="" Text="Population Requirement" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoMoveHome" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockOutpost">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoOutposts" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoOutposts" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Establish an Outpost" />
            <TutorialText Flags="" Notes="" Text="The more outposts you have, the safer your home is." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="After fully searching a building, I can radio home an have the guy's set up an outpost." />
                <SummaryText Flags="" Notes="" Text="Look for &quot;Establish Outpost&quot; in the Radio." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Coordinating things at home." />
              </EventNpcEffect>
              <EventEffect Icon="60 Survivors" Type="FacilityBonus" Value="-1" IconId="60">
                <DescriptionText Flags="" Notes="" Text="15% chance of missing allies coming home safely on their own." />
                <NameText Flags="" Notes="" Text="Safe Haven" />
              </EventEffect>
              <EventEffect Icon="45 Landmine" Type="FacilityBonus" Value="-1" IconId="45">
                <DescriptionText Flags="" Notes="" Text="Increase protected range around the outpost." />
                <NameText Flags="" Notes="" Text="Set Traps for Passing Hordes" />
              </EventEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockBuildHelp_Idealist">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.GroceryIdealist" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoBuildHelp_GroceryIdealist" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoBuildHelp_GroceryIdealist" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Construction Advice" />
            <TutorialText Flags="" Notes="" Text="[DDown] (D-pad) to use the radio." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Quentin says I can RADIO him for advice that'll speed up construction projects. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Speed up construction." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Knows a lot about construction." />
              </EventNpcEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockSniper_Hothead">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.HicksHothead" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoSniper_HicksHothead" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoSniper_HicksHothead" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Sharpshooting" />
            <TutorialText Flags="" Notes="" Text="[DDown] (D-pad) to use the radio." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I should RADIO Mickey if I need some covering fire. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Covering fire on demand." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Pretty good with that rifle of his." />
              </EventNpcEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockSWAT">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceCop" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoSWAT" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoSWAT" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Call for Backup" />
            <TutorialText Flags="" Notes="" Text="They'll come help for a few minutes." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="If you get into a jam, I can call in SWAT officers from the Courthouse to help out. - Sheriff Carl" />
                <SummaryText Flags="" Notes="" Text="Extra firepower when you need it." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Willing to lend you some firepower on occasion." />
              </EventNpcEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockRunners">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.RTS.NoRunners" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRunners" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoSupplyRuns" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Call for Scavengers" />
            <TutorialText Flags="" Notes="" Text="The scavenger will decide for himself what to take." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="After scouting a building, you can use the radio to call in other community members to loot the place." />
                <SummaryText Flags="" Notes="" Text="Look for &quot;Call for Scavengers&quot; in the Radio." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Coordinating things at home." />
              </EventNpcEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockAirstrike_Army">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoAirstrike_ArmyArtillery" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoAirstrike_ArmyArtillery" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Death From Above" />
            <TutorialText Flags="" Notes="" Text="You'll need inventory space for the ARTILLERY MARKER." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Sgt. Tan's artillery buddies will now provide support for you from afar if you toss an artillery marker." />
                <SummaryText Flags="" Notes="" Text="A military solution to your problems." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Called in a favor from his artillery buddies." />
              </EventNpcEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockVehicle_Police">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.PoliceSlick" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoVehicle_PoliceSlick" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoVehicle_PoliceSlick" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockHeal_Doc">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.OldDoctor" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoHealHelp_OldDoctor" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoHealHelp_OldDoctor" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Medical Advice" />
            <TutorialText Flags="" Notes="" Text="Rest is the only other way to restore Max Vitality." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I owe you one. Let me know if you or your people need any Medical Advice. - Doc Hanson" />
                <SummaryText Flags="" Notes="" Text="Restore Max Vitality in the field." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Used to getting by without state of the art equipment." />
              </EventNpcEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockEnergy_Pastor">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ChurchPastor" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoEnergyHelp_ChurchPastor" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoEnergyHelp_ChurchPastor" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Words of Inspiration" />
            <TutorialText Flags="" Notes="" Text="You can also switch off and rest at home to recover stamina." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Reach out to Pastor Will for some moral support." />
                <SummaryText Flags="" Notes="" Text="Restore Max Stamina once a day." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="His faith has not wavered." />
              </EventNpcEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Radio_UnlockEnergy_Lily">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.Command" FunctionTags="" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.Radio.NoEnergyHelp_ChurchCommand" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.Radio.NoEnergyHelp_ChurchCommand" PauseWhenOffline="" />
          <EventLog DisplayType="EventBanner" EventFlags="General" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="CONTACT: Words of Encouragement" />
            <TutorialText Flags="" Notes="" Text="[DDown] (D-pad) to use the radio." />
            <DescArgs>
              <EventDescArg Param="0" Type="PlayerName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Reach out to Lily for some moral support." />
                <SummaryText Flags="" Notes="" Text="Restore Max Stamina once a day." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Believes in you." />
              </EventNpcEffect>
              <EventEffect Icon="8 Command" Type="Facility" Value="-1" IconId="8">
                <DescriptionText Flags="" Notes="" Text="Press DOWN on the DPad to use your Radio." />
                <NameText Flags="" Notes="" Text="Radio" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Game.RTS.NoRadio" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Fate_StressAlly">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SufferStress" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="EncounterEffects_Despair" AltOdds="33.3" />
          <Alt AltId="EncounterEffects_Discord" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SufferStress" />
          <Actor_EvolveTraits ActorIndex="0" Event="FEAR" EventLogOutput="General" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="EncounterEffects_Despair" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SufferStress" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="General" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SufferStress" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="EncounterEffects_Discord" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SufferStress" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SufferStress" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Fate_StressOrHurtAlly">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SufferStress" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="EncounterEffects_Hurt" AltOdds="20.0" />
          <Alt AltId="EncounterEffects_Fear" AltOdds="25.0" />
          <Alt AltId="EncounterEffects_Despair" AltOdds="33.3" />
          <Alt AltId="EncounterEffects_Discord" AltOdds="50.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="HURT" EventLogOutput="General" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SufferStress" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="EncounterEffects_Hurt" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SufferStress" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="FEAR" EventLogOutput="General" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SufferStress" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="EncounterEffects_Fear" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SufferStress" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="FEAR" EventLogOutput="General" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SufferStress" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="EncounterEffects_Despair" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SufferStress" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DESPAIR" EventLogOutput="General" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SufferStress" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="EncounterEffects_Discord" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Behavior.SufferStress" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Actor_EvolveTraits ActorIndex="0" Event="DISCORD" EventLogOutput="General" />
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="" PauseWhenOffline="" Trait="!Trait.Behavior.SufferStress" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.TrustLoss_RunOverByPlayer">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Display_Text Flags="" Notes="" Text="TRUST LOST (Reckless Driving)" Type="Reward" />
          <EventTrigger Event="fsEvent.TrustLoss_Scene" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.TrustLoss_ExplodedByPlayer">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Display_Text Flags="" Notes="" Text="TRUST LOST (Ally in Blast Radius)" Type="Reward" />
          <EventTrigger Event="fsEvent.TrustLoss_Scene" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.TrustLoss_BurnedByPlayer">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Display_Text Flags="" Notes="" Text="TRUST LOST (Ally Set on Fire)" Type="Reward" />
          <EventTrigger Event="fsEvent.TrustLoss_Scene" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.TrustLoss_ShotAtByPlayer">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Display_Text Flags="" Notes="" Text="TRUST LOST (Friendly Fire)" Type="Reward" />
          <EventTrigger Event="fsEvent.TrustLoss_Scene" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.TrustLoss_Scene">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.TrustLoss" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Losing Trust" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Reckless actions, like setting an ally on fire affect TRUST and ATTITUDE of those around you." />
                <SummaryText Flags="" Notes="" Text="Don't be reckless." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.TrustLoss" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.TrustGain_CheeredByPlayer">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Display_Text Flags="" Notes="" Text="TRUST GAINED (Emotional Support)" Type="Reward" />
          <EventTrigger Event="fsEvent.TrustGain_Scene" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.TrustGain_RescuedByPlayer">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Mission.RescueTarget" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs>
          <Display_Text Flags="" Notes="" Text="TRUST GAINED (Rescue)" Type="Reward" />
          <Actor_AddTrust ActorIndex="0" DisableBonus="false" Trust="35" />
          <EventTrigger Event="fsEvent.TrustGain_Scene" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.TrustGain_Scene">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.TrustGain" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Gaining Trust" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Completing missions helps, but you can also gain TRUST with individual actions like cheering someone on after a kill." />
                <SummaryText Flags="" Notes="" Text="Be supportive." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.TrustGain" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_InjuryRecovery">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.InjuryRecovery" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Injury Recovery" />
            <TutorialText Flags="" Notes="" Text="Anyone who is GRAVELY WOUNDED is in danger of dying instead of recovering." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Community members who are Hurt have a chance to recover (or get worse) every day." />
                <SummaryText Flags="" Notes="" Text="Medicine and medical facilities help." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Having a good Medicine Stockpile improves Recovery Chance." />
                <NameText Flags="" Notes="" Text="Good Stockpiles" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="The better our medical facilities, the higher the Recovery Chance." />
                <NameText Flags="" Notes="" Text="Medical Facilities" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Having a community member with a medical background improves Recovery Chance." />
                <NameText Flags="" Notes="" Text="Medical Skills" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.InjuryRecovery" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_IllnessRecovery">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.IllnessRecovery" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Illness Recovery" />
            <TutorialText Flags="" Notes="" Text="Anyone who is GRAVELY ILL is in danger of dying instead of recovering." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Community members who are Sick have a chance to recover (or get worse) every day." />
                <SummaryText Flags="" Notes="" Text="Medicine and medical facilities help." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Having a good Medicine Stockpile improves Recovery Chance." />
                <NameText Flags="" Notes="" Text="Good Stockpiles" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="The better our medical facilities, the higher the Recovery Chance." />
                <NameText Flags="" Notes="" Text="Medical Facilities" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Having a community member with a medical background improves Recovery Chance." />
                <NameText Flags="" Notes="" Text="Medical Skills" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.IllnessRecovery" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_MissionTimeout">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.MissionTimeout" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Real Time" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Most missions are only available for a limited time. The more urgent the situation, the sooner the mission opportunity will pass." />
                <SummaryText Flags="" Notes="" Text="Missions won't stick around forever." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="162 Checkmark" Type="FacilityBonus" Value="-1" IconId="162">
                <DescriptionText Flags="" Notes="" Text="Even without your help, a mission may end in success." />
                <NameText Flags="" Notes="" Text="Success" />
              </EventEffect>
              <EventEffect Icon="6 Delete" Type="FacilityBonus" Value="-1" IconId="6">
                <DescriptionText Flags="" Notes="" Text="But the more dangerous the situation, the more likely it will result in injury or death." />
                <NameText Flags="" Notes="" Text="Failure" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.MissionTimeout" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Fatigue">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Fatigue" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Relocating Our Home" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="We can't stay at the church forever, but if we're going to move somewhere it needs a good defensible perimeter." />
                <SummaryText Flags="" Notes="" Text="Look for &quot;Relocate Home&quot; in the Radio." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Fatigue" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Painkillers">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Painkillers" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: To the Pain" />
            <TutorialText Flags="" Notes="" Text="Attacks from Freak zombies or while you are on the ground reduce your Maximum Vitality." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Vitality drops whenever you get hurt. Taking serious damage lowers your Maximum Vitality." />
                <SummaryText Flags="" Notes="" Text="Carry Painkillers with you." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="2 Pills" Type="Item" Value="-1" IconId="2">
                <DescriptionText Flags="" Notes="" Text="Regain Vitality by numbing the pain." />
                <NameText Flags="" Notes="" Text="Painkillers" />
              </EventEffect>
              <EventEffect Icon="10 House" Type="FacilityAction" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="To recover Max Vitality switch to someone else or take a break for the day." />
                <NameText Flags="" Notes="" Text="Bed Rest" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Painkillers" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Attitude">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Attitude" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Evolving Attitudes" />
            <TutorialText Flags="" Notes="" Text="Lily will warn you if someone's attitude is cause for concern." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Individual attitudes change frequently, affected by pride, gratitude, hope, fear, sorrow, and anger." />
                <SummaryText Flags="" Notes="" Text="Attitudes matter." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="75 friend_up" Type="FacilityBonus" Value="-1" IconId="75">
                <DescriptionText Flags="" Notes="" Text="Postive emotions increase Stamina." />
                <NameText Flags="" Notes="" Text="Hope, Pride, and Gratitude" />
              </EventEffect>
              <EventEffect Icon="77 trait_bitter" Type="FacilityBonus" Value="-1" IconId="77">
                <DescriptionText Flags="" Notes="" Text="Negative emotions lower Stamina and can lead to trouble in the community." />
                <NameText Flags="" Notes="" Text="Fear, Sorrow, and Anger" />
              </EventEffect>
              <EventEffect Icon="78 trait_injury" Type="FacilityBonus" Value="-1" IconId="78">
                <DescriptionText Flags="" Notes="" Text="Attitudes go out the window when someone is seriously Hurt or Sick." />
                <NameText Flags="" Notes="" Text="Injury and Illness" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Attitude" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Infestation">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Infestation" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Infestations" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Once zeds overrun a building, they'll continue to occupy it unless we clear them out." />
                <SummaryText Flags="" Notes="" Text="Zeds sometimes overrun buildings." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="92 Fate" Type="FacilityBonus" Value="-1" IconId="92">
                <DescriptionText Flags="" Notes="" Text="The more Infestations out there, the more dangerous things are." />
                <NameText Flags="" Notes="" Text="Growing Danger" />
              </EventEffect>
              <EventEffect Icon="92 Fate" Type="FacilityBonus" Value="-1" IconId="92">
                <DescriptionText Flags="" Notes="" Text="The more Infestations out there, the more dangerous things are." />
                <NameText Flags="" Notes="" Text="Growing Danger" />
              </EventEffect>
              <EventEffect Icon="5 Molotov" Type="Item" Value="-1" IconId="5">
                <DescriptionText Flags="" Notes="" Text="Area of effect items like petrol bombs are good when taking on groups." />
                <NameText Flags="" Notes="" Text="Petrol Bomb" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Infestation" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Juggernaut">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Juggernaut" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Big Bastard" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="In life, the Miller cousins were big and ornery . In death, they're much the same." />
                <SummaryText Flags="" Notes="" Text="Big and tough S.O.B.s" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Headshots still work, but it may take more than one." />
                <NameText Flags="" Notes="" Text="Thick Skull, Small Brain" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Don't count on a car surviving an encounter with one of these guys." />
                <NameText Flags="" Notes="" Text="Truck Stop" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Our best bet is immobilizing them with explosives." />
                <NameText Flags="" Notes="" Text="Explosives" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Juggernaut" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Feral">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Feral" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Feral Zed" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Nearly all zeds behave in a primal, aggressive way, but FERAL ZEDS take it to another level. " />
                <SummaryText Flags="" Notes="" Text="Vicious and deadly." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="The combination of speed and erratic movement can make them hard to shoot." />
                <NameText Flags="" Notes="" Text="Wild" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Incendiaries and explosives may be your best bet." />
                <NameText Flags="" Notes="" Text="Brutal" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Feral" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Bloater">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Bloater" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Bloated Zed" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Drowning victims seem to come back as these toxic, BLOATED ZEDS." />
                <SummaryText Flags="" Notes="" Text="Leaves a toxic cloud." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Don't stand too close to one after taking it out. That gas is toxic." />
                <NameText Flags="" Notes="" Text="Toxic" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Running one over might not be the best idea either." />
                <NameText Flags="" Notes="" Text="Gas Cloud" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Bloater" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Screamer">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Screamer" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Screamer" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Not much of a direct threat, but if you let a SCREAMER keep making noise, it'll bring a lot of zeds to the area." />
                <SummaryText Flags="" Notes="" Text="Attracts attention." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="At least one screamer can be found in any Infestation." />
                <NameText Flags="" Notes="" Text="Inside Infestations" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Screamer" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Noise">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Noise" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Noise Attracts Zeds" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="If you're careless about making noise, it's easy to attract a lot of zeds and get overwhelmed." />
                <SummaryText Flags="" Notes="" Text="Use caution when exploring." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Any combat sounds draw attention, but gunfire is extremely loud. Use caution when firing a gun without a suppressor." />
                <NameText Flags="" Notes="" Text="Combat Sounds" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Cars make a lot of noise. When driving, consider parking AWAY from your destination so you don't draw zeds to you." />
                <NameText Flags="" Notes="" Text="Vehicle Sounds" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="When you search rapidly, you risk breaking something and making a lot of noise." />
                <NameText Flags="" Notes="" Text="Search Sounds" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Loud noises can be used to temporarily draw zeds away from you." />
                <NameText Flags="" Notes="" Text="Firecrackers, Alarm Clocks, Etc." />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Noise" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Scouting">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Scouting" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Safe Areas" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Safe only goes so far. Hordes can still wander through and noise can always draw zeds in." />
                <SummaryText Flags="" Notes="" Text="Safe is a relative term." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityBonus" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Fully exploring a building creates a temporary safe area." />
                <NameText Flags="" Notes="" Text="From Exploration." />
              </EventEffect>
              <EventEffect Icon="10 House" Type="FacilityAction" Value="-1" IconId="10">
                <DescriptionText Flags="" Notes="" Text="Expand the safe area around your home using a Watchtower." />
                <NameText Flags="" Notes="" Text="From Home" />
              </EventEffect>
              <EventEffect Icon="38 Fort" Type="FacilityAction" Value="-1" IconId="38">
                <DescriptionText Flags="" Notes="" Text="Each Outpost creates a safe area around it." />
                <NameText Flags="" Notes="" Text="From Outposts" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Scouting" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_PersonalSkill">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.PersonalSkill" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Personal Skills" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Some days you wish people knew more survival techniques and less sports trivia." />
                <SummaryText Flags="" Notes="" Text="Different people have different skills." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.PersonalSkill" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Hordes">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Hordes" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Zombie Hordes" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Zombie Hordes move and become alerted as a group. Don't fight them if you don't have to. " />
                <SummaryText Flags="" Notes="" Text="Dangerous groups of roaming zeds." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="Avoid the VISION CONE and don't make NOISE near a HORDE to prevent detection." />
                <NameText Flags="" Notes="" Text="Single Focus" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Hordes" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_LoadRucksack">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.LoadRucksack" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Rucksack" />
            <TutorialText Flags="" Notes="" Text="You can radio home for SCAVENGERS instead and let someone else do the heavy lifting." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You can load up a Rucksack and carry it home to increase your community's stockpiles of Food, Medicine, Ammo, Materials, or Fuel." />
                <SummaryText Flags="" Notes="" Text="A way to bring resources home." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="While carrying a Rucksack, you'll be Encumbered, wearing down your Max Stamina faster than normal." />
                <NameText Flags="" Notes="" Text="Automatic Encumbrance" />
              </EventEffect>
              <EventEffect Icon="28 Books" Type="FacilityAction" Value="-1" IconId="28">
                <DescriptionText Flags="" Notes="" Text="You can also Break Open resources for immediate usage, but this destroys" />
                <NameText Flags="" Notes="" Text="Break Open" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.LoadRucksack" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Friendship">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Friendship" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Friendship" />
            <TutorialText Flags="" Notes="" Text="You can switch to any of your FRIENDS." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Once you've earned 100% Trust with someone, you can talk to them about becoming Friends." />
                <SummaryText Flags="" Notes="" Text="Gain Trust to gain Friends." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventEffect Icon="74 friend_trust" Type="FacilityAction" Value="-1" IconId="74">
                <DescriptionText Flags="" Notes="" Text="What your friends do reflects on you and vice versa." />
                <NameText Flags="" Notes="" Text="Shared Influence" />
              </EventEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Friendship" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.Tip_Personality">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Bully" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Nurturer" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Archetype.Ward" FunctionTags="Home, Npc" HideWarnings="" Optional="True" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Scene.Personality" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="SURVIVAL TACTICS: Personalities" />
            <TutorialText Flags="" Notes="" Text="Each personality is unique." />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="Everyone's got their strengths and weaknesses, but some people are a lot trouble than others." />
                <SummaryText Flags="" Notes="" Text="Nobody's perfect." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects>
              <EventNpcEffect ActorIndex="0" Value="0">
                <DescriptionText Flags="" Notes="" Text="Aggressive personalities can contribute to strife in the community." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="1" Value="0">
                <DescriptionText Flags="" Notes="" Text="Caring personalities may object to any ruthless actions you take." />
              </EventNpcEffect>
              <EventNpcEffect ActorIndex="2" Value="0">
                <DescriptionText Flags="" Notes="" Text="Passive personalities are more prone to fear and sorrow." />
              </EventNpcEffect>
            </NpcEffects>
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Scene.Personality" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.StoryAR_UnlockSpotter">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="Trait.Story.ArmyMaverick" FunctionTags="" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Game.StoryAR.UnlockSpotter" Invert="True" />
        </Inputs>
        <Outputs>
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Books" IconId="28">
            <NameText Flags="" Notes="" Text="NOTE: I've Got An Idea" />
            <TutorialText Flags="" Notes="" Text="Watch for EYES IN THE SKY missions for the Army." />
            <DescArgs>
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="You're a bunch of law-breaking delinquents, but you're tough. I might have a use for you. I'll be in touch. - %1$s" />
                <SummaryText Flags="" Notes="" Text="The Army may have use for you." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Game.StoryAR.UnlockSpotter" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.CheckMedicineConfidence">
    <Actions>
      <Action ActionFlags="" ActionId="ClearOutbreak" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Warning.Rumor_DiseaseOutbreak" Invert="" />
          <Check InputAmount="3" InputFlags="" InputId="Confidence.Medicine" />
          <Facility_CheckBuilt Invert="" Type="Infirmary" Variant="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Warning.Rumor_DiseaseOutbreak" PauseWhenOffline="" />
          <Console_Command Command="LOG: ClearOutbreak" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecoverFromSick">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick, !Trait.Status.MercyShot" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Heal_InfirmaryC" AltOdds="65" />
          <Alt AltId="Heal_InfirmaryB" AltOdds="50" />
          <Alt AltId="Heal_Infirmary" AltOdds="35" />
          <Alt AltId="Heal_NoInfirmary" AltOdds="25" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <ExecuteAction ActionId="Fail_Random" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Fail_Random" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="Fail_NoMedicine" AltOdds="100" />
          <Alt AltId="Fail_HighestInfirmary" AltOdds="100" />
          <Alt AltId="Fail_LowInfirmary" AltOdds="100" />
          <Alt AltId="Fail_NoInfirmary" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="Heal_InfirmaryC" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Sick_Recover_Heal_InfirmaryC" />
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery" />
            <TutorialText Flags="" Notes="" Text="We have the highest possible recovery chance." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Illness Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="RECOVER" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Heal_InfirmaryB" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicB" />
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Sick_Recover_Heal_InfirmaryB" />
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery" />
            <TutorialText Flags="" Notes="" Text="UPGRADING our INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Illness Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="RECOVER" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Heal_Infirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="Basic" />
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Sick_Recover_Heal_Infirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery" />
            <TutorialText Flags="" Notes="" Text="UPGRADING our INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Illness Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="RECOVER" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Heal_NoInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="True" Type="Facility.Infirmary" Variant="" />
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Sick_Recover_Heal_NoInfirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery" />
            <TutorialText Flags="" Notes="" Text="Building an INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Illness Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="RECOVER" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Fail_NoMedicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Sick_Recover_Heal_NoMedicine" />
          <EventLog DisplayType="FateCard" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery Failed" />
            <TutorialText Flags="" Notes="" Text="MEDICINE is needed for a chance at recovery." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s has failed to recover from illness." />
                <SummaryText Flags="" Notes="" Text="Illness Recovery Failed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="30m" PauseWhenOffline="True" Trait="Trait.Status.NewlySick" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Fail_HighestInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Sick_Recover_Fail_NoInfirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery Failed" />
            <TutorialText Flags="" Notes="" Text="We have the highest possible recovery chance." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s has failed to recover from illness." />
                <SummaryText Flags="" Notes="" Text="Illness Recovery Failed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="30m" PauseWhenOffline="True" Trait="Trait.Status.NewlySick" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Fail_LowInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="" />
          <Facility_CheckBuilt Invert="True" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Sick_Recover_Fail_NoInfirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery Failed" />
            <TutorialText Flags="" Notes="" Text="UPGRADING our INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s has failed to recover from illness." />
                <SummaryText Flags="" Notes="" Text="Illness Recovery Failed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="30m" PauseWhenOffline="True" Trait="Trait.Status.NewlySick" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Fail_NoInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Mood.Sick_BlackFever, !Trait.Status.NewlySick, Trait.MoodType.Sick" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="True" Type="Facility.Infirmary" Variant="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Sick_Recover_Fail_NoInfirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery Failed" />
            <TutorialText Flags="" Notes="" Text="Building an INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s has failed to recover from illness." />
                <SummaryText Flags="" Notes="" Text="Illness Recovery Failed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="30m" PauseWhenOffline="True" Trait="Trait.Status.NewlySick" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.RecoverFromInjury">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
        </Actors>
        <Alts>
          <Alt AltId="Heal_InfirmaryC" AltOdds="65" />
          <Alt AltId="Heal_InfirmaryB" AltOdds="50" />
          <Alt AltId="Heal_Infirmary" AltOdds="35" />
          <Alt AltId="Heal_NoInfirmary" AltOdds="25" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <ExecuteAction ActionId="Fail_Random" />
        </Outputs>
      </Action>
      <Action ActionFlags="Subaction" ActionId="Fail_Random" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="Fail_NoMedicine" AltOdds="100" />
          <Alt AltId="Fail_HighestInfirmary" AltOdds="100" />
          <Alt AltId="Fail_LowInfirmary" AltOdds="100" />
          <Alt AltId="Fail_NoInfirmary" AltOdds="100" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
      <Action ActionFlags="Alt" ActionId="Heal_InfirmaryC" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Hurt_Recover_Heal_InfirmaryC" />
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery" />
            <TutorialText Flags="" Notes="" Text="We have the highest possible recovery chance." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Injury Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="HEAL" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Heal_InfirmaryB" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicB" />
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Hurt_Recover_Heal_InfirmaryB" />
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery" />
            <TutorialText Flags="" Notes="" Text="UPGRADING our INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Injury Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="HEAL" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Heal_Infirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="Basic" />
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Hurt_Recover_Heal_Infirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery" />
            <TutorialText Flags="" Notes="" Text="UPGRADING our INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Injury Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="HEAL" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Heal_NoInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="True" Type="Facility.Infirmary" Variant="" />
          <Check InputAmount="1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Hurt_Recover_Heal_NoInfirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Health" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="5">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery" />
            <TutorialText Flags="" Notes="" Text="Building an INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="It's nice to see medical treatment work out. Everyone's breathing a sigh of relief. - %1$s" />
                <SummaryText Flags="" Notes="" Text="Injury Recovery" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_EvolveTraits ActorIndex="0" Event="HEAL" EventLogOutput="None" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Fail_NoMedicine" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Check InputAmount="&lt;1" InputFlags="" InputId="Stockpile.Medicine" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Hurt_Recover_Heal_NoMedicine" />
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery Failed" />
            <TutorialText Flags="" Notes="" Text="MEDICINE is needed for a chance at recovery." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s has failed to recover from injury." />
                <SummaryText Flags="" Notes="" Text="Injury Recovery Failed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="30m" PauseWhenOffline="True" Trait="Trait.Status.NewlyHurt" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Fail_HighestInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Hurt_Recover_Fail_NoInfirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery Failed" />
            <TutorialText Flags="" Notes="" Text="We have the highest possible recovery chance." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s has failed to recover from injury." />
                <SummaryText Flags="" Notes="" Text="Injury Recovery Failed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="30m" PauseWhenOffline="True" Trait="Trait.Status.NewlyHurt" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Fail_LowInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="" Type="Facility.Infirmary" Variant="" />
          <Facility_CheckBuilt Invert="True" Type="Facility.Infirmary" Variant="BasicC" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Hurt_Recover_Fail_NoInfirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery Failed" />
            <TutorialText Flags="" Notes="" Text="UPGRADING our INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s has failed to recover from injury." />
                <SummaryText Flags="" Notes="" Text="Injury Recovery Failed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="30m" PauseWhenOffline="True" Trait="Trait.Status.NewlyHurt" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="Fail_NoInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="!Trait.Status.NewlyHurt, Trait.MoodType.Hurt" FunctionTags="" HideWarnings="True" Optional="" TargetEnclave="" />
          <Character ActorFlags="" ActorName="" ActorTask="" ActorTraits="" FunctionTags="Command" HideWarnings="" Optional="" TargetEnclave="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CheckBuilt Invert="True" Type="Facility.Infirmary" Variant="" />
        </Inputs>
        <Outputs>
          <Console_Command Command="LOG: Hurt_Recover_Fail_NoInfirmary" />
          <EventRewardStat ExludeFromSummary="false" Icon="Food" OutputAmount="-1" OutputId="Stockpile.Medicine" RewardList="General" IconId="3">
            <DescriptionText Flags="" Notes="" Text="%+d Cases of Medicine" />
          </EventRewardStat>
          <EventLog DisplayType="EventBanner" EventFlags="General, NoHudDisplay" Icon="Fate" IconId="92">
            <NameText Flags="" Notes="" Text="HOME: Recovery Failed" />
            <TutorialText Flags="" Notes="" Text="Building an INFIRMARY will increase our chances of recovery in the future." />
            <DescArgs>
              <EventDescArg Param="0" Type="CommandName" />
              <EventDescArg Param="0" Type="ActorName" />
            </DescArgs>
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="%2$s has failed to recover from injury." />
                <SummaryText Flags="" Notes="" Text="Injury Recovery Failed" />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
          <Actor_GiveTrait ActorIndex="0" DuringMission="" OutputDuration="30m" PauseWhenOffline="True" Trait="Trait.Status.NewlyHurt" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.BroadcastSurvivors">
    <Actions>
      <Action ActionFlags="" ActionId="BroadcastSurvivors" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="BroadcastSurvivorsIncreaseOdds" AltOdds="50" />
          <Alt AltId="BroadcastSurvivorsSuccess" AltOdds="50" />
        </Alts>
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.BroadcastShelter" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.BroadcastShelter" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="true" OutputDuration="" OutputId="Status.Recent.BroadcastShelterFailed" PauseWhenOffline="" />
          <Console_Command Command="LOG: BroadcastSurvivorsFail" />
          <EventLog DisplayType="EventBanner" EventFlags="None" Icon="Mission" IconId="93">
            <NameText Flags="" Notes="" Text="Command Center: No Survivors Found" />
            <TutorialText Flags="" Notes="" Text="" />
            <DescArgs />
            <Descriptions>
              <EventLogDesc>
                <DescriptionText Flags="" Notes="" Text="I am getting nothing but dead air, we will have to try again.  Let me know when you want me to give it another go." />
                <SummaryText Flags="" Notes="" Text="Unable to contact any new survivors." />
              </EventLogDesc>
            </Descriptions>
            <NpcEffects />
          </EventLog>
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BroadcastSurvivorsSuccess" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.BroadcastShelter" Invert="" />
          <Check InputAmount="&lt;53" InputFlags="" InputId="Count.WorldPopulation" />
        </Inputs>
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="comRescue" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="Enclave.Home" UseEnclaveStats="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.BroadcastShelter" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.BroadcastShelterFailed" PauseWhenOffline="" />
          <Console_Command Command="LOG: BroadcastSurvivorsSuccess" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="BroadcastSurvivorsIncreaseOdds" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Recent.BroadcastShelter" Invert="" />
          <CheckBool InputFlags="" InputId="Status.Recent.BroadcastShelterFailed" Invert="" />
          <Check InputAmount="&lt;53" InputFlags="" InputId="Count.WorldPopulation" />
        </Inputs>
        <Outputs>
          <Mission_Create CreatedEventTrigger="" KeepTrying="" Mission="comRescue" RtsDataAbort="" RtsDataDecline="" RtsDataSuccess="" TargetEnclave="Enclave.Home" UseEnclaveStats="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.BroadcastShelter" PauseWhenOffline="" />
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Recent.BroadcastShelterFailed" PauseWhenOffline="" />
          <Console_Command Command="LOG: BroadcastSurvivorsIncreaseOdds" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.FacilityBuilt">
    <Actions>
      <Action ActionFlags="" ActionId="ClearBunkhouse" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CanBuild Invert="True" Type="Facility.Bunkhouse" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Bunkhouse_Basic" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearGarden" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CanBuild Invert="True" Type="Facility.Garden" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Garden" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearInfirmary" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CanBuild Invert="True" Type="Facility.Infirmary" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Infirmary_Basic" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearKitchen" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CanBuild Invert="True" Type="Facility.Kitchen" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Kitchen" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearTraining" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CanBuild Invert="True" Type="Facility.Training" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Training" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearWorkshop" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CanBuild Invert="True" Type="Facility.Workshop" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Workshop" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="" ActionId="ClearWatchtower" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <Facility_CanBuild Invert="True" Type="Facility.Watchtower" />
        </Inputs>
        <Outputs>
          <RTSStat_SetBool DurationCancellable="" OutputAmount="false" OutputDuration="" OutputId="Status.Advice.Build_Watchtower" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.UpdateOutpostRadius">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts>
          <Alt AltId="IncreaseRange" AltOdds="100.0" />
        </Alts>
        <Effects />
        <Inputs />
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="40" OutputDuration="" OutputId="Home.Defense.BaseFacilityRange" PauseWhenOffline="" />
        </Outputs>
      </Action>
      <Action ActionFlags="Alt" ActionId="IncreaseRange" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors />
        <Alts />
        <Effects />
        <Inputs>
          <CheckBool InputFlags="" InputId="Status.Tech.Active_OutpostTrapsSet" Invert="" />
        </Inputs>
        <Outputs>
          <RTSStat_Set DurationCancellable="" OutputAmount="80" OutputDuration="" OutputId="Home.Defense.BaseFacilityRange" PauseWhenOffline="" />
        </Outputs>
      </Action>
    </Actions>
  </Event>
  <Event Id="fsEvent.ForceMemberOut">
    <Actions>
      <Action ActionFlags="" ActionId="Default" ActionType="Action.Passive" ExecuteTimeStandard="0.0" OutputDelayTime="0.0" PauseWhenOffline="">
        <RTSActionIcon Name="" Id="" />
        <NameText Flags="" Notes="" Text="" />
        <Actors>
          <Enclave ActorFlags="Spawn" ActorName="Expelled" EnclaveStat="" HideWarnings="" Optional="" />
        </Actors>
        <Alts />
        <Effects />
        <Inputs />
        <Outputs />
      </Action>
    </Actions>
  </Event>
</RTSEvents>