<EventTriggerInfo>
<Type>EVENTTRIGGER_WOLF_PACKS</Type>
<WorldNewsTexts>
<Text>TXT_KEY_EVENTTRIGGER_WOLF_PACKS</Text>
</WorldNewsTexts>
<TriggerTexts>
<TriggerText>
<Text></Text>
<Era>NONE</Era>
</TriggerText>
</TriggerTexts>
<bSinglePlayer>0</bSinglePlayer>
<iPercentGamesActive>100</iPercentGamesActive>
<iWeight>-1</iWeight>
<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
<Civic>NONE</Civic>
<iMinTreasury>0</iMinTreasury>
<iMinPopulation>0</iMinPopulation>
<iMaxPopulation>0</iMaxPopulation>
<iMinMapLandmass>0</iMinMapLandmass>
<iMinOurLandmass>0</iMinOurLandmass>
<iMaxOurLandmass>-1</iMaxOurLandmass>
<MinDifficulty>NONE</MinDifficulty>
<iAngry>0</iAngry>
<iUnhealthy>0</iUnhealthy>
<UnitsRequired/>
<iNumUnits>0</iNumUnits>
<iNumUnitsGlobal>0</iNumUnitsGlobal>
<iUnitDamagedWeight>0</iUnitDamagedWeight>
<iUnitDistanceWeight>0</iUnitDistanceWeight>
<iUnitExperienceWeight>0</iUnitExperienceWeight>
<bUnitsOnPlot>0</bUnitsOnPlot>
<BuildingsRequired/>
<iNumBuildings>0</iNumBuildings>
<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
<iNumPlotsRequired>0</iNumPlotsRequired>
<bOwnPlot>0</bOwnPlot>
<iPlotType>-1</iPlotType>
<FeaturesRequired/>
<TerrainsRequired/>
<ImprovementsRequired/>
<BonusesRequired/>
<RoutesRequired/>
<ReligionsRequired/>
<iNumReligions>0</iNumReligions>
<CorporationsRequired/>
<iNumCorporations>0</iNumCorporations>
<bPickReligion>0</bPickReligion>
<bStateReligion>0</bStateReligion>
<bHolyCity>0</bHolyCity>
<bPickCorporation>0</bPickCorporation>
<bHeadquarters>0</bHeadquarters>
<Events>
<Event>EVENT_WOLF_PACKS_1</Event>
</Events>
<PrereqEvents/>
<bPrereqEventPlot>0</bPrereqEventPlot>
<OrPreReqs/>
<AndPreReqs/>
<ObsoleteTechs/>
<bRecurring>0</bRecurring>
<bTeam>0</bTeam>
<bGlobal>0</bGlobal>
<bPickPlayer>0</bPickPlayer>
<bOtherPlayerWar>0</bOtherPlayerWar>
<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
<bOtherPlayerAI>0</bOtherPlayerAI>
<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bShowPlot>0</bShowPlot>
<iCityFoodWeight>0</iCityFoodWeight>
<PythonCanDo>canTriggerWolfPacks</PythonCanDo>
<PythonCanDoCity/>
<PythonCanDoUnit/>
<PythonCallback>doWolfPacks</PythonCallback>
</EventTriggerInfo>
<EventTriggerInfo>
<Type>EVENTTRIGGER_WOLF_PACKS_DONE</Type>
<WorldNewsTexts>
<Text></Text>
</WorldNewsTexts>
<TriggerTexts>
<TriggerText>
<Text></Text>
<Era>NONE</Era>
</TriggerText>
</TriggerTexts>
<bSinglePlayer>0</bSinglePlayer>
<iPercentGamesActive>100</iPercentGamesActive>
<iWeight>-1</iWeight>
<bProbabilityUnitMultiply>0</bProbabilityUnitMultiply>
<bProbabilityBuildingMultiply>0</bProbabilityBuildingMultiply>
<Civic>NONE</Civic>
<iMinTreasury>0</iMinTreasury>
<iMinPopulation>0</iMinPopulation>
<iMaxPopulation>0</iMaxPopulation>
<iMinMapLandmass>0</iMinMapLandmass>
<iMinOurLandmass>0</iMinOurLandmass>
<iMaxOurLandmass>-1</iMaxOurLandmass>
<MinDifficulty>NONE</MinDifficulty>
<iAngry>0</iAngry>
<iUnhealthy>0</iUnhealthy>
<UnitsRequired>NONE</UnitsRequired>
<iNumUnits>0</iNumUnits>
<iNumUnitsGlobal>0</iNumUnitsGlobal>
<iUnitDamagedWeight>0</iUnitDamagedWeight>
<iUnitDistanceWeight>0</iUnitDistanceWeight>
<iUnitExperienceWeight>0</iUnitExperienceWeight>
<bUnitsOnPlot>0</bUnitsOnPlot>
<BuildingsRequired>BUILDINGCLASS_DRYDOCK</BuildingsRequired>
<iNumBuildings>12</iNumBuildings>
<iNumBuildingsGlobal>0</iNumBuildingsGlobal>
<iNumPlotsRequired>0</iNumPlotsRequired>
<bOwnPlot>0</bOwnPlot>
<iPlotType>-1</iPlotType>
<FeaturesRequired/>
<TerrainsRequired/>
<ImprovementsRequired/>
<BonusesRequired/>
<RoutesRequired/>
<ReligionsRequired/>
<iNumReligions>0</iNumReligions>
<CorporationsRequired/>
<iNumCorporations>0</iNumCorporations>
<bPickReligion>0</bPickReligion>
<bStateReligion>0</bStateReligion>
<bHolyCity>0</bHolyCity>
<bPickCorporation>0</bPickCorporation>
<bHeadquarters>0</bHeadquarters>
<Events>
<Event>EVENT_WOLF_PACKS_DONE_1</Event>
</Events>
<PrereqEvents>
<Event>EVENT_WOLF_PACKS_1</Event>
</PrereqEvents>
<bPrereqEventPlot>0</bPrereqEventPlot>
<OrPreReqs/>
<AndPreReqs/>
<ObsoleteTechs/>
<bRecurring>0</bRecurring>
<bTeam>0</bTeam>
<bGlobal>0</bGlobal>
<bPickPlayer>0</bPickPlayer>
<bOtherPlayerWar>0</bOtherPlayerWar>
<bOtherPlayerHasReligion>0</bOtherPlayerHasReligion>
<bOtherPlayerHasOtherReligion>0</bOtherPlayerHasOtherReligion>
<bOtherPlayerAI>0</bOtherPlayerAI>
<iOtherPlayerShareBorders>0</iOtherPlayerShareBorders>
<OtherPlayerHasTech>NONE</OtherPlayerHasTech>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bShowPlot>0</bShowPlot>
<iCityFoodWeight>0</iCityFoodWeight>
<PythonCanDo>canTriggerWolfPacksDone</PythonCanDo>
<PythonCanDoCity/>
<PythonCanDoUnit/>
<PythonCallback>doWolfPacksDone</PythonCallback>
</EventTriggerInfo>
------------------------------------------------------
<EventInfo>
<Type>EVENT_WOLF_PACKS_1</Type>
<Description>TXT_KEY_EVENT_WOLF_PACKS_1</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText>TXT_KEY_EVENT_FAIL_WOLF_PACKS</QuestFailText>
<bQuest>1</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions/>
<UnitClassPromotions/>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields/>
<BuildingExtraCommerces/>
<BuildingExtraHappies/>
<BuildingExtraHealths/>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts/>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields/>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents/>
<EventTimes/>
<ClearEvents/>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>1000</iAIValue>
</EventInfo>
<EventInfo>
<Type>EVENT_WOLF_PACKS_DONE_1</Type>
<Description>TXT_KEY_EVENT_WOLF_PACKS_DONE_1</Description>
<LocalInfoText/>
<WorldNewsTexts/>
<OtherPlayerPopup/>
<QuestFailText/>
<bQuest>0</bQuest>
<bGlobal>0</bGlobal>
<bTeam>0</bTeam>
<bPickCity>0</bPickCity>
<bPickOtherPlayerCity>0</bPickOtherPlayerCity>
<bDeclareWar>0</bDeclareWar>
<iGold>0</iGold>
<bGoldToPlayer>0</bGoldToPlayer>
<iRandomGold>0</iRandomGold>
<iCulture>0</iCulture>
<iEspionagePoints>0</iEspionagePoints>
<bGoldenAge>0</bGoldenAge>
<iFreeUnitSupport>0</iFreeUnitSupport>
<iInflationMod>0</iInflationMod>
<iSpaceProductionMod>0</iSpaceProductionMod>
<Tech>NONE</Tech>
<TechFlavors/>
<iTechPercent>0</iTechPercent>
<iTechCostPercent>0</iTechCostPercent>
<iTechMinTurnsLeft>0</iTechMinTurnsLeft>
<PrereqTech>NONE</PrereqTech>
<UnitClass>NONE</UnitClass>
<iNumFreeUnits>0</iNumFreeUnits>
<bDisbandUnit>0</bDisbandUnit>
<iUnitExperience>0</iUnitExperience>
<iUnitImmobileTurns>0</iUnitImmobileTurns>
<UnitPromotion/>
<UnitName/>
<UnitCombatPromotions/>
<UnitClassPromotions/>
<BuildingClass>NONE</BuildingClass>
<iBuildingChange>0</iBuildingChange>
<BuildingExtraYields/>
<BuildingExtraCommerces/>
<BuildingExtraHappies/>
<BuildingExtraHealths/>
<iHappy>0</iHappy>
<iHealth>0</iHealth>
<iHurryAnger>0</iHurryAnger>
<iHappyTurns>0</iHappyTurns>
<iRevoltTurns>0</iRevoltTurns>
<iMinPillage>0</iMinPillage>
<iMaxPillage>0</iMaxPillage>
<iFood>0</iFood>
<iFoodPercent>0</iFoodPercent>
<FreeSpecialistCounts/>
<FeatureType>NONE</FeatureType>
<iFeatureChange>0</iFeatureChange>
<ImprovementType>NONE</ImprovementType>
<iImprovementChange>0</iImprovementChange>
<BonusType>NONE</BonusType>
<iBonusChange>0</iBonusChange>
<RouteType>NONE</RouteType>
<iRouteChange>0</iRouteChange>
<BonusRevealed>NONE</BonusRevealed>
<BonusGift>NONE</BonusGift>
<PlotExtraYields/>
<iConvertOwnCities>0</iConvertOwnCities>
<iConvertOtherCities>0</iConvertOtherCities>
<iMaxNumReligions>-1</iMaxNumReligions>
<iOurAttitudeModifier>0</iOurAttitudeModifier>
<iAttitudeModifier>0</iAttitudeModifier>
<iTheirEnemyAttitudeModifier>0</iTheirEnemyAttitudeModifier>
<iPopulationChange>0</iPopulationChange>
<AdditionalEvents/>
<EventTimes/>
<ClearEvents>
<EventChance>
<Event>EVENT_WOLF_PACKS_1</Event>
<iEventChance>100</iEventChance>
</EventChance>
</ClearEvents>
<PythonCallback/>
<PythonExpireCheck/>
<PythonCanDo/>
<PythonHelp/>
<Button>,Art/Interface/Buttons/Process/Blank.dds,Art/Interface/Buttons/Beyond_the_Sword_Atlas.dds,8,5</Button>
<iAIValue>1000</iAIValue>
</EventInfo>
-----------------------------------------------
######## Wolf Packs (1940 German Event Turn == 32 ) #########
def canTriggerWolfPacks(argsList):
kTriggeredData = argsList[0]
player = gc.getPlayer(kTriggeredData.ePlayer)
if (player.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_GERMANY")):
game = gc.getGame()
if (game.getGameTurn() == 32):
return true
return false
return false
def doWolfPacks(argsList):
kTriggeredData = argsList[0]
player = gc.getPlayer(kTriggeredData.ePlayer)
pPlayer = gc.getPlayer(1)
if not player.isHuman():
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 1, 21, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iFlanking1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_FLANKING1')
newUnit1.setHasPromotion(iFlanking1, true)
iFlanking2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_FLANKING2')
newUnit1.setHasPromotion(iFlanking2, true)
newUnit1.setName("U68 Karl-Friedrich Merten")
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 1, 21, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iFlanking1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_FLANKING1')
newUnit1.setHasPromotion(iFlanking1, true)
iFlanking2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_FLANKING2')
newUnit1.setHasPromotion(iFlanking2, true)
newUnit1.setName("U-156 Werner Hartenstein")
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 1, 21, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iFlanking1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_FLANKING1')
newUnit1.setHasPromotion(iFlanking1, true)
iFlanking2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_FLANKING2')
newUnit1.setHasPromotion(iFlanking2, true)
newUnit1.setName("U-172 Carl Emmermann")
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 1, 21, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iFlanking1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_FLANKING1')
newUnit1.setHasPromotion(iFlanking1, true)
iFlanking2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_FLANKING2')
newUnit1.setHasPromotion(iFlanking2, true)
newUnit1.setName("U-504 Hans-Georg Poske")
return 1
######## Wolf Packs DONE (1941 German Event Turn == 51 ) #########
def canTriggerWolfPacksDone(argsList):
kTriggeredData = argsList[0]
player = gc.getPlayer(kTriggeredData.ePlayer)
if (player.getCivilizationType() == gc.getInfoTypeForString("CIVILIZATION_GERMANY")):
game = gc.getGame()
if (game.getGameTurn() == 51):
return true
return false
return false
def doWolfPacksDone(argsList):
kTriggeredData = argsList[0]
pPlayer = gc.getPlayer(1)
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 16, 20, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iDrill1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL1')
newUnit1.setHasPromotion(iDrill1, true)
iDrill2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL2')
newUnit1.setHasPromotion(iDrill2, true)
newUnit1.setName("U99 Otto Kretschmer")
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 16, 20, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iDrill1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL1')
newUnit1.setHasPromotion(iDrill1, true)
iDrill2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL2')
newUnit1.setHasPromotion(iDrill2, true)
newUnit1.setName("U100 Joachim Schepke")
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 16, 20, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iDrill1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL1')
newUnit1.setHasPromotion(iDrill1, true)
iDrill2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL2')
newUnit1.setHasPromotion(iDrill2, true)
newUnit1.setName("U46 Engelbert Endrass")
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 16, 20, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iDrill1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL1')
newUnit1.setHasPromotion(iDrill1, true)
iDrill2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL2')
newUnit1.setHasPromotion(iDrill2, true)
newUnit1.setName("U96 Heinrich Lehmann-Willenbrock")
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 16, 20, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iDrill1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL1')
newUnit1.setHasPromotion(iDrill1, true)
iDrill2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL2')
newUnit1.setHasPromotion(iDrill2, true)
newUnit1.setName("U43 Wolfgang Luth")
iSubmarine = gc.getInfoTypeForString('UNIT_SUBMARINE')
for i in range(1):
newUnit1 = pPlayer.initUnit(iSubmarine, 16, 20, UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH)
iDrill1 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL1')
newUnit1.setHasPromotion(iDrill1, true)
iDrill2 = CvUtil.findInfoTypeNum(gc.getPromotionInfo,gc.getNumPromotionInfos(),'PROMOTION_DRILL2')
newUnit1.setHasPromotion(iDrill2, true)
newUnit1.setName("U-552 Der Rote Teufel")
return 1
-----------------------------------------------------------
<TEXT>
<Tag>TXT_KEY_EVENTTRIGGER_WOLF_PACKS</Tag>
<English>News Reel: The Reich has begun massive concrete construction projects in French and German ports.</English>
<French>News Reel: The Reich has begun massive concrete construction projectss in French and German ports.</French>
<German>News Reel: The Reich has begun massive concrete construction projectss in French and German ports.</German>
<Italian>News Reel: The Reich has begun massive concrete construction projectss in French and German ports.</Italian>
<Spanish>News Reel: The Reich has begun massive concrete construction projectss in French and German ports.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EVENT_WOLF_PACKS_1</Tag>
<English>The Führer has determined a need for at least twelve drydocks to support an effective blockade strategy of the main British ports.
Additional tactical benefits will come about should you succeed in this massive construction project before February 1941. Heil Hitler!</English>
<French>The Führer has determined a need for at least twelve drydocks to support an effective blockade strategy of the main British ports.
Additional tactical benefits will come about should you succeed in this massive construction project before February 1941. Heil Hitler!</French>
<German>The Führer has determined a need for at least twelve drydocks to support an effective blockade strategy of the main British ports.
Additional tactical benefits will come about should you succeed in this massive construction project before February 1941. Heil Hitler!</German>
<Italian>The Führer has determined a need for at least twelve drydocks to support an effective blockade strategy of the main British ports.
Additional tactical benefits will come about should you succeed in this massive construction project before February 1941. Heil Hitler!</Italian>
<Spanish>The Führer has determined a need for at least twelve drydocks to support an effective blockade strategy of the main British ports.
Additional tactical benefits will come about should you succeed in this massive construction project before February 1941. Heil Hitler!</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EVENT_WOLF_PACKS_DONE_1</Tag>
<English>You have succeeded in your drydocks construction project. Additional combat resources are now available to maintain the naval stranglehold
over Britain. Heil Hitler!</English>
<French>You have succeeded in your drydocks construction project. Additional combat resources are now available to maintain the naval stranglehold
over Britain. Heil Hitler!</French>
<German>You have succeeded in your drydocks construction project. Additional combat resources are now available to maintain the naval stranglehold
over Britain. Heil Hitler!</German>
<Italian>You have succeeded in your drydocks construction project. Additional combat resources are now available to maintain the naval stranglehold
over Britain. Heil Hitler!</Italian>
<Spanish>You have succeeded in your drydocks construction project. Additional combat resources are now available to maintain the naval stranglehold
over Britain. Heil Hitler!</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_EVENT_FAIL_WOLF_PACKS</Tag>
<English>You have failed to build enough drydocks. It is a setback for the Reich.</English>
<French>You have failed to build enough drydocks. It is a setback for the Reich.</French>
<German>You have failed to build enough drydocks. It is a setback for the Reich.</German>
<Italian>You have failed to build enough drydocks. It is a setback for the Reich.</Italian>
<Spanish>You have failed to build enough drydocks. It is a setback for the Reich.</Spanish>
</TEXT>