<?xml version="1.0" encoding="UTF-8"?>
<objects name="Object Load" version="0.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance">
	<object type="MESharedData" name="">
		<object type="ScriptedEventDef" name="objScriptedEventDefs">
			<property name="strTypeLabel" value="teste1"/>
			<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
			<object type="PlayerGenNames" name="objPlayerGen">
				<property name="strName" value="Russia"/>
			</object>
			<object type="TriggerEvalUntilTurn" name="objTriggerEval">
				<property name="nTurn" value="203"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Turn is 203"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCurrentTurn" name="objAccessors">
						<property name="pathOutput" value="{int:Single}scratch.nGameTurn"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{int:Single}scratch.nGameTurn == 202"/>
					</object>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Setup change flag"/>
				<object type="ActSetCountryFlagName" name="objActions">
					<property name="strCountryName" value="Russia"/>
					<property name="strFlagName" value="Late_Russia"/>
				</object>
			</object>
		</object>
		<object type="ScriptedEventDef" name="objScriptedEventDefs">
			<property name="strTypeLabel" value="teste2"/>
			<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
			<object type="PlayerGenNames" name="objPlayerGen">
				<property name="strName" value="Russia"/>
			</object>
			<object type="TriggerEvalUntilTurn" name="objTriggerEval">
				<property name="nTurn" value="145"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Turn is 145"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCurrentTurn" name="objAccessors">
						<property name="pathOutput" value="{int:Single}scratch.nGameTurn"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{int:Single}scratch.nGameTurn == 144"/>
					</object>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Setup change flag"/>
				<object type="ActSetCountryFlagName" name="objActions">
					<property name="strCountryName" value="Russia"/>
					<property name="strFlagName" value="Late_Russia"/>
				</object>
			</object>
		</object>
		<object type="ScriptedEventDef" name="objScriptedEventDefs">
			<property name="strTypeLabel" value="EasterRising"/>
			<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
			<object type="PlayerGenNames" name="objPlayerGen">
				<property name="strName" value="United Kingdom"/>
			</object>
			<object type="TriggerEvalUntilTurn" name="objTriggerEval">
				<property name="nTurn" value="96"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Date is later than March 1, 1916"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCurrentDate" name="objAccessors">
						<property name="pathOutput" value="{Date:Single}scratch.dateGameDate"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Date:Single}scratch.dateGameDate GTE 04/22/1916 AND {Date:Single}scratch.dateGameDate LT 06/01/1916"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="United Kingdom Exists"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUnitedKingdom"/>
						<property name="strCountry" value="United Kingdom"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="exists({Object:Single:Country}scratch.objCountryUnitedKingdom)"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="!{Object:Single:Country}scratch.objCountryUnitedKingdom.bSurrendered"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Ireland is Surrendered"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryIreland"/>
						<property name="strCountry" value="Ireland"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="exists({Object:Single:Country}scratch.objCountryIreland)"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Country}scratch.objCountryIreland.bSurrendered"/>
					</object>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Setup Insurrection"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Ireland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryIreland"/>
						<property name="strCountry" value="Ireland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Leinster"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionLeinster"/>
						<property name="strName" value="Leinster"/>
					</object>
				</object>
				<object type="ActEstablishCountry" name="objActions">
					<property name="strCountry" value="Ireland"/>
					<property name="strRegion" value="Leinster"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Ireland"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Leinster"/>
					<property name="strUnitName" value="IRA"/>
					<property name="nNumUnits" value="5"/>
				</object>
				<object type="ActProposeDeclareWar" name="objActions">
					<property name="strPlayer" value="Ireland"/>
					<property name="strToCountry" value="United Kingdom"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Munster, if owned by United Kingdom"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup United Kingdom and Ireland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUnitedKingdom"/>
						<property name="strCountry" value="United Kingdom"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryIreland"/>
						<property name="strCountry" value="Ireland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Munster"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionMunster"/>
						<property name="strName" value="Munster"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionMunster.strOwner == {Object:Single:Country}scratch.objCountryUnitedKingdom.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionMunster.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryIreland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Ireland"/>
					<property name="strUnitTemplate" value="Militia"/>
					<property name="strRegionName" value="Munster"/>
					<property name="strUnitName" value="Munster Volunteers"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Connaught, if owned by United Kingdom"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup United Kingdom and Ireland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUnitedKingdom"/>
						<property name="strCountry" value="United Kingdom"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryIreland"/>
						<property name="strCountry" value="Ireland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Connaught"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionConnaught"/>
						<property name="strName" value="Connaught"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionConnaught.strOwner == {Object:Single:Country}scratch.objCountryUnitedKingdom.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionConnaught.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryIreland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Ireland"/>
					<property name="strUnitTemplate" value="Militia"/>
					<property name="strRegionName" value="Connaught"/>
					<property name="strUnitName" value="Connaught Volunteers"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Ulster, if owned by United Kingdom"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup United Kingdom and Ireland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUnitedKingdom"/>
						<property name="strCountry" value="United Kingdom"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryIreland"/>
						<property name="strCountry" value="Ireland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Ulster"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionUlster"/>
						<property name="strName" value="Ulster"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionUlster.strOwner == {Object:Single:Country}scratch.objCountryUnitedKingdom.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionUlster.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryIreland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Ireland"/>
					<property name="strUnitTemplate" value="Militia"/>
					<property name="strRegionName" value="Ulster"/>
					<property name="strUnitName" value="Ulster Volunteers"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
		</object>
		<object type="ScriptedEventDef" name="objScriptedEventDefs">
			<property name="strTypeLabel" value="RussianRevolution"/>
			<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
			<object type="PlayerGenNames" name="objPlayerGen">
				<property name="strName" value="Russia"/>
			</object>
			<object type="TriggerEvalUntilTurn" name="objTriggerEval">
				<property name="nTurn" value="204"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Date is later than February 23, 1917"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCurrentDate" name="objAccessors">
						<property name="pathOutput" value="{Date:Single}scratch.dateGameDate"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Date:Single}scratch.dateGameDate GTE 02/23/1917 AND {Date:Single}scratch.dateGameDate LT 03/27/1917"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Russia Exists"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="exists({Object:Single:Country}scratch.objCountryRussia)"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="!{Object:Single:Country}scratch.objCountryRussia.bSurrendered"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="USSR is Surrendered"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="exists({Object:Single:Country}scratch.objCountryUSSR)"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Country}scratch.objCountryUSSR.bSurrendered"/>
					</object>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Setup Civil War"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Muscovy"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionMuscovy"/>
						<property name="strName" value="Muscovy"/>
					</object>
				</object>
				<object type="ActEstablishCountry" name="objActions">
					<property name="strCountry" value="USSR"/>
					<property name="strRegion" value="Muscovy"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="SmallArmsInfantry"/>
					<property name="strRegionName" value="Muscovy"/>
					<property name="strUnitName" value="Muscovy Red Army"/>
					<property name="nNumUnits" value="8"/>
				</object>
				<object type="ActProposeDeclareWar" name="objActions">
					<property name="strPlayer" value="USSR"/>
					<property name="strToCountry" value="Russia"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Ingermanland, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Ingermanland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionIngermanland"/>
						<property name="strName" value="Ingermanland"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionIngermanland.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionIngermanland.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="SmallArmsInfantry"/>
					<property name="strRegionName" value="Ingermanland"/>
					<property name="strUnitName" value="Petrograd Red Army"/>
					<property name="nNumUnits" value="8"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Daghestan, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Daghestan"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionDaghestan"/>
						<property name="strName" value="Daghestan"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionDaghestan.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionDaghestan.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Daghestan"/>
					<property name="strUnitName" value="Daghestan Red Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Kursk, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Kursk"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionKursk"/>
						<property name="strName" value="Kursk"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionKursk.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionKursk.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="SmallArmsInfantry"/>
					<property name="strRegionName" value="Kursk"/>
					<property name="strUnitName" value="Kursk Red Army"/>
					<property name="nNumUnits" value="5"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Tver, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Tver"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionBalearicIslands"/>
						<property name="strName" value="Tver"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionBalearicIslands.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionBalearicIslands.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="SmallArmsInfantry"/>
					<property name="strRegionName" value="Tver"/>
					<property name="strUnitName" value="Tver Red Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Rostov Oblast, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Rostov Oblast"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionRostovOblast"/>
						<property name="strName" value="Rostov Oblast"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionRostovOblast.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionRostovOblast.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="MotorizedInfantry"/>
					<property name="strRegionName" value="Rostov Oblast"/>
					<property name="strUnitName" value="Rostov Oblast Red Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Vladmir, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Vladmir"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionVladmir"/>
						<property name="strName" value="Vladmir"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionVladmir.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionVladmir.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="MotorizedInfantry"/>
					<property name="strRegionName" value="Vladmir"/>
					<property name="strUnitName" value="Vladmir Red Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Smolensk Oblast, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Smolensk Oblast"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionSmolenskOblast"/>
						<property name="strName" value="Smolensk Oblast"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionSmolenskOblast.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionSmolenskOblast.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="SmallArmsInfantry"/>
					<property name="strRegionName" value="Smolensk Oblast"/>
					<property name="strUnitName" value="Smolensk Oblast Red Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Chernigov, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Chernigov"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionChernigov"/>
						<property name="strName" value="Chernigov"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionChernigov.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionChernigov.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="SmallArmsInfantry"/>
					<property name="strRegionName" value="Chernigov"/>
					<property name="strUnitName" value="Chernigov Red Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Novgorod, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Novgorod"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionNovgorod"/>
						<property name="strName" value="Novgorod"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionNovgorod.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionNovgorod.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="SmallArmsInfantry"/>
					<property name="strRegionName" value="Novgorod"/>
					<property name="strUnitName" value="Novgorod Red Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Pskov, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and USSR"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryUSSR"/>
						<property name="strCountry" value="USSR"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Pskov"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionPskov"/>
						<property name="strName" value="Pskov"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionPskov.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionPskov.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryUSSR.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="USSR"/>
					<property name="strUnitTemplate" value="SmallArmsInfantry"/>
					<property name="strRegionName" value="Pskov"/>
					<property name="strUnitName" value="Pskov Red Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
		</object>
		<object type="ScriptedEventDef" name="objScriptedEventDefs">
			<property name="strTypeLabel" value="ArabRevolt"/>
			<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
			<object type="PlayerGenNames" name="objPlayerGen">
				<property name="strName" value="Ottoman Empire"/>
			</object>
			<object type="TriggerEvalUntilTurn" name="objTriggerEval">
				<property name="nTurn" value="106"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Date is later than June 10, 1916"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCurrentDate" name="objAccessors">
						<property name="pathOutput" value="{Date:Single}scratch.dateGameDate"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Date:Single}scratch.dateGameDate GTE 06/10/1916 AND {Date:Single}scratch.dateGameDate LT 12/01/1916"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Ottoman Empire Exists"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryOttomanEmpire"/>
						<property name="strCountry" value="Ottoman Empire"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="exists({Object:Single:Country}scratch.objCountryOttomanEmpire)"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="!{Object:Single:Country}scratch.objCountryOttomanEmpire.bSurrendered"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Arabia is Surrendered"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryArabia"/>
						<property name="strCountry" value="Arabia"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="exists({Object:Single:Country}scratch.objCountryArabia)"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Country}scratch.objCountryArabia.bSurrendered"/>
					</object>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Setup Insurrection"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Arabia"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryArabia"/>
						<property name="strCountry" value="Arabia"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Syria"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionSyria"/>
						<property name="strName" value="Syria"/>
					</object>
				</object>
				<object type="ActEstablishCountry" name="objActions">
					<property name="strCountry" value="Arabia"/>
					<property name="strRegion" value="Syria"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Arabia"/>
					<property name="strUnitTemplate" value="MotorizedInfantry"/>
					<property name="strRegionName" value="Syria"/>
					<property name="strUnitName" value="Faisal Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
				<object type="ActProposeDeclareWar" name="objActions">
					<property name="strPlayer" value="Arabia"/>
					<property name="strToCountry" value="Ottoman Empire"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Jordan, if owned by Ottoman Empire"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Ottoman Empire and Arabia"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryOttomanEmpire"/>
						<property name="strCountry" value="Ottoman Empire"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryArabia"/>
						<property name="strCountry" value="Arabia"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Jordan"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionJordan"/>
						<property name="strName" value="Jordan"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionJordan.strOwner == {Object:Single:Country}scratch.objCountryOttomanEmpire.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionJordan.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryArabia.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Arabia"/>
					<property name="strUnitTemplate" value="MotorizedInfantry"/>
					<property name="strRegionName" value="Jordan"/>
					<property name="strUnitName" value="Abdullah Army"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Hejaz, if owned by Ottoman Empire"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Ottoman Empire and Arabia"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryOttomanEmpire"/>
						<property name="strCountry" value="Ottoman Empire"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryArabia"/>
						<property name="strCountry" value="Arabia"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Hejaz"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionHejaz"/>
						<property name="strName" value="Hejaz"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionHejaz.strOwner == {Object:Single:Country}scratch.objCountryOttomanEmpire.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionHejaz.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryArabia.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Arabia"/>
					<property name="strUnitTemplate" value="MotorizedInfantry"/>
					<property name="strRegionName" value="Hejaz"/>
					<property name="strUnitName" value="Hussein Army"/>
					<property name="nNumUnits" value="4"/>
				</object>
			</object>
		</object>
		<object type="ScriptedEventDef" name="objScriptedEventDefs">
			<property name="strTypeLabel" value="FinnishCivilWar"/>
			<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
			<object type="PlayerGenNames" name="objPlayerGen">
				<property name="strName" value="Russia"/>
			</object>
			<object type="TriggerEvalUntilTurn" name="objTriggerEval">
				<property name="nTurn" value="253"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Date is later than May 20, 1918"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCurrentDate" name="objAccessors">
						<property name="pathOutput" value="{Date:Single}scratch.dateGameDate"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Date:Single}scratch.dateGameDate GTE 01/23/1918 AND {Date:Single}scratch.dateGameDate LT 05/20/1918"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Finland is Surrendered"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryFinland"/>
						<property name="strCountry" value="Finland"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="exists({Object:Single:Country}scratch.objCountryFinland)"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Country}scratch.objCountryFinland.bSurrendered"/>
					</object>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Karelia, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and Finland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryFinland"/>
						<property name="strCountry" value="Finland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Karelia"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionKarelia"/>
						<property name="strName" value="Karelia"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionKarelia.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionKarelia.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryFinland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Finland"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Karelia"/>
					<property name="strUnitName" value="Karelia White Guards"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Savonia, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and Finland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryFinland"/>
						<property name="strCountry" value="Finland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Savonia"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionSavonia"/>
						<property name="strName" value="Savonia"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionSavonia.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionSavonia.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryFinland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Finland"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Savonia"/>
					<property name="strUnitName" value="Savonia White Guards"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Nylandia, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and Finland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryFinland"/>
						<property name="strCountry" value="Finland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Nylandia"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionNylandia"/>
						<property name="strName" value="Nylandia"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionNylandia.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionNylandia.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryFinland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Finland"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Nylandia"/>
					<property name="strUnitName" value="Nylandia White Guards"/>
					<property name="nNumUnits" value="1"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Tvastia, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and Finland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryFinland"/>
						<property name="strCountry" value="Finland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Tvastia"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionTvastia"/>
						<property name="strName" value="Tvastia"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionTvastia.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionTvastia.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryFinland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Finland"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Tvastia"/>
					<property name="strUnitName" value="Tvastia White Guards"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Satakunda, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and Finland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryFinland"/>
						<property name="strCountry" value="Finland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Satakunda"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionSatakunda"/>
						<property name="strName" value="Satakunda"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionSatakunda.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionSatakunda.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryFinland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Finland"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Satakunda"/>
					<property name="strUnitName" value="Satakunda White Guards"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Oulu, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and Finland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryFinland"/>
						<property name="strCountry" value="Finland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Oulu"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionOulu"/>
						<property name="strName" value="Oulu"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionOulu.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionOulu.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryFinland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Finland"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Oulu"/>
					<property name="strUnitName" value="Oulu White Guards"/>
					<property name="nNumUnits" value="3"/>
				</object>
			</object>
			<object type="CustomEffectDefActions" name="objEffects">
				<property name="strLabel" value="Run effects for Laponia, if owned by Russia"/>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Russia and Finland"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryRussia"/>
						<property name="strCountry" value="Russia"/>
					</object>
					<object type="AccessorGetCountry" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Country}scratch.objCountryFinland"/>
						<property name="strCountry" value="Finland"/>
					</object>
				</object>
				<object type="AccessorRuleSet" name="objConditions">
					<property name="strDebugLabel" value="Setup Laponia"/>
					<property name="pathPlayer" value="{Object:Single:Player}scratch.objPlayer"/>
					<object type="AccessorGetRegion" name="objAccessors">
						<property name="pathOutput" value="{Object:Single:Region}scratch.objRegionLaponia"/>
						<property name="strName" value="Laponia"/>
					</object>
					<object type="RuleDefExpression" name="objRules">
						<property name="expRession" value="{Object:Single:Region}scratch.objRegionLaponia.strOwner == {Object:Single:Country}scratch.objCountryRussia.strName"/>
					</object>
				</object>
				<object type="ActTransferRegionOwnership" name="objActions">
					<property name="nRegionID" inheritFrom="{Object:Single:Region}scratch.objRegionLaponia.nRegionID"/>
					<property name="nNewCountryID" inheritFrom="{Object:Single:Country}scratch.objCountryFinland.nCountryID"/>
				</object>
				<object type="ActDevCreateUnits" name="objActions">
					<property name="strCountryName" value="Finland"/>
					<property name="strUnitTemplate" value="PreWarInfantry"/>
					<property name="strRegionName" value="Laponia"/>
					<property name="strUnitName" value="Laponia White Guards"/>
					<property name="nNumUnits" value="2"/>
				</object>
			</object>
		</object>
	</object>
</objects>
