LEVEL_VERSION(1)
SET_GENERATE_SPEED(400)
START_MONEY(ALL_PLAYERS,0)
MAX_CREATURES(ALL_PLAYERS,30)

COMPUTER_PLAYER(PLAYER1,0)
COMPUTER_PLAYER(PLAYER2,0)
COMPUTER_PLAYER(PLAYER3,0)
COMPUTER_PLAYER(PLAYER6,ROAMING)

ALLY_PLAYERS(PLAYER0,PLAYER6,3)
ALLY_PLAYERS(PLAYER1,PLAYER2,3)
ALLY_PLAYERS(PLAYER1,PLAYER3,3)
ALLY_PLAYERS(PLAYER2,PLAYER3,3)
SET_GAME_RULE(AlliesShareVision,1)

MAGIC_AVAILABLE(PLAYER0,POWER_IMP,1,0)
MAGIC_AVAILABLE(PLAYER1,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER2,POWER_IMP,1,1)
MAGIC_AVAILABLE(PLAYER3,POWER_IMP,1,1)

MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HAND,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SLAP,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_POSSESS,1,1)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SIGHT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_SPEED,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_OBEY,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CALL_TO_ARMS,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CONCEAL,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HOLD_AUDIENCE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CAVE_IN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_HEAL_CREATURE,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_LIGHTNING,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_PROTECT,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_CHICKEN,1,0)
MAGIC_AVAILABLE(ALL_PLAYERS,POWER_DISEASE,1,0)

QUICK_OBJECTIVE(1,"My liege, hostiles have set up several fortresses along the river and intend to break through the main gate. Remember, this castle still has an overwhelming highground advantage and we may succeed to choke them along the entrance hall. Whatever remains our prison guests left behind, we should make good use of them.",ALL_PLAYERS)

SET_COMPUTER_PROCESS(PLAYER1, "ATTACK PLAN 1", 1, 100, 15, 10, 0)
SET_COMPUTER_PROCESS(PLAYER2, "ATTACK PLAN 1", 1, 100, 15, 10, 0)
SET_COMPUTER_PROCESS(PLAYER3, "ATTACK PLAN 1", 1, 100, 15, 10, 0)
SET_COMPUTER_EVENT(PLAYER1,"EVENT ENEMY DOOR", 400, 1, 0, 0, 0)
SET_COMPUTER_EVENT(PLAYER2,"EVENT ENEMY DOOR", 400, 1, 0, 0, 0)
SET_COMPUTER_EVENT(PLAYER3,"EVENT ENEMY DOOR", 400, 1, 0, 0, 0)
SET_COMPUTER_CHECKS(PLAYER1,"CHECK FOR QUICK ATTACK", 1000,100,5000,10,5000)
SET_COMPUTER_CHECKS(PLAYER2,"CHECK FOR QUICK ATTACK", 1000,100,5000,10,5000)
SET_COMPUTER_CHECKS(PLAYER3,"CHECK FOR QUICK ATTACK", 1000,100,5000,10,5000)

IF(PLAYER0,GAME_TURN >= 20)
	CHANGE_SLAB_TYPE(6,59,WATER)
	CHANGE_SLAB_TYPE(7,59,WATER)
	CHANGE_SLAB_TYPE(8,59,WATER)
	CHANGE_SLAB_TYPE(54,18,WATER)
	CHANGE_SLAB_TYPE(54,19,WATER)
	CHANGE_SLAB_TYPE(54,20,WATER)
	CHANGE_SLAB_TYPE(54,21,WATER)
	CHANGE_SLAB_TYPE(54,22,WATER)
ENDIF

IF(PLAYER0,ALL_DUNGEONS_DESTROYED == 1)
	QUICK_OBJECTIVE(2,"The second castle is safe, you managed smashing a real mob but something tells me about those enemies still not holding full attack power. I wonder where the differences might be.",ALL_PLAYERS)
	WIN_GAME
ENDIF
