//-----------------------------------------------------------------------------------------------------------------
// AI CHARACTERS PARAMETER FILE
//-----------------------------------------------------------------------------------------------------------------

//******************************************************************************************************************************
// DEFINITIONS
//******************************************************************************************************************************
//-----------------------------------------------------------------------------------------------------------------
// TIME TABLE EVENTS - Definitions
//-----------------------------------------------------------------------------------------------------------------
//CHECK_FAULTS				--	Player checks his building faults.
//CHECK_BUS_TOP_INFO		--	Player considers businesses'top line Info.
//CHECK_PROFIT_AND_LOSS		--  Analysis of profit & loss.
//CHECK_WAGES				--  Analysis of wages.
//CHECK_STOCK				--	Analysis of stock levels.
//CHECK_PRICES				--	Analysis of Prices.
//CHECK_OPINIONS			--	Analysis of Customers' opinions.
//CHECK_MAINTENENCE         --  Analysis of Maintenence
// -						--  No specific event, allows for routine processes


//---------------------------------------------------------------------------------------------------------------------
// AI Scenario key word definitions -- syntax: "AISCENARIO  (character)  GOAL  (goal number)  (key work)  (value/data)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO			--	Instructs parser to call the AddAIScenario() function.
//GOAL x				--	Informes the AI scenario parser that the instruction pertains to goal x
//GOAL_CHECKS x			--  Time lapsed before player checks his current and previous goals. 'x' is in seconds.
//OWN_BLOCK	   <name>	--  Assigns a specific block to own in the long term.
//TARGET_BLOCK <name>	--	Assigns a specific block for goal (e.g., block from which businesses are to be acquired if objective is GET_BUSINESS).
//NUM_TARGET_BUS		--	Number of businesses to own (e.g., if objective is GET_BUSINESS).
//KEEP_BUS_PROFIT		--	Businesses must be kept in profit.
//PROFIT_CHECK_DAYS		--	Days that the AI will worry about the profit of its businesses (IF PROFIT IS REQUIRED FOR THE SCENARIO)-- "YYNY" means that profit is checked on all but the 3rd day.
//PROFIT_CHECK_HRS		--	The hour on which the profit check is to begin. -- "2020" means that 'forced' profit checks are done at 2 o'clock on the first and third days only.






//******************************************************************************************************************************
// HAT	
//******************************************************************************************************************************

//--------------------------------------------------------------
//Building Height Preferences -- FOR ALL DECADES !!!
//--------------------------------------------------------------
//FLOORS				1	2	3	4	5	6	7	8	9	10
//--------------------------------------------------------------
AIFLOORS HAT			70	30	12	4	2	1	0	0	0	0
AIFLOORS IRON			60	10	8	6	5	4	3	2	1	0
AIFLOORS GUN			20	25	30	20	10	8	4	2	1	0
AIFLOORS SHIP			40	35	25	10	5	2	1	1	0	0
AIFLOORS DOG			30	25	15	10	5	4	3	2	1	0
AIFLOORS CAR			12	12	10	10	9	8	7	6	5	0
AIFLOORS THIMBLE		30	30	12	6	4	3	2	1	1	0	
AIFLOORS HORSE			50	25	10	8	5	3	2	2	1	0
AIFLOORS SHOE			30	30	15	10	6	4	2	1	0	0
AIFLOORS WHEELBARROW	10	30	25	15	12	10	8	5	3	0


//-----------------------------------------------------------------------------------------------------------------
//Building Footprint -- (One per character)
//-----------------------------------------------------------------------------------------------------------------
//HAT			Size Band	MIN	MAX 		1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT HAT		0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HAT		1		1	2			70	30	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HAT		2		1	4			27	27	26	15	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HAT		3		1	8			9	26	25	9	8	8	5	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HAT		4		2	8			0	10	27	27	10	8	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HAT		5		4	8			0	0	0	20	35	18	7	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HAT		6		4	16			0	0	0	22	18	15	9	8	7	6	5	4	3	2	1	0	0	0			
AIFOOTPRINT HAT		7		4	20			0	0	0	2	12	20	12	15	8	7	6	5	4	3	2	2	2	0			
AIFOOTPRINT HAT		8		6	24			0	0	0	0	0	0	2	5	12	20	20	11	9	8	5	4	3	1			

//-----------------------------------------------------------------------------------------------------------------
//IRON			Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT IRON	0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT IRON	1		1	2			90	10	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT IRON	2		1	4			40	30	15	10	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT IRON	3		1	8			20	30	25	10	8	8	5	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT IRON	4		2	8			0	30	30	15	30	8	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT IRON	5		4	8			0	0	0	30	40	18	7	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT IRON	6		4	16			0	0	0	30	40	15	9	8	7	6	5	4	3	2	1	0	0	0			
AIFOOTPRINT IRON	7		4	20			0	0	0	20	40	20	12	15	8	7	6	5	4	3	2	2	2	0			
AIFOOTPRINT IRON	8		6	24			0	0	0	0	0	0	2	10	8	40	20	11	9	8	5	4	3	1			

//-----------------------------------------------------------------------------------------------------------------
//GUN			Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT GUN		0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT GUN		1		1	2			50	50	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT GUN		2		1	4			30	20	15	10	40	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT GUN		3		1	8			13	30	15	9	40	8	5	20	10	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT GUN		4		2	8			0	10	20	15	40	8	4	30	30	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT GUN		5		4	8			0	0	0	20	50	18	7	35	12	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT GUN		6		4	16			0	0	0	20	30	15	9	50	20	30	5	2	15	2	5	0	0	0			
AIFOOTPRINT GUN		7		4	20			0	0	0	2	12	20	12	15	8	7	6	5	4	3	2	2	2	0			
AIFOOTPRINT GUN		8		6	24			0	0	0	0	0	0	2	5	12	20	20	11	9	8	5	4	3	1			

//-----------------------------------------------------------------------------------------------------------------
//SHIP			Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT SHIP	0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHIP	1		1	2			80	20	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHIP	2		1	4			30	50	15	12	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHIP	3		1	8			9	26	30	30	10	15	5	3	1	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHIP	4		2	8			0	10	25	50	10	40	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHIP	5		4	8			0	0	0	20	10	30	30	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHIP	6		4	16			0	0	0	20	10	25	40	10	15	6	5	8	3	2	1	0	0	0			
AIFOOTPRINT SHIP	7		4	20			0	0	0	2	6	20	12	15	8	6	15	30	4	3	2	2	2	0			
AIFOOTPRINT SHIP	8		6	24			0	0	0	0	0	0	5	2	12	5	20	30	9	8	5	8	3	1			

//-----------------------------------------------------------------------------------------------------------------
//DOG			Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT DOG		0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT DOG		1		1	2			50	50	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT DOG		2		1	4			20	40	30	15	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT DOG		3		1	8			9	20	40	20	8	8	5	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT DOG		4		2	8			0	10	20	40	40	20	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT DOG		5		4	8			0	0	0	40	40	18	7	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT DOG		6		4	16			0	0	0	22	18	20	40	40	20	6	5	4	3	2	1	0	0	0			
AIFOOTPRINT DOG		7		4	20			0	0	0	2	12	12	12	15	40	40	40	5	4	3	2	2	2	0			
AIFOOTPRINT DOG		8		6	24			0	0	0	0	0	0	2	5	12	20	20	20	20	8	5	4	3	1			

//-----------------------------------------------------------------------------------------------------------------
//CAR			Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT CAR		0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT CAR		1		1	2			80	20	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT CAR		2		1	4			27	27	26	10	10	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT CAR		3		1	8			9	26	25	9	8	8	3	2	10	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT CAR		4		2	8			0	10	27	27	10	8	5	2	10	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT CAR		5		4	8			0	0	0	20	35	18	7	5	15	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT CAR		6		4	16			0	0	0	18	15	15	9	8	7	6	5	4	13	2	5	0	0	0			
AIFOOTPRINT CAR		7		4	20			0	0	0	2	12	20	12	15	8	7	6	5	10	3	6	2	2	0			
AIFOOTPRINT CAR		8		6	24			0	0	0	0	0	0	2	5	12	20	20	11	10	8	10	4	3	2			

//-----------------------------------------------------------------------------------------------------------------
//THIMBLE		Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT THIMBLE	0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT THIMBLE	1		1	2			70	30	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT THIMBLE	2		1	4			27	40	30	15	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT THIMBLE	3		1	8			9	26	30	30	30	8	5	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT THIMBLE	4		2	8			0	10	27	30	30	8	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT THIMBLE	5		4	8			0	0	0	20	35	18	7	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT THIMBLE	6		4	16			0	0	0	22	18	15	9	8	7	6	5	2	1	1	1	0	0	0			
AIFOOTPRINT THIMBLE	7		4	20			0	0	0	2	12	20	12	15	8	7	6	5	4	2	1	1	1	0			
AIFOOTPRINT THIMBLE	8		6	24			0	0	0	0	0	0	2	5	12	20	20	11	9	8	5	1	1	1			

//-----------------------------------------------------------------------------------------------------------------
//HORSE			Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT HORSE	0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HORSE	1		1	2			30	70	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HORSE	2		1	4			27	27	40	15	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HORSE	3		1	8			9	26	25	30	8	8	5	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HORSE	4		2	8			0	10	27	27	30	8	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HORSE	5		4	8			0	0	0	20	35	18	7	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT HORSE	6		4	16			0	0	0	22	18	15	9	8	7	6	5	4	3	2	1	0	0	0			
AIFOOTPRINT HORSE	7		4	20			0	0	0	2	12	20	12	15	8	7	6	5	4	3	2	2	2	0			
AIFOOTPRINT HORSE	8		6	24			0	0	0	0	0	0	2	5	12	20	20	11	9	8	5	4	3	1			

//-----------------------------------------------------------------------------------------------------------------
//SHOE			Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT SHOE	0		1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE	1		1	2			70	30	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE	2		1	4			27	30	26	15	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE	3		1	8			9	30	25	9	8	8	5	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE	4		2	8			0	30	27	27	10	8	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE	5		4	8			0	0	0	30	35	18	7	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE	6		4	16			0	0	0	18	30	15	9	8	7	6	5	4	3	2	1	0	0	0			
AIFOOTPRINT SHOE	7		4	20			0	0	0	12	30	20	12	15	8	7	6	5	4	3	2	2	2	0			
AIFOOTPRINT SHOE	8		6	24			0	0	0	0	0	0	2	30	12	20	20	11	9	8	5	4	3	1			

//-----------------------------------------------------------------------------------------------------------------
//WHEELBAROW		Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT WHEELBARROW	0	1	1			100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT WHEELBARROW	1	1	2			90	10	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT WHEELBARROW	2	1	4			50	40	26	15	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT WHEELBARROW	3	1	8			9	26	25	9	8	8	5	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT WHEELBARROW	4	2	8			0	10	27	27	10	8	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT WHEELBARROW	5	4	8			0	0	0	20	35	18	7	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT WHEELBARROW	6	4	16			0	0	0	10	20	30	9	40	7	6	5	4	3	2	1	0	0	0			
AIFOOTPRINT WHEELBARROW	7	4	20			0	0	0	2	12	20	12	40	8	30	6	5	4	3	2	2	2	0			
AIFOOTPRINT WHEELBARROW	8	6	24			0	0	0	0	0	0	2	5	12	40	20	11	30	8	5	4	3	1			

//-----------------------------------------
//				DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE HAT	1	1	-
AITIMETABLE HAT	1	2	-
AITIMETABLE HAT	1	3	-
AITIMETABLE HAT	1	4	-
AITIMETABLE HAT	1	5	-
AITIMETABLE HAT	1	6	-
AITIMETABLE HAT	1	7	-
AITIMETABLE HAT	1	8	-
AITIMETABLE HAT	1	9	-
AITIMETABLE HAT	1	10	CHECK_STOCK
AITIMETABLE HAT	1	11	-
AITIMETABLE HAT	1	12	-
AITIMETABLE HAT	1	13	-
AITIMETABLE HAT	1	14	-
AITIMETABLE HAT	1	15	-
AITIMETABLE HAT	1	16	-
AITIMETABLE HAT	1	17	-
AITIMETABLE HAT	1	18	-
AITIMETABLE HAT	1	19	-
AITIMETABLE HAT	1	20	-
AITIMETABLE HAT	1	21	-
AITIMETABLE HAT	1	22	-
AITIMETABLE HAT	1	23	-
AITIMETABLE HAT	1	24	-

AITIMETABLE HAT	2	1	-
AITIMETABLE HAT	2	2	-
AITIMETABLE HAT	2	3	-
AITIMETABLE HAT	2	4	-
AITIMETABLE HAT	2	5	-
AITIMETABLE HAT	2	6	-
AITIMETABLE HAT	2	7	-
AITIMETABLE HAT	2	8	-
AITIMETABLE HAT	2	9	-
AITIMETABLE HAT	2	10	CHECK_STOCK
AITIMETABLE HAT	2	11	-
AITIMETABLE HAT	2	12	-
AITIMETABLE HAT	2	13	-
AITIMETABLE HAT	2	14	-
AITIMETABLE HAT	2	15	-
AITIMETABLE HAT	2	16	-
AITIMETABLE HAT	2	17	-
AITIMETABLE HAT	2	18	-
AITIMETABLE HAT	2	19	-
AITIMETABLE HAT	2	20	-
AITIMETABLE HAT	2	21	-
AITIMETABLE HAT	2	22	-
AITIMETABLE HAT	2	23	-
AITIMETABLE HAT	2	24	-

AITIMETABLE HAT	3	1	-
AITIMETABLE HAT	3	2	-
AITIMETABLE HAT	3	3	-
AITIMETABLE HAT	3	4	-
AITIMETABLE HAT	3	5	-
AITIMETABLE HAT	3	6	-
AITIMETABLE HAT	3	7	-
AITIMETABLE HAT	3	8	-
AITIMETABLE HAT	3	9	-
AITIMETABLE HAT	3	10	CHECK_STOCK
AITIMETABLE HAT	3	11	-
AITIMETABLE HAT	3	12	-
AITIMETABLE HAT	3	13	-
AITIMETABLE HAT	3	14	-
AITIMETABLE HAT	3	15	-
AITIMETABLE HAT	3	16	-
AITIMETABLE HAT	3	17	-
AITIMETABLE HAT	3	18	-
AITIMETABLE HAT	3	19	-
AITIMETABLE HAT	3	20	-
AITIMETABLE HAT	3	21	-
AITIMETABLE HAT	3	22	-
AITIMETABLE HAT	3	23	-
AITIMETABLE HAT	3	24	-

AITIMETABLE HAT	4	1	-
AITIMETABLE HAT	4	2	-
AITIMETABLE HAT	4	3	-
AITIMETABLE HAT	4	4	-
AITIMETABLE HAT	4	5	-
AITIMETABLE HAT	4	6	-
AITIMETABLE HAT	4	7	-
AITIMETABLE HAT	4	8	-
AITIMETABLE HAT	4	9	-
AITIMETABLE HAT	4	10	CHECK_STOCK
AITIMETABLE HAT	4	11	-
AITIMETABLE HAT	4	12	-
AITIMETABLE HAT	4	13	-
AITIMETABLE HAT	4	14	-
AITIMETABLE HAT	4	15	-
AITIMETABLE HAT	4	16	-
AITIMETABLE HAT	4	17	-
AITIMETABLE HAT	4	18	-
AITIMETABLE HAT	4	19	-
AITIMETABLE HAT	4	20	-
AITIMETABLE HAT	4	21	-
AITIMETABLE HAT	4	22	-
AITIMETABLE HAT	4	23	-
AITIMETABLE HAT	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//HAT -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	HAT		ACTIVITYSTART					0		//Activity Start Time
AIPRM	HAT		RESTSTART						0		//Inactivity Start Time
AIPRM	HAT		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	HAT		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	HAT		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	HAT		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	HAT		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	HAT		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	HAT		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	HAT		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	HAT		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	HAT		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	HAT		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	HAT		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	HAT		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	HAT		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	HAT		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	HAT		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//HAT -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	HAT	 GOAL_CHECKS				30
//AISCENARIO	HAT	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	HAT	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	HAT	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	HAT	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	HAT	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	HAT	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	HAT	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	HAT	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	HAT	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	HAT	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	HAT	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	HAT	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	HAT	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	HAT	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	HAT	 GOAL 0	PROFIT_CHECK_HRS	2020		




//******************************************************************************************************************************
// IRON	
//******************************************************************************************************************************



//-----------------------------------------
//					DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE IRON	1	1	-
AITIMETABLE IRON	1	2	-
AITIMETABLE IRON	1	3	-
AITIMETABLE IRON	1	4	-
AITIMETABLE IRON	1	5	-
AITIMETABLE IRON	1	6	-
AITIMETABLE IRON	1	7	-
AITIMETABLE IRON	1	8	-
AITIMETABLE IRON	1	9	-
AITIMETABLE IRON	1	10	CHECK_STOCK
AITIMETABLE IRON	1	11	-
AITIMETABLE IRON	1	12	-
AITIMETABLE IRON	1	13	-
AITIMETABLE IRON	1	14	-
AITIMETABLE IRON	1	15	-
AITIMETABLE IRON	1	16	-
AITIMETABLE IRON	1	17	-
AITIMETABLE IRON	1	18	-
AITIMETABLE IRON	1	19	-
AITIMETABLE IRON	1	20	-
AITIMETABLE IRON	1	21	-
AITIMETABLE IRON	1	22	-
AITIMETABLE IRON	1	23	-
AITIMETABLE IRON	1	24	-

AITIMETABLE IRON	2	1	-
AITIMETABLE IRON	2	2	-
AITIMETABLE IRON	2	3	-
AITIMETABLE IRON	2	4	-
AITIMETABLE IRON	2	5	-
AITIMETABLE IRON	2	6	-
AITIMETABLE IRON	2	7	-
AITIMETABLE IRON	2	8	-
AITIMETABLE IRON	2	9	-
AITIMETABLE IRON	2	10	CHECK_STOCK
AITIMETABLE IRON	2	11	-
AITIMETABLE IRON	2	12	-
AITIMETABLE IRON	2	13	-
AITIMETABLE IRON	2	14	-
AITIMETABLE IRON	2	15	-
AITIMETABLE IRON	2	16	-
AITIMETABLE IRON	2	17	-
AITIMETABLE IRON	2	18	-
AITIMETABLE IRON	2	19	-
AITIMETABLE IRON	2	20	-
AITIMETABLE IRON	2	21	-
AITIMETABLE IRON	2	22	-
AITIMETABLE IRON	2	23	-
AITIMETABLE IRON	2	24	-

AITIMETABLE IRON	3	1	-
AITIMETABLE IRON	3	2	-
AITIMETABLE IRON	3	3	-
AITIMETABLE IRON	3	4	-
AITIMETABLE IRON	3	5	-
AITIMETABLE IRON	3	6	-
AITIMETABLE IRON	3	7	-
AITIMETABLE IRON	3	8	-
AITIMETABLE IRON	3	9	-
AITIMETABLE IRON	3	10	CHECK_STOCK
AITIMETABLE IRON	3	11	-
AITIMETABLE IRON	3	12	-
AITIMETABLE IRON	3	13	-
AITIMETABLE IRON	3	14	-
AITIMETABLE IRON	3	15	-
AITIMETABLE IRON	3	16	-
AITIMETABLE IRON	3	17	-
AITIMETABLE IRON	3	18	-
AITIMETABLE IRON	3	19	-
AITIMETABLE IRON	3	20	-
AITIMETABLE IRON	3	21	-
AITIMETABLE IRON	3	22	-
AITIMETABLE IRON	3	23	-
AITIMETABLE IRON	3	24	-

AITIMETABLE IRON	4	1	-
AITIMETABLE IRON	4	2	-
AITIMETABLE IRON	4	3	-
AITIMETABLE IRON	4	4	-
AITIMETABLE IRON	4	5	-
AITIMETABLE IRON	4	6	-
AITIMETABLE IRON	4	7	-
AITIMETABLE IRON	4	8	-
AITIMETABLE IRON	4	9	-
AITIMETABLE IRON	4	10	CHECK_STOCK
AITIMETABLE IRON	4	11	-
AITIMETABLE IRON	4	12	-
AITIMETABLE IRON	4	13	-
AITIMETABLE IRON	4	14	-
AITIMETABLE IRON	4	15	-
AITIMETABLE IRON	4	16	-
AITIMETABLE IRON	4	17	-
AITIMETABLE IRON	4	18	-
AITIMETABLE IRON	4	19	-
AITIMETABLE IRON	4	20	-
AITIMETABLE IRON	4	21	-
AITIMETABLE IRON	4	22	-
AITIMETABLE IRON	4	23	-
AITIMETABLE IRON	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//IRON -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	IRON		ACTIVITYSTART					0		//Activity Start Time
AIPRM	IRON		RESTSTART						0		//Inactivity Start Time
AIPRM	IRON		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	IRON		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	IRON		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	IRON		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	IRON		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	IRON		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	IRON		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	IRON		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	IRON		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	IRON		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	IRON		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	IRON		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	IRON		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	IRON		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	IRON		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	IRON		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//IRON -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	IRON	 GOAL_CHECKS				30
//AISCENARIO	IRON	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	IRON	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	IRON	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	IRON	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	IRON	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	IRON	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	IRON	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	IRON	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	IRON	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	IRON	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	IRON	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	IRON	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	IRON	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	IRON	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	IRON	 GOAL 0	PROFIT_CHECK_HRS	2020		





//******************************************************************************************************************************
// GUN	
//******************************************************************************************************************************



//-----------------------------------------
//				DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE GUN	1	1	-
AITIMETABLE GUN	1	2	-
AITIMETABLE GUN	1	3	-
AITIMETABLE GUN	1	4	-
AITIMETABLE GUN	1	5	-
AITIMETABLE GUN	1	6	-
AITIMETABLE GUN	1	7	-
AITIMETABLE GUN	1	8	-
AITIMETABLE GUN	1	9	-
AITIMETABLE GUN	1	10	CHECK_STOCK
AITIMETABLE GUN	1	11	-
AITIMETABLE GUN	1	12	-
AITIMETABLE GUN	1	13	-
AITIMETABLE GUN	1	14	-
AITIMETABLE GUN	1	15	-
AITIMETABLE GUN	1	16	-
AITIMETABLE GUN	1	17	-
AITIMETABLE GUN	1	18	-
AITIMETABLE GUN	1	19	-
AITIMETABLE GUN	1	20	-
AITIMETABLE GUN	1	21	-
AITIMETABLE GUN	1	22	-
AITIMETABLE GUN	1	23	-
AITIMETABLE GUN	1	24	-

AITIMETABLE GUN	2	1	-
AITIMETABLE GUN	2	2	-
AITIMETABLE GUN	2	3	-
AITIMETABLE GUN	2	4	-
AITIMETABLE GUN	2	5	-
AITIMETABLE GUN	2	6	-
AITIMETABLE GUN	2	7	-
AITIMETABLE GUN	2	8	-
AITIMETABLE GUN	2	9	-
AITIMETABLE GUN	2	10	CHECK_STOCK
AITIMETABLE GUN	2	11	-
AITIMETABLE GUN	2	12	-
AITIMETABLE GUN	2	13	-
AITIMETABLE GUN	2	14	-
AITIMETABLE GUN	2	15	-
AITIMETABLE GUN	2	16	-
AITIMETABLE GUN	2	17	-
AITIMETABLE GUN	2	18	-
AITIMETABLE GUN	2	19	-
AITIMETABLE GUN	2	20	-
AITIMETABLE GUN	2	21	-
AITIMETABLE GUN	2	22	-
AITIMETABLE GUN	2	23	-
AITIMETABLE GUN	2	24	-

AITIMETABLE GUN	3	1	-
AITIMETABLE GUN	3	2	-
AITIMETABLE GUN	3	3	-
AITIMETABLE GUN	3	4	-
AITIMETABLE GUN	3	5	-
AITIMETABLE GUN	3	6	-
AITIMETABLE GUN	3	7	-
AITIMETABLE GUN	3	8	-
AITIMETABLE GUN	3	9	-
AITIMETABLE GUN	3	10	CHECK_STOCK
AITIMETABLE GUN	3	11	-
AITIMETABLE GUN	3	12	-
AITIMETABLE GUN	3	13	-
AITIMETABLE GUN	3	14	-
AITIMETABLE GUN	3	15	-
AITIMETABLE GUN	3	16	-
AITIMETABLE GUN	3	17	-
AITIMETABLE GUN	3	18	-
AITIMETABLE GUN	3	19	-
AITIMETABLE GUN	3	20	-
AITIMETABLE GUN	3	21	-
AITIMETABLE GUN	3	22	-
AITIMETABLE GUN	3	23	-
AITIMETABLE GUN	3	24	-

AITIMETABLE GUN	4	1	-
AITIMETABLE GUN	4	2	-
AITIMETABLE GUN	4	3	-
AITIMETABLE GUN	4	4	-
AITIMETABLE GUN	4	5	-
AITIMETABLE GUN	4	6	-
AITIMETABLE GUN	4	7	-
AITIMETABLE GUN	4	8	-
AITIMETABLE GUN	4	9	-
AITIMETABLE GUN	4	10	CHECK_STOCK
AITIMETABLE GUN	4	11	-
AITIMETABLE GUN	4	12	-
AITIMETABLE GUN	4	13	-
AITIMETABLE GUN	4	14	-
AITIMETABLE GUN	4	15	-
AITIMETABLE GUN	4	16	-
AITIMETABLE GUN	4	17	-
AITIMETABLE GUN	4	18	-
AITIMETABLE GUN	4	19	-
AITIMETABLE GUN	4	20	-
AITIMETABLE GUN	4	21	-
AITIMETABLE GUN	4	22	-
AITIMETABLE GUN	4	23	-
AITIMETABLE GUN	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//GUN -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	GUN		ACTIVITYSTART					0		//Activity Start Time
AIPRM	GUN		RESTSTART						0		//Inactivity Start Time
AIPRM	GUN		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	GUN		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	GUN		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	GUN		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	GUN		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	GUN		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	GUN		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	GUN		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	GUN		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	GUN		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	GUN		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	GUN		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	GUN		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	GUN		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	GUN		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	GUN		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//IRON -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	GUN	 GOAL_CHECKS				30
//AISCENARIO	GUN	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	GUN	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	GUN	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	GUN	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	GUN	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	GUN	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	GUN	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	GUN	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	GUN	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	GUN	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	GUN	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	GUN	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	GUN	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	GUN	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	GUN	 GOAL 0	PROFIT_CHECK_HRS	2020		




//******************************************************************************************************************************
// SHIP	
//******************************************************************************************************************************



//-----------------------------------------
//					DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE SHIP	1	1	-
AITIMETABLE SHIP	1	2	-
AITIMETABLE SHIP	1	3	-
AITIMETABLE SHIP	1	4	-
AITIMETABLE SHIP	1	5	-
AITIMETABLE SHIP	1	6	-
AITIMETABLE SHIP	1	7	-
AITIMETABLE SHIP	1	8	-
AITIMETABLE SHIP	1	9	-
AITIMETABLE SHIP	1	10	CHECK_STOCK
AITIMETABLE SHIP	1	11	-
AITIMETABLE SHIP	1	12	-
AITIMETABLE SHIP	1	13	-
AITIMETABLE SHIP	1	14	-
AITIMETABLE SHIP	1	15	-
AITIMETABLE SHIP	1	16	-
AITIMETABLE SHIP	1	17	-
AITIMETABLE SHIP	1	18	-
AITIMETABLE SHIP	1	19	-
AITIMETABLE SHIP	1	20	-
AITIMETABLE SHIP	1	21	-
AITIMETABLE SHIP	1	22	-
AITIMETABLE SHIP	1	23	-
AITIMETABLE SHIP	1	24	-

AITIMETABLE SHIP	2	1	-
AITIMETABLE SHIP	2	2	-
AITIMETABLE SHIP	2	3	-
AITIMETABLE SHIP	2	4	-
AITIMETABLE SHIP	2	5	-
AITIMETABLE SHIP	2	6	-
AITIMETABLE SHIP	2	7	-
AITIMETABLE SHIP	2	8	-
AITIMETABLE SHIP	2	9	-
AITIMETABLE SHIP	2	10	CHECK_STOCK
AITIMETABLE SHIP	2	11	-
AITIMETABLE SHIP	2	12	-
AITIMETABLE SHIP	2	13	-
AITIMETABLE SHIP	2	14	-
AITIMETABLE SHIP	2	15	-
AITIMETABLE SHIP	2	16	-
AITIMETABLE SHIP	2	17	-
AITIMETABLE SHIP	2	18	-
AITIMETABLE SHIP	2	19	-
AITIMETABLE SHIP	2	20	-
AITIMETABLE SHIP	2	21	-
AITIMETABLE SHIP	2	22	-
AITIMETABLE SHIP	2	23	-
AITIMETABLE SHIP	2	24	-

AITIMETABLE SHIP	3	1	-
AITIMETABLE SHIP	3	2	-
AITIMETABLE SHIP	3	3	-
AITIMETABLE SHIP	3	4	-
AITIMETABLE SHIP	3	5	-
AITIMETABLE SHIP	3	6	-
AITIMETABLE SHIP	3	7	-
AITIMETABLE SHIP	3	8	-
AITIMETABLE SHIP	3	9	-
AITIMETABLE SHIP	3	10	CHECK_STOCK
AITIMETABLE SHIP	3	11	-
AITIMETABLE SHIP	3	12	-
AITIMETABLE SHIP	3	13	-
AITIMETABLE SHIP	3	14	-
AITIMETABLE SHIP	3	15	-
AITIMETABLE SHIP	3	16	-
AITIMETABLE SHIP	3	17	-
AITIMETABLE SHIP	3	18	-
AITIMETABLE SHIP	3	19	-
AITIMETABLE SHIP	3	20	-
AITIMETABLE SHIP	3	21	-
AITIMETABLE SHIP	3	22	-
AITIMETABLE SHIP	3	23	-
AITIMETABLE SHIP	3	24	-

AITIMETABLE SHIP	4	1	-
AITIMETABLE SHIP	4	2	-
AITIMETABLE SHIP	4	3	-
AITIMETABLE SHIP	4	4	-
AITIMETABLE SHIP	4	5	-
AITIMETABLE SHIP	4	6	-
AITIMETABLE SHIP	4	7	-
AITIMETABLE SHIP	4	8	-
AITIMETABLE SHIP	4	9	-
AITIMETABLE SHIP	4	10	CHECK_STOCK
AITIMETABLE SHIP	4	11	-
AITIMETABLE SHIP	4	12	-
AITIMETABLE SHIP	4	13	-
AITIMETABLE SHIP	4	14	-
AITIMETABLE SHIP	4	15	-
AITIMETABLE SHIP	4	16	-
AITIMETABLE SHIP	4	17	-
AITIMETABLE SHIP	4	18	-
AITIMETABLE SHIP	4	19	-
AITIMETABLE SHIP	4	20	-
AITIMETABLE SHIP	4	21	-
AITIMETABLE SHIP	4	22	-
AITIMETABLE SHIP	4	23	-
AITIMETABLE SHIP	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//SHIP -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	SHIP		ACTIVITYSTART					0		//Activity Start Time
AIPRM	SHIP		RESTSTART						0		//Inactivity Start Time
AIPRM	SHIP		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	SHIP		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	SHIP		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	SHIP		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	SHIP		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	SHIP		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	SHIP		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	SHIP		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	SHIP		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	SHIP		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	SHIP		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	SHIP		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	SHIP		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	SHIP		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	SHIP		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	SHIP		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//SHIP -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	SHIP	 GOAL_CHECKS				30
//AISCENARIO	SHIP	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	SHIP	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	SHIP	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	SHIP	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	SHIP	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	SHIP	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	SHIP	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	SHIP	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	SHIP	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	SHIP	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	SHIP	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	SHIP	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	SHIP	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	SHIP	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	SHIP	 GOAL 0	PROFIT_CHECK_HRS	2020		




//******************************************************************************************************************************
// DOG	
//******************************************************************************************************************************



//-----------------------------------------
//				DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE DOG	1	1	-
AITIMETABLE DOG	1	2	-
AITIMETABLE DOG	1	3	-
AITIMETABLE DOG	1	4	-
AITIMETABLE DOG	1	5	-
AITIMETABLE DOG	1	6	-
AITIMETABLE DOG	1	7	-
AITIMETABLE DOG	1	8	-
AITIMETABLE DOG	1	9	-
AITIMETABLE DOG	1	10	CHECK_STOCK
AITIMETABLE DOG	1	11	-
AITIMETABLE DOG	1	12	-
AITIMETABLE DOG	1	13	-
AITIMETABLE DOG	1	14	-
AITIMETABLE DOG	1	15	-
AITIMETABLE DOG	1	16	-
AITIMETABLE DOG	1	17	-
AITIMETABLE DOG	1	18	-
AITIMETABLE DOG	1	19	-
AITIMETABLE DOG	1	20	-
AITIMETABLE DOG	1	21	-
AITIMETABLE DOG	1	22	-
AITIMETABLE DOG	1	23	-
AITIMETABLE DOG	1	24	-

AITIMETABLE DOG	2	1	-
AITIMETABLE DOG	2	2	-
AITIMETABLE DOG	2	3	-
AITIMETABLE DOG	2	4	-
AITIMETABLE DOG	2	5	-
AITIMETABLE DOG	2	6	-
AITIMETABLE DOG	2	7	-
AITIMETABLE DOG	2	8	-
AITIMETABLE DOG	2	9	-
AITIMETABLE DOG	2	10	CHECK_STOCK
AITIMETABLE DOG	2	11	-
AITIMETABLE DOG	2	12	-
AITIMETABLE DOG	2	13	-
AITIMETABLE DOG	2	14	-
AITIMETABLE DOG	2	15	-
AITIMETABLE DOG	2	16	-
AITIMETABLE DOG	2	17	-
AITIMETABLE DOG	2	18	-
AITIMETABLE DOG	2	19	-
AITIMETABLE DOG	2	20	-
AITIMETABLE DOG	2	21	-
AITIMETABLE DOG	2	22	-
AITIMETABLE DOG	2	23	-
AITIMETABLE DOG	2	24	-

AITIMETABLE DOG	3	1	-
AITIMETABLE DOG	3	2	-
AITIMETABLE DOG	3	3	-
AITIMETABLE DOG	3	4	-
AITIMETABLE DOG	3	5	-
AITIMETABLE DOG	3	6	-
AITIMETABLE DOG	3	7	-
AITIMETABLE DOG	3	8	-
AITIMETABLE DOG	3	9	-
AITIMETABLE DOG	3	10	CHECK_STOCK
AITIMETABLE DOG	3	11	-
AITIMETABLE DOG	3	12	-
AITIMETABLE DOG	3	13	-
AITIMETABLE DOG	3	14	-
AITIMETABLE DOG	3	15	-
AITIMETABLE DOG	3	16	-
AITIMETABLE DOG	3	17	-
AITIMETABLE DOG	3	18	-
AITIMETABLE DOG	3	19	-
AITIMETABLE DOG	3	20	-
AITIMETABLE DOG	3	21	-
AITIMETABLE DOG	3	22	-
AITIMETABLE DOG	3	23	-
AITIMETABLE DOG	3	24	-

AITIMETABLE DOG	4	1	-
AITIMETABLE DOG	4	2	-
AITIMETABLE DOG	4	3	-
AITIMETABLE DOG	4	4	-
AITIMETABLE DOG	4	5	-
AITIMETABLE DOG	4	6	-
AITIMETABLE DOG	4	7	-
AITIMETABLE DOG	4	8	-
AITIMETABLE DOG	4	9	-
AITIMETABLE DOG	4	10	CHECK_STOCK
AITIMETABLE DOG	4	11	-
AITIMETABLE DOG	4	12	-
AITIMETABLE DOG	4	13	-
AITIMETABLE DOG	4	14	-
AITIMETABLE DOG	4	15	-
AITIMETABLE DOG	4	16	-
AITIMETABLE DOG	4	17	-
AITIMETABLE DOG	4	18	-
AITIMETABLE DOG	4	19	-
AITIMETABLE DOG	4	20	-
AITIMETABLE DOG	4	21	-
AITIMETABLE DOG	4	22	-
AITIMETABLE DOG	4	23	-
AITIMETABLE DOG	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//DOG -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	DOG		ACTIVITYSTART					0		//Activity Start Time
AIPRM	DOG		RESTSTART						0		//Inactivity Start Time
AIPRM	DOG		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	DOG		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	DOG		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	DOG		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	DOG		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	DOG		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	DOG		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	DOG		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	DOG		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	DOG		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	DOG		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	DOG		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	DOG		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	DOG		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	DOG		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	DOG		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//DOG -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	DOG	 GOAL_CHECKS				30
//AISCENARIO	DOG	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	DOG	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	DOG	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	DOG	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	DOG	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	DOG	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	DOG	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	DOG	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	DOG	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	DOG	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	DOG	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	DOG	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	DOG	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	DOG	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	DOG	 GOAL 0	PROFIT_CHECK_HRS	2020		





//******************************************************************************************************************************
// CAR	
//******************************************************************************************************************************



//-----------------------------------------
//				DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE CAR	1	1	-
AITIMETABLE CAR	1	2	-
AITIMETABLE CAR	1	3	-
AITIMETABLE CAR	1	4	-
AITIMETABLE CAR	1	5	-
AITIMETABLE CAR	1	6	-
AITIMETABLE CAR	1	7	-
AITIMETABLE CAR	1	8	-
AITIMETABLE CAR	1	9	-
AITIMETABLE CAR	1	10	CHECK_STOCK
AITIMETABLE CAR	1	11	-
AITIMETABLE CAR	1	12	-
AITIMETABLE CAR	1	13	-
AITIMETABLE CAR	1	14	-
AITIMETABLE CAR	1	15	-
AITIMETABLE CAR	1	16	-
AITIMETABLE CAR	1	17	-
AITIMETABLE CAR	1	18	-
AITIMETABLE CAR	1	19	-
AITIMETABLE CAR	1	20	-
AITIMETABLE CAR	1	21	-
AITIMETABLE CAR	1	22	-
AITIMETABLE CAR	1	23	-
AITIMETABLE CAR	1	24	-

AITIMETABLE CAR	2	1	-
AITIMETABLE CAR	2	2	-
AITIMETABLE CAR	2	3	-
AITIMETABLE CAR	2	4	-
AITIMETABLE CAR	2	5	-
AITIMETABLE CAR	2	6	-
AITIMETABLE CAR	2	7	-
AITIMETABLE CAR	2	8	-
AITIMETABLE CAR	2	9	-
AITIMETABLE CAR	2	10	CHECK_STOCK
AITIMETABLE CAR	2	11	-
AITIMETABLE CAR	2	12	-
AITIMETABLE CAR	2	13	-
AITIMETABLE CAR	2	14	-
AITIMETABLE CAR	2	15	-
AITIMETABLE CAR	2	16	-
AITIMETABLE CAR	2	17	-
AITIMETABLE CAR	2	18	-
AITIMETABLE CAR	2	19	-
AITIMETABLE CAR	2	20	-
AITIMETABLE CAR	2	21	-
AITIMETABLE CAR	2	22	-
AITIMETABLE CAR	2	23	-
AITIMETABLE CAR	2	24	-

AITIMETABLE CAR	3	1	-
AITIMETABLE CAR	3	2	-
AITIMETABLE CAR	3	3	-
AITIMETABLE CAR	3	4	-
AITIMETABLE CAR	3	5	-
AITIMETABLE CAR	3	6	-
AITIMETABLE CAR	3	7	-
AITIMETABLE CAR	3	8	-
AITIMETABLE CAR	3	9	-
AITIMETABLE CAR	3	10	CHECK_STOCK
AITIMETABLE CAR	3	11	-
AITIMETABLE CAR	3	12	-
AITIMETABLE CAR	3	13	-
AITIMETABLE CAR	3	14	-
AITIMETABLE CAR	3	15	-
AITIMETABLE CAR	3	16	-
AITIMETABLE CAR	3	17	-
AITIMETABLE CAR	3	18	-
AITIMETABLE CAR	3	19	-
AITIMETABLE CAR	3	20	-
AITIMETABLE CAR	3	21	-
AITIMETABLE CAR	3	22	-
AITIMETABLE CAR	3	23	-
AITIMETABLE CAR	3	24	-

AITIMETABLE CAR	4	1	-
AITIMETABLE CAR	4	2	-
AITIMETABLE CAR	4	3	-
AITIMETABLE CAR	4	4	-
AITIMETABLE CAR	4	5	-
AITIMETABLE CAR	4	6	-
AITIMETABLE CAR	4	7	-
AITIMETABLE CAR	4	8	-
AITIMETABLE CAR	4	9	-
AITIMETABLE CAR	4	10	CHECK_STOCK
AITIMETABLE CAR	4	11	-
AITIMETABLE CAR	4	12	-
AITIMETABLE CAR	4	13	-
AITIMETABLE CAR	4	14	-
AITIMETABLE CAR	4	15	-
AITIMETABLE CAR	4	16	-
AITIMETABLE CAR	4	17	-
AITIMETABLE CAR	4	18	-
AITIMETABLE CAR	4	19	-
AITIMETABLE CAR	4	20	-
AITIMETABLE CAR	4	21	-
AITIMETABLE CAR	4	22	-
AITIMETABLE CAR	4	23	-
AITIMETABLE CAR	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//CAR -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	CAR		ACTIVITYSTART					0		//Activity Start Time
AIPRM	CAR		RESTSTART						0		//Inactivity Start Time
AIPRM	CAR		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	CAR		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	CAR		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	CAR		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	CAR		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	CAR		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	CAR		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	CAR		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	CAR		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	CAR		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	CAR		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	CAR		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	CAR		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	CAR		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	CAR		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	CAR		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//CAR -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	CAR	 GOAL_CHECKS				30
//AISCENARIO	CAR	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	CAR	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	CAR	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	CAR	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	CAR	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	CAR	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	CAR	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	CAR	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	CAR	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	CAR	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	CAR	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	CAR	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	CAR	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	CAR	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	CAR	 GOAL 0	PROFIT_CHECK_HRS	2020		




//******************************************************************************************************************************
// THIMBLE	
//******************************************************************************************************************************



//-----------------------------------------
//					DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE THIMBLE	1	1	-
AITIMETABLE THIMBLE	1	2	-
AITIMETABLE THIMBLE	1	3	-
AITIMETABLE THIMBLE	1	4	-
AITIMETABLE THIMBLE	1	5	-
AITIMETABLE THIMBLE	1	6	-
AITIMETABLE THIMBLE	1	7	-
AITIMETABLE THIMBLE	1	8	-
AITIMETABLE THIMBLE	1	9	-
AITIMETABLE THIMBLE	1	10	CHECK_STOCK
AITIMETABLE THIMBLE	1	11	-
AITIMETABLE THIMBLE	1	12	-
AITIMETABLE THIMBLE	1	13	-
AITIMETABLE THIMBLE	1	14	-
AITIMETABLE THIMBLE	1	15	-
AITIMETABLE THIMBLE	1	16	-
AITIMETABLE THIMBLE	1	17	-
AITIMETABLE THIMBLE	1	18	-
AITIMETABLE THIMBLE	1	19	-
AITIMETABLE THIMBLE	1	20	-
AITIMETABLE THIMBLE	1	21	-
AITIMETABLE THIMBLE	1	22	-
AITIMETABLE THIMBLE	1	23	-
AITIMETABLE THIMBLE	1	24	-

AITIMETABLE THIMBLE	2	1	-
AITIMETABLE THIMBLE	2	2	-
AITIMETABLE THIMBLE	2	3	-
AITIMETABLE THIMBLE	2	4	-
AITIMETABLE THIMBLE	2	5	-
AITIMETABLE THIMBLE	2	6	-
AITIMETABLE THIMBLE	2	7	-
AITIMETABLE THIMBLE	2	8	-
AITIMETABLE THIMBLE	2	9	-
AITIMETABLE THIMBLE	2	10	CHECK_STOCK
AITIMETABLE THIMBLE	2	11	-
AITIMETABLE THIMBLE	2	12	-
AITIMETABLE THIMBLE	2	13	-
AITIMETABLE THIMBLE	2	14	-
AITIMETABLE THIMBLE	2	15	-
AITIMETABLE THIMBLE	2	16	-
AITIMETABLE THIMBLE	2	17	-
AITIMETABLE THIMBLE	2	18	-
AITIMETABLE THIMBLE	2	19	-
AITIMETABLE THIMBLE	2	20	-
AITIMETABLE THIMBLE	2	21	-
AITIMETABLE THIMBLE	2	22	-
AITIMETABLE THIMBLE	2	23	-
AITIMETABLE THIMBLE	2	24	-

AITIMETABLE THIMBLE	3	1	-
AITIMETABLE THIMBLE	3	2	-
AITIMETABLE THIMBLE	3	3	-
AITIMETABLE THIMBLE	3	4	-
AITIMETABLE THIMBLE	3	5	-
AITIMETABLE THIMBLE	3	6	-
AITIMETABLE THIMBLE	3	7	-
AITIMETABLE THIMBLE	3	8	-
AITIMETABLE THIMBLE	3	9	-
AITIMETABLE THIMBLE	3	10	CHECK_STOCK
AITIMETABLE THIMBLE	3	11	-
AITIMETABLE THIMBLE	3	12	-
AITIMETABLE THIMBLE	3	13	-
AITIMETABLE THIMBLE	3	14	-
AITIMETABLE THIMBLE	3	15	-
AITIMETABLE THIMBLE	3	16	-
AITIMETABLE THIMBLE	3	17	-
AITIMETABLE THIMBLE	3	18	-
AITIMETABLE THIMBLE	3	19	-
AITIMETABLE THIMBLE	3	20	-
AITIMETABLE THIMBLE	3	21	-
AITIMETABLE THIMBLE	3	22	-
AITIMETABLE THIMBLE	3	23	-
AITIMETABLE THIMBLE	3	24	-

AITIMETABLE THIMBLE	4	1	-
AITIMETABLE THIMBLE	4	2	-
AITIMETABLE THIMBLE	4	3	-
AITIMETABLE THIMBLE	4	4	-
AITIMETABLE THIMBLE	4	5	-
AITIMETABLE THIMBLE	4	6	-
AITIMETABLE THIMBLE	4	7	-
AITIMETABLE THIMBLE	4	8	-
AITIMETABLE THIMBLE	4	9	-
AITIMETABLE THIMBLE	4	10	CHECK_STOCK
AITIMETABLE THIMBLE	4	11	-
AITIMETABLE THIMBLE	4	12	-
AITIMETABLE THIMBLE	4	13	-
AITIMETABLE THIMBLE	4	14	-
AITIMETABLE THIMBLE	4	15	-
AITIMETABLE THIMBLE	4	16	-
AITIMETABLE THIMBLE	4	17	-
AITIMETABLE THIMBLE	4	18	-
AITIMETABLE THIMBLE	4	19	-
AITIMETABLE THIMBLE	4	20	-
AITIMETABLE THIMBLE	4	21	-
AITIMETABLE THIMBLE	4	22	-
AITIMETABLE THIMBLE	4	23	-
AITIMETABLE THIMBLE	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//THIMBLE -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	THIMBLE		ACTIVITYSTART					0		//Activity Start Time
AIPRM	THIMBLE		RESTSTART						0		//Inactivity Start Time
AIPRM	THIMBLE		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	THIMBLE		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	THIMBLE		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	THIMBLE		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	THIMBLE		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	THIMBLE		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	THIMBLE		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	THIMBLE		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	THIMBLE		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	THIMBLE		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	THIMBLE		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	THIMBLE		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	THIMBLE		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	THIMBLE		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	THIMBLE		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	THIMBLE		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//THIMBLE -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	THIMBLE	 GOAL_CHECKS				30
//AISCENARIO	THIMBLE	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	THIMBLE	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	THIMBLE	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	THIMBLE	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	THIMBLE	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	THIMBLE	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	THIMBLE	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	THIMBLE	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	THIMBLE	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	THIMBLE	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	THIMBLE	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	THIMBLE	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	THIMBLE	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	THIMBLE	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	THIMBLE	 GOAL 0	PROFIT_CHECK_HRS	2020		




//******************************************************************************************************************************
// HORSE	
//******************************************************************************************************************************



//-----------------------------------------
//					DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE HORSE	1	1	-
AITIMETABLE HORSE	1	2	-
AITIMETABLE HORSE	1	3	-
AITIMETABLE HORSE	1	4	-
AITIMETABLE HORSE	1	5	-
AITIMETABLE HORSE	1	6	-
AITIMETABLE HORSE	1	7	-
AITIMETABLE HORSE	1	8	-
AITIMETABLE HORSE	1	9	-
AITIMETABLE HORSE	1	10	CHECK_STOCK
AITIMETABLE HORSE	1	11	-
AITIMETABLE HORSE	1	12	-
AITIMETABLE HORSE	1	13	-
AITIMETABLE HORSE	1	14	-
AITIMETABLE HORSE	1	15	-
AITIMETABLE HORSE	1	16	-
AITIMETABLE HORSE	1	17	-
AITIMETABLE HORSE	1	18	-
AITIMETABLE HORSE	1	19	-
AITIMETABLE HORSE	1	20	-
AITIMETABLE HORSE	1	21	-
AITIMETABLE HORSE	1	22	-
AITIMETABLE HORSE	1	23	-
AITIMETABLE HORSE	1	24	-

AITIMETABLE HORSE	2	1	-
AITIMETABLE HORSE	2	2	-
AITIMETABLE HORSE	2	3	-
AITIMETABLE HORSE	2	4	-
AITIMETABLE HORSE	2	5	-
AITIMETABLE HORSE	2	6	-
AITIMETABLE HORSE	2	7	-
AITIMETABLE HORSE	2	8	-
AITIMETABLE HORSE	2	9	-
AITIMETABLE HORSE	2	10	CHECK_STOCK
AITIMETABLE HORSE	2	11	-
AITIMETABLE HORSE	2	12	-
AITIMETABLE HORSE	2	13	-
AITIMETABLE HORSE	2	14	-
AITIMETABLE HORSE	2	15	-
AITIMETABLE HORSE	2	16	-
AITIMETABLE HORSE	2	17	-
AITIMETABLE HORSE	2	18	-
AITIMETABLE HORSE	2	19	-
AITIMETABLE HORSE	2	20	-
AITIMETABLE HORSE	2	21	-
AITIMETABLE HORSE	2	22	-
AITIMETABLE HORSE	2	23	-
AITIMETABLE HORSE	2	24	-

AITIMETABLE HORSE	3	1	-
AITIMETABLE HORSE	3	2	-
AITIMETABLE HORSE	3	3	-
AITIMETABLE HORSE	3	4	-
AITIMETABLE HORSE	3	5	-
AITIMETABLE HORSE	3	6	-
AITIMETABLE HORSE	3	7	-
AITIMETABLE HORSE	3	8	-
AITIMETABLE HORSE	3	9	-
AITIMETABLE HORSE	3	10	CHECK_STOCK
AITIMETABLE HORSE	3	11	-
AITIMETABLE HORSE	3	12	-
AITIMETABLE HORSE	3	13	-
AITIMETABLE HORSE	3	14	-
AITIMETABLE HORSE	3	15	-
AITIMETABLE HORSE	3	16	-
AITIMETABLE HORSE	3	17	-
AITIMETABLE HORSE	3	18	-
AITIMETABLE HORSE	3	19	-
AITIMETABLE HORSE	3	20	-
AITIMETABLE HORSE	3	21	-
AITIMETABLE HORSE	3	22	-
AITIMETABLE HORSE	3	23	-
AITIMETABLE HORSE	3	24	-

AITIMETABLE HORSE	4	1	-
AITIMETABLE HORSE	4	2	-
AITIMETABLE HORSE	4	3	-
AITIMETABLE HORSE	4	4	-
AITIMETABLE HORSE	4	5	-
AITIMETABLE HORSE	4	6	-
AITIMETABLE HORSE	4	7	-
AITIMETABLE HORSE	4	8	-
AITIMETABLE HORSE	4	9	-
AITIMETABLE HORSE	4	10	CHECK_STOCK
AITIMETABLE HORSE	4	11	-
AITIMETABLE HORSE	4	12	-
AITIMETABLE HORSE	4	13	-
AITIMETABLE HORSE	4	14	-
AITIMETABLE HORSE	4	15	-
AITIMETABLE HORSE	4	16	-
AITIMETABLE HORSE	4	17	-
AITIMETABLE HORSE	4	18	-
AITIMETABLE HORSE	4	19	-
AITIMETABLE HORSE	4	20	-
AITIMETABLE HORSE	4	21	-
AITIMETABLE HORSE	4	22	-
AITIMETABLE HORSE	4	23	-
AITIMETABLE HORSE	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//HORSE -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	HORSE		ACTIVITYSTART					0		//Activity Start Time
AIPRM	HORSE		RESTSTART						0		//Inactivity Start Time
AIPRM	HORSE		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	HORSE		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	HORSE		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	HORSE		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	HORSE		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	HORSE		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	HORSE		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	HORSE		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	HORSE		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	HORSE		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	HORSE		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	HORSE		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	HORSE		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	HORSE		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	HORSE		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	HORSE		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//HORSE -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	HORSE	 GOAL_CHECKS				30
//AISCENARIO	HORSE	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	HORSE	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	HORSE	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	HORSE	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	HORSE	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	HORSE	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	HORSE	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	HORSE	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	HORSE	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	HORSE	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	HORSE	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	HORSE	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	HORSE	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	HORSE	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	HORSE	 GOAL 0	PROFIT_CHECK_HRS	2020		




//******************************************************************************************************************************
// SHOE	
//******************************************************************************************************************************

//-----------------------------------------------------------------------------------------------------------------
//Building Footprint -- (One per character)
//-----------------------------------------------------------------------------------------------------------------
//HAT				Size Band	MIN	MAX 	1*1	2*1	3*1	4*1	2*2	5*1	6*1	2*3	2*4	3*3	5*2	6*2	4*3	5*3	4*4	6*3	5*4	6*4		
//-----------------------------------------------------------------------------------------------------------------
AIFOOTPRINT SHOE		2		1	1		100	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE		1		1	2		70	30	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE		2		1	4		27	27	26	15	5	0	0	0	0	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE		3		1	8		9	26	25	9	8	8	5	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE		4		2	8		0	10	27	27	10	8	8	5	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE		5		4	8		0	0	0	20	35	18	7	15	5	0	0	0	0	0	0	0	0	0			
AIFOOTPRINT SHOE		6		4	16		0	0	0	22	18	15	9	8	7	6	5	4	3	2	1	0	0	0			
AIFOOTPRINT SHOE		7		4	20		0	0	0	2	12	20	12	15	8	7	6	5	4	3	2	2	2	0			
AIFOOTPRINT SHOE		8		6	24		0	0	0	0	0	0	2	5	12	20	20	11	9	8	5	4	3	1			


//-----------------------------------------
//				DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE SHOE	1	1	-
AITIMETABLE SHOE	1	2	-
AITIMETABLE SHOE	1	3	-
AITIMETABLE SHOE	1	4	-
AITIMETABLE SHOE	1	5	-
AITIMETABLE SHOE	1	6	-
AITIMETABLE SHOE	1	7	-
AITIMETABLE SHOE	1	8	-
AITIMETABLE SHOE	1	9	-
AITIMETABLE SHOE	1	10	CHECK_STOCK
AITIMETABLE SHOE	1	11	-
AITIMETABLE SHOE	1	12	-
AITIMETABLE SHOE	1	13	-
AITIMETABLE SHOE	1	14	-
AITIMETABLE SHOE	1	15	-
AITIMETABLE SHOE	1	16	-
AITIMETABLE SHOE	1	17	-
AITIMETABLE SHOE	1	18	-
AITIMETABLE SHOE	1	19	-
AITIMETABLE SHOE	1	20	-
AITIMETABLE SHOE	1	21	-
AITIMETABLE SHOE	1	22	-
AITIMETABLE SHOE	1	23	-
AITIMETABLE SHOE	1	24	-

AITIMETABLE SHOE	2	1	-
AITIMETABLE SHOE	2	2	-
AITIMETABLE SHOE	2	3	-
AITIMETABLE SHOE	2	4	-
AITIMETABLE SHOE	2	5	-
AITIMETABLE SHOE	2	6	-
AITIMETABLE SHOE	2	7	-
AITIMETABLE SHOE	2	8	-
AITIMETABLE SHOE	2	9	-
AITIMETABLE SHOE	2	10	CHECK_STOCK
AITIMETABLE SHOE	2	11	-
AITIMETABLE SHOE	2	12	-
AITIMETABLE SHOE	2	13	-
AITIMETABLE SHOE	2	14	-
AITIMETABLE SHOE	2	15	-
AITIMETABLE SHOE	2	16	-
AITIMETABLE SHOE	2	17	-
AITIMETABLE SHOE	2	18	-
AITIMETABLE SHOE	2	19	-
AITIMETABLE SHOE	2	20	-
AITIMETABLE SHOE	2	21	-
AITIMETABLE SHOE	2	22	-
AITIMETABLE SHOE	2	23	-
AITIMETABLE SHOE	2	24	-

AITIMETABLE SHOE	3	1	-
AITIMETABLE SHOE	3	2	-
AITIMETABLE SHOE	3	3	-
AITIMETABLE SHOE	3	4	-
AITIMETABLE SHOE	3	5	-
AITIMETABLE SHOE	3	6	-
AITIMETABLE SHOE	3	7	-
AITIMETABLE SHOE	3	8	-
AITIMETABLE SHOE	3	9	-
AITIMETABLE SHOE	3	10	CHECK_STOCK
AITIMETABLE SHOE	3	11	-
AITIMETABLE SHOE	3	12	-
AITIMETABLE SHOE	3	13	-
AITIMETABLE SHOE	3	14	-
AITIMETABLE SHOE	3	15	-
AITIMETABLE SHOE	3	16	-
AITIMETABLE SHOE	3	17	-
AITIMETABLE SHOE	3	18	-
AITIMETABLE SHOE	3	19	-
AITIMETABLE SHOE	3	20	-
AITIMETABLE SHOE	3	21	-
AITIMETABLE SHOE	3	22	-
AITIMETABLE SHOE	3	23	-
AITIMETABLE SHOE	3	24	-

AITIMETABLE SHOE	4	1	-
AITIMETABLE SHOE	4	2	-
AITIMETABLE SHOE	4	3	-
AITIMETABLE SHOE	4	4	-
AITIMETABLE SHOE	4	5	-
AITIMETABLE SHOE	4	6	-
AITIMETABLE SHOE	4	7	-
AITIMETABLE SHOE	4	8	-
AITIMETABLE SHOE	4	9	-
AITIMETABLE SHOE	4	10	CHECK_STOCK
AITIMETABLE SHOE	4	11	-
AITIMETABLE SHOE	4	12	-
AITIMETABLE SHOE	4	13	-
AITIMETABLE SHOE	4	14	-
AITIMETABLE SHOE	4	15	-
AITIMETABLE SHOE	4	16	-
AITIMETABLE SHOE	4	17	-
AITIMETABLE SHOE	4	18	-
AITIMETABLE SHOE	4	19	-
AITIMETABLE SHOE	4	20	-
AITIMETABLE SHOE	4	21	-
AITIMETABLE SHOE	4	22	-
AITIMETABLE SHOE	4	23	-
AITIMETABLE SHOE	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//SHOE -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	SHOE		ACTIVITYSTART					0		//Activity Start Time
AIPRM	SHOE		RESTSTART						0		//Inactivity Start Time
AIPRM	SHOE		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	SHOE		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	SHOE		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	SHOE		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	SHOE		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	SHOE		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	SHOE		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	SHOE		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	SHOE		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	SHOE		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	SHOE		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	SHOE		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	SHOE		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	SHOE		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	SHOE		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	SHOE		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//SHOE -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	SHOE	 GOAL_CHECKS				30
//AISCENARIO	SHOE	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	SHOE	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	SHOE	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	SHOE	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	SHOE	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	SHOE	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	SHOE	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	SHOE	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	SHOE	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	SHOE	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	SHOE	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	SHOE	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	SHOE	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	SHOE	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	SHOE	 GOAL 0	PROFIT_CHECK_HRS	2020		




//******************************************************************************************************************************
// WHEELBARROW	
//******************************************************************************************************************************



//-----------------------------------------
//						DAY|HR |EVENT
//-----------------------------------------
AITIMETABLE WHEELBARROW	1	1	-
AITIMETABLE WHEELBARROW	1	2	-
AITIMETABLE WHEELBARROW	1	3	-
AITIMETABLE WHEELBARROW	1	4	-
AITIMETABLE WHEELBARROW	1	5	-
AITIMETABLE WHEELBARROW	1	6	-
AITIMETABLE WHEELBARROW	1	7	-
AITIMETABLE WHEELBARROW	1	8	-
AITIMETABLE WHEELBARROW	1	9	-
AITIMETABLE WHEELBARROW	1	10	CHECK_STOCK
AITIMETABLE WHEELBARROW	1	11	-
AITIMETABLE WHEELBARROW	1	12	-
AITIMETABLE WHEELBARROW	1	13	-
AITIMETABLE WHEELBARROW	1	14	-
AITIMETABLE WHEELBARROW	1	15	-
AITIMETABLE WHEELBARROW	1	16	-
AITIMETABLE WHEELBARROW	1	17	-
AITIMETABLE WHEELBARROW	1	18	-
AITIMETABLE WHEELBARROW	1	19	-
AITIMETABLE WHEELBARROW	1	20	-
AITIMETABLE WHEELBARROW	1	21	-
AITIMETABLE WHEELBARROW	1	22	-
AITIMETABLE WHEELBARROW	1	23	-
AITIMETABLE WHEELBARROW	1	24	-

AITIMETABLE WHEELBARROW	2	1	-
AITIMETABLE WHEELBARROW	2	2	-
AITIMETABLE WHEELBARROW	2	3	-
AITIMETABLE WHEELBARROW	2	4	-
AITIMETABLE WHEELBARROW	2	5	-
AITIMETABLE WHEELBARROW	2	6	-
AITIMETABLE WHEELBARROW	2	7	-
AITIMETABLE WHEELBARROW	2	8	-
AITIMETABLE WHEELBARROW	2	9	-
AITIMETABLE WHEELBARROW	2	10	CHECK_STOCK
AITIMETABLE WHEELBARROW	2	11	-
AITIMETABLE WHEELBARROW	2	12	-
AITIMETABLE WHEELBARROW	2	13	-
AITIMETABLE WHEELBARROW	2	14	-
AITIMETABLE WHEELBARROW	2	15	-
AITIMETABLE WHEELBARROW	2	16	-
AITIMETABLE WHEELBARROW	2	17	-
AITIMETABLE WHEELBARROW	2	18	-
AITIMETABLE WHEELBARROW	2	19	-
AITIMETABLE WHEELBARROW	2	20	-
AITIMETABLE WHEELBARROW	2	21	-
AITIMETABLE WHEELBARROW	2	22	-
AITIMETABLE WHEELBARROW	2	23	-
AITIMETABLE WHEELBARROW	2	24	-

AITIMETABLE WHEELBARROW	3	1	-
AITIMETABLE WHEELBARROW	3	2	-
AITIMETABLE WHEELBARROW	3	3	-
AITIMETABLE WHEELBARROW	3	4	-
AITIMETABLE WHEELBARROW	3	5	-
AITIMETABLE WHEELBARROW	3	6	-
AITIMETABLE WHEELBARROW	3	7	-
AITIMETABLE WHEELBARROW	3	8	-
AITIMETABLE WHEELBARROW	3	9	-
AITIMETABLE WHEELBARROW	3	10	CHECK_STOCK
AITIMETABLE WHEELBARROW	3	11	-
AITIMETABLE WHEELBARROW	3	12	-
AITIMETABLE WHEELBARROW	3	13	-
AITIMETABLE WHEELBARROW	3	14	-
AITIMETABLE WHEELBARROW	3	15	-
AITIMETABLE WHEELBARROW	3	16	-
AITIMETABLE WHEELBARROW	3	17	-
AITIMETABLE WHEELBARROW	3	18	-
AITIMETABLE WHEELBARROW	3	19	-
AITIMETABLE WHEELBARROW	3	20	-
AITIMETABLE WHEELBARROW	3	21	-
AITIMETABLE WHEELBARROW	3	22	-
AITIMETABLE WHEELBARROW	3	23	-
AITIMETABLE WHEELBARROW	3	24	-

AITIMETABLE WHEELBARROW	4	1	-
AITIMETABLE WHEELBARROW	4	2	-
AITIMETABLE WHEELBARROW	4	3	-
AITIMETABLE WHEELBARROW	4	4	-
AITIMETABLE WHEELBARROW	4	5	-
AITIMETABLE WHEELBARROW	4	6	-
AITIMETABLE WHEELBARROW	4	7	-
AITIMETABLE WHEELBARROW	4	8	-
AITIMETABLE WHEELBARROW	4	9	-
AITIMETABLE WHEELBARROW	4	10	CHECK_STOCK
AITIMETABLE WHEELBARROW	4	11	-
AITIMETABLE WHEELBARROW	4	12	-
AITIMETABLE WHEELBARROW	4	13	-
AITIMETABLE WHEELBARROW	4	14	-
AITIMETABLE WHEELBARROW	4	15	-
AITIMETABLE WHEELBARROW	4	16	-
AITIMETABLE WHEELBARROW	4	17	-
AITIMETABLE WHEELBARROW	4	18	-
AITIMETABLE WHEELBARROW	4	19	-
AITIMETABLE WHEELBARROW	4	20	-
AITIMETABLE WHEELBARROW	4	21	-
AITIMETABLE WHEELBARROW	4	22	-
AITIMETABLE WHEELBARROW	4	23	-
AITIMETABLE WHEELBARROW	4	24	-

//---------------------------------------------------------------------------------------------------------------------
//WHEELBARROW -- Character Profile -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
AIPRM	WHEELBARROW		ACTIVITYSTART					0		//Activity Start Time
AIPRM	WHEELBARROW		RESTSTART						0		//Inactivity Start Time
AIPRM	WHEELBARROW		DEFAULT_CV_STRATEGY				2		//Character's default city-view strategy

//Time taken in City-View
AIPRM	WHEELBARROW		TM_CV_FFALL						5		//IN CITY VIEW: Time Spent in Demand Mode considering footfall
AIPRM	WHEELBARROW		TM_CV_TOP10_LIST				5		//IN CITY VIEW:
AIPRM	WHEELBARROW		TM_CV_LOCATOR_LIST				5		//IN CITY VIEW:
AIPRM	WHEELBARROW		TM_CV_COMM_STATS				5		//IN CITY VIEW:
AIPRM	WHEELBARROW		TM_CV_BUS_LOCATION				5		//IN CITY VIEW:
AIPRM	WHEELBARROW		TM_CV_COMBINATION				5		//IN CITY VIEW: Time spent considering a combination of business location and commodity stats.

AIPRM	WHEELBARROW		TM_BV_IDLE						5		//IN BLOCK VIEW: Time spent idling before entering the city-view.
AIPRM	WHEELBARROW		TM_BV_BUS_TOP_INFO				5		//IN BLOCK VIEW: Time spent considering business's top line info.
AIPRM	WHEELBARROW		TM_BV_ANALYSE_PROFIT_AND_LOSS	5		//IN BLOCK VIEW: Time spent analysing a business's profit and loss.
AIPRM	WHEELBARROW		TM_BV_ANALYSE_WAGES				5		//IN BLOCK VIEW: Time spent analysing a business's wages.
AIPRM	WHEELBARROW		TM_BV_ANALYSE_STOCK				5		//IN BLOCK VIEW: Time spent analysing a business's stock levels.
AIPRM	WHEELBARROW		TM_BV_ANALYSE_PRICES			5		//IN BLOCK VIEW: Time spent analysing a business's prices.
AIPRM	WHEELBARROW		TM_BV_ANALYSE_OPINIONS			5		//IN BLOCK VIEW: Time spent analysing the customer opinions for a business.
AIPRM	WHEELBARROW		TM_BV_ANALYSE_MAINTENANCE		5		//IN BLOCK VIEW: Time spent considering maintenence
AIPRM	WHEELBARROW		TM_BV_DEFINE_BLD				5		//IN BLOCK VIEW: Time taken to define type and size of building to be created in own block.


//---------------------------------------------------------------------------------------------------------------------
//WHEELBARROW -- Test Scenario -- (One per character)
//---------------------------------------------------------------------------------------------------------------------
//AISCENARIO	WHEELBARROW	 GOAL_CHECKS				30
//AISCENARIO	WHEELBARROW	 GOAL 0	TARGET_BLOCK		ILLINOIS_AVENUE	
//AISCENARIO	WHEELBARROW	 GOAL 0	NUM_TARGET_BUS		3
//AISCENARIO	WHEELBARROW	 GOAL 0	KEEP_BUS_PROFIT

//AISCENARIO	WHEELBARROW	 GOAL 1	TARGET_BLOCK		NEW_YORK_AVENUE
//AISCENARIO	WHEELBARROW	 GOAL 1	NUM_TARGET_BUS		3
//AISCENARIO	WHEELBARROW	 GOAL 1	KEEP_BUS_PROFIT

//AISCENARIO	WHEELBARROW	 GOAL 2	TARGET_BLOCK		PARK_PLACE
//AISCENARIO	WHEELBARROW	 GOAL 2	NUM_TARGET_BUS		2	
//AISCENARIO	WHEELBARROW	 GOAL 2	KEEP_BUS_PROFIT

//AISCENARIO	WHEELBARROW	 GOAL 3 TARGET_BLOCK		MARVIN_GARDENS
//AISCENARIO	WHEELBARROW	 GOAL 3	NUM_TARGET_BUS		2
//AISCENARIO	WHEELBARROW	 GOAL 4	KEEP_BUS_PROFIT

//OBJECTIVE				--	Main objective for goal x. (GET_BUSINESS: goal is to own businesses; GET_BLOCK: goal is to own block(s))
//AISCENARIO	WHEELBARROW	 GOAL 0 OBJECTIVE			GET_BUSINESS
//AISCENARIO	WHEELBARROW	 GOAL 0	PROFIT_CHECK_DAYS	YNYN 
//AISCENARIO	WHEELBARROW	 GOAL 0	PROFIT_CHECK_HRS	2020		







//---------------------------------------------------------------------------------------------------------------------
//CITY-VIEW STRATEGY Key word definitions
//---------------------------------------------------------------------------------------------------------------------
//COMM_PICK_METHOD		-- Method for picking the commodity
	//RND_ALL_LIST		-- Possible method: Random commodity from whole list of commodities
	//RND_TOP10			-- Possible method: Random commodity from the top10 demand list only
	//TOP10_RANK		-- Possible method: Choice of commodity is based on the player's rank preference for top10 list

//BLOCK_PICK_METHOD		-- Method for picking the block
	//BLK_HI_FFALL		-- Pick the block with the highest footfall
	//BLK_LO_FFALL		-- Pick the block with the lowest footfall
	//BLK_NO_BUS		-- Possible method: Pick a block containing no businesses of said commodity type.
	//BLK_ONE_BUS		-- Possible method: Pick a block containing only 1 business of said commodity type.
	//BLK_TWO_BUS		-- Possible method: Pick a block containing only 2 businesses of said commodity type.
	//BLK_MOST_BUS		-- Possible method: Pick a block containing the most businesses of said commodity type.
	//BLK_RND			-- Possible method: Pick a random block.
	//BLK_MOST_UNSAT	-- Possible method: Pick the block with the highest unsatisfied demand.
	//BLK_MOST_RAW		-- Possible method: Pick the block with the highest raw demand.
	//BLK_MOST_PURCHASE	-- Possible method: Pick the block with the highest number of purchases.
//Block to pick cont. - Combinations.
	//BLK_NO_BUS_AND_HI_RAW,	//Pick a block with no business of said type, and with the highest raw demand.
	//BLK_NO_BUS_AND_HI_PURCH,	//Pick a block with no business of said type, and with the highest number of purchases.
	//BLK_ONE_BUS_AND_HI_RAW,	//Pick a block with one other business of said type, and with the highest raw demand.
	//BLK_ONE_BUS_AND_HI_PURCH,	//Pick a block with one other business of said type, and with the highest number of purchases.
	//BLK_TWO_BUS_AND_HI_RAW,	//Pick a block with two other businesses of said type, and with the highest raw demand.
	//BLK_TWO_BUS_AND_HI_PURCH,	//Pick a block with two other businesses of said type, and with the highest number of purchases.
	//BLK_MOST_BUS_AND_HI_RAW,	//Pick a block with the most businesses of said type, and with the highest raw demand.
	//BLK_MOST_BUS_AND_HI_PURCH,//Pick a block with the most businesses of said type, and with the highest number of purchases.

//BLOCK_PICK_CGCY		-- Choice of contingency for block selection
	//CGCY_MORE_RND		-- Possible method: If more than one block matches the description, select one at random.
	//CGCY_NONE_LEAST	-- Possible method: If required block is not available, then select one with least number of businesses of said type.
	//CGCY_NONE_MOST	-- Possible method: If required block is not available, then select one with most number of businesses of said type.
	//CGCY_NONE_DIFF	-- Possible method: If required business is not available, the select a different business type (different commodity).
	//CGCY_THRESH_UNSAT -- Possible method: If unsatisfied demand is less that player's threshold, then select a different commodity.
	//CGCY_THRESH_RAW	-- Possible method: If raw demand is less that player's threshold, then select a different commodity.
	//CGCY_THRESH_PURCH -- Possible method: If the number of purchases is less that player's threshold, then select a different commodity.


AI_CV_STRATEGY	0	COMM_PICK_METHOD	RND_ALL_LIST 
AI_CV_STRATEGY	0	BLOCK_PICK_METHOD	BLK_HI_FFALL
AI_CV_STRATEGY	0	BLOCK_PICK_CGCY		CGCY_NONE_LEAST //contigencies need doing

AI_CV_STRATEGY	1	COMM_PICK_METHOD	RND_ALL_LIST 
AI_CV_STRATEGY	1	BLOCK_PICK_METHOD	BLK_ONE_BUS		
AI_CV_STRATEGY	1	BLOCK_PICK_CGCY		CGCY_NONE_MOST

AI_CV_STRATEGY	2	COMM_PICK_METHOD	RND_ALL_LIST 
AI_CV_STRATEGY	2	BLOCK_PICK_METHOD	BLK_NO_BUS
AI_CV_STRATEGY	2	BLOCK_PICK_CGCY		CGCY_NONE_DIFF

AI_CV_STRATEGY	3	COMM_PICK_METHOD	RND_TOP10 
AI_CV_STRATEGY	3	BLOCK_PICK_METHOD	BLK_NO_BUS
AI_CV_STRATEGY	3	BLOCK_PICK_CGCY		CGCY_NONE_LEAST

AI_CV_STRATEGY	4	COMM_PICK_METHOD	RND_TOP10 
AI_CV_STRATEGY	4	BLOCK_PICK_METHOD	BLK_NO_BUS
AI_CV_STRATEGY	4	BLOCK_PICK_CGCY		CGCY_NONE_DIFF

AI_CV_STRATEGY	5	COMM_PICK_METHOD	TOP10_RANK 
AI_CV_STRATEGY	5	BLOCK_PICK_METHOD	BLK_NO_BUS
AI_CV_STRATEGY	5	BLOCK_PICK_CGCY		CGCY_NONE_LEAST

AI_CV_STRATEGY	6	COMM_PICK_METHOD	TOP10_RANK 
AI_CV_STRATEGY	6	BLOCK_PICK_METHOD	BLK_NO_BUS
AI_CV_STRATEGY	6	BLOCK_PICK_CGCY		CGCY_NONE_DIFF




//------------------------------------------------------------------------------------------------------------------------

// ******** SCRATCH AREA & OLD STUFF BELOW THIS POINT ********************************************************************

//------------------------------------------------------------------------------------------------------------------------

//AIPRM	HAT		BUS_BIAS_CWIDE_DM				1		//Bias for satisfying city-wide demand (1=YES/0=NO)
//AIPRM	HAT		BUS_BIAS_AREA_NO_CWIDE_DM		1		//Bias for opening in an area with no outlet supplying citywide demand. (Must have nearby potential customers)
//AIPRM	HAT		BUS_BIAS_EX_BUS_FOR_DM			0		//Bias for acquiring existing businesses that already cater for demand.
//AIPRM	HAT		BUS_BIAS_DEM_REBLD_DM			1		//Bias for demolishing and rebuilding to cater for demand.
//AIPRM	HAT		BUS_DAYS_LOSS_TOLERATED			3		//Number of days that a business making a loss will be tolerated before it is refurbished.

//AIPRM	HAT		TM_FRQ_SUIT_BLD_DM_TYPE			0		//IN BLOCK VIEW: How often does player assess suitable building for business of demand type.

//AIPRM	HAT		TM_DM_CITYWIDE					5		//IN CITY VIEW: Time Spent in Demand Mode considering city-wide demands
//AIPRM	HAT		TM_CY_BUS_LOC_FOR_DM			50		//IN BLOCK VIEW: Time spent in the city assesing location of businesses that currently cater for highest demands
//AIPRM	HAT		TM_DM_BLK_INFO					5		//IN CITY VIEW: Time spent in Demand Mode deciding which block to request further information for. 
//AIPRM	HAT		TM_DM_AFTER_BLK_INFO_UOL		8		//IN CITY VIEW: Time taken after selecting to view further information on a block(Unordered list)
//AIPRM	HAT		TM_DM_AFTER_BLK_INFO_OL			5		//IN CITY VIEW: Time taken after selecting to view further information on a block(Ordered list)

//AIPRM	HAT		TM_BV_SUIT_BLD_DM_TYPE			10		//IN BLOCK VIEW: Time spent assessing suitable building of highest demand type.
//AIPRM	HAT		TM_BV_BEFORE_NEXT_BUS			30		//IN BLOCK VIEW: Time taken after the creation of business, before considering next business to meet demand.
