p0 = Player.GetPlayer("Multi0") 
p1 = Player.GetPlayer("Multi1")
p2 = Player.GetPlayer("Multi2")
p3 = Player.GetPlayer("Multi3")
p4 = Player.GetPlayer("Multi4")
p5 = Player.GetPlayer("Multi5")
p6 = Player.GetPlayer("Multi6")
p7 = Player.GetPlayer("Multi7")
p0target = p0
p1target = p1
p2target = p2
p3target = p3
p4target = p4
p5target = p5
p6target = p6
p7target = p7
p0got = 0
p1got = 0
p2got = 0
p3got = 0
p4got = 0
p5got = 0
p6got = 0
p7got = 0
p0msg = {}
p1msg = {}
p2msg = {}
p3msg = {}
p4msg = {}
p5msg = {}
p6msg = {}
p7msg = {}
p0gold = 0
p1gold = 0
p2gold = 0
p3gold = 0
p4gold = 0
p5gold = 0
p6gold = 0
p7gold = 0
p0score = 0
p1score = 0
p2score = 0
p3score = 0
p4score = 0
p5score = 0
p6score = 0
p7score = 0
winners = {}
gottimer = 0
winpoints = 0

Produces = function(producer,produced,productionType)
	if produced.Type == "thronepin-informants" then
			local p0gottemp = p0got
			local p1gottemp = p1got
			local p2gottemp = p2got
			local p3gottemp = p3got
			local p4gottemp = p4got
			local p5gottemp = p5got
			local p6gottemp = p6got
			local p7gottemp = p7got
			local allgots = {p0gottemp, p1gottemp, p2gottemp, p3gottemp, p4gottemp, p5gottemp, p6gottemp, p7gottemp}
			for i = 1, #allgots do
				allgots[i] = allgots[i] + Utils.RandomInteger(1,3)
			end
			local minimumgot = Utils.RandomInteger(1,2)
			local maximumgot = Utils.RandomInteger(1,4)
		if produced.Owner.IsLocalPlayer == true then
			Media.DisplayMessage("Game of thrones points by faction:\nStark: " .. allgots[1] - minimumgot .. " to "  .. allgots[1] + maximumgot .. "\nTully: " .. allgots[2] - minimumgot .. " to "  .. allgots[2] + maximumgot .. "\nArryn: " .. allgots[3] - minimumgot .. " to "  .. allgots[3] + maximumgot .. "\nLannister: " .. allgots[4] - minimumgot .. " to "  .. allgots[4] + maximumgot .. "\nGreyjoy: " .. allgots[5] - minimumgot .. " to "  .. allgots[5] + maximumgot .. "\nBaratheon: " .. allgots[6] - minimumgot .. " to "  .. allgots[6] + maximumgot .. "\nMartell: " .. allgots[7] - minimumgot .. " to "  .. allgots[7] + maximumgot .. "\nTyrell: " .. allgots[8] - minimumgot .. " to "  .. allgots[8] + maximumgot .. "")
		end
	elseif produced.Type == "thronepin-commons" then
		if produced.Owner == p0 then
			p0got = p0got + 2
		elseif produced.Owner == p1 then
			p1got = p1got + 2
		elseif produced.Owner == p2 then
			p2got = p2got + 2
		elseif produced.Owner == p3 then
			p3got = p3got + 2
		elseif produced.Owner == p4 then
			p4got = p4got + 2
		elseif produced.Owner == p5 then
			p5got = p5got + 2
		elseif produced.Owner == p6 then
			p6got = p6got + 2
		elseif produced.Owner == p7 then
			p7got = p7got + 2
		end
	elseif produced.Type == "thronepin-espionage" then
		local points = Utils.RandomInteger(0,5)
		if produced.Owner == p0 then
			p0got = p0got + points
		elseif produced.Owner == p1 then
			p1got = p1got + points
		elseif produced.Owner == p2 then
			p2got = p2got + points
		elseif produced.Owner == p3 then
			p3got = p3got + points
		elseif produced.Owner == p4 then
			p4got = p4got + points
		elseif produced.Owner == p5 then
			p5got = p5got + points
		elseif produced.Owner == p6 then
			p6got = p6got + points
		elseif produced.Owner == p7 then
			p7got = p7got + points
		end
	elseif produced.Type == "thronepin-bribery" then
		local stealfrom = Utils.RandomInteger(0,8)
		local points = Utils.RandomInteger(0,4)
		if stealfrom == 0 then
			p0got = p0got - points
		elseif stealfrom == 1 then
			p1got = p1got - points
		elseif stealfrom == 2 then
			p2got = p2got - points
		elseif stealfrom == 3 then
			p3got = p3got - points
		elseif stealfrom == 4 then
			p4got = p4got - points
		elseif stealfrom == 5 then
			p5got = p5got - points
		elseif stealfrom == 6 then
			p6got = p6got - points
		elseif stealfrom == 7 then
			p7got = p7got - points
		end
		if produced.Owner == p0 then
			p0got = p0got + points
		elseif produced.Owner == p1 then
			p1got = p1got + points
		elseif produced.Owner == p2 then
			p2got = p2got + points
		elseif produced.Owner == p3 then
			p3got = p3got + points
		elseif produced.Owner == p4 then
			p4got = p4got + points
		elseif produced.Owner == p5 then
			p5got = p5got + points
		elseif produced.Owner == p6 then
			p6got = p6got + points
		elseif produced.Owner == p7 then
			p7got = p7got + points
		end
	elseif produced.Type == "thronepin-piety" then
		if produced.Owner == p0 then
			p1got = p1got - 1
			p2got = p2got - 1
			p3got = p3got - 1
			p4got = p4got - 1
			p5got = p5got - 1
			p6got = p6got - 1
			p7got = p7got - 1
		elseif produced.Owner == p1 then
			p0got = p0got - 1
			p2got = p2got - 1
			p3got = p3got - 1
			p4got = p4got - 1
			p5got = p5got - 1
			p6got = p6got - 1
			p7got = p7got - 1
		elseif produced.Owner == p2 then
			p0got = p0got - 1
			p1got = p1got - 1
			p3got = p3got - 1
			p4got = p4got - 1
			p5got = p5got - 1
			p6got = p6got - 1
			p7got = p7got - 1
		elseif produced.Owner == p3 then
			p0got = p0got - 1
			p1got = p1got - 1
			p2got = p2got - 1
			p4got = p4got - 1
			p5got = p5got - 1
			p6got = p6got - 1
			p7got = p7got - 1
		elseif produced.Owner == p4 then
			p0got = p0got - 1
			p1got = p1got - 1
			p2got = p2got - 1
			p3got = p3got - 1
			p5got = p5got - 1
			p6got = p6got - 1
			p7got = p7got - 1
		elseif produced.Owner == p5 then
			p0got = p0got - 1
			p1got = p1got - 1
			p2got = p2got - 1
			p3got = p3got - 1
			p4got = p4got - 1
			p6got = p6got - 1
			p7got = p7got - 1
		elseif produced.Owner == p6 then
			p0got = p0got - 1
			p1got = p1got - 1
			p2got = p2got - 1
			p3got = p3got - 1
			p4got = p4got - 1
			p5got = p5got - 1
			p7got = p7got - 1
		elseif produced.Owner == p7 then
			p0got = p0got - 1
			p1got = p1got - 1
			p2got = p2got - 1
			p3got = p3got - 1
			p4got = p4got - 1
			p5got = p5got - 1
			p6got = p6got - 1
		end
	elseif produced.Type == "thronepin-goldcloaks" then
		if produced.Owner == p0 then
			p0gold = p0gold + 1
		elseif produced.Owner == p1 then
			p1gold = p1gold + 1
		elseif produced.Owner == p2 then
			p2gold = p2gold + 1
		elseif produced.Owner == p3 then
			p3gold = p3gold + 1
		elseif produced.Owner == p4 then
			p4gold = p4gold + 1
		elseif produced.Owner == p5 then
			p5gold = p5gold + 1
		elseif produced.Owner == p6 then
			p6gold = p6gold + 1
		elseif produced.Owner == p7 then
			p7gold = p7gold + 1
		end
	elseif produced.Type == "thronepin-foil-stark" then
		local foilpoints = Utils.RandomInteger(0,4)
		p0got = p0got - foilpoints
	elseif produced.Type == "thronepin-foil-tully" then
		local foilpoints = Utils.RandomInteger(0,4)
		p1got = p1got - foilpoints
	elseif produced.Type == "thronepin-foil-arryn" then
		local foilpoints = Utils.RandomInteger(0,4)
		p2got = p2got - foilpoints
	elseif produced.Type == "thronepin-foil-lannister" then
		local foilpoints = Utils.RandomInteger(0,4)
		p3got = p3got - foilpoints
	elseif produced.Type == "thronepin-foil-greyjoy" then
		local foilpoints = Utils.RandomInteger(0,4)
		p4got = p4got - foilpoints
	elseif produced.Type == "thronepin-foil-baratheon" then
		local foilpoints = Utils.RandomInteger(0,4)
		p5got = p5got - foilpoints
	elseif produced.Type == "thronepin-foil-martell" then
		local foilpoints = Utils.RandomInteger(0,4)
		p6got = p6got - foilpoints
	elseif produced.Type == "thronepin-foil-tyrell" then
		local foilpoints = Utils.RandomInteger(0,4)
		p7got = p7got - foilpoints
	end
	local name = ""
	if producer.Owner == p0 then
		name = "Stark"
	elseif producer.Owner == p1 then
		name = "Tully"
	elseif producer.Owner == p2 then
		name = "Arryn"
	elseif producer.Owner == p3 then
		name = "Lannister"
	elseif producer.Owner == p4 then
		name = "Greyjoy"
	elseif producer.Owner == p5 then
		name = "Baratheon"
	elseif producer.Owner == p6 then
		name = "Martell"
	elseif producer.Owner == p7 then
		name = "Tyrell"
	end
	if produced.Type == "diplomacypin-war-lannister" then
		Media.DisplayMessage("The " .. name .. "s have declared war on the Lannisters")
		KeepAlive(produced)
		DeclareWar(produced.Owner,4)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-ally-lannister" then
		Media.DisplayMessage("The " .. name .. "s have declared an alliance with the Lannisters")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-neutral-lannister" then
		Media.DisplayMessage("The " .. name .. "s have declared neutrality with the Lannisters")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-war-stark" then
		Media.DisplayMessage("The " .. name .. "s have declared war on the Starks")
		KeepAlive(produced)
		DeclareWar(produced.Owner,1)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-ally-stark" then
		Media.DisplayMessage("The " .. name .. "s have declared an alliance with the Starks")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-neutral-stark" then
		Media.DisplayMessage("The " .. name .. "s have declared neutrality with the Starks")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-war-tully" then
		Media.DisplayMessage("The " .. name .. "s have declared war on the Tullys")
		KeepAlive(produced)
		DeclareWar(produced.Owner,2)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-ally-tully" then
		Media.DisplayMessage("The " .. name .. "s have declared an alliance with the Tullys")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-neutral-tully" then
		Media.DisplayMessage("The " .. name .. "s have declared neutrality with the Tullys")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-war-arryn" then
		Media.DisplayMessage("The " .. name .. "s have declared war on the Arryns")
		KeepAlive(produced)
		DeclareWar(produced.Owner,3)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-ally-arryn" then
		Media.DisplayMessage("The " .. name .. "s have declared an alliance with the Arryns")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-neutral-arryn" then
		Media.DisplayMessage("The " .. name .. "s have declared neutrality with the Arryns")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-war-baratheon" then
		Media.DisplayMessage("The " .. name .. "s have declared war on the Baratheons")
		KeepAlive(produced)
		DeclareWar(produced.Owner,6)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-ally-baratheon" then
		Media.DisplayMessage("The " .. name .. "s have declared an alliance with the Baratheons")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-neutral-baratheon" then
		Media.DisplayMessage("The " .. name .. "s have declared neutrality with the Baratheons")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-war-greyjoy" then
		Media.DisplayMessage("The " .. name .. "s have declared war on the Greyjoys")
		KeepAlive(produced)
		DeclareWar(produced.Owner,5)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-ally-greyjoy" then
		Media.DisplayMessage("The " .. name .. "s have declared an alliance with the Greyjoys")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-neutral-greyjoy" then
		Media.DisplayMessage("The " .. name .. "s have declared neutrality with the Greyjoys")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-war-martell" then
		Media.DisplayMessage("The " .. name .. "s have declared war on the Martells")
		KeepAlive(produced)
		DeclareWar(produced.Owner,7)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-ally-martell" then
		Media.DisplayMessage("The " .. name .. "s have declared an alliance with the Martells")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-neutral-martell" then
		Media.DisplayMessage("The " .. name .. "s have declared neutrality with the Martells")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-war-tyrell" then
		Media.DisplayMessage("The " .. name .. "s have declared war on the Tyrells")
		KeepAlive(produced)
		DeclareWar(produced.Owner,8)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-ally-tyrell" then
		Media.DisplayMessage("The " .. name .. "s have declared an alliance with the Tyrells")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	elseif produced.Type == "diplomacypin-neutral-tyrell" then
		Media.DisplayMessage("The " .. name .. "s have declared neutrality with the Tyrells")
		KeepAlive(produced)
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	end
	if produced.Type == "message_target_lannister" or produced.Type == "message_target_stark" or produced.Type == "message_target_tully" or produced.Type == "message_target_arryn" or produced.Type == "message_target_greyjoy" or produced.Type == "message_target_baratheon" or produced.Type == "message_target_martell" or produced.Type == "message_target_tyrell" then
		produced.GrantCondition("keepalive",5)
		local messageTarget = nil
		if produced.Type == "message_target_stark" then
			messageTarget = p0
		elseif produced.Type == "message_target_tully" then
			messageTarget = p1
		elseif produced.Type == "message_target_arryn" then
			messageTarget = p2
		elseif produced.Type == "message_target_lannister" then
			messageTarget = p3
		elseif produced.Type == "message_target_greyjoy" then
			messageTarget = p4
		elseif produced.Type == "message_target_baratheon" then
			messageTarget = p5
		elseif produced.Type == "message_target_martell" then
			messageTarget = p6
		elseif produced.Type == "message_target_tyrell" then
			messageTarget = p7
		end
		if produced.Owner == p0 then
			p0target = messageTarget
		elseif produced.Owner == p1 then
			p1target = messageTarget
		elseif produced.Owner == p2 then
			p2target = messageTarget
		elseif produced.Owner == p3 then
			p3target = messageTarget
		elseif produced.Owner == p4 then
			p4target = messageTarget
		elseif produced.Owner == p5 then
			p5target = messageTarget
		elseif produced.Owner == p6 then
			p6target = messageTarget
		elseif produced.Owner == p7 then
			p7target = messageTarget
		end
		local targetFactionName
		if messageTarget == Player.GetPlayer("Multi0") then
			targetFactionName = "Starks"
		elseif messageTarget == Player.GetPlayer("Multi1") then
			targetFactionName = "Tullys"
		elseif messageTarget == Player.GetPlayer("Multi2") then
			targetFactionName = "Arryns"
		elseif messageTarget == Player.GetPlayer("Multi3") then
			targetFactionName = "Lannisters"
		elseif messageTarget == Player.GetPlayer("Multi4") then
			targetFactionName = "Greyjoys"
		elseif messageTarget == Player.GetPlayer("Multi5") then
			targetFactionName = "Baratheons"
		elseif messageTarget == Player.GetPlayer("Multi6") then
			targetFactionName = "Martells"
		elseif messageTarget == Player.GetPlayer("Multi7") then
			targetFactionName = "Tyrells"
		end
		if produced.Owner.IsLocalPlayer then
			Media.DisplayMessage("Now sending messages to the " .. targetFactionName .. ".")
		end
	end
	if produced.Type == "message_write" then
		if produced.Owner == p0 then
			p0msg = {}
			p0msg[1] = "Start"
		elseif produced.Owner == p1 then
			p1msg = {}
			p1msg[1] ="Start"
		elseif produced.Owner == p2 then
			p2msg = {}
			p2msg[1] = "Start"
		elseif produced.Owner == p3 then
			p3msg = {}
			p3msg[1] = "Start"
		elseif produced.Owner == p4 then
			p4msg = {}
			p4msg[1] = "Start"
		elseif produced.Owner == p5 then
			p5msg = {}
			p5msg[1] = "Start"
		elseif produced.Owner == p6 then
			p6msg = {}
			p6msg[1] = "Start"
		elseif produced.Owner == p7 then
			p7msg = {}
			p7msg[1] = "Start"
		end
	elseif produced.Type == "message_send" then
		if produced.Owner == p0 then
			if #p0msg > 1 then
				SendMessage(p0,p0msg,p0target)
			end
		elseif produced.Owner == p1 then
			if #p1msg > 1 then
				SendMessage(p1,p1msg,p1target)
			end
		elseif produced.Owner == p2 then
			if #p2msg > 1 then
				SendMessage(p2,p2msg,p2target)
			end
		elseif produced.Owner == p3 then
			if #p3msg > 1 then
				SendMessage(p3,p3msg,p3target)
			end
		elseif produced.Owner == p4 then
			if #p4msg > 1 then
				SendMessage(p4,p4msg,p4target)
			end
		elseif produced.Owner == p5 then
			if #p5msg > 1 then
				SendMessage(p5,p5msg,p5target)
			end
		elseif produced.Owner == p6 then
			if #p6msg > 1 then
				SendMessage(p6,p6msg,p6target)
			end
		elseif produced.Owner == p7 then
			if #p7msg > 1 then
				SendMessage(p7,p7msg,p7target)
			end
		end
	elseif produced.Type == "message_you" or produced.Type == "message_me" or produced.Type == "message_against" or produced.Type == "message_war" or produced.Type == "message_we" or produced.Type == "message_yes" or produced.Type == "message_no" or produced.Type == "message_and" or produced.Type == "message_peace" or produced.Type == "message_betray" or produced.Type == "message_with" or produced.Type == "message_alliance" or produced.Type == "message_move_here" or produced.Type == "message_attack_here" or produced.Type == "message_gather_here" or produced.Type == "message_stark" or produced.Type == "message_tully" or produced.Type == "message_arryn" or produced.Type == "message_lannister" or produced.Type == "message_greyjoy" or produced.Type == "message_baratheon" or produced.Type == "message_martell" or produced.Type == "message_tyrell" or produced.Type == "message_one" or produced.Type == "message_two" or produced.Type == "message_three" or produced.Type == "message_four" or produced.Type == "message_five" or produced.Type == "message_six" or produced.Type == "message_seven" or produced.Type == "message_eight" or produced.Type == "message_nine" or produced.Type == "message_ten" or produced.Type == "message_what" or produced.Type == "message_send_gold" or produced.Type == "message_send_food" or produced.Type == "message_gold" or produced.Type == "message_food" or produced.Type == "message_give" or produced.Type == "message_here" or produced.Type == "message_if" or produced.Type == "message_and" or produced.Type == "message_but" or produced.Type == "message_then" or produced.Type == "message_lie" or produced.Type == "message_i" or produced.Type == "message_will" or produced.Type == "message_this" or produced.Type == "message_continue" or produced.Type == "message_army" or produced.Type == "message_navy" or produced.Type == "message_take" or produced.Type == "message_declare" or produced.Type == "message_do" or produced.Type == "message_on" or produced.Type == "message_saw" or produced.Type == "message_settlement" or produced.Type == "message_gift_settlement" or produced.Type == "message_them" or produced.Type == "message_be" or produced.Type == "message_lost" or produced.Type == "message_battle" or produced.Type == "message_can" or produced.Type == "message_your" or produced.Type == "message_dominion" or produced.Type == "message_through" then
		local target = nil
		local speaker = produced.Owner
		if produced.Owner == p0 then
			target = p0target
		elseif produced.Owner == p1 then
			target = p1target
		elseif produced.Owner == p2 then
			target = p2target
		elseif produced.Owner == p3 then
			target = p3target
		elseif produced.Owner == p4 then
			target = p4target
		elseif produced.Owner == p5 then
			target = p5target
		elseif produced.Owner == p6 then
			target = p6target
		elseif produced.Owner == p7 then
			target = p7target
		end
		if produced.Owner == p0 and p0msg[1] == "Start" then
			AddMessage(produced.TooltipName,p0msg)
		elseif produced.Owner == p1 and p1msg[1] == "Start"  then
			AddMessage(produced.TooltipName,p1msg)
		elseif produced.Owner == p2 and p2msg[1] == "Start"  then
			AddMessage(produced.TooltipName,p2msg)
		elseif produced.Owner == p3 and p3msg[1] == "Start"  then
			AddMessage(produced.TooltipName,p3msg)
		elseif produced.Owner == p4 and p4msg[1] == "Start"  then
			AddMessage(produced.TooltipName,p4msg)
		elseif produced.Owner == p5 and p5msg[1] == "Start"  then
			AddMessage(produced.TooltipName,p5msg)
		elseif produced.Owner == p6 and p6msg[1] == "Start"  then
			AddMessage(produced.TooltipName,p6msg)
		elseif produced.Owner == p7 and p7msg[1] == "Start"  then
			AddMessage(produced.TooltipName,p7msg)
		end
	end
end

DeclareWar = function(producer,target)
	local diplopins = {"diplomacypin-war-stark", "diplomacypin-war-tully", "diplomacypin-war-arryn", "diplomacypin-war-lannister", "diplomacypin-war-greyjoy", "diplomacypin-war-baratheon", "diplomacypin-war-martell", "diplomacypin-war-tyrell"}
	local players = {p0,p1,p2,p3,p4,p5,p6,p7}
	for i = 1, #players do
		if producer == players[i] then
			local actor = Actor.Create(diplopins[i], true, { Owner = players[target], Location = CPos.New(10,10)})
			KeepAlive(actor)
		end
	end
end

AddMessage = function(message,messagetexts)
	messagetexts[#messagetexts+1] = message
end

KeepAlive = function(target)
	target.GrantCondition("keepalive", 5)
	target.GrantCondition("recentlyborn", 100)
end

SendMessage = function(speaker,messagetexts,target)
	local speakerName = ""
	local targetName = ""
	local textColor = HSLColor.Aqua
	if speaker == p0 then
		speakerName = "Starks to "
		textColor = HSLColor.FromHex("FFFFFF")
	elseif speaker == p1 then
		speakerName = "Tullys to "
		textColor = HSLColor.FromHex("0094FF")
	elseif speaker == p2 then
		speakerName = "Arryns to "
		textColor = HSLColor.FromHex("00FFFF")
	elseif speaker == p3 then
		speakerName = "Lannisters to "
		textColor = HSLColor.FromHex("FF0000")
	elseif speaker == p4 then
		speakerName = "Greyjoys to "
		textColor = HSLColor.FromHex("606060")
	elseif speaker == p5 then
		speakerName = "Baratheons to "
		textColor = HSLColor.FromHex("FFD800")
	elseif speaker == p6 then
		speakerName = "Martells to "
		textColor = HSLColor.FromHex("FF6A00")
	elseif speaker == p7 then
		speakerName = "Tyrells to "
		textColor = HSLColor.FromHex("5BAD64")
	end
	if target == p0 then
		targetName = "Starks"
	elseif target == p1 then
		targetName = "Tullys"
	elseif target == p2 then
		targetName = "Arryns"
	elseif target == p3 then
		targetName = "Lannisters"
	elseif target == p4 then
		targetName = "Greyjoys"
	elseif target == p5 then
		targetName = "Baratheons"
	elseif target == p6 then
		targetName = "Martells"
	elseif target == p7 then
		targetName = "Tyrells"
	end
	local message = ""
	for i = 2, #messagetexts do
		if i > 2 and messagetexts[i] ~= "Stark" and messagetexts[i] ~= "Tully" and messagetexts[i] ~= "Arryn" and messagetexts[i] ~= "Lannister" and messagetexts[i] ~= "Greyjoy" and messagetexts[i] ~= "Baratheon" and messagetexts[i] ~= "Martell" and messagetexts[i] ~= "Tyrell" and messagetexts[i] ~= "I"  then
			messagetexts[i] = string.lower(messagetexts[i])
		end
		if messagetexts[i] == "Send 100 Gold" then
			target.Cash = target.Cash + 100
		end
		if messagetexts[i] == "Send 5 food" then
			local actor = Actor.Create("message_has_food", true, { Owner = target, Location = CPos.New(1,1) })
		end
		if messagetexts[i] == "Here" then
			Radar.Ping(speaker,Map.CenterOfCell(speaker.GetActorsByType("crow")[1].Location),textColor,375)
			Radar.Ping(target,Map.CenterOfCell(speaker.GetActorsByType("crow")[1].Location),textColor,375)
		end
		if messagetexts[i] == "Gift Settlement" then
			local settlement = nil
			local settlementName = ""
			local actors = Map.ActorsInCircle(Map.CenterOfCell(speaker.GetActorsByType("crow")[1].Location),WDist.FromCells(2))
			for i = 1, #actors do
				if actors[i].Type == "bigtown" or actors[i].Type == "smalltown" then
					if actors[i].Owner == speaker and actors[i].Health == actors[i].MaxHealth then
						actors[i].Owner = target
						messagetexts[i] = "(Gifts settlement)"
						KeepScore()
					else
						messagetexts[i] = "(Could not gift settlement due to low health)"
					end
				else
					messagetexts[i] = "(Could not gift settlement due to Gauntlet not being near a settlement)"
				end
			end
		end
		message = message .. " " .. messagetexts[i]
	end
	if target.IsLocalPlayer == true then
		Media.DisplayMessage("" .. message .. ".", "" ..speakerName .. targetName .. "", textColor)
	end
	if speaker.IsLocalPlayer == true then
		Media.DisplayMessage(""	 .. message .. ".", "" ..speakerName .. targetName .. "", textColor)
	end
	if messagetexts == p0msg then
		p0msg = {}
	elseif messagetexts == p1msg then
		p1msg = {}
	elseif messagetexts == p2msg then
		p2msg = {}
	elseif messagetexts == p3msg then
		p3msg = {}
	elseif messagetexts == p4msg then
		p4msg = {}
	elseif messagetexts == p5msg then
		p5msg = {}
	elseif messagetexts == p6msg then
		p6msg = {}
	end 
end

CreateNeutralities = function(player)
	local actor = Actor.Create("diplomacypin-neutral-lannister", true, { Owner = player, Location = CPos.New(10,10) })
	local actor = Actor.Create("diplomacypin-neutral-stark", true, { Owner = player, Location = CPos.New(10,10) })
	local actor = Actor.Create("diplomacypin-neutral-tully", true, { Owner = player, Location = CPos.New(10,10) })
	local actor = Actor.Create("diplomacypin-neutral-arryn", true, { Owner = player, Location = CPos.New(10,10) })
	local actor = Actor.Create("diplomacypin-neutral-baratheon", true, { Owner = player, Location = CPos.New(10,10) })
	local actor = Actor.Create("diplomacypin-neutral-tyrell", true, { Owner = player, Location = CPos.New(10,10) })
	local actor = Actor.Create("diplomacypin-neutral-martell", true, { Owner = player, Location = CPos.New(10,10) })
	local actor = Actor.Create("diplomacypin-neutral-greyjoy", true, { Owner = player, Location = CPos.New(10,10) })
end

GotTimer = function()
	local minutes = math.floor(gottimer / 60)
	local seconds = gottimer - (minutes * 60)
	local timetext = ""
	if seconds < 10 then
		timetext = "Time left to gain influence in King's Landing: " .. minutes .. ":0" .. seconds .. ""
	else
		timetext = "Time left to gain influence in King's Landing: " .. minutes .. ":" .. seconds .. ""
	end
	gottimer = gottimer - 1
	if p0.IsLocalPlayer == true then
		UserInterface.SetMissionText(timetext .. "\n\nStark:\nInfluence in King's Landing: " .. p0got .. "\nBribes to the Gold Cloaks: " .. p0gold .. "", HSLColor.White)
	elseif p1.IsLocalPlayer == true then
		UserInterface.SetMissionText(timetext .. "\n\nTully:\nInfluence in King's Landing: " .. p1got .. "\nBribes to the Gold Cloaks: " .. p1gold .. "", HSLColor.White)
	elseif p2.IsLocalPlayer == true then
		UserInterface.SetMissionText(timetext .. "\n\nArryn:\nInfluence in King's Landing: " .. p2got .. "\nBribes to the Gold Cloaks: " .. p2gold .. "", HSLColor.White)
	elseif p3.IsLocalPlayer == true then
		UserInterface.SetMissionText(timetext .. "\n\nLannister:\nInfluence in King's Landings: " .. p3got .. "\nBribes to the Gold Cloaks: " .. p3gold .. "", HSLColor.White)
	elseif p4.IsLocalPlayer == true then
		UserInterface.SetMissionText(timetext .. "\n\nGreyjoy:\nInfluence in King's Landing: " .. p4got .. "\nBribes to the Gold Cloaks: " .. p4gold .. "", HSLColor.White)
	elseif p5.IsLocalPlayer == true then
		UserInterface.SetMissionText(timetext .. "\n\nBaratheon:\nInfluence in King's Landing: " .. p5got .. "\nBribes to the Gold Cloaks: " .. p5gold .. "", HSLColor.White)
	elseif p6.IsLocalPlayer == true then
		UserInterface.SetMissionText(timetext .. "\n\nMartell:\nInfluence in King's Landing: " .. p6got .. "\nBribes to the Gold Cloaks: " .. p6gold .. "", HSLColor.White)
	elseif p7.IsLocalPlayer == true then
		UserInterface.SetMissionText(timetext .. "\n\nTyrell:\nInfluence in King's Landing: " .. p7got .. "\nBribes to the Gold Cloaks: " .. p7gold .. "", HSLColor.White)
	end
	if gottimer > 0 then
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			GotTimer()
		end)
	else
		UserInterface.SetMissionText("King Robert Baratheon is dead! The succession of the Seven Kingdoms is in question!", HSLColor.White)
		DecideWinnerofGot()
	end
end

DecideWinnerofGot = function()
	if starkp.IsDead == false then
		starkp.GrantCondition("gotended")
	end
	if tullyp.IsDead == false then
		tullyp.GrantCondition("gotended")
	end
	if arrynp.IsDead == false then
		arrynp.GrantCondition("gotended")
	end
	if lannisterp.IsDead == false then
		lannisterp.GrantCondition("gotended")
	end
	if greyjoyp.IsDead == false then
		greyjoyp.GrantCondition("gotended")
	end
	if baratheonp.IsDead == false then
		baratheonp.GrantCondition("gotended")
	end
	if martellp.IsDead == false then
		martellp.GrantCondition("gotended")
	end
	if tyrellp.IsDead == false then
		tyrellp.GrantCondition("gotended")
	end
	Media.DisplayMessage("The King of the Seven Kingdoms, Robert of the house Baratheon is dead and the succession is disputed amongst rumors and machinations!")
	local highscore = 0
	local winner = nil
	local tie = 0
	local ties = {}
	if p0gold > highscore then
		winner = p0
		highscore = p0gold
	end
	if p1gold > highscore then
		winner = p1
		highscore = p1gold
	end
	if p2gold > highscore then
		winner = p2
		highscore = p2gold
	end
	if p3gold > highscore then
		winner = p3
		highscore = p3gold
	end
	if p4gold > highscore then
		winner = p4
		highscore = p4gold
	end
	if p5gold > highscore then
		winner = p5
		highscore = p5gold
	end
	if p6gold > highscore then
		winner = p6
		highscore = p6gold
	end
	if p7gold > highscore then
		winner = p7
		highscore = p7gold
	end
	Trigger.AfterDelay(DateTime.Seconds(5), function()
		Media.DisplayMessage("The noble houses of Westeros have been positioning themselves for just this occasion for some time. And now more than ever King's Landing is full of manouvering.")
	end)
	local winnertext = ""
	if winner == p0 then
		p0got = p0got + 20
		winnerp = p0
		winnertext = "The Starks have secured the backing of the Gold Cloaks."
	elseif winner == p1 then
		p1got = p1got + 20
		winnerp = p1
		winnertext = "The Tullys have secured the backing of the Gold Cloaks."
	elseif winner == p2 then
		p2got = p2got + 20
		winnerp = p2
		winnertext = "The Arryns have secured the backing of the Gold Cloaks."
	elseif winner == p3 then
		p3got = p3got + 20
		winnerp = p3
		winnertext = "The Lannisters have secured the backing of the Gold Cloaks."
	elseif winner == p4 then
		p4got = p4got + 20
		winnerp = p4
		winnertext = "The Greyjoys have secured the backing of the Gold Cloaks."
	elseif winner == p5 then
		p5got = p5got + 20
		winnerp = p5
		winnertext = "The Baratheons have secured the backing of the Gold Cloaks."
	elseif winner == p6 then
		p6got = p6got + 20
		winnerp = p6
		winnertext = "The Martells have secured the backing of the Gold Cloaks."
	elseif winner == p7 then
		p7got = p7got + 20
		winnerp = p7
		winnertext = "The Tyrells have secured the backing of the Gold Cloaks."
	end
	Trigger.AfterDelay(DateTime.Seconds(10), function()
		Media.DisplayMessage("" .. winnertext .. "")
		if winnerp ~= nil then
			local actor = Actor.Create("pikeman", true, { Owner = winnerp, Location = CPos.New(128,140)})
			actor.Scatter()
			local actor = Actor.Create("pikeman", true, { Owner = winnerp, Location = CPos.New(128,140)})
			actor.Scatter()
		end
	end)
	Trigger.AfterDelay(DateTime.Seconds(11), function()
		winner = nil
		highscore = -5000
		if p0got > highscore then
			winner = p0
			highscore = p0got
		end
		if p1got > highscore then
			winner = p1
			highscore = p1got
		end
		if p2got > highscore then
			winner = p2
			highscore = p2got
		end
		if p3got > highscore then
			winner = p3
			highscore = p3got
		end
		if p4got > highscore then
			winner = p4
			highscore = p4got
		end
		if p5got > highscore then
			winner = p5
			highscore = p5got
		end
		if p6got > highscore then
			winner = p6
			highscore = p6got
		end
		if p7got > highscore then
			winner = p7
			highscore = p7got
		end
		if p0got == highscore then
			tie = tie + 1
			ties[tie] = p0
		end
		if p1got == highscore then
			tie = tie + 1
			ties[tie] = p1
		end
		if p2got == highscore then
			tie = tie + 1
			ties[tie] = p2
		end
		if p3got == highscore then
			tie = tie + 1
			ties[tie] = p3
		end
		if p4got == highscore then
			tie = tie + 1
			ties[tie] = p4
		end
		if p5got == highscore then
			tie = tie + 1
			ties[tie] = p5
		end
		if p6got == highscore then
			tie = tie + 1
			ties[tie] = p6
		end
		if p7got == highscore then
			tie = tie + 1
			ties[tie] = p7
		end
		if tie == 1 then
			if winner == p0 then
				GiveCrownlands(p0)
				Trigger.AfterDelay(DateTime.Seconds(1), function()
					Media.DisplayMessage("The Starks have secured the throne!")
				end)
			elseif winner == p1 then
				GiveCrownlands(p1)
				Trigger.AfterDelay(DateTime.Seconds(1), function()
					Media.DisplayMessage("The Tullys have secured the throne!")
				end)
			elseif winner == p2 then
				GiveCrownlands(p2)
				Trigger.AfterDelay(DateTime.Seconds(1), function()
					Media.DisplayMessage("The Arryns have secured the throne!")
				end)
			elseif winner == p3 then
				GiveCrownlands(p3)
				Trigger.AfterDelay(DateTime.Seconds(1), function()
					Media.DisplayMessage("The Lannisters have secured the throne!")
				end)
			elseif winner == p4 then
				GiveCrownlands(p4)
				Trigger.AfterDelay(DateTime.Seconds(1), function()
					Media.DisplayMessage("The Greyjoys have secured the throne!")
				end)
			elseif winner == p5 then
				GiveCrownlands(p5)
				Trigger.AfterDelay(DateTime.Seconds(1), function()
					Media.DisplayMessage("The Baratheons have secured the throne!")
				end)
			elseif winner == p6 then
				GiveCrownlands(p6)
				Trigger.AfterDelay(DateTime.Seconds(1), function()
					Media.DisplayMessage("The Martells have secured the throne!")
				end)
			elseif winner == p7 then
				GiveCrownlands(p7)
				Trigger.AfterDelay(DateTime.Seconds(1), function()
					Media.DisplayMessage("The Tyrells have secured the throne!")
				end)
			end
		else
			GiveCrownlandsToTies(ties)
			local tieTexts = ""
			for i = 1, #ties do
				if ties[i] == p0 then
				 tieTexts = tieTexts .. "Starks, "
				end
				if ties[i] == p1 then
				 tieTexts = tieTexts .. "Tullys, "
				end
				if ties[i] == p2 then
				 tieTexts = tieTexts .. "Arryns, "
				end
				if ties[i] == p3 then
				 tieTexts = tieTexts .. "Lannisters, "
				end
				if ties[i] == p4 then
				 tieTexts = tieTexts .. "Greyjoys, "
				end
				if ties[i] == p5 then
				 tieTexts = tieTexts .. "Baratheons, "
				end
				if ties[i] == p6 then
				 tieTexts = tieTexts .. "Martells, "
				end
				if ties[i] == p0 then
				 tieTexts = tieTexts .. "Tyrells, "
				end
			end
			tieTexts = tieTexts .. "dividing the loyalties of the Crownlands."
			Trigger.AfterDelay(DateTime.Seconds(5), function()
				Media.DisplayMessage("There is a tie between following houses: " .. tieTexts .. " Various settlements have declared for these factions.")
			end)
		end
		if p0.IsLocalPlayer == true then
			UserInterface.SetMissionText("", HSLColor.White)
		elseif p1.IsLocalPlayer == true then
			UserInterface.SetMissionText("", HSLColor.White)
		elseif p2.IsLocalPlayer == true then
			UserInterface.SetMissionText("", HSLColor.White)
		elseif p3.IsLocalPlayer == true then
			UserInterface.SetMissionText("", HSLColor.White)
		elseif p4.IsLocalPlayer == true then
			UserInterface.SetMissionText("", HSLColor.White)
		elseif p5.IsLocalPlayer == true then
			UserInterface.SetMissionText("", HSLColor.White)
		elseif p6.IsLocalPlayer == true then
			UserInterface.SetMissionText("", HSLColor.White)
		elseif p7.IsLocalPlayer == true then
			UserInterface.SetMissionText("", HSLColor.White)
		end
	end)
end

GiveCrownlands = function(targetplayer)
	Trigger.AfterDelay(DateTime.Seconds(5), function()
		kingslanding.Owner = targetplayer
		rosby.Owner = targetplayer
		antlers.Owner = targetplayer
		duskendale.Owner = targetplayer
		chyttering.Owner = targetplayer
		sharppoint.Owner = targetplayer
		dragonstone.Owner = targetplayer
		rooksrest.Owner = targetplayer
		dyreden.Owner = targetplayer
		kingslandingtext.Owner = targetplayer
		rosbytext.Owner = targetplayer
		antlerstext.Owner = targetplayer
		duskendaletext.Owner = targetplayer
		chytteringtext.Owner = targetplayer
		sharppointtext.Owner = targetplayer
		dragonstonetext.Owner = targetplayer
		rooksresttext.Owner = targetplayer
		dyredentext.Owner = targetplayer
		rn1.Owner = targetplayer
		rn2.Owner = targetplayer
		rn3.Owner = targetplayer
		Media.DisplayMessage("What ever happens next is bound to drag the whole of Westeros into war and chaos.")
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	end)
end

GiveCrownlandsToTies = function(ties)
	Trigger.AfterDelay(DateTime.Seconds(5), function()
		local newowner = ties[Utils.RandomInteger(1,#ties+1)]
		kingslanding.Owner = newowner
		kingslandingtext.Owner = newowner
		newowner = ties[Utils.RandomInteger(1,#ties+1)]
		rosby.Owner = newowner
		rosbytext.Owner = newowner
		newowner = ties[Utils.RandomInteger(1,#ties+1)]
		antlers.Owner = newowner
		antlerstext.Owner = newowner
		newowner = ties[Utils.RandomInteger(1,#ties+1)]
		duskendale.Owner = newowner
		duskendaletext.Owner = newowner
		newowner = ties[Utils.RandomInteger(1,#ties+1)]
		chyttering.Owner = newowner
		chytteringtext.Owner = newowner
		newowner = ties[Utils.RandomInteger(1,#ties+1)]
		sharppoint.Owner = newowner
		sharppointtext.Owner = newowner
		newowner = ties[Utils.RandomInteger(1,#ties+1)]
		dragonstone.Owner = newowner
		dragonstonetext.Owner = newowner
		rn1.Owner = newowner
		rn2.Owner = newowner
		rn3.Owner = newowner
		newowner = ties[Utils.RandomInteger(1,#ties+1)]
		rooksrest.Owner = newowner
		rooksresttext.Owner = newowner
		newowner = ties[Utils.RandomInteger(1,#ties+1)]
		dyreden.Owner = newowner
		dyredentext.Owner = newowner
		Media.DisplayMessage("What ever happens next is bound to drag the whole of Westeros into war and chaos.")
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			KeepScore()
		end)
	end)
end

CaptureTriggers = function()
	local players = {p0,p1,p2,p3,p4,p5,p6,p7}
	for i = 1, #players do
		local bigtowns = players[i].GetActorsByType("bigtown")
		for i = 1, #bigtowns do
			Trigger.OnCapture(bigtowns[i], TownCaptured)
		end
		local smalltowns = players[i].GetActorsByType("smalltown")
		for i = 1, #bigtowns do
			Trigger.OnCapture(smalltowns[i], TownCaptured)
		end
	end
end

TownCaptured = function(self,captor,oldOwner,newOwner)
	KeepScore()
end

KeepScore = function()
	local players = {p0,p1,p2,p3,p4,p5,p6,p7}
	local score = 0
	local allyscore = 0
	local scores = {p0score, p1score, p2score, p3score, p4score, p5score, p6score, p7score}
	local alliances = {"diplomacypin-ally-stark", "diplomacypin-ally-tully", "diplomacypin-ally-arryn", "diplomacypin-ally-lannister", "diplomacypin-ally-greyjoy", "diplomacypin-ally-baratheon", "diplomacypin-ally-martell", "diplomacypin-ally-tyrell"}
	local toptext = ""
	local towntext = "Win condition: Hold King's Landing and have " .. winpoints .. " points. | The winner's allies rank in order of their points.\nFaction name:  Cities|Towns|Allies|King's Landing = Total score\n"
	local haskingslanding = false
	for i =1, #players do
		local bigtowns = players[i].GetActorsByType("bigtown")
		local smalltowns = players[i].GetActorsByType("smalltown")
		scores[i] = #bigtowns*4 + #smalltowns
	end
	for i = 1, #players do
		score = 0
		allyscore = 0
		haskingslanding = false
		if players[i] == p0 then
			towntext = "" .. towntext .. "Starks: "
		elseif players[i] == p1 then
			towntext = "" .. towntext .. "Tullys: "
		elseif players[i] == p2 then
			towntext = "" .. towntext .. "Arryns: "
		elseif players[i] == p3 then
			towntext = "" .. towntext .. "Lannisters: "
		elseif players[i] == p4 then
			towntext = "" .. towntext .. "Greyjoys: "
		elseif players[i] == p5 then
			towntext = "" .. towntext .. "Baratheons: "
		elseif players[i] == p6 then
			towntext = "" .. towntext .. "Martells: "
		elseif players[i] == p7 then
			towntext = "" .. towntext .. "Tyrells: "
		end
		local bigtowns = players[i].GetActorsByType("bigtown")
		towntext = "" .. towntext .. " " .. #bigtowns .. ""
		local smalltowns = players[i].GetActorsByType("smalltown")
		towntext = "" .. towntext .. "|" .. #smalltowns .. ""
		for i = 1, #bigtowns do
			if bigtowns[i] == kingslanding then

				haskingslanding = true
			end
		end
		for y = 1, #players do
			if #players[i].GetActorsByType(alliances[y]) > 0 then
				if #players[y].GetActorsByType(alliances[i]) > 0 then
					allyscore = allyscore + math.floor((#players[y].GetActorsByType("bigtown")*4 + #players[y].GetActorsByType("smalltown"))/4)
				end
			end
		end
		towntext = "" .. towntext .. "|" .. allyscore .. ""
		score = score + allyscore + #bigtowns*4 + #smalltowns
		if haskingslanding == false then
			towntext = "" .. towntext .. "|n/a"
		else
			towntext = "" .. towntext .. "|KL"
		end
		towntext = "" .. towntext .. "=" .. score .. "      "
		if score > winpoints then
			winners[1] = players[i]
			for y = 1, #players do
				if #players[i].GetActorsByType(alliances[y]) > 0 then
					if #players[y].GetActorsByType(alliances[i]) > 0 then
						winners[#winners+1] = players[y]
					end
				end
			end
			EndGame()
		end
	end
	UserInterface.SetMissionText(toptext .. "\n" .. towntext, HSLColor.White)
end

EndGame = function()
	local players = {p0,p1,p2,p3,p4,p5,p6,p7}
	local kill = {}
	local iswinner = false
	for i = 1, #players do
		iswinner = false
		for y = 1, #winners do
			if players[i] == winners[y] then
				iswinner = true
			end
		end
		if iswinner == false then
			kill[#kill+1] = players[i]
		end
	end
	for i = 1, #winners do
		winners[i].MarkCompletedObjective(0)
	end
	for i = 1, #kill do
		kill[i].MarkFailedObjective(0)
	end
	Player.GetPlayer("Boltons").MarkFailedObjective(0)
	Player.GetPlayer("Freys").MarkFailedObjective(0)
	Player.GetPlayer("Royces").MarkFailedObjective(0)
	Player.GetPlayer("Crakehalls").MarkFailedObjective(0)
	Player.GetPlayer("Harlaws").MarkFailedObjective(0)
	Player.GetPlayer("Carons").MarkFailedObjective(0)
	Player.GetPlayer("Daynes").MarkFailedObjective(0)
	Player.GetPlayer("Hightowers").MarkFailedObjective(0)
end

SetWinConditionAndInfluence = function()	
	if Map.LobbyOption("wincondition") == "50" then
		Media.DisplayMessage("I ran")
		winpoints = 50
	elseif Map.LobbyOption("wincondition") == "75" then
		winpoints = 75
	elseif Map.LobbyOption("wincondition") == "100" then
		winpoints = 100
	elseif Map.LobbyOption("wincondition") == "150" then
		winpoints = 150
	end
	if Map.LobbyOption("influence") == "60" then
		gottimer = 60
	elseif Map.LobbyOption("influence") == "120" then
		gottimer = 120
	elseif Map.LobbyOption("influence") == "180" then
		gottimer = 180
	elseif Map.LobbyOption("influence") == "240" then
		gottimer = 240
	elseif Map.LobbyOption("influence") == "300" then
		gottimer = 300
	elseif Map.LobbyOption("influence") == "0" then
		gottimer = 0
	end
end

WorldLoaded = function()
	SetWinConditionAndInfluence()
	CreateNeutralities(p0)
	CreateNeutralities(p1)
	CreateNeutralities(p2)
	CreateNeutralities(p3)
	CreateNeutralities(p4)
	CreateNeutralities(p5)
	CreateNeutralities(p6)
	CreateNeutralities(p7)
	Trigger.OnAnyProduction(Produces)
	CaptureTriggers()
	GotTimer()
end