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guiTypes = {
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windowType = { # Copied and adjusted from government_interaction_type
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name = "egyptian_westernization_gov_mech"
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size = { x = 300 y = 28 }
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moveable = 0
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# Background
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iconType = {
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name = "background"
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spriteType = "GFX_egyptian_westernization_bg"
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alwaystransparent = yes
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position = { x = 0 y = 28 }
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}
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# bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
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iconType = {
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name = "government_power_bar"
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spriteType = "GFX_egyptian_westernization_power_bar"
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position = { x = 28 y = 4 }
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}
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# Frame
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iconType = {
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name = "government_power_bar_frame"
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spriteType = "GFX_egyptian_westernization_frame"
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alwaystransparent = yes
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position = { x = 4 y = 0 }
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}
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}
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# Interactions, copied from government_interaction_type but we want a different size than default
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windowType = {
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name = "egyptian_westernization_interaction_button"
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size = { x = 95 y = 82 }
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backGround = ""
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moveable = 0
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dontRender = ""
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horizontalBorder = ""
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Orientation = "UPPER_LEFT"
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### interaction button
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guiButtonType = {
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name = "government_interaction_button"
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quadTextureSprite = "GFX_russian_ability_ADM" #placeholder so we don't get an assert - you have to set something - but this will be overridden by the interaction's icon
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position = { x = 8 y = 4 }
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tooltip = ""
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tooltipText = ""
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delayedTooltipText = ""
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buttonFont = "vic_18"
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Orientation = "UPPER_LEFT"
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clicksound = back_click
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text = ""
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}
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54
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55
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#bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
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56
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iconType = {
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name = "government_power_bar"
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spriteType = "GFX_government_power_bar"
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position = { x = 20 y = 77 }
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Orientation = "UPPER_LEFT"
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}
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iconType = {
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name = "government_power_bar_frame"
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spriteType = "GFX_government_power_bar_frame"
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position = { x = 6 y = 74 }
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Orientation = "UPPER_LEFT"
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alwaystransparent = yes
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}
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}
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}
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@@ -484,4 +484,100 @@ spriteTypes = {
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size = { x = 274 y = 110 }
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effectFile = "gfx/FX/progress.lua"
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}
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487
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### 20 Egyptian Westernization ###
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spriteType = {
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name = "GFX_egyptian_westernization_bg"
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texturefile = "gfx/interface/government_mechanics/egyptian_westernization/egyptian_westernization_bg.dds"
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}
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spriteType = {
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name = "GFX_study_western_administration"
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texturefile = "gfx/interface/government_mechanics/egyptian_westernization/study_western_administration.dds"
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loadType = "INGAME"
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transparencecheck = yes
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}
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spriteType = {
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name = "GFX_study_western_manufacturing"
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texturefile = "gfx/interface/government_mechanics/egyptian_westernization/study_western_manufacturing.dds"
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loadType = "INGAME"
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transparencecheck = yes
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}
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spriteType = {
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name = "GFX_study_western_military"
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texturefile = "gfx/interface/government_mechanics/egyptian_westernization/study_western_military.dds"
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loadType = "INGAME"
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transparencecheck = yes
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}
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spriteType = {
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name = "GFX_egyptian_westernization_frame"
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texturefile = "gfx/interface/government_mechanics/egyptian_westernization/egyptian_westernization.dds"
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loadType = "INGAME"
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transparencecheck = yes
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}
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progressbartype = {
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name = "GFX_egyptian_westernization_power_bar"
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color = { 1.0 0.0 0.0 }
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colortwo = { 1.0 1.0 1.0 }
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textureFile1 = "gfx/interface/government_mechanics/egyptian_westernization/egyptian_westernization_progress_bar.dds"
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textureFile2 = "gfx/interface/government_mechanics/egyptian_westernization/egyptian_westernization_progress_bar_empty.dds"
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size = { x = 248 y = 20 }
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effectFile = "gfx/FX/progress.lua"
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}
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# 20 Persian Influence
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spriteType = {
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name = "GFX_collect_tax_on_art"
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texturefile = "gfx/interface/government_mechanics/persian_influence/collect_tax_on_art.dds"
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}
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spriteType = {
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name = "GFX_promote_good_reputation"
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texturefile = "gfx/interface/government_mechanics/persian_influence/promote_good_reputation.dds"
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}
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spriteType = {
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name = "GFX_conscript_enthusiasts"
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texturefile = "gfx/interface/government_mechanics/persian_influence/conscript_enthusiasts.dds"
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}
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# 21 Three Flames
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spriteType = {
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name = "GFX_three_flames_bg"
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texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/asha_vahishta_bg.dds"
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}
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spriteType = {
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name = "GFX_adur_gushnasp_interaction"
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texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/adur_gushnasp_interaction.dds"
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}
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spriteType = {
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name = "GFX_adur_burzhen_mihr_interaction"
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texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/adur_burzhen_mihr_interaction.dds"
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}
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spriteType = {
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name = "GFX_adur_farnbag_interaction"
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texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/adur_farnbag_interaction.dds"
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}
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spriteType = {
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name = "GFX_asha_vahishta"
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texturefile = "gfx/interface/government_mechanics/zoroastrian_three_flames/asha_vahishta_frame.dds"
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loadType = "INGAME"
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transparencecheck = yes
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}
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progressbartype = {
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name = "GFX_three_flames_bar"
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color = { 1.0 0.0 0.0 }
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colortwo = { 1.0 1.0 1.0 }
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textureFile1 = "gfx/interface/government_mechanics/zoroastrian_three_flames/the_three_royal_fires_progress_bar.dds"
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textureFile2 = "gfx/interface/government_mechanics/zoroastrian_three_flames/the_three_royal_fires_progress_bar_empty.dds"
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size = { x = 185 y = 14 }
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effectFile = "gfx/FX/progress.lua"
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}
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}
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@@ -0,0 +1,71 @@
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guiTypes = {
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windowType = { # Copied and adjusted from government_interaction_type
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name = "three_flames_gov_mech"
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size = { x = 300 y = 22 }
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moveable = 0
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# Background
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iconType = {
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name = "background"
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spriteType = "GFX_three_flames_bg"
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alwaystransparent = yes
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position = { x = 0 y = 28 }
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}
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15
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+
# bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
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16
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iconType = {
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name = "government_power_bar"
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spriteType = "GFX_three_flames_bar"
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position = { x = 54 y = 4 }
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}
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# Progressbar Frame
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iconType = {
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name = "frame_background"
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spriteType = "GFX_asha_vahishta"
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alwaystransparent = yes
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position = { x = 3 y = 0 }
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}
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}
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# Interactions, copied from government_interaction_type but we want a different size than default
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windowType = {
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name = "three_flames_interaction_button"
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size = { x = 95 y = 100 }
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backGround = ""
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moveable = 0
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dontRender = ""
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horizontalBorder = ""
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Orientation = "UPPER_LEFT"
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### interaction button
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guiButtonType = {
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name = "government_interaction_button"
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quadTextureSprite = "GFX_russian_ability_ADM" #placeholder so we don't get an assert - you have to set something - but this will be overridden by the interaction's icon
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position = { x = 8 y = 4 }
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tooltip = ""
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tooltipText = ""
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delayedTooltipText = ""
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buttonFont = "vic_18"
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Orientation = "UPPER_LEFT"
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clicksound = back_click
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text = ""
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}
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+
#bar and frame for the power type associated with this interaction (if it's unique to the interaction - if not, these will be hidden)
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iconType = {
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name = "government_power_bar"
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spriteType = "GFX_government_power_bar"
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position = { x = 20 y = 77 }
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Orientation = "UPPER_LEFT"
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}
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iconType = {
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name = "government_power_bar_frame"
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spriteType = "GFX_government_power_bar_frame"
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position = { x = 6 y = 74 }
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Orientation = "UPPER_LEFT"
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alwaystransparent = yes
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}
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}
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}
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