## **rewards**
### card
~~~
<card card="card_artillery_emp" count="5"/>
<card card="card_artillery_orbital_1" count="3">
<visible_requirement>event_shop_mercs_tier_1_visible_requirement</visible_requirement>
</card>
~~~
## **timing**
~~~
<timing type="operation_06_arena_2_trip_timing" time="65" skip_script="operation_06_arena_2_trip_timing_skip_script" complete_script="operation_06_arena_2_trip_timing_complete_script">
<timing_price_ladder>long_timing_price_ladder</timing_price_ladder>
<skip_price_requirement>operation_06_arena_2_trip_timing_skip_requirement</skip_price_requirement>
<indicators/>
</timing>
<timing type="operation_09_timing" time="1200" skip_script="operation_09_timing_skip_script" complete_script="operation_09_timing_complete_script">
<indicators/>
</timing>
~~~
## **requirement**
### has_item_count
~~~
<has_item_count item="trash_2_16_item" count="9" compare="eq"/>
<has_item_count item="tournament_rating" count="50" compare="ge">
<locale>tournament_rating_complete::locale</locale>
<helpers>
<get_achievement achievement="achievement_medal_tournament_rating_03"/>
</helpers>
<icon_40x40>conditions/army_40x40</icon_40x40>
</has_item_count>
~~~
### has_building_count
~~~
<has_building_count building="radiotower" count="1" level="1" count_compare="ge" level_compare="eq"/>
<has_building_count building="house" count="1" level="1" count_compare="ge" level_compare="ge">
<locale>quest_tasks_has_building::locale</locale>
<helpers>
<construct_building building="house"/>
</helpers>
<icon_40x40>conditions/build_40x40</icon_40x40>
</has_building_count>
~~~
### has_card_stat
~~~
<has_card_stat card="card_thrower" card_stat="card_thrower_level" value="28" compare="ge">
<locale>has_new_unit_level::locale</locale>
<helpers>
<upgrade_unit_lowest_stat card="card_thrower" building="officers_office" catalog="infantry_upgrade_window"/>
</helpers>
</has_card_stat>
<has_card_stat card="card_soldier" card_stat="card_soldier_level" compare="ge" value="2">
<locale>episode_01_quest_05_task_soldier_unit_level::locale</locale>
<helpers>
<upgrade_unit_stat building="officers_office" card="card_soldier" catalog="infantry_upgrade_window" index="0"/>
</helpers>
<icon_40x40>conditions/army_40x40</icon_40x40>
</has_card_stat>
~~~
### has_indicator_value
~~~
<has_indicator_value indicator="premium_bar_active" count="0" compare="gt"/>
<has_indicator_value indicator="citizens" value="25" compare="ge">
<locale>requirements_citizen::locale</locale>
<helpers>
<upgrade_building building="house"/>
</helpers>
</has_indicator_value>
~~~
### has_level
~~~
<has_level item="experience" ladder="experience" level="7" compare="ge"/>
<has_level item="experience" ladder="experience" level="4" compare="ge">
<locale>requirements_level::locale</locale>
</has_level>
~~~
### price_item_count
~~~
<price_item_count count="2" compare="eq" item="challenge_checkpoint_1_1_2_mode_item" visible="true"/>
<price_item_count item="gold" count="2" visible="true">
<helpers/>
</price_item_count>
~~~
### **helpers**
## open_shop_mercenary_window
~~~
<open_shop_mercenary_window shop="mercenaries_office"/>
<open_shop_mercenary_window shop="mercenaries_office">
<card_count_item>card_mercenary_commando_1_count_item</card_count_item>
</open_shop_mercenary_window>
~~~
