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## **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> ~~~