<?xml version="1.0" encoding="utf-8" ?>
<Defs>

  <RulePackDef>
    <defName>QuestHospitalityCommon</defName>
    <rulePack>
      <rulesStrings>
        <li>allLodgerInfo->[healthInfo][minMoodInfo][workInfo][includesChildren]</li>

        <li>lodgersLabelSingOrPlural(lodgersCount==1)->[lodgers0_nameDef]</li>
        <li>lodgersLabelSingOrPlural(lodgersCount>=2)->[lodgersLabelPlural]</li>
        <li>lodgersLabelSingOrPluralDef(lodgersCount==1)->[lodgers0_nameDef]</li>
        <li>lodgersLabelSingOrPluralDef(lodgersCount>=2)->the [lodgersLabelPlural]</li>

        <li>includesChildren(priority=-999)-></li>
        <li>includesChildren(childCount==1)->\n\nOne of [lodgersLabelSingOrPluralDef] is a child.</li>
        <li>includesChildren(childCount>=2)->\n\nSome of [lodgersLabelSingOrPluralDef] are children.</li>

        <li>healthInfo-></li>
        <li>healthInfo(lodgersHaveBloodRotAndParalysis==true,priority=1)->\n\n[paralyzedInfo]\n\n[bloodRotInfo]</li>
        <li>healthInfo(lodgersAreParalyzed==true,priority=1)->\n\n[paralyzedInfo]</li>
        <li>healthInfo(lodgersHaveBloodRot==true,priority=1)->\n\n[bloodRotInfo]</li>
        <li>paralyzedInfo->[lodgersLabelSingOrPluralDef] [areIs] suffering from paralytic abasia and must be kept in bed.</li>
        <li>bloodRotInfo->[lodgersLabelSingOrPluralDef] [areIs] sick with blood rot and will require daily treatment. The disease can be slowed with high-quality care and medicine, but generally cannot be cured outright. If the disease becomes severe [lodgersLabelSingOrPluralDef] will die, so ensure you have the necessary medical supplies.</li>

        <li>minMoodInfo-></li>
        <li>minMoodInfo(lodgersCountWithMoodThreshold>0,priority=1)->\n\nyou must keep the mood of [lodgersLabelSingOrPluralDef] above [lodgersMoodThreshold_percent].</li>

        <li>workInfo-></li>
        <li>workInfo(lodgersWillNotWork==true,priority=1)->\n\n[lodgersLabelSingOrPluralDef] will not do any work.</li>

        <li>commonDescEnding->[helpersParagraph]</li>
    
        <li>enemyGroupsParagraph->[threatDescriptionParagraph]</li>
        <li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize==1)->there will be (*Threat)a raid(/Threat) of roughly this size:\n\n[threatExample]</li>
        <li>threatDescriptionParagraph(threatType==Raids,threatCount==1,threatSize>1)->there will be (*Threat)a raid(/Threat) of strength [threatSize]x and roughly this size:\n\n[threatExample]</li>
        <li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize==1)->there will be (*Threat)[threatCount] raids(/Threat) of roughly this size:\n\n[threatExample]</li>
        <li>threatDescriptionParagraph(threatType==Raids,threatCount>1,threatSize>1)->there will be (*Threat)[threatCount] raids(/Threat) of strength [threatSize]x and roughly this size:\n\n[threatExample]</li>
        <li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize==1)->(*Threat)a mech cluster(/Threat) will deploy nearby.</li>
        <li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize==1)->(*Threat)two mech clusters(/Threat) will deploy nearby.</li>
        <li>threatDescriptionParagraph(threatType==MechClusters,threatCount==1,threatSize>1)->(*Threat)a mech cluster(/Threat) of [threatSize]x size will deploy nearby.</li>
        <li>threatDescriptionParagraph(threatType==MechClusters,threatCount==2,threatSize>1)->(*Threat)two mech clusters(/Threat) of [threatSize]x size will deploy nearby.</li>

        <!-- misc content -->
        <li>threatsInfoMechClustersSingleHuman->[lodgers0_nameDef] recently [mechViolation], and has been targeted by an orbiting mechanoid swarm.</li>
        <li>threatsInfoMechClustersMultiPrisoners->The prisoners recently [mechViolation], and have been targeted by an orbiting mechanoid swarm.</li>
        <li>threatsInfoMechRaidsSingleHuman->[lodgers0_nameDef] recently [mechViolation], and has been targeted by a mechanoid hive.</li>
        <li>threatsInfoMechRaidsMultiHuman->They recently [mechViolation], and have been targeted by a mechanoid hive.</li>
        <li>mechViolation->angered a machine persona somehow</li>
        <li>mechViolation->violated an ancient supercomputer terminal</li>
        <li>mechViolation->murdered a human child favored by an archotech</li>
        <li>mechViolation->attempted to hack a mechanoid control node</li>
        <li>mechViolation->attempted to steal from an ancient storage site</li>
        <li>letterSubject->{SUBJECT_definite}</li>
        <li>lodgersHasHave(lodgersCount==1)->has</li>
        <li>lodgersHasHave(lodgersCount>=2)->have</li>
        <li>lodgersObjective(lodgersCount==1)->[lodgers0_objective]</li>
        <li>lodgersObjective(lodgersCount>=2)->them</li>
        <li>areIs(lodgersCount==1)->is</li>
        <li>areIs(lodgersCount>=2)->are</li>
        

        <!-- failure -->
        <li>remainingWillNowLeave(lodgersCount==1)-></li>
        <li>remainingWillNowLeave(lodgersCount>=2)->Any remaining [lodgersLabelPlural] will now leave. </li>
        <li>failLetterEndingQuest->You have failed the quest '[resolvedQuestName]'.</li>
        <li>failLetterEndingCommon(askerIsNull==true,priority=1)->[failLetterEndingQuest]</li>
        <li>failLetterEndingCommon->[failLetterEndingQuest]\n\nYour relations with [asker_faction_name] have decreased by [goodwillPenalty].</li>

      </rulesStrings>
    </rulePack>
  </RulePackDef>

</Defs>