<?xml version="1.0"?>
<Equations>
	<Story_Empire_Trigger_Magic_Spawn_Pirates>
		(Variable_Self.StoryTrigger {Parameter_Name = "ACT_2"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_2_PIRATE_SPAWN_DISABLED"} == 0.0) +
		Variable_Self.StoryTrigger {Parameter_Name = "ACT_3"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_3_PIRATE_SPAWN_DISABLED"} == 0.0) +
		Variable_Self.StoryTrigger {Parameter_Name = "ACT_4"} * (Variable_Self.StoryTrigger {Parameter_Name = "ACT_4_PIRATE_SPAWN_DISABLED"} == 0.0)) *
		(Variable_Target.EnemyForce.HasSpaceForce == 0.0) *
		(10000 > Variable_Target.FriendlyForce.SpaceTotalUnnormalized)
	</Story_Empire_Trigger_Magic_Spawn_Pirates>

	<Story_Empire_Is_Suitable_Falast_Spawn>
		Function_Space_Contrast.Evaluate == 0
	</Story_Empire_Is_Suitable_Falast_Spawn>

<!--This is the backup case for not finding a space without Empire units.
	Falast will just prefer to go to any Empire system with an interdictor and cut to the chase.
	In the worst case, any system will be chosen.-->
	<Story_Empire_Is_Suitable_Falast_Backup_Spawn>
		(Variable_Target.EnemyForce.HasSpaceUnitsBitfield {Parameter_Type = "Interdictor_Cruiser"} != 0)
		+
		1
	</Story_Empire_Is_Suitable_Falast_Backup_Spawn>
</Equations>