Events

Supreme Ruler 1936 builds upon the existing events system but adds a number of new tools

Note: New event types may be added throught the develoment phase. Whatch for section headers.

In the SCENARIO directory, look for any file "scenario_name.csv"

The &&SEVENTS section is preceeded by a row of headers that identify the values used.

Columns are as follows...

Example
This is what it would look like in the file:

324000, 43200, 17, 634, 2303, 2306, False, False, False, False, False,, , , , , , , ,

Breakdown of the above example.

Event ID Listing
Special Note regarding Email : Emails are either sent from an AI leader or from a Minister - this is set in the NEWSITEMS list (createdby of '2' for AI leader).
 * When Sent by AI leader: sent FROM 'region' TO 'otherregion'; appears in email of 'otherregion'
 * When Sent by Minister: sent FROM Minister of 'region' ABOUT 'otherregion'; appears in email of 'region'

Condition Test List
Copy of line from above. (if in doubt - the one above is the one to be trusted.) The following potential "i0" values have the listed additional parameters.

Where multiple tests exist, they are done via "OR" unless listed otherwise (meaning only one has to be True to set event True).
 * 1) Region Relationship with OtherRegion
 * 2) i1=0 : Ignore
 * 3) i1=1: Allied
 * 4) i1=2: Neutral
 * 5) i1=3: War
 * 6) i1=4: otherdbregion is Colony of dbregion
 * 7) i1=5: otherdbregion is Parent of dbregion
 * 8) i2= Check if Region & OtherRegion have Treaty # in place (ignored if 0)
 * 9) Region Sphere Check
 * 10) i1=0: Strong Axis
 * 11) i1=1: Strong or Weak Axis
 * 12) i1=2: Neutral
 * 13) i1=3: Strong or Weak Allied
 * 14) i1=4: Strong Allied
 * 15) Region has enemies
 * 16) i1= minimum # of enemies to test for (ie 1 for 1 or more; 5 for 5 or more)
 * 17) i2= bitmask for regions to include
 * 18) 0 = all
 * 19) 1 = exclude colonies
 * 20) 2 = exclude dead
 * 21) 4 = exclude sphere same as current region.
 * 22) Region has allies
 * 23) i1= minimum # of allies to test for
 * 24) i2= bitmask for regions to include
 * 25) 0 = all
 * 26) 1 = exclude colonies
 * 27) 2 = exclude dead
 * 28) 4 = exclude sphere different than current region.
 * 29) Region Diprelationship with OtherRegion (any single test true) - (note - enter 75% as 0.75, which is between 1 and -1.)
 * 30) f0= relationship is less than % (ignored if 0)
 * 31) f1= relationship is greater than % (ignored if 0)
 * 32) f2= casus belli is greater than % (ignored if 0)
 * 33) f3= provocation is greater than % (ignored if 0)
 * 34) Regional Approval Rating Test
 * 35) f0= DAR is less than % (ignored if 0)
 * 36) f1= DAR is greater than % (ignored if 0)
 * 37) f2= MAR is less than % (ignored if 0)
 * 38) f3= MAR is greater than % (ignored if 0)
 * 39) Regional Stat Test
 * 40) i1= land fab capacity greater than or equal to (ignored if 0)
 * 41) i2= air fab capacity greater than or equal to (ignored if 0)
 * 42) i3= sea fab capacity greater than or equal to (ignored if 0)
 * 43) f0= Population greater than (ignored if 0)
 * 44) f1= Treasury greater than (ignored if 0), value in dollars
 * 45) f2= GDP/c greater than (ignored if 0)
 * 46) f3= WM Rating greater than (ignored if 0)
 * 47) Regional Hex Ownership - (used)
 * 48) i1= BITMASK (add values): 1: (dbRegion); 2: Allies; 4: Neutrals; 8: Enemies (ie Us+Allies = 3); 0=default dbRegion(1)
 * 49) i2= Map X location
 * 50) i3= Map Y location
 * 51) Regional Tests
 * 52) i1= 1: True if WM/UN Member;
 * 53) i1= 2: True if Not WM/UN Member
 * 54) i1= 3: True if region is a colony of Otherregion
 * 55) i1= 4: True if region is a parent of Otherregion
 * 56) i1= 5: True if region is alive (also could use eventballowdead flag instead in some cases - not a direct replacement)
 * 57) i1= 6: True if region is dead (tombstoned) or inactive - (used)
 * 58) i1= 7: True if region is member of Axis Alliance
 * 59) i1= 8: True if region is member of Allies Alliance
 * 60) i1= 9: True if region is inactive (False if region is Alive or Sleeping/Tombstoned)
 * 61) i1=10: True if region is a colony
 * 62) i1=11: True if region is independent (not a colony)
 * 63) NOT - set to true only if ALL listed events/conditions did NOT happen - (used)
 * 64) i1=Event ID
 * 65) i2=Event ID (ignored if 0)
 * 66) i3=Event ID (ignored if 0)
 * 67) OR - set to true if ANY of the listed events happened - (used)
 * 68) i1=Event ID
 * 69) i2=Event ID (ignored if 0)
 * 70) i3=Event ID (ignored if 0)
 * 71) AND - set to true only if ALL of the listed events happened - (used)
 * 72) i1=Event ID
 * 73) i2=Event ID (ignored if 0)
 * 74) i3=Event ID (ignored if 0)
 * 75) Check Difficulty level (0=easy to 4=hard, 2=normal)
 * 76) i1= Military difficulty greater than or equal to (ignored if 0)
 * 77) i2= Economic difficulty greater than or equal to (ignored if 0)
 * 78) i3= Diplomatic difficulty greater than or equal to (ignored if 0)
 * 79) Set to true if region (or otherregion if defined) is Human player
 * 80) Region has colonies
 * 81) i1= minimum # of colonies to test for (ie 1 for 1 or more; 5 for 5 or more)
 * 82) Regional Score Test
 * 83) i1= Victory Points greater than or equal to (ignored if 0)
 * 84) i2= Victory Points REGION+ALLIES greater than or equal to (ignored if 0)
 * 85) i3= score to check 1-6 (total/diplo/eco/tech/civ/mil) (ignored if 0)
 * 86) f0= (future use) greater than (ignored if 0)
 * 87) f1= (future use) greater than (ignored if 0)
 * 88) f2= Score Value to check for greater than (if i3 is set)
 * 89) Regional Stat Test II
 * 90) i1= land fab queue greater than or equal to (ignored if 0) (includes in-production & queued; may be 1 day later)
 * 91) i2= air fab queue greater than or equal to (ignored if 0)
 * 92) i3= sea fab queue greater than or equal to (ignored if 0)
 * 93) f0= TBA greater than (ignored if 0)
 * 94) f1= TBA greater than (ignored if 0)
 * 95) f2= TBA greater than (ignored if 0)
 * 96) Regional Stat Test III
 * 97) i1= land units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
 * 98) i2= air units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
 * 99) i3= sea units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
 * 100) f0= Active Personnel greater than (ignored if 0)
 * 101) f1= Reserve Personnel greater than (ignored if 0)
 * 102) f2= Total Personnel (active + reserve) greater than (ignored if 0)
 * 103) Regional Settings Test  (to get values, run game.  CTRL+G for udefs.  Use udef +1 for value to enter)
 * 104) i1= Social Spending Setting to test (count number +1) (1-8) (ignored if 0)
 * 105) i2= Social Rating to test +1 (1-8) (ignored if 0)
 * 106) i3=TBA
 * 107) f0= TBA
 * 108) f1= Social Spending #i1 greater than (ignored if 0) - Enter 0.5 for 50%
 * 109) f2= Social Rating #i2 greater than (ignored if 0) - Enter 0.15 for 15%
 * 110) f3= TBA greater than (ignored if 0)
 * 111) Regional Hex Test
 * 112) i1= Is Unit/upgrade Type (#) belonging to Region present in hex? (#=6001 CommandUnit, 349 Spy, etc) (ignore if 0)
 * 113) i2= Map X location
 * 114) i3= Map Y location
 * 115) f0= # of requested Garrisons greater than (ignored if 0)
 * 116) f1= # of actual/active Garrisons greater than (ignored if 0) - does NOT count 'popped out' Garrisons
 * 117) Regional Tech Test
 * 118) (If using multiple checks, they operate as OR)
 * 119) i1= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
 * 120) i2= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
 * 121) i3= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
 * 122) Regional Unit Test
 * 123) (If using multiple checks, they operate as OR)
 * 124) i1= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
 * 125) i2= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
 * 126) i3= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
 * 127) Theatre/BattleZone Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
 * 128) i1= test type:
 * 129) TH 1-9
 * 130) 1/2/3=Theatre Deployed L/A/S; (used = 1,2)
 * 131) 4/5/6=TH Reserve L/A/S;
 * 132) 7/8/9=TH Production L/A/S;
 * 133) 10=BZ # of hexes in battlezone that player has transit rights (owned/allied/treaty);
 * 134) 11-19: BZ same as 1-9
 * 135) 11/12/13 BZ Deployed L/A/S;
 * 136) 14/15/16 BZ Reserve L/A/S;
 * 137) 17/18/19 BZ Production L/A/S;
 * 138) i2= Map X location (inside TH/BZ)
 * 139) i3= Map Y location (inside TH/BZ)
 * 140) f0= Test amount greater than this (ignored if 0) Note: float amount, test greater than.  ie use .5 to catch 1+
 * 141) BattleZone Test
 * 142) Note - updated only at end of day; either yes/no, cannot test quantity; unit may be land/air/sea
 * 143) i1= test type: 1=dbregion owns hex in BZ; 2=dbregion has Unit in BZ
 * 144) i2= Map X location (inside BZ)
 * 145) i3= Map Y location (inside BZ)
 * 146) Check 'eventstatus' of an event ID
 * 147) >>> Note: must set these events to "Regular Time Only".  In FF, counting doesn't happen until you start time. <<<
 * 148) i1= Event Sequence ID to test
 * 149) i2= Status Value to test for (see Event 61 for definitions).  If this value = Current Status then test=True. -1 to ignore
 * 150) f0=at least # of days that have passed since event happened (event became true) (0 to ignore)
 * 151) f1=no more than # days have passed since event happened (event became true) (0 to ignore)
 * 152) f2=Random Days value to add to f0/f1 (0 to ignore)
 * 153) Regional Unit Production Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
 * 154) (If using multiple checks, they operate as OR)
 * 155) i1= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
 * 156) i2= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
 * 157) i3= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
 * 158) f0= TBA
 * 159) f1= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
 * 160) f2= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
 * 161) f3= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
 * 162) Regional Unit Deployment Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
 * 163) (If using multiple checks, they operate as OR)
 * 164) i1= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
 * 165) i2= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
 * 166) i3= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
 * 167) f0= TBA
 * 168) f1= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
 * 169) f2= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
 * 170) f3= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
 * 171) Regional Resource/commodity Test
 * 172) (If using multiple checks, they operate as OR)
 * 173) i1= Resource #  (ignored if 0)
 * 174) i2= Resource #  (ignored if 0)
 * 175) i3= Resource #  (ignored if 0)
 * 176) f0= TBA
 * 177) f1= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
 * 178) f2= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
 * 179) f3= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
 * 180) Regional Cabinet Settings Check
 * 181) i1=Cabinet Dept # (See Event 37; 0-5)
 * 182) i2= Priority # to check (1-31, ignored if zero) (see deptprior.csv in /INI directory for dept,priority number list)
 * 183) Sphere Counts, "Sphere has members"
 * 184) i1= sphere being tested (0-4), leaning will count leaning and those fully in the sphere.
 * 185) i2= minimum # of members to test for (ie 1 for 1 or more; 5 for 5 or more) (use Conditional Not for less than)
 * 186) Regional Gov. Type
 * 187) i1= gov type of dbregion (1-7)
 * 188) Stat Test economy
 * 189) i1 = value to test
 * 190) 1 - Income
 * 191) 2 - Expenses
 * 192) 3 - Surplus/Deficit
 * 193) i2 = 0 for daily, 1 for annually
 * 194) f0 = is greater than (negative value for is less than)
 * 195) Strategic Pool Test (Not Implemented Yet)
 * 196) f0 = land units count > x (negative for less than)
 * 197) f1 = air units count > x (negative for less than)
 * 198) f2 = naval units count > x (negative for less than)
 * 199) f3 = missile units count > x (negative for less than)
 * 200) Support Condemn test (Not Implemented Yet
 * 201) i1= 1: True if dbregion has support set for otherdbregion
 * 202) i2= 1: True if dbregion has neutral set for otherdbregion
 * 203) i3= 1: True if dbregion has condemn set for otherdbregion