Supreme Ruler 1936 builds upon the existing events system but adds a number of new tools
Note: New event types may be added throughout the development phase. Watch 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...
Data Element | Notes |
_ID | Event's sequential ID number (used for conditional testing) |
eventtime | Time slice (1440 per day) to trigger event |
eventtimewind | Window of time in slices - random - 0 to always trigger on-time. Added at time of import. |
eventpriority | Events with a higher priority will occur first if in the same time slice. -99 to +99 (default 0) |
eventid | Number of event to do |
eventparam | Data Parameter for Event |
eventdbregion | Database Region # for this event; -1 to use SinglePlayer local player (-1 not MP sync compatible) |
eventotherdbregion | Database Region # for other region in this event (ie vs who, to who, etc).
SR2030/GRE: For some events, otherdbregion 0 (zero) means 'all regions'. When used, otherplayer flags are NOT tested. |
eventbnotally | Flag: Do not trigger if allied to otherplayer; if no otherplayer# then if allied to anyone |
eventbnotneutral | Flag: Do not trigger if neutral; if no otherplayer# then if neutral to all |
eventbnotwar | Flag: Do not trigger if at war; if no otherplayer# then if at war with anyone |
eventbnotifhuman | Flag: Do not trigger if region is human (ignored during FF/Day0 events; only checked regular time) |
eventbnotifotherhuman | Flag: Do not trigger if other region is human (ignored during FF/Day0 events; only checked regular time) |
eventparami[4] | Up to four additional integer parameters (ie bodyfills) |
eventparamf[4] | Up to four additional float parameters (ie bodyfills) |
eventballowdead | Flag: Allow Event for Dead region. If not set, then either Region and/or OtherRegion being dead will prevent event. |
eventbdoalways | Flag: Do event even if 'noevents' set on either region (ie previously colonized or decolonized or dead region gets noevents set) |
eventbpersist | Flag: Event will persist once time reached, runs every slice until event is successful (ie condition met) |
eventpersistcount | Amount of time (slices) to continue testing a persist event once it has been reached (1 slice = 1 minute, 1440 per day) |
eventbonlyff | Flag: Only process event in Fast Forward Mode |
eventbonlyreg | Flag: Only process event in regular time mode (not Fast Forward) |
eventbnotifMP | Flag: Only process event in Single Player (not in MultiPlayer) |
eventstatus | Internal/Engine Use (not imported); For Object Use: 0: ongoing; 1: Success; 2: Failure |
eventconditional | _ID number of event that must have happened / been true for this event to trigger (if only one condition test, must be put here)
If number does not exist, will be seen as false. |
eventconditional2 | _ID number of additional event that must have happened / been true for this event to trigger. If number does not exist, will be seen as false. |
eventbcond2or | Flag: Either conditional ID can be true for event to be true (otherwise second condition is AND) |
eventbcondnot | Flag: Reverse (logical not) final Condition Test result (used by Condition Test event only) |
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.
eventtime | eventtimewind | eventID | eventparam | eventdbregion | eventotherdbregion | eventbnotally | eventbnotneutral | eventbnotwary | eventbnotifhuman | eventbnotifotherhu | eventparami0 | eventparami1 | eventparami2 | eventparami3 | eventparamf0 | eventparamf1 | eventparamf2 | eventparamf3 | eventballowdead | eventbdoalways | eventbpersist | eventbonlyff | eventbonlyreg | eventbcond2or | eventbonlyMP | eventconditional | eventpriority | eventconditional2 | eventpersistcount | eventbcondnot | eventbresvd1 | eventbresvd2 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
324000 | 43200 | 17 | 634 | 2303 | 2306 | False | False | False | False | False |
Event ID Listing[]
# | Event | Main Param | Additional Params | Notes |
1 | Send Email/News | Email/News # |
|
If no 'otherregion', or email createtype is not 2/AI, then sent from minister
Email params are regionfrom#, regionto# if i0/i1 is 0 To pass a location param, need to use formula: Location hex: (y * 65536 + x), Set news item to city name, set value in i0 of event. |
2 | Declare War | Email/News # (optional) |
|
Minister will send War Declared on Us email automatically; mainparam is optional additional email
Not done if already at war Email params are regionfrom#, regionto# If dbotherregion is 0 and i1 > 0, then will do all regions |
3 | Force Neutral | Email/News # (optional) |
|
Cancel Alliance/transit/los or end War; To send a Peace offer use the 'Send Diplomatic Offer' instead
Email params are regionfrom#, regionto# (Now does both ways) If dbotherregion is 0 and i1 > 0, then will do all regions |
4 | Force Alliance | Email/News # (optional) |
|
Force Alliance/transit/los; To send a Alliance offer use the 'Send Diplomatic Offer' instead
Email params are regionfrom#, regionto# (Now does both ways) If dbotherregion is 0 and i1 > 0, then will do all regions |
5 | Treaty Set/Reset | Treaty Number |
|
Forces a treaty (one way or both ways)
If one way, dbregion is lesser region... (or this is the region that will list the one-way treaty, so otherdbregion can do the treaty with dbregion) If dbotherregion is 0 then will do all regions |
6 | Send Diplomatic Offer | Treaty Number
(or 0) (-ve for 'Cancel') |
|
|
7 | Send Diplomatic Treaty Offer | Email/News # (optional) |
|
Email params are regionfrom#, regionto# |
8 | Surrender/ Elimination | Email/News # (optional) |
|
To be Used for Country Mergers as well
Other Region = Who to Surrender to, or 0 for 'Elimination' (can't use '0' for Group or Colony) 1-Group/Unify is NOT annex... it is for startup map, unification votes, friendly grouping (ie Anschluss). If not 'Group/Unify', then standard Surrender will be used and Region Falls email will be generated, unless 'preserve supply' set (use this in FF!) Email params are regionfrom#, regionto# |
9 | UN Diplomatic Offer Units
(United Nations / League of Nations) |
Unit Design # |
|
Will be sent to bases/capital
This Event does not issue Newsitem 473 ('UN Supplied Units...' news) |
10 | Create Units | Unit Design # |
|
|
11 | Set a Victory Hex | Email/News # (optional) |
|
Replaces any prior victory hex
Note that currently the entire game has only one victory hex (not per-player) GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i0 is -1, then 'Home Planet' |
12 | Set AI-Request | Request Type [3] |
|
AI Requests are processed then deleted. See also Event 68.
AI Request types: GR/SRNG: If no hex location, then Capital of 'Other Region'. (GR: If Space AI Request, then Home Planet) |
13 | Set Defcon (Alert) Level | New Defcon Level 0-4 |
| |
14 | Change Relationships | Email/News # (optional) |
|
Email params are regionfrom#, regionto# |
15 | Adjust Treasury |
|
Gives or takes away money | |
16 | Adjust Product Stock | Which Prod# 0-10 |
|
Gives or takes away product stock, resources |
17 | Set War | Email/News # (optional) |
|
Sets a war without any other countries relationships changing - no approval effects, no forced emails, nothing.
If dbotherregion is 0 and i1 > 0, then will do all regions |
18 | Independence | Email/News # |
|
Colony will declare independence from its parent.
No effect if no longer a colony. 'otherregion' can be specified for 'NOT' conditions (doesn't have to be parent etc) Email is sent with region#, parent# params |
19 | Coup d'etat | Email/News # |
|
This is a change of leadership by the military. So the leader changes, the gov't is a military dictatorship, and it MAY be funded by an outside source - the 2nd region field, which would draw this country closer to that source in both sphere and relations. (Generic Email is 570)
Email param is region# |
20 | Leadership change | Email/News # (optional) |
|
Deaths, etc... This is so that specific leaders can be put in charge at specific times. Will coincide with an appropriate newsitem. Use Event32 for Elections.
Email param is region#, selected leader # |
21 | (Not Implemented except for f0) |
Email/News # (optional) |
|
Insurgency taken to the next level, where land is being captured by an opposition force to the government. If there is a 2nd region, then that mean this region supported the Civil War and should get a relationship and sphere bonus if successful.
Email param is region# |
22 | Research | Email/News # (optional) |
|
Gives a Region a Specific tech at a specific time (includes prerequisites)
Does not trigger regular discovery emails. In FF, will do %age queue on date, prereqs set known Email param is region#, tech# |
23 | Class # |
|
Specific Units moved to specific theatres and battlezones. Example is the deployment of nuclear launchers and missiles to Cuba for the Cuban Missile Crisis? (GG: Use Create unit for that one) | |
24 | Change Approvals | Email/News # (optional) |
|
0.90 is 90% of previous value (ie DAR 20% to 18%)
1.2 is 120% of previous (up 20%, ie DAR 20 to 24) Can be up or down. Email param is region# |
25 | Theatre Settings | Email/News # (optional) |
|
Priority for the country listed, if 0 then for hex owner
Military Priority: 0 to 3 (none to high) - 1 = default Military Focus: 1=Defensive, 2=Balanced (Default), 3=Offensive GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i2 is -1, then 'Home Planet' |
26 | Flag Change | Email/News # (optional) |
|
New Flag
Email param is region# |
27 | Country Name Change | Email/News # (optional) |
|
Change region name to 'altregionname' 0 / 1 / 2
Must be included in CVP file (0/1/2 in the event is reflective of the names associated in the CVP. "Korea, United Korea, Korea Republic" would be 0/1/2 respectively seperated by the commas.) |
28 | (Not Implemented) |
Email/News # (optional) |
|
Old Name to New - No Newsitem for this event
GG: Issue: No source for text string of new name |
29 | Capital Move | Email/News # (optional) |
|
Location to move capital to; only successful if new location belongs to region.
Note: This event happens even if no capital move set |
30 | Change Leader Profile | Email/News # (optional) |
|
Change to the default settings in the region database for a leader ex. South Africa Caucasian till the end of Apartheid. This does not automatically do a leadership change to select a new leader that matches new profile. |
31 | Change Gov't Type | Email/News # (optional) |
|
Changes the Government type cleanly, without civil war.
So the leader changes, and it MAY be funded by an outside source - the 2nd region field, which would draw this country closer to that source in both sphere and relations. |
32 | Election Leader Change | Email/News # (optional) |
|
Similar to Event20 but this sets the next election date (for democracies). Default is to set 4 years away.
Email param is region#, selected leader# |
33 | BattleZone Setting | Email/News # (optional) |
|
Priority for the country listed, if 0 then for hex owner
Military Priority: 0 to 3 (none to high) Military Focus: 1=Defensive, 2=Balanced (Default), 3=Offensive GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i2 is -1, then 'Home Planet' |
34 | Create Facility | Facil Design # |
|
Facility is created, with appropriate complex if needed
If x/y are zero, then auto-locate Done only if hex=eventregion (or its colony), if eventregion=0 then for hex owner In FF with Start Constr, will set %age from date. |
35 | Influence Change | Email/News # (optional) |
|
Signifies an event that has a significant +/- effect on a country's world wide Influence (ex. Kennedy creates Peace Corp gives US a slight influence bump)
Values given in actual %age +/-; -ve is bad/worse Our sphere/other sphere only with other region f1/f2 |
36 | Damage Hex Facilities
(full hex) |
Email/News # (optional) |
|
100% (1.0) is completely eliminated, 99% or less leaves damaged. All facilities in hex are damaged.
(Must have hex location; not GR compatible) |
37 | Minister Priority | Email/News # (optional) |
|
0=Resource, 1=Research, 2=Finance, 3=State, 4=NotUsed, 5=Defense |
38 | Strategic Pool Launch | Email/News # (optional) |
|
Region is who pushes Red Button
If there is an 'otherregion', will launch against them, otherwise will launch against all enemies. |
39 | Military Buildup | Email/News # (optional) |
|
Trigger AI region to Start military buildup and attack preparation (deploy all units if i0, increase alert etc); Optional vs region for target of buildup |
40 | Loyalty Annex | Email/News # (optional) |
|
Surrenders an area of a region based on Loyalty, to another region. First region is region surrendering, 2nd region is to. (2nd region back to life if needed)
If dbregion is zero, then force-transfer to other regardless of owner Change capital if i0/i1 set (ie for back-to-life) |
41 | Damage Single Facility
(single facility) |
Email/News # (optional) |
|
If x/y are zero, then auto-locate
Use 1.0 to remove Facility (100% damage) Done only if hex=eventregion, if 0 then for hex owner |
42 | Create Transportation | 0: Road, 1:Rail |
|
Done only if hexes=eventregion,
if Region 0 (UN) then hex owner (Not GR compatible) |
43 | Transfer BZ Owner | Email/News # (optional) |
|
All hexes in battlezone owned by dbregion are transferred to otherdbregion
(hex is used to determine what BZ to use). If dbregion is zero, then force-transfer to other regardless of owner GR/SRNG: If no hex location, then Capital of 'dbRegion' GR: if i0 is -1, then 'Home Planet' |
44 | Transfer Hex Owner | Email/News # (optional) |
|
Transfer owner of single hex owned by dbregion transferred to otherdbregion
If dbregion is zero, then force-transfer to other regardless of owner
i0, i1 - starting hex (top left corner of box) i2, i3 - ending hex (bottom right corner of box) (Not GR Compatible) |
45 | Condition Test | Email/News # (optional) |
|
Test a Condition.
Event ID set to 'True' if Condition met. Email only sent if Condition met. See Condition List Below |
46 | Trigger Victory/Loss |
|
dbRegion is 'victorywho' region | |
47 | Resource Change | Email/News # (optional) |
|
Resource levels are 0-3 for each product;
capped to max/min |
48 | Make Region Alive | Email/News # |
|
Takes a region that is 'not alive' and makes them alive. They must get territory by day end or they will not stay alive. (Via BZ or Hex ownership transfer).
If Capital not set, then prior or largest city used. Do not apply to WM region or it will break the map. *** MUST SET ALLOW FOR DEAD CHECKBOX. |
49 | Break All Treaties | Email/News # |
|
Break All Treaties and/or Trades between regions
If dbotherregion is 0, then will do all regions |
50 | (Not Implemented) |
(requested by Dax - Jan, 2013 - put here as new event, or modify "Create Units" event to allow for starting construction) ,,, create units = i1 - 4... in yellow. | ||
51 | Send Espionage Mission |
|
||
52 | Adjust Espionage Priority And Focus For Region |
|
||
53 | Shift/Set Sphere | Email/News # (optional) |
|
Sphere settings from -1 (Axis) to +1 (Allies)
If both 0, then sphere value set to 0 |
54 | World Market (UN / United Nations / League of Nations) change | Email/News # (optional) |
|
|
55 | AI Stance | Email/News # (optional) |
|
AI Agendas to be defined later...
AI Stance: 0=Normal; 1=Passive, 2=Defensive; 3=Aggressive; 4=Unpredictable (AI Stance also changes mil initiative all branches) (AI Theatre transfer allows AI to respond to AI Req's beyond usual adjoining theatres) |
56 | AI Buildups | Email/News # (optional) |
|
Settings -1 for no change
Naval Invasion 1=prep, 2=stage; 0=cancel Planetary Invasion (GR) 3=Space Prep Mode, 4=Stage mode, 5=Launch Mode Forces plan 0:decrease, 2:Stable; 4: Increase |
57 | AI Attack | Email/News # (optional) |
|
For Naval attack, region must be in naval prep/stage mode. |
58 | (Not Implemented) |
Email/News # (optional) |
|
|
59 | Send Objective | Email/News # |
|
If no 'otherregion', or email createtype is not 2/AI, then sent from minister
Email params are regionfrom#, regionto# if i0/i1 is 0 To pass a location param, need to use formula: Location hex: (y * 65536 + x) Event stays FALSE until Email is Accepted, unless email has no 'Accept Objective' (then it starts TRUE). Objective email with "No" or "Disagree" will delete obj - Wording 2/3 can also be supported for alt texts on objectives -
Wording2 and Wording3 (success/failure) do NOT support parameters (%s), so must be worded not to use them ! |
60 | Set Event T/F | Email/News # (optional) |
|
Set a different Event to T/F by its ID
Will also reset a persist count on it (default set to 0 and turn persist flag OFF ) (-1 will turn ON persistent flag) |
61 | Set Status
(Event / Objective) |
Email/News # (optional) |
|
Set a different Event/Objective Status by its ID
(Any emails/omn triggered by original Event will be deleted when original Event set Complete or Failed - does not affect email type Objective.) |
62 | Adjust Victory Points | Email/News # (optional, use 2363 for generic objective success sound) |
|
(for vicpoints total of Region)
If both 0, then vicpoints set to 0 (except if i2=4) Owned points: all regions will have their on-map owned victory points re-counted (i2-3 set to, or i2=4 add to existing points total) |
63 | Set Victory
Points |
Email/News # (optional) |
|
Set or adjust Victory Points for a specific hex.
Hex MUST have an upgrade (facil or town) If no upgrade, then event False and no email sent. (if i3 is not zero, then i3 is done and i2 is ignored) GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i0 is -1, then 'Home Planet' |
64 | Apply Victory Points | Email/News # (optional) |
|
i0: 0= All Capitals; 1=Parent Capitals (no colonies);
2= All Ug/Unit type #i1 (Command unit is # 6001) 3= All Unit in Class #i1 to apply to If eventdbregion set, then ONLY done for that region |
65 | Set Objective Hex | Email/News # (optional) |
|
Set the visual 'objective marker' on map
Use 0,0 to reset. Only 1 marker at a time. (objective hex is per game, not per player) GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i0 is -1, then 'Home Planet' |
66 | Force Save | Email/News # (optional) |
|
Trigger Save "SAVEGAME-PLAYER-#" |
67 | Set State Options | Email/News # (optional) |
|
i0: Option (add values):
1: Prevent Liberation choice to humanplayer 2: Prevent Colonize ... 4: Prevent Annex … i1: Regional ROE Values+ve to set, -ve to reset: (Not all settings are implemented)
i2: 0=Annex, 1=Colonize, 2=Liberate |
68 | Set Hotspot | Request Type |
|
AI Request types: (see below, and Event 12)
Hotspots are different from AI Requests in that they are more heavily processed by the AI and they remain until they are cleared. Note - example - Force size of 24 is force size, 4 (most) with most air support, 20) GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i2 is -1, then 'Home Planet' |
69 | Clear Hotspots | Request Type, or -1 for all |
|
Clear All, by hex, by bz, by th
Clear or Refresh (re-set). See Event 12 for Request Definitions. 'Refresh' may not happen if hotspot has expired. GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i2 is -1, then 'Home Planet' |
70 | Locate Facility (single facility) | Email/News # |
|
Will auto-locate closest to hex location; capital if 0/0. (GR: Home planet if space facility)
For adding OMN etc to a hex, or cond if fac exists. Event is true only if facility is found Email Param 0 is the location, Param 1 is fac# |
71 | Garrison Add/Remove | Email/News # (optional) |
|
Add or Remove Garrisons to all facilities in specified hex/bz/th/all, for Region.
Use -8 to remove all, +8 to maximize. Add 10 to make immediate (not build up) GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i2 is -1, then 'Home Planet' |
72 | Change hex loyalty | Email/News # (optional) |
|
Change Loyalty of Hex(s) to otherdbregion if owned by dbregion.. If hex isn't dbregion then ignored.
If dbregion is 0, always set to otherdbregion If both are 0, then set loyalty to owner of hex. GR/SRNG: If no hex location, then Capital of 'dbRegion' GR: if i2 is -1, then 'Home Planet' |
73 | Change Efficiency | Email/News # (optional) |
|
|
74 | Adjust Units | Email/News # (optional) |
|
Adjust Unit specs in specified hex/bz/th/all for Region
Affects active/reserve/construction GR/SRNG: If no hex location, then Capital of 'Other Region' GR: if i2 is -1, then 'Home Planet' |
75 | Sphere Leaders | Email/News # (optional) |
|
EventRegion = Superpower of Red Sphere
OtherRegion = Superpower of Blue Sphere (Leave blank for no change) Sphere Name: 0:Axis 1:WarsawPact 2:Red 3:Socialist 4:Region Nm |
76 | Remove tech from region | Email/News # (optional) |
|
If i0 is zero, affect all facilities in construction
i1 values are Complete, Reset, Cancel, set value f0 value 0.00 to 1.00, used when i1 = 3 |
77 | Affect Construction | Email/News # (optional) |
|
If i0 is zero, affect all facilities in construction
i1 values are Complete, Reset, Cancel, Unpause, Pause, set value f0 value 0.00 to 1.00, used when i1 = 3 |
78 | Unlock Game Speed | |||
79 | Put facility offline |
|
||
80 | Set Election Date | Sets Election Date offset from current date
|
||
81 | Sell Unit To WM | Sells unit to the WM strategic trade system
|
||
82 | Change Hex Population | Changes the population of a hex
|
||
83 | Set Tracked Facilities | Utilized for Event 45 condition test 71
|
||
84 | Set Moral Choice | use statustext in linked newsitem to set HAP name to force open as moral choice
|
||
85 | Escort A Specified Ship (GR) | Use moral choices for additional events past the spawn/move (Event 84)
|
||
86 | Set Diplomatic Trade Checks (GR) | Utilized alongside setting diplomatic trade values (event 87) and checking diplomatic trade value (event 45->82). Event set up as follows: 86, 87, 25->82. Assigns the DBnum of a region you want to track into a slot number.
|
||
87 | Set Diplomatic Trade Values (GR) | Utilized after event 86. Sees whether or not to keep old progression or reset it
|
||
88 | Set campaign path(GRE) | |||
89 | Set Campaign Counter (GR) | Sets campaign counter to this day plus random days
|
||
90 | Set Invasion hex with build facility (GRE) | |||
91 | Fracture region into 2 regions (All, untested outside GRE) | |||
92 | Sabotage(All, Not MP compatible) | |||
93 | Hard sets campaign progress (GRE only) | |||
94 | Hard set the health facilities by type | |||
95 | Affect infection rate | Email/News # (optional) | increase/decrease infection rate % of region x. If x=0, affect every region
|
|
96 | Affect Infected Population Count | Email/News # (optional) | Increase/decrease number of infected population of region x. If x=0, affect every region
|
|
97 | Affect Mortality Rate | Email/News # (optional) | Mortality Rate of region x. If x=0, affect every region
|
|
98 | Cause Deaths from Infection | Email/News # (optional) |
|
|
99 | Set/Reset Mandate | Email/News # (optional) |
|
|
100 | Set/Reset Migration Controls | Email/News # (optional) |
|
|
101 | Create infection from trade | Email/News # (optional) |
|
(Not yet implemented) |
102 | Set Infection Level | Email/News # (optional) |
|
value 0-4, none to Very High |
## | Description | Main Param | Additional Param | Notes |
## | Description | Main Param | Additional Param | Notes |
Condition Test List[]
45 | Condition Test | Email/News # (optional) |
|
Test a Condition].
Event ID set to 'True' if Condition met. Email only sent if Condition met. See Condition List Below |
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).
- Region Relationship with OtherRegion
- i1=0 : Ignore
- i1=1: Allied
- i1=2: Neutral
- i1=3: War
- i1=4: otherdbregion is Colony of dbregion
- i1=5: otherdbregion is Parent of dbregion
- i1=6: Parent of Colony
- i1=7: Unknown
- i1=8: Undiscovered
- i2= Check if Region & OtherRegion have Treaty # in place (ignored if 0)
- Region Sphere Check
- i1=0: Strong Axis
- i1=1: Strong or Weak Axis
- i1=2: Neutral
- i1=3: Strong or Weak Allied
- i1=4: Strong Allied
- Region has enemies
- i1= minimum # of enemies to test for (ie 1 for 1 or more; 5 for 5 or more)
- i2= bitmask for regions to include
- 0 = all
- 1 = exclude colonies
- 2 = exclude dead
- 4 = exclude sphere same as current region.
- 8 = exclude pirates
- Region has allies
- i1= minimum # of allies to test for
- i2= bitmask for regions to include
- 0 = all
- 1 = exclude colonies
- 2 = exclude dead
- 4 = exclude sphere different than current region.
- Region Diprelationship with OtherRegion (any single test true) - (note - enter 75% as 0.75, which is between 1 and -1.)
- f0= relationship is less than % (ignored if 0)
- f1= relationship is greater than % (ignored if 0)
- f2= casus belli is greater than % (ignored if 0)
- f3= provocation is greater than % (ignored if 0)
- Regional Approval Rating Test
- f0= DAR is less than % (ignored if 0)
- f1= DAR is greater than % (ignored if 0)
- f2= MAR is less than % (ignored if 0)
- f3= MAR is greater than % (ignored if 0)
- Regional Stat Test
- i1= land fab capacity greater than or equal to (ignored if 0)
- i2= air fab capacity greater than or equal to (ignored if 0)
- i3= sea fab capacity greater than or equal to (ignored if 0)
- f0= Population greater than (ignored if 0)
- f1= Treasury greater than (ignored if 0), value in dollars
- f2= GDP/c greater than (ignored if 0)
- f3= WM Rating greater than (ignored if 0)
- Regional Hex Ownership - (used)
- i1= BITMASK (add values): 1: (dbRegion); 2: Allies; 4: Neutrals; 8: Enemies (ie Us+Allies = 3); 0=default dbRegion(1)
- i2= Map X location
- i3= Map Y location
- Regional Tests
- i1= 1: True if WM/UN Member;
- i1= 2: True if Not WM/UN Member
- i1= 3: True if region is a colony of Otherregion
- i1= 4: True if region is a parent of Otherregion
- i1= 5: True if region is alive (also could use eventballowdead flag instead in some cases - not a direct replacement)
- i1= 6: True if region is dead (tombstoned) or inactive - (used)
- i1= 7: True if region is member of Axis Alliance
- i1= 8: True if region is member of Allies Alliance
- i1= 9: True if region is inactive (False if region is Alive or Sleeping/Tombstoned)
- i1=10: True if region is a colony
- i1=11: True if region is independent (not a colony)
- NOT - set to true only if ALL listed events/conditions did NOT happen - (used)
- i1=Event ID
- i2=Event ID (ignored if 0)
- i3=Event ID (ignored if 0)
- OR - set to true if ANY of the listed events happened - (used)
- i1=Event ID
- i2=Event ID (ignored if 0)
- i3=Event ID (ignored if 0)
- AND - set to true only if ALL of the listed events happened - (used)
- i1=Event ID
- i2=Event ID (ignored if 0)
- i3=Event ID (ignored if 0)
- Check Difficulty level (0=easy to 4=hard, 2=normal)
- i1= Military difficulty greater than or equal to (ignored if 0)
- i2= Economic difficulty greater than or equal to (ignored if 0)
- i3= Diplomatic difficulty greater than or equal to (ignored if 0)
- Set to true if region (or otherregion if defined) is Human player
- Region has colonies
- i1= minimum # of colonies to test for (ie 1 for 1 or more; 5 for 5 or more)
- Regional Score Test
- i1= Victory Points greater than or equal to (ignored if 0)
- i2= Victory Points REGION+ALLIES greater than or equal to (ignored if 0)
- i3= score to check 1-6 (total/diplo/eco/tech/civ/mil) (ignored if 0)
- f0= (future use) greater than (ignored if 0)
- f1= (future use) greater than (ignored if 0)
- f2= Score Value to check for greater than (if i3 is set)
- Regional Stat Test II
- i1= land fab queue greater than or equal to (ignored if 0) (includes in-production & queued; may be 1 day later)
- i2= air fab queue greater than or equal to (ignored if 0)
- i3= sea fab queue greater than or equal to (ignored if 0)
- f0= TBA greater than (ignored if 0)
- f1= TBA greater than (ignored if 0)
- f2= TBA greater than (ignored if 0)
- Regional Stat Test III
- i1= land units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
- i2= air units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
- i3= sea units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
- f0= Active Personnel greater than (ignored if 0)
- f1= Reserve Personnel greater than (ignored if 0)
- f2= Total Personnel (active + reserve) greater than (ignored if 0)
- Regional Settings Test (to get values, run game. CTRL+G for udefs. Use udef +1 for value to enter)
- i1= Social Spending Setting to test (count number +1) (1-8) (ignored if 0)
- i2= Social Rating to test +1 (1-8) (ignored if 0)
- i3=TBA
- f0= TBA
- f1= Social Spending #i1 greater than (ignored if 0) - Enter 0.5 for 50%
- f2= Social Rating #i2 greater than (ignored if 0) - Enter 0.15 for 15%
- f3= TBA greater than (ignored if 0)
- Regional Hex Test
- i1= Is Unit/upgrade Type (#) belonging to Region present in hex? (#=6001 CommandUnit, 349 Spy, etc) (ignore if 0)
- i2= Map X location
- i3= Map Y location
- GR/SRNG: If no hex location, then Capital of 'Other Region'; GR: if i2 is -1, then 'Home Planet'
- f0= # of requested Garrisons greater than (ignored if 0)
- f1= # of actual/active Garrisons greater than (ignored if 0) - does NOT count 'popped out' Garrisons
- Regional Tech Test
- (If using multiple checks, they operate as OR)
- i1= Does Region know tech #? if -ve: Is region researching Tech #? (ignored if 0)
- i2= Does Region know tech #? if -ve: Is region researching Tech #? (ignored if 0)
- i3= Does Region know tech #? if -ve: Is region researching Tech #? (ignored if 0)
- (If using multiple checks, they operate as OR)
- Regional Unit Test
- (If using multiple checks, they operate as OR)
- i1= Does Region know unit #? if -ve: Is region researching Unit #? (ignored if 0)
- i2= Does Region know unit #? if -ve: Is region researching Unit #? (ignored if 0)
- i3= Does Region know unit #? if -ve: Is region researching Unit #? (ignored if 0)
- (If using multiple checks, they operate as OR)
- Theatre/BattleZone Test - Does NOT work in MultiPlayer; for local Human Player ONLY. Ignored in MP.
- i1= test type:
- TH 1-9
- 1/2/3=Theatre Deployed L/A/S; (used = 1,2)
- 4/5/6=TH Reserve L/A/S;
- 7/8/9=TH Production L/A/S;
- 10=BZ # of hexes in battlezone that player has transit rights (owned/allied/treaty);
- 11-19: BZ same as 1-9
- 11/12/13 BZ Deployed L/A/S;
- 14/15/16 BZ Reserve L/A/S;
- 17/18/19 BZ Production L/A/S;
- TH 1-9
- i2= Map X location (inside TH/BZ)
- i3= Map Y location (inside TH/BZ)
- f0= Test amount greater than this (ignored if 0) Note: float amount, test greater than. ie use .5 to catch 1+
- i1= test type:
- BattleZone Test
- Note - updated only at end of day; either yes/no, cannot test quantity; unit may be land/air/sea
- i1= test type: 1=dbregion owns hex in BZ; 2=dbregion has Unit in BZ
- i2= Map X location (inside BZ)
- i3= Map Y location (inside BZ)
- Note - updated only at end of day; either yes/no, cannot test quantity; unit may be land/air/sea
- Check 'eventstatus' of an event ID
- >>> Note: must set these events to "Regular Time Only". In FF, counting doesn't happen until you start time. <<<
- i1= Event Sequence ID to test
- i2= If Objective, Status Value to test for (see Event 61 for definitions CURRENT/COMPLETE/FAILED).
- If this value = Current Status then the test will =True.
- -1 to ignore if testing an event that is not an objective, in which case completed/pending will return true/false
- f0=at least # of days that have passed since event happened (event became true) (0 to ignore)
- f1=no more than # days have passed since event happened (event became true) (0 to ignore)
- f2=Random Days value to add to f0/f1 (0 to ignore)
- >>> Note: must set these events to "Regular Time Only". In FF, counting doesn't happen until you start time. <<<
- Regional Unit Production Test - Does NOT work in MultiPlayer; for local Human Player ONLY. Ignored in MP.
- (If using multiple checks, they operate as OR)
- i1= Unit/Facility ID# in Production greater than or equal to; (ignored if 0)
- i2= Unit/Facility ID# in Production greater than or equal to; (ignored if 0)
- i3= Unit/Facility ID# in Production greater than or equal to; (ignored if 0)
- SRNG/GR - i3 is now for "test all colonies of selected region"
- f0= TBA
- f1= Number of units in Production greater than; if -ve: in production Queue of Facility in Constructions (ie use .9 for >= 1)
- f2= Number of units in Production greater than; if -ve: in production Queue of Facility in Constructions (ie use .9 for >= 1)
- f3= Number of units in Production greater than; if -ve: in production Queue of Facility in Constructions (ie use .9 for >= 1)
- (If using multiple checks, they operate as OR)
- Regional Unit Deployment Test - Does NOT work in MultiPlayer; for local Human Player ONLY. Ignored in MP.
- (If using multiple checks, they operate as OR)
- i1= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to; (ignored if 0)
- i2= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to; (ignored if 0)
- i3= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to; (ignored if 0)
- f0= TBA
- f1= Number in Deployed/Active greater than; if -ve: in Reserve/Offline (ie use .9 for >= 1)
- f2= Number in Deployed/Active greater than; if -ve: in Reserve/Offline (ie use .9 for >= 1)
- f3= Number in Deployed/Active greater than; if -ve: in Reserve/Offline (ie use .9 for >= 1)
- (If using multiple checks, they operate as OR)
- Regional Resource/commodity Test
- (If using multiple checks, they operate as OR)
- i1= Resource # (ignored if -1)
- i2= Resource # (ignored if -1)
- i3= Resource # (ignored if -1)
- f0= TBA
- f1= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- f2= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- f3= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- (If using multiple checks, they operate as OR)
- Regional Cabinet Settings Check
- i1=Cabinet Dept # (See Event 37; 0-5)
- i2= Priority # to check (1-31, ignored if zero) (see deptprior.csv in /INI directory for dept,priority number list)
- i3= if 1, test locks instead of priorities
- f0 NOT =0, test for colonies of region
- Sphere Counts, "Sphere has members"
- i1= sphere being tested (0-4), leaning will count leaning and those fully in the sphere.
- i2= minimum # of members to test for (ie 1 for 1 or more; 5 for 5 or more) (use Conditional Not for less than)
- Regional Gov. Type
- i1= gov type of dbregion (1-7)
- Stat Test economy
- i1 = value to test
- 1 - Income
- 2 - Expenses
- 3 - Surplus/Deficit
- i2 = 0 for daily, 1 for annually
- f0 = is greater than (negative value for is less than)
- i1 = value to test
- Strategic Pool Test (Not Implemented Yet)
- f0 = land units count > x (negative for less than)
- f1 = air units count > x (negative for less than)
- f2 = naval units count > x (negative for less than)
- f3 = missile units count > x (negative for less than)
- Support Condemn test (Not Implemented Yet
- i1= 1: True if dbregion has support set for otherdbregion
- i2= 1: True if dbregion has neutral set for otherdbregion
- i3= 1: True if dbregion has condemn set for otherdbregion
- Test aiplayerbits flag (GR)
- i1 = bitmask of (flags) to test for. Any single match will trigger TRUE.
- 1 (2^0): launchcodevalid:1; // Set once a valid launch code has been entered (don't ask again)
- 2 (2^1): aiallyoffer:1; // AI has made alliance or peace offer to human (don't do it again)
- 4 (etc): aiamphibprep:1; // AI is in Amphibious Landing Preparation mode (planet level)
- 8: aiamphibstage:1; // AI is in Amphibious Staging mode (ready to launch or launching) (planet level)
- 16: aiwarentry:1; // AI has just entered war / initial attack
- 32: aiofferlos:1; // AI has made offer to human, don't do it again...
- 64: aioffertrans:1; // ...
- 128: aioffermutual:1; // ...
- 256: aionetimers:1; // Set when AI has done 'one time' settings & stuff
- 512 (2^9): aistratlaunch:1; // set true if AI has made a strat launch
- 1024: rnamechanged:1; // Player has changed region name, don't use localize version
- 2048: pendingdipaction:1; // Pending CMDActionDo diplomatic action in MP - localplayer to this region - to show UI warning.
- 4096: aiofferembassy:1; // AI has made offer to human, don't do it again...
- 8192: aispaceport:1; // AI has started building spaceport, but none active yet (is reset when spaceport active)
- 16384: aiofferproshare:1; // AI has made offer to human, don't do it again...
- 32768: aiofferresshare:1; // AI has made offer to human, don't do it again...
- 65536: aioffermilshare:1; // AI has made offer to human, don't do it again...
- 131072 (2^17): aiplayrich:1; // AI player consided 'rich' (all AI thread / local use!)
- 262144 (2^18): aiplaypoor:1; // AI player considered 'poor'
- 524288: aiplayextrae:1; // AI player has extra energy/power
- 1048576: aiplayextrai:1; // AI player has extra ind goods
- 2097152: aiplayextram:1; // AI player has extra mil goods
- 4194304: aienemyathome:1; // GR: AI player has enemy on home planet (AI/local) SRNG: AI player has enemies or buildup /forceplan
- 8388608: firstcenteroncity :1; // Set true first time player centers on region
- 16777216: aitechday:1; // AI research - available for today flag (reset when player adds to q)
- 33554432: ainavalok:1; // AI has been flagged as owning water hexes and at least one naval design available to them
- 67108864: aispaceprep:1; // AI is in Space Invasion Landing Preparation mode (gathering planet level units)
- 134217728: aispacestage:1; // AI is in Space Invasion Staging mode (loading into transports)
- 268435456 (2^28): aispacelaunch:1; // AI is in Space Invasion Staging mode (ready to launch or launching) (system level)
- 536870912: aibuiltsplaunch:1; // AI has started construction of a space dock launcher
- 1073741824: aibuiltresearch:1; // AI has started construction of a research center
- 2147483648: aiunrestsubregion:1; // Ised to check if unrest in this subregion message has been sent
- i1 = bitmask of (flags) to test for. Any single match will trigger TRUE.
- Count of Hotspots (GR)
- i1 - type of hotspot to test, if -1 then any type
- f0 - target number of hotspots placed
- State of product tradetarget
- i1 = Trade Target // -1 Export / 0 Neutral / 1 Import
- i2 = Trade Target Check // 0 = no check against value, 1 = Check tradetarget against f2 value
- i3 = Product Number // 0-12
- f0 = Trade Target Value // -1 to 1,
- Player home system status
- i1 = system status to check against
- 0: Contested
- 1: Inhabited
- 2: Visited
- 3: Explored
- 4: Unexplored
- i2 = set to 1 to include Anomalies in the count, default is 0 to exclude Anomalies
- i1 = system status to check against
- Player regions known or discovered count
- i1 = Use known or discovered counts // 0 - Discovered / 1 - Known
- i2 = Number of regions for which to check (equal to or greater than)
- i3 value: if =1 then don't count colonies.
- f0 value: if =1 then don't include Pirates
- f1 value: if =1 then don't include Minor Races
- Regional Stat Test III
- i1= units killed this turn greater than or equal to (ignored if 0)
- i2= units killed last turn greater than or equal to (ignored if 0)
- i3= units killed this game greater than or equal to (ignored if 0)
- f0= units lost this turn greater than or equal to (ignored if 0)
- f1= units lost last turn greater than or equal to (ignored if 0)
- f2= units lost this game greater than or equal to (ignored if 0)
- Regional Stat Test IV
- i1= units captured this turn greater than or equal to (ignored if 0)
- i2= units captured last turn greater than or equal to (ignored if 0)
- i3= units captured this game greater than or equal to (ignored if 0)
- Regional Stat Test V
- f0= land units stored in the players orbital station greater than (ignored if 0)
- f1= air units stored in the players orbital station greater than (ignored if 0)
- f2= naval units stored in the players orbital station greater than (ignored if 0)
- f3= space units stored in the players orbital station greater than (ignored if 0)
- i1= missile units stored in the players orbital station greater than (ignored if 0)
- Test Colony has Building with Spaceport Specialty
- Selected faction will be -1 for active player.
- Empire units on a colony surface > X.
- i1= X
- Transport ship with more than X units in cargo.
- i1= X
- Regional Resource/Commodity Test (for all colonies)
- (If using multiple checks, they operate as OR)
- i1= Resource # (ignored if 0)
- i2= Resource # (ignored if 0)
- i3= Resource # (ignored if 0)
- f0= TBA
- f1= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- f2= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- f3= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- (If using multiple checks, they operate as OR)
- Count of landable surfaces found
- i1 = landable type wanting to count
- i1 = 10, 11/12, 13 (Star, Planet/Moon, Asteroid), or -1 for any
- i2 = atmosphere type to count
- i2 = -1 == any, or use data below
- #define ATMOSPHEREEARTH 0
- #define ATMOSPHEREGAS 1
- #define ATMOSPHERETHICK 2
- #define ATMOSPHERETHIN 3
- #define ATMOSPHEREDENSE 4
- #define ATMOSPHEREVIOLENT 5
- #define ATMOSPHERENONE 6
- #define ATMOSPHEREGASGIANT 7
- #define ATMOSPHERELAVAMOON 8
- #define ATMOSPHEREMETHANEMOON 9
- i2 = -1 == any, or use data below
- i3 = count of that type
- i1 = landable type wanting to count
- Count of pirate factions in a players home system
- i1 = if count of pirates is greater than this number condition is true
- Is any cabinet priority set
- is true if any priority is set
- Count of treaties signed with empire factions (non-colony factions)
- i1 = Treaty number to check
- i2 = Number of treaties to check for ( i2 >= foundtreaties )
- True if player has started/finished construction on FTL space ship
- i1 = if set to 0 will use started construction, if set to 1 will use finished construction
- True if player has started a population migration diplomatic trade
- True if the specified battlegroup has units
- i1 = battlegroup number
- True if player has ordered a ship to patrol
- .
- True if player captures an enemy city
- Turns if player has set a unit's initiative to high with ROE
- True if battlegroup has > %X amount of fuel. Ignored in MP.
- i1 = battlegroup number
- f0 = %X of fuel to check for
- True if player initiative is at or above specified level
- i1 = branch (0/1/2/3, land/sea/air/space)
- i2 = initiative level (0/1/2/3/4)
- True if player has an ongoing trade with required amounts/products
- i1 = product number to check (-1 for any product)
- f0 = amount of product to check for (per payment)
- dbregion is giving to dbotherregion. Ensure proper order of region IDs
- Test eventplayerbits flag
- i1 = bitmask of (flags) to test for. Any single match will trigger TRUE.
- 1 (2^0) : eventfirstpopdip:1; // Set once the local player has opened pop-dip panel for the first time
- 2 (2^1): eventfirstexpandexpense:1; // Set once the local player has opened the expanded expenses panel for the first time
- 4 (etc): eventfirstpoptech:1; // Set once the local player has opened tech race panel for the first time
- 8: eventformationmove:1; // Set once the local player has moved units with formation move
- 16: eventautomateunit:1; // Set once the local player has clicked the automate button
- 32: eventlockaiunit:1; // Set once the local player has clicked the lock unit from minister control
- 64: eventsellunittowm:1; // Set once the local player has clicked the sell unit button from unit popup
- 128: eventfirstftl:1; // Used to check if FTL travel has happened before
- 256: eventfirstsurvey:1; // Used to check if survey has happened before
- 512: eventuraniumfilter:1; // Set once the local player has set the resource filter to uranium
- 1024: eventfirstexploitable:1; // Used to check if exploitable planet surveyed before
- 2048: eventfirstcrate:1; // Used to check if crate has happened before (local)
- 4096: eventpetroleumfilter:1; // Set once the local player has set the resource filter to petroleum
- i1 = bitmask of (flags) to test for. Any single match will trigger TRUE.
- Test player taxation settings
- i1 = tax number
- f0 = above this amount
- f1 = below this amount
- Test if player has navpoint on hex
- i1 = X location
- i2 = Y location
- Test if there is upgrade type at hex
- i1 = X location
- i2 = Y Location
- i3 = unit ID
- Test cabinet locks
- i1 = cabinet number
- i2 = lock number
- i1 = 0: Unlocked / 1: Locked
- Test player domestic margin values for products
- i1 = product number
- f0 = % margin (1.0 is default, 1.35 would be 35% reduced price)
- Coin Flip/random value with probability of true false. Compatible with condition test 25. Check 'eventstatus'
- i1 = % chance heads/true. If zero or blank, probability is 50/50
- Compare i0 to mil recommended salary or mil recommended maintenance
- i1 = value to compare
- f0 = 0? True if i0 < recommended salary. If f0 = 1, triggers true if i0 < mil recommended maintenance
- Compare Leaders
- i1 = leader num value to compare
- i13= if set 0, true if i0 is the same as the ID of current leader, if set 1 then true is i0 is different than the current leader.
- Compare Known Techs
- i1 = number of known techs (greater than or equal to)
- Test Tracked Facility Destruction (Requires Event 83 to be conducted first to set 'slot' of tracked facility)
- i1 = 'Slot' 0-9 for tracked facility (Established from Event 83)
- i2 = value to check for (greater than or equal to tracked value)
- Test Number of Systems with Beacons (GR)
- i1 = number of systems with beacons placed by player
- i2 = set 1 to include empire owned
- Test Number Of Specified Facilities on a Planet (GR)
- i1 = facility unit ID
- i2 = number of facilities
- i3 = set to 1 to include empire
- Test Number of Systems Owned (GR)
- i1 = number of 'owned' systems
- i2 = set to 1 to include empire
- Test Number of Specified Type of Units Destroyed
- i1 = btype (land/air/sea/space(GR)/missile
- i2 = number of units destroyed (greater than or equal to)
- Test if Moral Choice is True For Slot Number (Works with event 84)
- i1 = 'slot' of moral choice to check (0-31) (True if moral choice is true for slot number)
- Test Number of Full Systems Surveyed (GR)
- i1 = number of systems fully surveyed (greater than or equal to)
- Test Atmospheres Surveyed (GR) (See Atmosphere Types)
- i1 = atmosphere type
- i2 = number surveyed (greater than or equal to)
- Test Speciality Surveyed (GR) (Star/Planet/Moon/Asteroid)
- i1 = speciality
- 0 - Star
- 1 - Planet
- 2 - Moon
- 3 - Asteroid
- i2 = Number Surveyed (Greater than or equal to)
- i1 = speciality
- Test Number Of Specified Facilities on different Planets within a system (GR)
- i1 = facility unit ID
- i2 = number of facilities
- i3 = set to 1 to include empire
- Placeholder 81
- Check For Diplomatic Trade Value (GR)
- i1 = dbnum of tracked region (set in a slot stemming from Event 86)
- i2 = productnum GR ONLY (0, 1, 2, 3)
- 0 - Agriculture
- 1 - Ore
- 2 - Energy
- 3 - Goods
- f0: value checking (Tracked trade value is higher than parameter given
- Check if Campaign Counter (from Event 88) is true if player reaches target day
- Tracking Pirates/Major Factions/Minor Factions Eliminated (GR)
- i1 = # of Pirates killed
- i2 = # of Major Factions Killed
- i3 = # of Minor Factions Killed
- Internal Use Reserved
- Check For Units Deployed
- i1 =
- 0 - Land
- 1 - Air
- 2 - Sea
- 3 - Space
- i2 = Value to be checked
- + - Positive number checks for deployed
- - - Negative number checks for reserved
- i1 =
- Internal Use Reserved
- Check the Status of Splinter Region (Set from event 91)
- i1 = 1 (return true if the faction is dead), 0 (ignore)
- i2 = 1 (will return true if they are a colony of event player), 0 (ignore)
- i3 = 1 (return true if allies with event player), 0 (ignore)
- Checks to see if Region A Unit is on the same hex as Region B specified unit
- i1 = Slot Number (stemming from event 85)
- i2 = Set 1 if you would like Region A to capture Region B Unit
- Check for capture of the orbital station of the i1 faction, in system of ID dbregion
- i1 = 0: Pirate
- i1 = 1: Non-spacefaring
- i1 = 2: partner region
- i1 = 3: spacefaring
- Count of (facility ID) on colony of faction ID dbregion
- i1 = SR5ID of unit/facility as per .unit equipment file
- i2 = Number to check against (ex 10 supply depots)
- i3 = NOT zero, will only include colonies in home system
- Check for set governor profile
- i1 = x (x defined as per $coldefault in variables.ini (0-3, Manual-Military-Balanced-Industrial)
- i2 = if set will check colonies
- Regional Resource/commodity Test COLONY ONLY (like 28)
- (If using multiple checks, they operate as OR)
- i1= Resource # (ignored if 0)
- i2= Resource # (ignored if 0)
- i3= Resource # (ignored if 0)
- f0= TBA
- f1= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- f2= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- f3= Resource Stock greater than; if -ve: in production actual output greater than (ie use .9 for >= 1)
- (If using multiple checks, they operate as OR)
- GRE urban container facilities destroyed
- i1 = number of containers destroyed >=
- i2 = 1 to reset value once true
- Infection Count Testing
- i2 = 0/1 for previous day deaths/total deaths
- f1 = is infected population greater than or less than this value? Set -ve to test less than, 0 to ignore.
- f2 = is deaths as per i2 from infection greater than or less than this value? Set -ve to test less than, 0 to ignore.
- f3 = is infections from trades greater than or less than this value? Set -ve to test less than, 0 to ignore. (Infections from Trades not currently implemented)
- The event NOT function will not work for test 95.
- Testing for 0: Use -1 to test for less than 1 which is zero
- If using multiple values, logic is OR
- The event NOT function will not work for test 95.
- Infection Mandate Status AND
- i1 = 0 ignore, 1 true if Mask Mandate active, 2 true of inactive
- i2 = 0 ignore, 1 true if Work from Home Mandate active, 2 true of inactive
- i3 = 0 ignore, 1 true if Vaccine Mandate active, 2 true of inactive
- If using multiple values, logic is AND
- Infection Mandate Status OR
- i1 = 0 ignore, 1 true if Mask Mandate active, 2 true of inactive
- i2 = 0 ignore, 1 true if Work from Home Mandate active, 2 true of inactive
- i3 = 0 ignore, 1 true if Vaccine Mandate active, 2 true of inactive
- If using multiple values, logic is OR
- Global Infection Deaths Rank
- i1 = 1 true if region is highest (worst) ranked
- i2 = 1 true if region is lowest (best) ranked
- Infection % rate testing
- i1 = 0 test greater than, 1 test less than
- f1 = value of infection rate 0.00 to 1.00
- If region value = zero, check global rate
- Infection % rate testing
- i1 = 0 test greater than, 1 test less than
- f1 = value of mortality rate 0.00 to 1.00
- If region value = zero, check global rate
- Condition Test 101
- i1 =