Supreme Ruler Wiki
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Columns are as follows...
 
Columns are as follows...
  +
* ID
 
  +
{| class="wikitable"
** This is a unique ID assigned to each event which can be referenced by other events.
 
  +
|Data Element
** Modders are encouraged to begin numbering their events at 90000 to avoid potential conflicts with events added during development.
 
  +
|Notes
* eventtime,
 
  +
|-
** Integer value, minimum number of days before event can occur
 
  +
|_ID
** days are multiples of 1440. 7200=5 days
 
  +
|Event's sequential ID number (used for conditional testing)
* eventtimewind,
 
  +
|-
** Integer value, maximum number of days past ''eventtime'' that event might occur
 
  +
|eventtime
** days are multiples of 1440. 7200=5 days
 
  +
|Time slice (1440 per day) to trigger event (in scenariodb entered in days, decimal ok)
* eventid,
 
  +
|-
** Event type specified by ID, See table below.
 
  +
|eventtimewind
* eventparam,
 
  +
|Window of time in slices - random - 0 to always trigger on-time. Added at time of import. (in scenariodb entered in days, decimal ok)
* eventdbregion,
 
  +
|-
* eventotherdbregion,
 
  +
|eventpriority
* eventbnotally,
 
  +
|Events with a higher priority will occur first if in the same time slice.  -99 to +99 (default 0)
* eventbnotneutral,
 
  +
|-
* eventbnotwary,
 
  +
|eventid
* eventbnotifhuman,
 
  +
|Number of event to do
* eventbnotifotherhu,
 
  +
|-
* eventparami0,
 
  +
|eventparam
* eventparami1,
 
  +
|Data Parameter for Event
* eventparami2,
 
  +
|-
* eventparami3,
 
  +
|eventdbregion
* eventparamf0,
 
  +
|Database Region # for this event; -1 to use SinglePlayer local player (-1 not MP sync compatible)
* eventparamf1,
 
  +
|-
* eventparamf2,
 
  +
|eventotherdbregion
* eventparamf3,
 
  +
|Database Region # for other region in this event (ie vs who, to who, etc)
* eventballowdead
 
  +
|-
* eventbdoalways
 
  +
|eventbnotally
* eventbpersist
 
  +
|Flag: Do not trigger if allied to otherplayer; if no otherplayer# then if allied to anyone
** Event will keep checking for it's conditions or it's required events to be met and will become true when those occur
 
  +
|-
* eventbonlyff
 
  +
|eventbnotneutral
* eventbonlyreg
 
  +
|Flag: Do not trigger if neutral; if no otherplayer# then if neutral to all
* eventbcond2or
 
  +
|-
** When = 0, eventconditional AND eventconditional2 must be true for event line to become active.  
 
  +
|eventbnotwar
** When = 1, eventconditional OR eventconditional2 must be true for event line to become active.  
 
  +
|Flag: Do not trigger if at war; if no otherplayer# then if at war with anyone
* eventbonlyMP
 
  +
|-
* eventconditional
 
  +
|eventbnotifhuman
** First ID that must be true for the event line to become active.
 
  +
|Flag: Do not trigger if region is human (ignored during FF/Day0 events; only checked regular time)
* eventpriority
 
  +
|-
** If multiple events occur on the same timeslice the would normally occur in ID order.  With priority, the order can be controlled.  Events count down, 99 would happen first, 1 would happen last.
 
  +
|eventbnotifotherhuman
* eventconditional2
 
  +
|Flag: Do not trigger if other region is human (ignored during FF/Day0 events; only checked regular time)
** Second  ID that must be true for the event line to become active
 
  +
|-
* eventpersistcount
 
  +
|eventparami[4]
* eventbcondnot
 
  +
|Up to four additional integer parameters (ie bodyfills)
** NOT value to be used to invert condition check result.  Instead of test condition Treasury > X can test for Treasury NOT > X for example.
 
  +
|-
* eventbresvd1
 
  +
|eventparamf[4]
* eventbresvd2
 
  +
|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 (entered in days in db, decimal ok, 0 for infinite)
  +
|-
  +
|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 conditon is AND)
  +
|-
  +
|eventbcondnot
  +
|Flag: Reverse (logical not) final Condition Test result (used by Condition Test event only)
  +
|}
   
 
== Example ==
 
== Example ==
Line 135: Line 175:
   
 
== Event ID Listing ==
 
== Event ID Listing ==
{| class="references-small sortable"
+
{| class="wikitable"
  +
|#
!ID
 
!Event
+
|Event
!Main Param
+
|Main Param
!Additional Params
+
|Additional Params
!Notes
+
|Notes
 
|-
 
|-
 
|1
 
|1
Line 149: Line 189:
 
* f0-f3: Bodyfills sent to email msg
 
* f0-f3: Bodyfills sent to email msg
 
|If no 'otherregion', or email createtype is not 2/AI, then sent from minister
 
|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
 
|2
 
|Declare War
 
|Declare War
|Email/News # ''(optional)''
+
|Email/News # (optional)
| 
+
|
  +
* i0: Set provocation reason (bitmask):
|Minister will send ''War Declared on Us'' email automatically; mainparam is for optional additional email
 
  +
** 1: Incurred By
  +
** 2: Fired on By
  +
** 4: Unprovoked Attack By
  +
** 8: Other Provocation By
  +
* f0: Addition to belli before declare done
  +
|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#
 
|-
 
|-
 
|3
 
|3
 
|Force Neutral
 
|Force Neutral
|Email/News # ''(optional)''
+
|Email/News # (optional)
| 
+
|
 
|Cancel Alliance/transit/los or end War; To send a Peace offer use the 'Send Diplomatic Offer' instead
 
|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)
 
|-
 
|-
 
|4
 
|4
 
|Force Alliance
 
|Force Alliance
|Email/News # ''(optional)''
+
|Email/News # (optional)
| 
+
|
 
|Force Alliance/transit/los; To send a Alliance offer use the 'Send Diplomatic Offer' instead
 
|Force Alliance/transit/los; To send a Alliance offer use the 'Send Diplomatic Offer' instead
  +
  +
Email params are regionfrom#, regionto#
  +
  +
(Now does both ways)
 
|-
 
|-
 
|5
 
|5
|Set or Reset Treaty
+
|Treaty Set/Reset
|Treaty Number
+
|[[Treaty number|Treaty Number]]
 
|
 
|
* i0: 0=Reset, 1=Set;
+
* i0: 0=Reset (Cancel), 1=Set;
 
* i1: 0=No Effects, 1=Approval Effects,
 
* i1: 0=No Effects, 1=Approval Effects,
 
* i2: 0=Two Way Treaty, 1=One Way Only
 
* i2: 0=Two Way Treaty, 1=One Way Only
 
|Forces a treaty (one way or both ways)
 
|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)
 
|-
 
|-
 
|6
 
|6
 
|Send Diplomatic Offer
 
|Send Diplomatic Offer
|Treaty Number (or 0)
+
|[[Treaty number|Treaty Number]]
  +
  +
(or 0)
  +
 
(-ve for 'Cancel')
 
(-ve for 'Cancel')
 
|
 
|
 
* i0: Tech Design # or 0
 
* i0: Tech Design # or 0
 
* i1: Unit Design # or 0
 
* i1: Unit Design # or 0
* i2: Product # offer 0-10 [1] '''''(sub 1!)'''''
+
* i2: [[Product Numbers|Product #]] offer 0-10
 
* i3: Num Daily Payments ($ and Prod)
 
* i3: Num Daily Payments ($ and Prod)
* f0: Offer Cash
+
* f0: Offer Cash (Value in dollars)
* f1: Ask Cash
+
* f1: Ask Cash (Value in dollars)
* f2: Offer Prod Quan
+
* f2: Offer Prod Quan (total)*^
  +
* f3: Ask Prod Quan
 
|
 
|
 
* Treaties with this are both ways
 
* Treaties with this are both ways
  +
* If Treaty already exists/cancelled, then this event is ignored and is set FALSE.
 
* Continuous payments not allowed
 
* Continuous payments not allowed
  +
* Cannot Ask & Offer Products at same time
* Asking for product not allowed
 
  +
* If Day 0, this is a forced accept
  +
* Use Day 0.25 etc to avoid first day force
  +
* *^Offer / Ask Product. Quantities are TOTAL... not the per day amount.  (so if you want 90 day and 5/day - do 90x5=450 NOT 5)
  +
*
 
|-
 
|-
 
|7
 
|7
 
|Send Diplomatic Treaty Offer
 
|Send Diplomatic Treaty Offer
|Email/News # ''(optional)''
+
|Email/News # (optional)
 
|
 
|
 
* i0: Treaty # to offer; -ve to Revoke
 
* i0: Treaty # to offer; -ve to Revoke
 
* i1: Treaty # to request; -ve to Revoke
 
* i1: Treaty # to request; -ve to Revoke
* i2: Product # offer 0-10 [2] '''''(sub 1!)'''''
+
* i2: Product # offer 0-10
 
* i3: Num Daily Payments ($ and Prod)
 
* i3: Num Daily Payments ($ and Prod)
 
* f0: Offer Cash
 
* f0: Offer Cash
 
* f1: Ask Cash
 
* f1: Ask Cash
 
* f2: Offer Prod Quan
 
* f2: Offer Prod Quan
  +
* f3: Ask Prod Quan
 
|
 
|
 
* Treaties with this can be one way
 
* Treaties with this can be one way
 
* Supports asking for 'Cancel Treaty'
 
* Supports asking for 'Cancel Treaty'
  +
* If Treaty already exists/cancelled, then this event is ignored and is set FALSE.
  +
  +
* If Day 0, this is a forced accept
  +
* Use Day 0.25 etc to avoid first day force
  +
* Won't send if treaty already in place
  +
Email params are regionfrom#, regionto#
 
|-
 
|-
 
|8
 
|8
|Surrender/Elimination
+
|Surrender/ Elimination
|Email/News # ''(optional)''
+
|Email/News # (optional)
 
|
 
|
  +
* i0: Type of elimination
* i0: 0=Normal Elimination/Surrender
 
  +
** 0=Normal Elimination/Surrender
* i0: 1=Group/Unify
 
  +
** 1=Group/Unify ,
* i0: 2=Colony
 
  +
** 2=Colony
* i1: 1=Loyalty Merge;
 
* i2: 1=Research Merge
+
* i1: 1=Loyalty Merge (Group/Unify only)
  +
* i2: 1=Research Merge (Group/Unify only)
|Other Region = Who to Surrender to, or 0 for 'Elimination'
 
  +
* i3: 1=Preserve supply (FF surrender)
If not 'Group/Unify', then standard Surrender will be used and Region Falls email will be generated
 
  +
|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
 
|9
|UN Diplomatic Offer Units
+
|UN Diplomatic Offer Units (UN / United Nations / League of Nations)
 
|Unit Design #
 
|Unit Design #
 
|
 
|
Line 228: Line 319:
 
* f0: Amount of cash to Request
 
* f0: Amount of cash to Request
 
|Will be sent to bases/capital
 
|Will be sent to bases/capital
  +
This Event does '''not''' issue Newsitem 473 ('UN Supplied Units...' news)
 
  +
This Event does not issue Newsitem 473 ('UN Supplied Units...' news)
 
|-
 
|-
 
|10
 
|10
Line 235: Line 327:
 
|
 
|
 
* i0: Quantity
 
* i0: Quantity
* i1: 0=Reserve; 1=Deployd; 2=Dep/Supplied; 3=Dep/Strong
+
* i1: 0=Reserve; 1=Deployd; 2=Dep/Supplied; 3=Dep/Strong; 4=Begin construction
 
* i2: Map x-location
 
* i2: Map x-location
 
* i3: Map y-location
 
* i3: Map y-location
Line 242: Line 334:
 
* Default Deployed (1) units are without fuel or ammo
 
* Default Deployed (1) units are without fuel or ammo
 
* 'Deployed/Strong' (3) creates special High Efficiency/Experience units
 
* 'Deployed/Strong' (3) creates special High Efficiency/Experience units
  +
* Command unit - #6001
  +
*
 
|-
 
|-
 
|11
 
|11
 
|Set a Victory Hex
 
|Set a Victory Hex
|Email/News # ''(optional)''
+
|Email/News # (optional)
 
|
 
|
 
* i0: Map x-location
 
* i0: Map x-location
Line 252: Line 346:
 
|-
 
|-
 
|12
 
|12
|Set an AI-Hotspot
+
|Set AI-Request
|Request Type [3]
+
|Request Type [3]
 
|
 
|
 
* i0: Importance 0-10000
 
* i0: Importance 0-10000
Line 259: Line 353:
 
* i2: Map x-location
 
* i2: Map x-location
 
* i3: Map y-location
 
* i3: Map y-location
  +
|AI Requests are processed then deleted.  See also Event 68.
 
  +
  +
AI Request types:
  +
* 0: Garrison
  +
* 1: Defense
  +
* 2: Assistance
  +
* 3: Resupply
  +
* 4: Air Support of Ground units
  +
* 5: Transport units
  +
* 6: Sea Resupply
  +
* 7: Sea Attack
  +
* 8: Attack / Land Attack
  +
* 9: Battle Support
  +
* 10: City Rescue
  +
* 11: Air Intercept
  +
* 12: City Lost
  +
* 13: Base Lost
  +
* 14: Industry Lost
  +
* 15: Land Lost
 
|-
 
|-
 
|13
 
|13
|Set Defcon Level
+
|Set Defcon (Alert) Level
 
|New Defcon Level 0-4
 
|New Defcon Level 0-4
| 
+
|
 
|
 
|
 
* Requires Defcon Reversed Number: 0=Peace, 4=War
 
* Requires Defcon Reversed Number: 0=Peace, 4=War
Line 271: Line 383:
 
|14
 
|14
 
|Change Relationships
 
|Change Relationships
|Email/News # ''(optional)''
+
|Email/News # (optional)
 
|
 
|
* i0: 1=Set Diplo as ABSOLUTE value (otherwise just adjust +/-)
+
* i0: 1=Set Diplo as ABSOLUTE value (otherwise just adjust +/- in float values)
* i1: 1=Set Civ as ABSOLUTE value (otherwise just adjust +/-)
+
* i1: 1=Set Civ as ABSOLUTE value (otherwise just adjust +/- in float values)
* i2: 1=Set Belli as ABSOLUTE value (otherwise just adjust +/-)
+
* i2: 1=Set Belli as ABSOLUTE value (otherwise just adjust +/- in float values)
 
* i3: 1=Apply to BOTH regions (otherwise just 1st)
 
* i3: 1=Apply to BOTH regions (otherwise just 1st)
 
* f0: Diplo Relations Value
 
* f0: Diplo Relations Value
Line 283: Line 395:
 
* Diplo and Civ Relations are usually in -1.0 to +1.0 Range (though may be higher/lower)
 
* Diplo and Civ Relations are usually in -1.0 to +1.0 Range (though may be higher/lower)
 
* Belli is usually in 0.0 to 1.0 Range (though may be higher)
 
* Belli is usually in 0.0 to 1.0 Range (though may be higher)
  +
Email params are regionfrom#, regionto#
 
|-
 
|-
 
|15
 
|15
 
|Adjust Treasury
 
|Adjust Treasury
| 
+
|
 
|
 
|
 
* f0: Amount (+ve or -ve)
 
* f0: Amount (+ve or -ve)
Line 293: Line 406:
 
|16
 
|16
 
|Adjust Product Stock
 
|Adjust Product Stock
|Which Prod# 0-10
+
|Which [[Product Numbers|Prod#]] 0-10
 
|
 
|
 
* f0: Amount (+ve or -ve)
 
* f0: Amount (+ve or -ve)
|Gives or takes away product stock
+
|Gives or takes away product stock, resources
 
|-
 
|-
 
|17
 
|17
 
|Set War
 
|Set War
|Email/News # ''(optional)''
+
|Email/News # (optional)
| 
+
|
 
|Sets a war without any other countries relationships changing - no approval effects, no forced emails, nothing.
 
|Sets a war without any other countries relationships changing - no approval effects, no forced emails, nothing.
|-
 
|
 
|'''Added for Cold War'''
 
 
 
 
 
|-
 
|-
 
|18
 
|18
|Set Independence
+
|Independence
|Email/News # ''(optional)''
+
|Email/News #
| 
+
|
  +
* i0: i0: New Leader #; if 0 then random
  +
* i1: New govtype (1=Democ, 2=Monarchy, 3=Comm, 4=Dictator, 5=Theocracy)
 
|Colony will declare independence from its parent.
 
|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
 
  +
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
  +
|-
  +
|
  +
|
  +
|
  +
|
  +
|
  +
|}
  +
{| class="wikitable"
  +
|ID
  +
|Event
  +
|Main Param
  +
|Additional Params
  +
|Notes
 
|-
 
|-
 
|19
 
|19
|Coup de'tat
+
|Coup d'etat
|Email/News # ''(optional)''
+
|Email/News #
| 
+
|
  +
* i0: New Leader #; if 0 then random
|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)
 
  +
|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#
 
Email param is region#
 
|-
 
|-
Line 327: Line 456:
 
|Leadership change
 
|Leadership change
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: New Leader #; if 0 then random
 
  +
* i0: New Leader #; if 0 then random
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 #
 
  +
* f0: shift in sphere (or 0) (added to current)
  +
|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
  +
|Civil War
  +
|Email/News # (optional)
  +
|
  +
* i0: New Leader #; if 0 then random
  +
* i1: New govtype (1=Democ, 3=Comm etc)
  +
* f0: shift in sphere (or 0) (added to current)
  +
|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
 
|22
 
|Research
 
|Research
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Tech ID to give finished
 
  +
* i0: Tech ID to give finished
i1: Tech ID to start in queue i2: Unit ID to give finished i3: Unit ID to start in queue Gives a Region a Specific tech at a specific time (includes prerequisites) Does not trigger regular discovery emails. Email param is region#, tech#
 
  +
* i1: Tech ID to start in queue
  +
* i2: Unit ID to give finished
  +
* i3: Unit ID to start in queue
  +
|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
  +
|Deployment
  +
|Class #
  +
|
  +
* i0: Quantity
  +
* i1: Not used
  +
* i2: Map x-location
  +
* i3: Map y-location
  +
|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
 
|24
 
|Change Approvals
 
|Change Approvals
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|f0: change in DAR or 0
 
  +
* f0: change in DAR or 0
f1: change in MAR or 0 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#
 
  +
* f1: change in MAR or 0
  +
* f2: change in WM approval
  +
|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
 
|25
 
|Theatre Settings
 
|Theatre Settings
  +
|Email/News # (optional)
|i0: Theatre priority, -1 for no change
 
  +
|
i1: Theatre focus, -1 for no change i2: Map x-location i3: Map y-location
 
  +
* i0: Theatre priority, -1 for no change
  +
* i1: Theatre focus, -1 for no change
  +
* i2: Map x-location
  +
* i3: Map y-location
 
|Priority for the country listed, if 0 then for hex owner
 
|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
 
  +
Military Priority:  0 to 3 (none to high) - 1 = default
  +
  +
Military Focus:
  +
  +
1=Defensive, 2=Balanced (Default), 3=Offensive
 
|-
 
|-
 
|26
 
|26
 
|Flag Change
 
|Flag Change
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: New Flag #
 
New Flag Email param is region#
+
* i0: New Flag #
  +
|New Flag
  +
  +
Email param is region#
  +
|-
  +
|27
  +
|Country Name Change
  +
|Email/News # (optional)
  +
|
  +
* i0: Set alternate name 0-2
  +
|Change region name to 'altregionname' 0 / 1 / 2
  +
  +
Must be included in CVP file
  +
|-
  +
|28
  +
|City Name Change
  +
|Email/News # (optional)
  +
|
  +
*
  +
|Old Name to New - No Newsitem for this event
  +
  +
GG: Issue: No source for text string of new name
 
|-
 
|-
 
|29
 
|29
|Move Capital
+
|Capital Move
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Map x-location
 
  +
* i0: Map x-location
i1: Map y-location Location to move capital to; only successful if new location belongs to region.
 
  +
* i1: Map y-location
  +
|Location to move capital to; only successful if new location belongs to region.
  +
  +
Note: This event happens even if no capital move set
 
|-
 
|-
 
|30
 
|30
 
|Change Leader Profile
 
|Change Leader Profile
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Primary Race
 
  +
* i0: Primary Race
i1: Secondary Race i3: religionstate F0: fanaticism
 
  +
* i1: Secondary Race
|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.
 
  +
* i3: religionstate
  +
* F0: fanaticism
  +
|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
 
|31
 
|Change Gov't Type
 
|Change Gov't Type
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: New Leader #; if 0 then random
 
  +
* i0: New Leader #; if 0 then random
i1: New govtype (1=Democ, 3=Comm etc)
 
  +
* i1: New govtype (1=Democ, 2=Monarch, 3=Comm, 4=MilDict, 5=Theocracy, 6=Colony)
|Changes the gov't type cleanly, without civil war.
 
  +
* f0: shift in sphere (or 0) (added to current)
(No world relations shifts)
 
  +
|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
 
|32
 
|Election Leader Change
 
|Election Leader Change
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: New Leader #; if 0 then random
 
  +
* i0: New Leader #; if 0 then random
i1: # of days to next election; 0= 4 years
 
|Similar to Event20 but this sets the next election date (for democracies). Default is to set 4 years away.
+
* i1: # of days to next election; 0= 4 years
  +
* f0: shift in sphere (or 0) (added to current)
  +
|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#
 
Email param is region#, selected leader#
 
|-
 
|-
 
|33
 
|33
 
|BattleZone Setting
 
|BattleZone Setting
  +
|Email/News # (optional)
 
  +
|
|i0: Battlezone priority, -1 for no change
 
i1: Battlezone focus, -1 for no change i2: Map x-location i3: Map y-location
+
* i0: Battlezone priority, -1 for no change
  +
* i1: Battlezone focus, -1 for no change
  +
* i2: Map x-location
  +
* i3: Map y-location
 
|Priority for the country listed, if 0 then for hex owner
 
|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
 
  +
Military Priority:  0 to 3 (none to high)
  +
  +
Military Focus:
  +
  +
1=Defensive, 2=Balanced (Default), 3=Offensive
 
|-
 
|-
 
|34
 
|34
 
|Create Facility
 
|Create Facility
 
|Facil Design #
 
|Facil Design #
  +
|
|i0: (Unused)
 
  +
* i0: Edge if avail # (0-5), default 0
i1: 0=Start Constr, 1=Full Strength i2: Map x-location i3: Map y-location
 
  +
* i1: 0=Start Constr, 1=Full Strength
  +
* i2: Map x-location
  +
* i3: Map y-location
 
|Facility is created, with appropriate complex if needed
 
|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
 
|35
 
|Influence Change
 
|Influence Change
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|f0: +/- change to world integrity of nation
 
  +
* f0: +/- change to world integrity of nation
f1: +/- change versus other regions f2: +/- change in other region belli -ve for worse (higher) belli f3: 1.0: only in our sphere, -1.0: only othsph 0.0 for entire world; partial ok Only affects f1/f2
 
  +
* f1: +/- change versus other regions
  +
* f2: +/- change in other region belli
  +
** -ve for worse (higher) belli
  +
* f3: 1.0: only in our sphere, -1.0: only othsph
  +
** 0.0 for entire world; partial ok
  +
** Only affects f1/f2
 
|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)
 
|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
 
  +
Values given in actual %age +/-; -ve is bad/worse
  +
  +
Our sphere/other sphere only with other region f1/f2
 
|-
 
|-
 
|36
 
|36
|Damage Facilities
+
|Damage Hex Facilities
  +
  +
(full hex)
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Map x-location
 
i1: Map y-location f0: Amount of damage 0.0 - 1.0 (0-100%)
+
* i0: Map x-location
  +
* i1: Map y-location
|100% (1.0) is completely eliminated, 99% or less leaves damaged. All facilities in hex are damaged.
 
  +
* f0: Amount of damage 0.0 - 1.0 (0-100%)
  +
|100% (1.0) is completely eliminated, 99% or less leaves damaged.  All facilities in hex are damaged.
 
|-
 
|-
 
|37
 
|37
 
|Minister Priority
 
|Minister Priority
  +
|Email/News # (optional)
 
  +
|
|i0: Cabinet Department
 
  +
* i0: Cabinet Department
i1: Priority # i2: 0=Off, 1=On
 
  +
* i1: Priority # (as per [/docs.google.com/document/d/1b23Y5syp-8GbBpWjrpl2beQgpzEAQozWvas6CaNTjWw/edit DeptPrior]), or Lock #
  +
* i2: 0=Off, 1=On, 2= Lock Off, 3= Lock On
 
|0=Production, 1=Research, 2=Finance, 3=State, 4=NotUsed, 5=Defense
 
|0=Production, 1=Research, 2=Finance, 3=State, 4=NotUsed, 5=Defense
 
|-
 
|-
Line 424: Line 674:
 
|Strategic Pool Launch
 
|Strategic Pool Launch
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: level 0-3 (25%-100%)
 
  +
* i0: level 0-3 (25%-100%)
 
|Region is who pushes Red Button
 
|Region is who pushes Red Button
 
|-
 
|-
Line 430: Line 681:
 
|Military Buildup
 
|Military Buildup
 
|Email/News # (optional)
 
|Email/News # (optional)
 
|Trigger AI region to Start military buildup (deploy units, increase alert etc); Optional vs region for target of buildup
 
|-
 
 
|
 
|
  +
* i0: 1: Deploy all units
|'''Added in 7.3.1'''
 
  +
|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
 
|40
 
|Loyalty Annex
 
|Loyalty Annex
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Set Capital x-location<br>
 
i1: Set Capital y-location
+
* i0: Set Capital x-location
  +
* i1: Set Capital y-location
|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)<br>
 
  +
* i2: =1: Make 2nd region colony of dbregion
If dbregion is zero, then force-transfer to other regardless of owner 
 
  +
* I3: Set 2nd region Govtype if not 0
  +
|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
 
|41
|Damage Facility (single facility)
+
|Damage Single Facility
  +
|Facil Design #
 
  +
(single facility)
|i0: Map x-location<br>
 
  +
|Email/News # (optional)
i1: Map y-location<br>
 
  +
|
f0: Amount of Damage - 0.0-1.0 (100%) 
 
  +
* i0: Map x-location
|If x/y are zero, then auto-locate<br>
 
  +
* i1: Map y-location
Use 1.0 to remove Facility (100% damage)<br>
 
  +
* i2: Facil Design #
  +
* f0: Amount of Damage - 0.0-1.0 (100%)
  +
|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
 
Done only if hex=eventregion, if 0 then for hex owner
 
|-
 
|-
Line 460: Line 718:
 
|Create Transportation
 
|Create Transportation
 
|0: Road, 1:Rail
 
|0: Road, 1:Rail
  +
|
|i0: Start Map x-location<br>
 
i1: Start Map y-location<br>
+
* i0: Start Map x-location
i2: End Map x-location<br>
+
* i1: Start Map y-location
i3: End Map y-location<br>
+
* i2: End Map x-location
  +
* i3: End Map y-location
f0: 0.0 - start constr, 1.0 - full str (no tween)
 
  +
* f0: 0.0 - start constr, 1.0 - full str (no tween)
|Done only if hexes=eventregion, if 0 then hex owner
 
  +
|Done only if hexes=eventregion,
  +
  +
if Region 0 (UN) then hex owner
 
|-
 
|-
 
|43
 
|43
 
|Transfer BZ Owner
 
|Transfer BZ Owner
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Map x-location<br>
 
i1: Map y-location
+
* i0: Map x-location
  +
* i1: Map y-location
|All hexes in battlezone owned by dbregion are transferred to otherdbregion<br>
 
  +
|All hexes in battlezone owned by dbregion are transferred to otherdbregion
(hex is used to determine what BZ to use).<br>
 
  +
If dbregion is zero, then force-transfer to other regardless of owner 
 
  +
(hex is used to determine what BZ to use).
  +
  +
If dbregion is zero, then force-transfer to other regardless of owner
  +
  +
WM Hexes are not transferred.
 
|-
 
|-
 
|44
 
|44
 
|Transfer Hex Owner
 
|Transfer Hex Owner
 
|Email/News # (optional)
 
|Email/News # (optional)
|i0: Map x-location<br>
 
i1: Map y-location
 
|Transfer owner of single hex owned by dbregion transferred to otherdbregion<br>
 
If dbregion is zero, then force-transfer to other regardless of owner 
 
|-
 
 
|
 
|
  +
* i0: Map x-location 1 (top left)
|'''Added for SR1936'''
 
  +
* i1: Map y-location 1
 
  +
* i2: Map x-location 2 (bottom right, or 0)
 
  +
* i3: Map y-location 2
 
  +
|Transfer owner of single hex owned by dbregion transferred to otherdbregion
  +
  +
If dbregion is zero, then force-transfer to other regardless of owner
  +
* loyalty does not transfer.
  +
* Will not transfer WM hexes
  +
i0, i1 - starting hex (top left corner of box)
  +
  +
i2, i3 - ending hex (bottom right corner of box)
 
|-
 
|-
 
|45
 
|45
 
|Condition Test
 
|Condition Test
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Condition To Test (#)<br>
 
i1 etc: Condition Parameter<br>
+
* i0: Condition To Test (#)
f0 etc: Condition Parameter
+
* i1 etc: Condition Parameter
|'''Test a Condition''' <br>
+
* f0 etc: Condition Parameter
  +
|Test a [/docs.google.com/document/d/1oXnDNBFqoZ2pZ529RxNaD3jry%20s-g-kKMog35rutfcs/edit Condition].
Event ID set to 'True' if Condition met or when eventbcondnot=1 if condition NOT met.<br>
 
  +
  +
Event ID set to 'True' if Condition met.
  +
 
Email only sent if Condition met.
 
Email only sent if Condition met.
  +
  +
See Condition List Below
 
|-
 
|-
 
|46
 
|46
 
|Trigger Victory/Loss
 
|Trigger Victory/Loss
| 
+
|
  +
|
|i0: Victory Code
 
  +
* i0: [[Victory Codes|Victory Code]]
|See Victory Types (to be posted) for codes<br>
 
  +
|See [/docs.google.com/document/d/1fZ4TlyELf6XpTG4P2deDMCe2xjELjqv4NubfyspAnrw/edit SR7Tech] Document for codes
  +
 
dbRegion is 'victorywho' region
 
dbRegion is 'victorywho' region
  +
|-
  +
|47
  +
|Resource Chaxnge
  +
|Email/News # (optional)
  +
|
  +
* i0: Resource #
  +
* i1: Amount of change (ie 1, -1, etc)
  +
  +
* i2: Map x-location
  +
* i3: Map y-location
  +
|Resource levels are 0-3 for each product;
  +
  +
capped to max/min
 
|-
 
|-
 
|48
 
|48
 
|Make Region Alive
 
|Make Region Alive
|Email/News # (optional)
+
|Email/News #
  +
|
|i0: Set Capital x-location<br>
 
i1: Set Capital y-location
+
* i0: Set Capital x-location
  +
* i1: Set Capital y-location
|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).  <br>
 
  +
|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.<br>
 
  +
  +
If Capital not set, then prior or largest city used.
  +
 
Do not apply to WM region or it will break the map.
 
Do not apply to WM region or it will break the map.
  +
  +
<nowiki>***</nowiki> MUST SET ALLOW FOR DEAD CHECKBOX.
 
|-
 
|-
 
|49
 
|49
 
|Break All Treaties
 
|Break All Treaties
|Email/News # (optional)
+
|Email/News #
  +
|
|i0: 0=Both; 1=Treaties only; 2=Trades only<br>
 
  +
* i0: 0=Both; 1=Treaties only; 2=Trades only
i1: 0=No Effects, 1=Approval Effects,<br>
 
i2: 0=Two Way Treaty, 1=One Way Only
+
* i1: 0=No Effects, 1=Approval Effects,
  +
* i2: 0=Two Way Treaty, 1=One Way Only
 
|Break All Treaties and/or Trades between regions
 
|Break All Treaties and/or Trades between regions
  +
|-
  +
|50
  +
|Build Unit
  +
|
  +
|
  +
|(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
  +
|Adjust Theater Espionage Setting
  +
|
  +
|
  +
|
  +
|-
  +
|52
  +
|Adjust Theater Diplomacy Setting
  +
|
  +
|
  +
|
 
|-
 
|-
 
|53
 
|53
 
|Shift/Set Sphere
 
|Shift/Set Sphere
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|f0: shift in sphere (or 0) (added to current)<br>
 
  +
* I0: 0=Set dbregion only; 1=Set all regions
f1: shift in sphere (or 0) (Set Actual Value)
 
  +
* I1: 0=Set Both; 1=Gov; 2=Civ
|Sphere settings from -1 (Axis) to +1 (Allies)<br>
 
  +
* f0: shift in sphere (or 0) (added to current)
  +
* f1: shift in sphere (or 0) (Set Actual Value)
  +
|Sphere settings from -1 (Axis) to +1 (Allies)
  +
 
If both 0, then sphere value set to 0
 
If both 0, then sphere value set to 0
 
|-
 
|-
Line 535: Line 852:
 
|World Market (UN / United Nations / League of Nations) change
 
|World Market (UN / United Nations / League of Nations) change
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: 0=no change; 1=join; 2=leave<br>
 
  +
* i0: 0=no change; 1=join; 2=leave
i1: =1 to set WM approval as ABSOLUTE<br>
 
f0: WM approval change (or absolute)
+
* i1: =1 to set WM approval as ABSOLUTE
  +
* f0: WM approval change (or absolute)
 
  +
|
 
|-
 
|-
 
|55
 
|55
|AI Agenda/Stance
+
|AI Stance
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i1: Set AI Stance; -1 for no change    
 
  +
* i0: Load AI Agenda #; -1 for no change
|AI Stance: 0=Passive, 1=Defensive; 2=Normal; 3=Aggressive; 4=Unpredictable
 
  +
* i1: Set AI Stance; -1 for no change
  +
* i2: 1/0 for allow AI Theatre transfers, or -1
  +
|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)
 
|-
 
|-
 
|56
 
|56
 
|AI Buildups
 
|AI Buildups
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Military Buildup (0/1 False/True)<br>
 
  +
* i0: Military Buildup (0/1 False/True)
i2: Set Naval Invasion Prep (0/1/2)<br>
 
  +
* i1: Industrial Buildup (0/1)
i3: Set Forces Plan (0-4, 2=stable)
 
  +
* i2: Set Naval Invasion Prep (0/1/2)
|Settings -1 for no change<br>
 
  +
* i3: Set Forces Plan (0-4, 2=stable)
Navail Invasion 1=prep, 2=stage; 0=cancel<br>
 
  +
|Settings -1 for no change
  +
  +
Naval Invasion 1=prep, 2=stage; 0=cancel
  +
 
Forces plan 0:decrease, 2:Stable; 4: Increase
 
Forces plan 0:decrease, 2:Stable; 4: Increase
 
|-
 
|-
Line 559: Line 888:
 
|AI Attack
 
|AI Attack
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Launch Attack against other region; 1=land, 2=naval
 
  +
* i0: Launch Attack against other region; 1=land, 2=naval
 
|For Naval attack, region must be in naval prep/stage mode.
 
|For Naval attack, region must be in naval prep/stage mode.
  +
|-
  +
|58
  +
|Remove Units
  +
|Email/News # (optional)
  +
|
  +
* i0 = 0 - remove all units
  +
* i0 = 1 - remove land units
  +
* i0 = 2 - remove air units
  +
* i0 = 3 - remove naval units
  +
* i1 = 0 - everywhere
  +
* i1 = 1 - own territory and own colonies only
  +
* i1 = 2 - allied/neutral/enemy territories only
  +
* i1 = 3 - in battlezone defined by i2 and i3
  +
* i1 = 4 - in theater defined by i2 and i3
  +
|
 
|-
 
|-
 
|59
 
|59
 
|Send Objective
 
|Send Objective
|'''Email/News # (optional)'''
+
|Email/News #
  +
|
|i0-i3,<br>
 
  +
* i0-i3,
f0-f3: Bodyfills sent to email msg
 
  +
* f0-f3: Bodyfills sent to email msgatus
|If no 'otherregion', or email createtype is not 2/AI, then sent from minister<br>
 
  +
|If no 'otherregion', or email createtype is not 2/AI, then sent from minister
Email params are regionfrom#, regionto# if i0/i1 is 0<br>
 
  +
To pass a location param, need to use formula:<br>
 
  +
Email params are regionfrom#, regionto# if i0/i1 is 0
  Location hex: (y * 65536 + x)<br>
 
  +
Event stays FALSE until Email is Accepted, unless email has no 'Accept Objective' (then it starts TRUE).<br>
 
  +
To pass a location param, need to use formula:
Objective email with "No" or "Disagree" will delete obj<br>
 
  +
 - Wording 2/3 can also be supported for alt texts on objectives -<br>
 
  +
Location hex: (y * 65536 + x)
w1 - new/current<br>
 
  +
w2 - success<br>
 
  +
Event stays FALSE until Email is Accepted, unless email has no 'Accept Objective' (then it starts TRUE).
w3 - failure<br>
 
  +
  +
Objective email with "No" or "Disagree" will delete obj
  +
  +
- Wording 2/3 can also be supported for alt texts on objectives -
  +
* w1 - new/current
  +
* w2 - success
  +
* w3 - failure
 
Wording2 and Wording3 (success/failure) do NOT support parameters (%s), so must be worded not to use them !
 
Wording2 and Wording3 (success/failure) do NOT support parameters (%s), so must be worded not to use them !
 
|-
 
|-
 
|60
 
|60
 
|Set Event T/F
 
|Set Event T/F
|'''Email/News # (optional)'''
+
|Email/News # (optional)
  +
|
|i0: Event Sequence ID<br>
 
  +
* i0: Event Sequence ID
i1: T/F (1/0)<br>
 
  +
* i1: T/F (1/0)
i2: Set Persist Count to X (slices/minutes)
 
  +
* i2: Set Persist Count to X (slices/minutes)
|Set a different Event to T/F by its ID<br>
 
  +
|Set a different Event to T/F by its ID
Will also reset a persist count on it <br>
 
  +
  (default set to 0 and turn persist flag OFF )
 
  +
Will also reset a persist count on it
  +
  +
(default set to 0 and turn persist flag OFF )
 
|-
 
|-
 
|61
 
|61
|Set Status (Event / Objective)
+
|Set Status
  +
  +
(Event / Objective)
 
|Email/News # (optional)
 
|Email/News # (optional)
  +
|
|i0: Event Sequence ID<br>
 
  +
* i0: Event Sequence ID
i1: Status: <br>
 
  +
* i1: Status:
0: "CURRENT" (ongoing); <br>
 
1: "COMPLETE" (success); <br>
+
** 0: "CURRENT" (ongoing);
2: "FAILED" (failure)
+
** 1: "COMPLETE" (success);
  +
** 2: "FAILED" (failure)
|<br>
 
  +
* i2: Additional Sequence ID to set (optional)
Set a different Event/Objective Status by its ID
 
  +
* i3: Additional Sequence ID to set (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
 
|62
 
|Adjust Victory Points
 
|Adjust Victory Points
|'''Email/News # (optional)'''
+
|Email/News # (optional)
  +
|
|i0: Points add/subtract from current<br>
 
i1: Points set actual value<br>
+
* i0: Points add/subtract from current
  +
* i1: Points set actual value
i2: if =1 then do this to ALL regions<br>
 
=2 do this to ALL ALIVE regions<br>
+
* i2: if =1 then do this to ALL regions
  +
** =2 do this to ALL ALIVE regions
=3 Reset ALL to Owned Points<br>
 
=4 Accumulate ALL Owned Points
+
** =3 Reset ALL to Owned Points
  +
** =4 Accumulate ALL Owned Points
|(for vicpoints total of Region)<br>
 
If both 0, then vicpoints set to 0 (except if i2=4)<br>
+
|(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)
 
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
 
|63
|Set Victory Points
+
|Set Victory
  +
|'''Email/News # (optional)'''
 
  +
Points
|i0: Map x-location<br>
 
  +
|Email/News # (optional)
i1: Map y-location<br>
 
  +
|
i2: Number of points (actual value)<br>
 
  +
* i0: Map x-location
i3: Number of points add/subtract
 
  +
* i1: Map y-location
|Set or adjust Victory Points for a specific hex.<br>
 
  +
* i2: Number of points (actual value)
Hex MUST have an upgrade (facil or town)<br>
 
  +
* i3: Number of points add/subtract
If no upgrade, then event False and no email sent.<br>
 
  +
|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)
 
(if i3 is not zero, then i3 is done and  i2 is ignored)
 
|-
 
|-
 
|64
 
|64
 
|Apply Victory Points
 
|Apply Victory Points
|'''Email/News # (optional)'''
+
|Email/News # (optional)
  +
|
|i0: Element to apply to<br>
 
i1: Element second part<br>
+
* i0: Element to apply to
  +
* i1: Element second part
i2: Number of points (actual value)<br>
 
i3: Number of points add/subtract
+
* i2: Number of points (actual value)
  +
* i3: Number of points add/subtract
|i0: 0= All Capitals; 1=Parent Capitals (no colonies);<br>
 
  +
|i0: 0= All Capitals; 1=Parent Capitals (no colonies);
2= All Ug/Unit type #i1 (Command unit is # 6001)<br>
 
  +
3= All Unit in Class #i1 to apply to<br>
 
  +
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
 
If eventdbregion set, then ONLY done for that region
 
|-
 
|-
 
|65
 
|65
 
|Set Objective Hex
 
|Set Objective Hex
|'''Email/News # (optional)'''
+
|Email/News # (optional)
  +
|
|i0: Map x-location<br>
 
i1: Map y-location
+
* i0: Map x-location
  +
* i1: Map y-location
|Set the visual 'objective marker' on map<br>
 
  +
|Set the visual 'objective marker' on map
  +
 
Use 0,0 to reset.  Only 1 marker at a time.
 
Use 0,0 to reset.  Only 1 marker at a time.
 
|-
 
|-
|68
+
|66
  +
|Force Save
|Set Hotspot
 
  +
|Email/News # (optional)
|'''Request Type;'''
 
  +
|
  +
* i0: Save Game #
  +
|Trigger Save "SAVEGAME-PLAYER-#"
  +
|-
  +
|67
  +
|Set State Options
  +
|Email/News # (optional)
  +
|
  +
* i0: Option Setting (bitmask / add values)
  +
* i1: Set/Reset Regional ROE element
  +
|i0: Option (add values):
   
  +
1: Prevent Liberation choice to humanplayer
0: Garrison
 
1: Defense
 
2: Assistance
 
3: Resupply
 
4: Air Support of Ground units
 
5: Transport units
 
6: Sea Resupply
 
7: Sea Attack
 
8: Attack / Land Attack
 
9: Battle Support
 
10: City Rescue
 
11: Air Intercept
 
12: City Lost
 
13: Base Lost
 
14: Industry Lost
 
15: Land Lost
 
|i0: Force size 0-4 + AirSup 0/10/20
 
   
  +
2: Prevent Colonize ...
i1: Focus 0-2 Def/Bal/Offenxsive + (Priority 0/10/20)
 
   
  +
4: Prevent Annex …
i2: Map x-location
 
   
  +
i1: See d/a 1043 for list; +ve to set, -ve to reset
i3: Map y-location
 
  +
|-
  +
|68
  +
|Set Hotspot
  +
|[[Request Types|Request Type]]
  +
|
  +
* i0: Force size 0-4 + AirSup 0/10/20
  +
* i1: Focus 0-2 Def/Bal/Offenxsive + Priority 0/10/20
  +
* i2: Map x-location
  +
* i3: Map y-location
 
|AI Request types:  (see below, and Event 12)
 
|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.
 
Hotspots are different from AI Requests in that they are more heavily processed by the AI and they remain until they are cleared.
   
Line 679: Line 1,060:
 
|69
 
|69
 
|Clear Hotspots
 
|Clear Hotspots
|'''Request Type, or -1 for all'''
+
|Request Type, or -1 for all
  +
|
|i0: 1=clear, 2=refresh<br>
 
i1: 0=hex, 1=bz, 2=th, 3=all<br>
+
* i0: 1=clear, 2=refresh
  +
* i1: 0=hex, 1=bz, 2=th, 3=all
i2: Map x-location<br>
 
i3: Map y-location
+
* i2: Map x-location
  +
* i3: Map y-location
|Clear All, by hex, by bz, by th<br>
 
Clear or Refresh (re-set).<br>
+
|Clear All, by hex, by bz, by th
  +
See Event 12 for Request Definitions.<br>
 
  +
Clear or Refresh (re-set).
  +
  +
See Event 12 for Request Definitions.
  +
 
'Refresh' may not happen if hotspot has expired.
 
'Refresh' may not happen if hotspot has expired.
 
|-
 
|-
 
|70
 
|70
 
|Locate Facility (single facility)
 
|Locate Facility (single facility)
|'''Email/News #''' 
+
|Email/News #
  +
|
|i0: Map x-location<br>
 
i1: Map y-location<br>
+
* i0: Map x-location
  +
* i1: Map y-location
i2: Facil Design #
 
  +
* i2: Facil Design #
 
|Will auto-locate closest to hex location; capital if 0/0.
 
|Will auto-locate closest to hex location; capital if 0/0.
   
Line 700: Line 1,086:
   
 
Event is true only if facility is found
 
Event is true only if facility is found
  +
 
Email Param 0 is the location, Param 1 is fac#
 
Email Param 0 is the location, Param 1 is fac#
  +
|-
  +
|71
  +
|Garrison Add/Remove
  +
|Email/News # (optional)
  +
|
  +
* i0: # to add/sub (-8 / 8 to zero/max)
  +
** +10 to force active (-18/+18)
  +
* i1: 0=hex, 1=bz, 2=th, 3=all
  +
* i2: Map x-location
  +
* i3: Map y-location
  +
|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)
  +
|-
  +
|72
  +
|Change hex loyalty
  +
|Email/News # (optional)
  +
|
  +
* i0: (not used)
  +
* i1: 0=hex, 1=bz, 2=th, 3=all
  +
* i2: Map x-location
  +
* i3: Map y-location
  +
|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.
 
|-
 
|-
 
|73
 
|73
 
|Change Efficiency
 
|Change Efficiency
  +
|Email/News # (optional)
(untested)
 
  +
|
|'''Email/News # (optional)'''
 
|ix: 1=Set fx  as ABSOLUTE value (otherwise just adjust +/- in float values)<br>
+
* ix: 1=Set fx  as ABSOLUTE value (otherwise just adjust +/- in float values)
f0: Target Military Efficiency Value<br>
+
* f0: Target Military Efficiency Value
f1: Target Military Morale  Value<br>
+
* f1: Target Military Morale  Value
f2: Military Intel Efficiency<br>
+
* f2: Military Intel Efficiency
f3: Military CounterIntel Efficiency 
+
* f3: Military CounterIntel Efficiency
| 
+
|
 
|-
 
|-
 
|74
 
|74
|Adjust Units<br>
+
|Adjust Units
  +
|Email/News # (optional)
(untested)
 
  +
|
|'''Email/News # (optional)'''
 
|i0: Unit Equip ID to affect, 0 for all <br>
+
* i0: Unit Equip ID to affect, 0 for all
i1: 0=hex, 1=bz, 2=th, 3=all<br>
+
* i1: 0=hex, 1=bz, 2=th, 3=all
i2: Map x-location<br>
+
* i2: Map x-location
i3: Map y-location<br>
+
* i3: Map y-location
f0: Adjust Efficiency +/-<br>
+
* f0: Adjust Efficiency +/-
f1: Adjust Morale +/-<br>
+
* f1: Adjust Morale +/-
f2: Adjust Experience +/-<br>
+
* f2: Adjust Experience +/-
 
|Adjust Unit specs in specified hex/bz/th/all for Region
 
|Adjust Unit specs in specified hex/bz/th/all for Region
  +
 
Affects active/reserve/construction
 
Affects active/reserve/construction
 
|-
 
|-
 
|75
 
|75
|Sphere Leaders<br>
+
|Sphere Leaders
  +
|Email/News # (optional)
(untested)
 
  +
|
|'''Email/News # (optional)'''
 
|i0: Sphere Naming
+
* i0: Sphere Naming
 
|EventRegion = Superpower of Red Sphere
 
|EventRegion = Superpower of Red Sphere
  +
 
OtherRegion = Superpower of Blue Sphere
 
OtherRegion = Superpower of Blue Sphere
  +
 
(Leave blank for no change)
 
(Leave blank for no change)
  +
  +
Sphere Name:
  +
  +
0:Axis 1:WarsawPact 2:Red 3:Socialist 4:Region Nm
 
|}
 
|}
 
''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).''
 
''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).''
Line 740: Line 1,163:
 
* When Sent by Minister: sent FROM Minister of 'region' ABOUT 'otherregion'; appears in email of 'region'
 
* 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.)
  +
{| class="wikitable"
  +
|45
  +
|Condition Test
  +
|Email/News # (optional)
  +
|
  +
* i0: Condition To Test (#)
  +
* i1 etc: Condition Parameter
  +
* f0 etc: Condition Parameter
  +
|Test a [/docs.google.com/document/d/1oXnDNBFqoZ2pZ529RxNaD3jry%20s-g-kKMog35rutfcs/edit 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
  +
## 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.
  +
# 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
  +
## 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)
  +
22. 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)
  +
23. 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;
  +
# 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+
  +
24. 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)
  +
25. 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= Status Value to test for (see Event 61 for definitions).  If this value = Current Status then test=True. -1 to ignore
  +
## 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)
  +
26. 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)
  +
## f0= TBA
  +
## f1= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
  +
## f2= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
  +
## f3= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
  +
27. 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)
  +
28. Regional Resource/commodity Test
  +
  +
(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)
  +
29. 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)
  +
30. 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)
  +
31. Regional Gov. Type
  +
# i1= gov type of dbregion (1-7)
  +
32. 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)
  +
33. Strategic Pool Test
  +
# 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)
  +
34. Support Condemn test
  +
# 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
 
[[Category:Guides]]
 
[[Category:Guides]]

Revision as of 16:03, 5 July 2017

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...

Data Element Notes
_ID Event's sequential ID number (used for conditional testing)
eventtime Time slice (1440 per day) to trigger event (in scenariodb entered in days, decimal ok)
eventtimewind Window of time in slices - random - 0 to always trigger on-time. Added at time of import. (in scenariodb entered in days, decimal ok)
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)
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 (entered in days in db, decimal ok, 0 for infinite)
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 conditon 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 #
  • i0-i3,
  • f0-f3: Bodyfills sent to email msg
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)
  • i0: Set provocation reason (bitmask):
    • 1: Incurred By
    • 2: Fired on By
    • 4: Unprovoked Attack By
    • 8: Other Provocation By
  • f0: Addition to belli before declare done
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#

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)

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)

5 Treaty Set/Reset Treaty Number
  • i0: 0=Reset (Cancel), 1=Set;
  • i1: 0=No Effects, 1=Approval Effects,
  • i2: 0=Two Way Treaty, 1=One Way Only
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)

6 Send Diplomatic Offer Treaty Number

(or 0)

(-ve for 'Cancel')

  • i0: Tech Design # or 0
  • i1: Unit Design # or 0
  • i2: Product # offer 0-10
  • i3: Num Daily Payments ($ and Prod)
  • f0: Offer Cash (Value in dollars)
  • f1: Ask Cash (Value in dollars)
  • f2: Offer Prod Quan (total)*^
  • f3: Ask Prod Quan
  • Treaties with this are both ways
  • If Treaty already exists/cancelled, then this event is ignored and is set FALSE.
  • Continuous payments not allowed
  • Cannot Ask & Offer Products at same time
  • If Day 0, this is a forced accept
  • Use Day 0.25 etc to avoid first day force
  • *^Offer / Ask Product. Quantities are TOTAL... not the per day amount.  (so if you want 90 day and 5/day - do 90x5=450 NOT 5)
7 Send Diplomatic Treaty Offer Email/News # (optional)
  • i0: Treaty # to offer; -ve to Revoke
  • i1: Treaty # to request; -ve to Revoke
  • i2: Product # offer 0-10
  • i3: Num Daily Payments ($ and Prod)
  • f0: Offer Cash
  • f1: Ask Cash
  • f2: Offer Prod Quan
  • f3: Ask Prod Quan
  • Treaties with this can be one way
  • Supports asking for 'Cancel Treaty'
  • If Treaty already exists/cancelled, then this event is ignored and is set FALSE.
  • If Day 0, this is a forced accept
  • Use Day 0.25 etc to avoid first day force
  • Won't send if treaty already in place

Email params are regionfrom#, regionto#

8 Surrender/ Elimination Email/News # (optional)
  • i0: Type of elimination
    • 0=Normal Elimination/Surrender
    • 1=Group/Unify ,
    • 2=Colony
  • i1: 1=Loyalty Merge (Group/Unify only)
  • i2: 1=Research Merge (Group/Unify only)
  • i3: 1=Preserve supply (FF surrender)
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 (UN / United Nations / League of Nations) Unit Design #
  • i0: Quantity
  • f0: Amount of cash to Request
Will be sent to bases/capital

This Event does not issue Newsitem 473 ('UN Supplied Units...' news)

10 Create Units Unit Design #
  • i0: Quantity
  • i1: 0=Reserve; 1=Deployd; 2=Dep/Supplied; 3=Dep/Strong; 4=Begin construction
  • i2: Map x-location
  • i3: Map y-location
  • If no location is provided, will be sent to bases/capital
  • Default Deployed (1) units are without fuel or ammo
  • 'Deployed/Strong' (3) creates special High Efficiency/Experience units
  • Command unit - #6001
11 Set a Victory Hex Email/News # (optional)
  • i0: Map x-location
  • i1: Map y-location
Replaces any prior victory hex
12 Set AI-Request Request Type [3]
  • i0: Importance 0-10000
  • i1: Number of Units Requested
  • i2: Map x-location
  • i3: Map y-location
AI Requests are processed then deleted.  See also Event 68.

AI Request types:

  • 0: Garrison
  • 1: Defense
  • 2: Assistance
  • 3: Resupply
  • 4: Air Support of Ground units
  • 5: Transport units
  • 6: Sea Resupply
  • 7: Sea Attack
  • 8: Attack / Land Attack
  • 9: Battle Support
  • 10: City Rescue
  • 11: Air Intercept
  • 12: City Lost
  • 13: Base Lost
  • 14: Industry Lost
  • 15: Land Lost
13 Set Defcon (Alert) Level New Defcon Level 0-4
  • Requires Defcon Reversed Number: 0=Peace, 4=War
  • Will prevent invalid defcons due to war/peace.
14 Change Relationships Email/News # (optional)
  • i0: 1=Set Diplo as ABSOLUTE value (otherwise just adjust +/- in float values)
  • i1: 1=Set Civ as ABSOLUTE value (otherwise just adjust +/- in float values)
  • i2: 1=Set Belli as ABSOLUTE value (otherwise just adjust +/- in float values)
  • i3: 1=Apply to BOTH regions (otherwise just 1st)
  • f0: Diplo Relations Value
  • f1: Civilian Relations Value
  • f2: Belli Value
  • Diplo and Civ Relations are usually in -1.0 to +1.0 Range (though may be higher/lower)
  • Belli is usually in 0.0 to 1.0 Range (though may be higher)

Email params are regionfrom#, regionto#

15 Adjust Treasury
  • f0: Amount (+ve or -ve)
Gives or takes away money
16 Adjust Product Stock Which Prod# 0-10
  • f0: Amount (+ve or -ve)
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.
18 Independence Email/News #
  • i0: i0: New Leader #; if 0 then random
  • i1: New govtype (1=Democ, 2=Monarchy, 3=Comm, 4=Dictator, 5=Theocracy)
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

ID Event Main Param Additional Params Notes
19 Coup d'etat Email/News #
  • i0: New Leader #; if 0 then random
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)
  • i0: New Leader #; if 0 then random
  • f0: shift in sphere (or 0) (added to current)
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 Civil War Email/News # (optional)
  • i0: New Leader #; if 0 then random
  • i1: New govtype (1=Democ, 3=Comm etc)
  • f0: shift in sphere (or 0) (added to current)
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)
  • i0: Tech ID to give finished
  • i1: Tech ID to start in queue
  • i2: Unit ID to give finished
  • i3: Unit ID to start in queue
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 Deployment Class #
  • i0: Quantity
  • i1: Not used
  • i2: Map x-location
  • i3: Map y-location
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)
  • f0: change in DAR or 0
  • f1: change in MAR or 0
  • f2: change in WM approval
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)
  • i0: Theatre priority, -1 for no change
  • i1: Theatre focus, -1 for no change
  • i2: Map x-location
  • i3: Map y-location
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

26 Flag Change Email/News # (optional)
  • i0: New Flag #
New Flag

Email param is region#

27 Country Name Change Email/News # (optional)
  • i0: Set alternate name 0-2
Change region name to 'altregionname' 0 / 1 / 2

Must be included in CVP file

28 City Name Change 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)
  • i0: Map x-location
  • i1: Map y-location
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)
  • i0: Primary Race
  • i1: Secondary Race
  • i3: religionstate
  • F0: fanaticism
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)
  • i0: New Leader #; if 0 then random
  • i1: New govtype (1=Democ, 2=Monarch, 3=Comm, 4=MilDict, 5=Theocracy, 6=Colony)
  • f0: shift in sphere (or 0) (added to current)
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)
  • i0: New Leader #; if 0 then random
  • i1: # of days to next election; 0= 4 years
  • f0: shift in sphere (or 0) (added to current)
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)
  • i0: Battlezone priority, -1 for no change
  • i1: Battlezone focus, -1 for no change
  • i2: Map x-location
  • i3: Map y-location
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

34 Create Facility Facil Design #
  • i0: Edge if avail # (0-5), default 0
  • i1: 0=Start Constr, 1=Full Strength
  • i2: Map x-location
  • i3: Map y-location
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)
  • f0: +/- change to world integrity of nation
  • f1: +/- change versus other regions
  • f2: +/- change in other region belli
    • -ve for worse (higher) belli
  • f3: 1.0: only in our sphere, -1.0: only othsph
    • 0.0 for entire world; partial ok
    • Only affects f1/f2
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)
  • i0: Map x-location
  • i1: Map y-location
  • f0: Amount of damage 0.0 - 1.0 (0-100%)
100% (1.0) is completely eliminated, 99% or less leaves damaged.  All facilities in hex are damaged.
37 Minister Priority Email/News # (optional)
  • i0: Cabinet Department
  • i1: Priority # (as per [/docs.google.com/document/d/1b23Y5syp-8GbBpWjrpl2beQgpzEAQozWvas6CaNTjWw/edit DeptPrior]), or Lock #
  • i2: 0=Off, 1=On, 2= Lock Off, 3= Lock On
0=Production, 1=Research, 2=Finance, 3=State, 4=NotUsed, 5=Defense
38 Strategic Pool Launch Email/News # (optional)
  • i0: level 0-3 (25%-100%)
Region is who pushes Red Button
39 Military Buildup Email/News # (optional)
  • i0: 1: Deploy all units
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)
  • i0: Set Capital x-location
  • i1: Set Capital y-location
  • i2: =1: Make 2nd region colony of dbregion
  • I3: Set 2nd region Govtype if not 0
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)
  • i0: Map x-location
  • i1: Map y-location
  • i2: Facil Design #
  • f0: Amount of Damage - 0.0-1.0 (100%)
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
  • i0: Start Map x-location
  • i1: Start Map y-location
  • i2: End Map x-location
  • i3: End Map y-location
  • f0: 0.0 - start constr, 1.0 - full str (no tween)
Done only if hexes=eventregion,

if Region 0 (UN) then hex owner

43 Transfer BZ Owner Email/News # (optional)
  • i0: Map x-location
  • i1: Map y-location
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

WM Hexes are not transferred.

44 Transfer Hex Owner Email/News # (optional)
  • i0: Map x-location 1 (top left)
  • i1: Map y-location 1
  • i2: Map x-location 2 (bottom right, or 0)
  • i3: Map y-location 2
Transfer owner of single hex owned by dbregion transferred to otherdbregion

If dbregion is zero, then force-transfer to other regardless of owner

  • loyalty does not transfer.
  • Will not transfer WM hexes

i0, i1 - starting hex (top left corner of box)

i2, i3 - ending hex (bottom right corner of box)

45 Condition Test Email/News # (optional)
  • i0: Condition To Test (#)
  • i1 etc: Condition Parameter
  • f0 etc: Condition Parameter
Test a [/docs.google.com/document/d/1oXnDNBFqoZ2pZ529RxNaD3jry%20s-g-kKMog35rutfcs/edit Condition].

Event ID set to 'True' if Condition met.

Email only sent if Condition met.

See Condition List Below

46 Trigger Victory/Loss See [/docs.google.com/document/d/1fZ4TlyELf6XpTG4P2deDMCe2xjELjqv4NubfyspAnrw/edit SR7Tech] Document for codes

dbRegion is 'victorywho' region

47 Resource Chaxnge Email/News # (optional)
  • i0: Resource #
  • i1: Amount of change (ie 1, -1, etc)
  • i2: Map x-location
  • i3: Map y-location
Resource levels are 0-3 for each product;

capped to max/min

48 Make Region Alive Email/News #
  • i0: Set Capital x-location
  • i1: Set Capital y-location
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 #
  • i0: 0=Both; 1=Treaties only; 2=Trades only
  • i1: 0=No Effects, 1=Approval Effects,
  • i2: 0=Two Way Treaty, 1=One Way Only
Break All Treaties and/or Trades between regions
50 Build Unit (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 Adjust Theater Espionage Setting
52 Adjust Theater Diplomacy Setting
53 Shift/Set Sphere Email/News # (optional)
  • I0: 0=Set dbregion only; 1=Set all regions
  • I1: 0=Set Both; 1=Gov; 2=Civ
  • f0: shift in sphere (or 0) (added to current)
  • f1: shift in sphere (or 0) (Set Actual Value)
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)
  • i0: 0=no change; 1=join; 2=leave
  • i1: =1 to set WM approval as ABSOLUTE
  • f0: WM approval change (or absolute)
55 AI Stance Email/News # (optional)
  • i0: Load AI Agenda #; -1 for no change
  • i1: Set AI Stance; -1 for no change
  • i2: 1/0 for allow AI Theatre transfers, or -1
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)

56 AI Buildups Email/News # (optional)
  • i0: Military Buildup (0/1 False/True)
  • i1: Industrial Buildup (0/1)
  • i2: Set Naval Invasion Prep (0/1/2)
  • i3: Set Forces Plan (0-4, 2=stable)
Settings -1 for no change

Naval Invasion 1=prep, 2=stage; 0=cancel

Forces plan 0:decrease, 2:Stable; 4: Increase

57 AI Attack Email/News # (optional)
  • i0: Launch Attack against other region; 1=land, 2=naval
For Naval attack, region must be in naval prep/stage mode.
58 Remove Units Email/News # (optional)
  • i0 = 0 - remove all units
  • i0 = 1 - remove land units
  • i0 = 2 - remove air units
  • i0 = 3 - remove naval units
  • i1 = 0 - everywhere
  • i1 = 1 - own territory and own colonies only
  • i1 = 2 - allied/neutral/enemy territories only
  • i1 = 3 - in battlezone defined by i2 and i3
  • i1 = 4 - in theater defined by i2 and i3
59 Send Objective Email/News #
  • i0-i3,
  • f0-f3: Bodyfills sent to email msgatus
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 -

  • w1 - new/current
  • w2 - success
  • w3 - failure

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)
  • i0: Event Sequence ID
  • i1: T/F (1/0)
  • i2: Set Persist Count to X (slices/minutes)
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 )

61 Set Status

(Event / Objective)

Email/News # (optional)
  • i0: Event Sequence ID
  • i1: Status:
    • 0: "CURRENT" (ongoing);
    • 1: "COMPLETE" (success);
    • 2: "FAILED" (failure)
  • i2: Additional Sequence ID to set (optional)
  • i3: Additional Sequence ID to set (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)
  • i0: Points add/subtract from current
  • i1: Points set actual value
  • i2: if =1 then do this to ALL regions
    • =2 do this to ALL ALIVE regions
    • =3 Reset ALL to Owned Points
    • =4 Accumulate ALL Owned Points
(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)
  • i0: Map x-location
  • i1: Map y-location
  • i2: Number of points (actual value)
  • i3: Number of points add/subtract
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)

64 Apply Victory Points Email/News # (optional)
  • i0: Element to apply to
  • i1: Element second part
  • i2: Number of points (actual value)
  • i3: Number of points add/subtract
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)
  • i0: Map x-location
  • i1: Map y-location
Set the visual 'objective marker' on map

Use 0,0 to reset.  Only 1 marker at a time.

66 Force Save Email/News # (optional)
  • i0: Save Game #
Trigger Save "SAVEGAME-PLAYER-#"
67 Set State Options Email/News # (optional)
  • i0: Option Setting (bitmask / add values)
  • i1: Set/Reset Regional ROE element
i0: Option (add values):

1: Prevent Liberation choice to humanplayer

2: Prevent Colonize ...

4: Prevent Annex …

i1: See d/a 1043 for list; +ve to set, -ve to reset

68 Set Hotspot Request Type
  • i0: Force size 0-4 + AirSup 0/10/20
  • i1: Focus 0-2 Def/Bal/Offenxsive + Priority 0/10/20
  • i2: Map x-location
  • i3: Map y-location
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)

69 Clear Hotspots Request Type, or -1 for all
  • i0: 1=clear, 2=refresh
  • i1: 0=hex, 1=bz, 2=th, 3=all
  • i2: Map x-location
  • i3: Map y-location
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.

70 Locate Facility (single facility) Email/News #
  • i0: Map x-location
  • i1: Map y-location
  • i2: Facil Design #
Will auto-locate closest to hex location; capital if 0/0.

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)
  • i0: # to add/sub (-8 / 8 to zero/max)
    • +10 to force active (-18/+18)
  • i1: 0=hex, 1=bz, 2=th, 3=all
  • i2: Map x-location
  • i3: Map y-location
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)

72 Change hex loyalty Email/News # (optional)
  • i0: (not used)
  • i1: 0=hex, 1=bz, 2=th, 3=all
  • i2: Map x-location
  • i3: Map y-location
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.

73 Change Efficiency Email/News # (optional)
  • ix: 1=Set fx  as ABSOLUTE value (otherwise just adjust +/- in float values)
  • f0: Target Military Efficiency Value
  • f1: Target Military Morale  Value
  • f2: Military Intel Efficiency
  • f3: Military CounterIntel Efficiency
74 Adjust Units Email/News # (optional)
  • i0: Unit Equip ID to affect, 0 for all
  • i1: 0=hex, 1=bz, 2=th, 3=all
  • i2: Map x-location
  • i3: Map y-location
  • f0: Adjust Efficiency +/-
  • f1: Adjust Morale +/-
  • f2: Adjust Experience +/-
Adjust Unit specs in specified hex/bz/th/all for Region

Affects active/reserve/construction

75 Sphere Leaders Email/News # (optional)
  • i0: Sphere Naming
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

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.)

45 Condition Test Email/News # (optional)
  • i0: Condition To Test (#)
  • i1 etc: Condition Parameter
  • f0 etc: Condition Parameter
Test a [/docs.google.com/document/d/1oXnDNBFqoZ2pZ529RxNaD3jry%20s-g-kKMog35rutfcs/edit 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).

  1. Region Relationship with OtherRegion
    1. i1=0 : Ignore
    2. i1=1: Allied
    3. i1=2: Neutral
    4. i1=3: War
    5. i1=4: otherdbregion is Colony of dbregion
    6. i1=5: otherdbregion is Parent of dbregion
    7. i2= Check if Region & OtherRegion have Treaty # in place (ignored if 0)
  2. Region Sphere Check
    1. i1=0: Strong Axis
    2. i1=1: Strong or Weak Axis
    3. i1=2: Neutral
    4. i1=3: Strong or Weak Allied
    5. i1=4: Strong Allied
  3. Region has enemies
    1. i1= minimum # of enemies to test for (ie 1 for 1 or more; 5 for 5 or more)
    2. i2= bitmask for regions to include
      1. 0 = all
      2. 1 = exclude colonies
      3. 2 = exclude dead
      4. 4 = exclude sphere same as current region.
  4. Region has allies
    1. i1= minimum # of allies to test for
    2. i2= bitmask for regions to include
      1. 0 = all
      2. 1 = exclude colonies
      3. 2 = exclude dead
      4. 4 = exclude sphere different than current region.
  5. Region Diprelationship with OtherRegion (any single test true) - (note - enter 75% as 0.75, which is between 1 and -1.)
    1. f0= relationship is less than % (ignored if 0)
    2. f1= relationship is greater than % (ignored if 0)
    3. f2= casus belli is greater than % (ignored if 0)
    4. f3= provocation is greater than % (ignored if 0)
  6. Regional Approval Rating Test
    1. f0= DAR is less than % (ignored if 0)
    2. f1= DAR is greater than % (ignored if 0)
    3. f2= MAR is less than % (ignored if 0)
    4. f3= MAR is greater than % (ignored if 0)
  7. Regional Stat Test
    1. i1= land fab capacity greater than or equal to (ignored if 0)
    2. i2= air fab capacity greater than or equal to (ignored if 0)
    3. i3= sea fab capacity greater than or equal to (ignored if 0)
    4. f0= Population greater than (ignored if 0)
    5. f1= Treasury greater than (ignored if 0), value in dollars
    6. f2= GDP/c greater than (ignored if 0)
    7. f3= WM Rating greater than (ignored if 0)
  8. Regional Hex Ownership - (used)
    1. i1= BITMASK (add values): 1: (dbRegion); 2: Allies; 4: Neutrals; 8: Enemies (ie Us+Allies = 3); 0=default dbRegion(1)
    2. i2= Map X location
    3. i3= Map Y location
  9. Regional Tests
    1. i1= 1: True if WM/UN Member;
    2. i1= 2: True if Not WM/UN Member
    3. i1= 3: True if region is a colony of Otherregion
    4. i1= 4: True if region is a parent of Otherregion
    5. i1= 5: True if region is alive (also could use eventballowdead flag instead in some cases - not a direct replacement)
    6. i1= 6: True if region is dead (tombstoned) or inactive - (used)
    7. i1= 7: True if region is member of Axis Alliance
    8. i1= 8: True if region is member of Allies Alliance
    9. i1= 9: True if region is inactive (False if region is Alive or Sleeping/Tombstoned)
    10. i1=10: True if region is a colony
    11. i1=11: True if region is independent (not a colony)
  10. NOT - set to true only if ALL listed events/conditions did NOT happen - (used)
    1. i1=Event ID
    2. i2=Event ID (ignored if 0)
    3. i3=Event ID (ignored if 0)
  11. OR - set to true if ANY of the listed events happened - (used)
    1. i1=Event ID
    2. i2=Event ID (ignored if 0)
    3. i3=Event ID (ignored if 0)
  12. AND - set to true only if ALL of the listed events happened - (used)
    1. i1=Event ID
    2. i2=Event ID (ignored if 0)
    3. i3=Event ID (ignored if 0)
  13. Check Difficulty level (0=easy to 4=hard, 2=normal)
    1. i1= Military difficulty greater than or equal to (ignored if 0)
    2. i2= Economic difficulty greater than or equal to (ignored if 0)
    3. i3= Diplomatic difficulty greater than or equal to (ignored if 0)
  14. Set to true if region (or otherregion if defined) is Human player
  15. Region has colonies
    1. i1= minimum # of colonies to test for (ie 1 for 1 or more; 5 for 5 or more)
  16. Regional Score Test
    1. i1= Victory Points greater than or equal to (ignored if 0)
    2. i2= Victory Points REGION+ALLIES greater than or equal to (ignored if 0)
    3. i3= score to check 1-6 (total/diplo/eco/tech/civ/mil) (ignored if 0)
    4. f0= (future use) greater than (ignored if 0)
    5. f1= (future use) greater than (ignored if 0)
    6. f2= Score Value to check for greater than (if i3 is set)
  17. Regional Stat Test II
    1. i1= land fab queue greater than or equal to (ignored if 0) (includes in-production & queued; may be 1 day later)
    2. i2= air fab queue greater than or equal to (ignored if 0)
    3. i3= sea fab queue greater than or equal to (ignored if 0)
    4. f0= TBA greater than (ignored if 0)
    5. f1= TBA greater than (ignored if 0)
    6. f2= TBA greater than (ignored if 0)
  18. Regional Stat Test III
    1. i1= land units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
    2. i2= air units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
    3. i3= sea units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
    4. f0= Active Personnel greater than (ignored if 0)
    5. f1= Reserve Personnel greater than (ignored if 0)
    6. f2= Total Personnel (active + reserve) greater than (ignored if 0)
  19. Regional Settings Test  (to get values, run game.  CTRL+G for udefs.  Use udef +1 for value to enter)
    1. i1= Social Spending Setting to test (count number +1) (1-8) (ignored if 0)
    2. i2= Social Rating to test +1 (1-8) (ignored if 0)
    3. i3=TBA
    4. f0= TBA
    5. f1= Social Spending #i1 greater than (ignored if 0) - Enter 0.5 for 50%
    6. f2= Social Rating #i2 greater than (ignored if 0) - Enter 0.15 for 15%
    7. f3= TBA greater than (ignored if 0)
  20. Regional Hex Test
    1. i1= Is Unit/upgrade Type (#) belonging to Region present in hex? (#=6001 CommandUnit, 349 Spy, etc) (ignore if 0)
    2. i2= Map X location
    3. i3= Map Y location
    4. f0= # of requested Garrisons greater than (ignored if 0)
    5. f1= # of actual/active Garrisons greater than (ignored if 0) - does NOT count 'popped out' Garrisons
  21. Regional Tech Test
  1. (If using multiple checks, they operate as OR)
    1. i1= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
    2. i2= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
    3. i3= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)

22. Regional Unit Test

  1. (If using multiple checks, they operate as OR)
    1. i1= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
    2. i2= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
    3. i3= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)

23. Theatre/BattleZone Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.

  1. i1= test type:
    1. TH 1-9
      1. 1/2/3=Theatre Deployed L/A/S; (used = 1,2)
      2. 4/5/6=TH Reserve L/A/S;
      3. 7/8/9=TH Production L/A/S;
    2. 10=BZ # of hexes in battlezone that player has transit rights (owned/allied/treaty);
    3. 11-19: BZ same as 1-9
      1. 11/12/13 BZ Deployed L/A/S;
      2. 14/15/16 BZ Reserve L/A/S;
      3. 17/18/19 BZ Production L/A/S;
  2. i2= Map X location (inside TH/BZ)
  3. i3= Map Y location (inside TH/BZ)
  4. f0= Test amount greater than this (ignored if 0) Note: float amount, test greater than.  ie use .5 to catch 1+

24. BattleZone Test -

  1. Note - updated only at end of day; either yes/no, cannot test quantity; unit may be land/air/sea
    1. i1= test type: 1=dbregion owns hex in BZ; 2=dbregion has Unit in BZ
    2. i2= Map X location (inside BZ)
    3. i3= Map Y location (inside BZ)

25. Check 'eventstatus' of an event ID

  1. >>> Note: must set these events to "Regular Time Only".  In FF, counting doesn't happen until you start time. <<<
    1. i1= Event Sequence ID to test
    2. i2= Status Value to test for (see Event 61 for definitions).  If this value = Current Status then test=True. -1 to ignore
    3. f0=at least # of days that have passed since event happened (event became true) (0 to ignore)
    4. f1=no more than # days have passed since event happened (event became true) (0 to ignore)
    5. f2=Random Days value to add to f0/f1 (0 to ignore)

26. Regional Unit Production Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.

  1. (If using multiple checks, they operate as OR)
    1. i1= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
    2. i2= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
    3. i3= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
    4. f0= TBA
    5. f1= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
    6. f2= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
    7. f3= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)

27. 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)

    1. i1= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
    2. i2= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
    3. i3= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
    4. f0= TBA
    5. f1= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
    6. f2= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
    7. f3= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)

28. Regional Resource/commodity Test

(If using multiple checks, they operate as OR)

    1. i1= Resource #  (ignored if 0)
    2. i2= Resource #  (ignored if 0)
    3. i3= Resource #  (ignored if 0)
    4. f0= TBA
    5. f1= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
    6. f2= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
    7. f3= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)

29. Regional Cabinet Settings Check

  1. i1=Cabinet Dept # (See Event 37; 0-5)
  2. i2= Priority # to check (1-31, ignored if zero) (see deptprior.csv in /INI directory for dept,priority number list)

30. Sphere Counts, "Sphere has members"

  1. i1= sphere being tested (0-4), leaning will count leaning and those fully in the sphere.
  2. i2= minimum # of members to test for (ie 1 for 1 or more; 5 for 5 or more) (use Conditional Not for less than)

31. Regional Gov. Type

  1. i1= gov type of dbregion (1-7)

32. Stat Test economy

  1. i1 = value to test
    1. 1 - Income
    2. 2 - Expenses
    3. 3 - Surplus/Deficit
  2. i2 = 0 for daily, 1 for annually
  3. f0 = is greater than (negative value for is less than)

33. Strategic Pool Test

  1. f0 = land units count > x (negative for less than)
  2. f1 = air units count > x (negative for less than)
  3. f2 = naval units count > x (negative for less than)
  4. f3 = missile units count > x (negative for less than)

34. Support Condemn test

  1. i1= 1: True if dbregion has support set for otherdbregion
  2. i2= 1: True if dbregion has neutral set for otherdbregion
  3. i3= 1: True if dbregion has condemn set for otherdbregion