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|-
 
|-
 
|eventtime
 
|eventtime
|Time slice (1440 per day) to trigger event (in scenariodb entered in days, decimal ok)
+
|Time slice (1440 per day) to trigger event
 
|-
 
|-
 
|eventtimewind
 
|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)
+
|Window of time in slices - random - 0 to always trigger on-time. Added at time of import.
 
|-
 
|-
 
|eventpriority
 
|eventpriority
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|-
 
|-
 
|eventpersistcount
 
|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)
+
|Amount of time (slices) to continue testing a persist event once it has been reached (1 slice = 1 minute, 1440 per day)
 
|-
 
|-
 
|eventbonlyff
 
|eventbonlyff
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|-
 
|-
 
|eventbcond2or
 
|eventbcond2or
|Flag: Either conditional ID can be true for event to be true (otherwise second conditon is AND)
+
|Flag: Either conditional ID can be true for event to be true (otherwise second condition is AND)
 
|-
 
|-
 
|eventbcondnot
 
|eventbcondnot
Line 175: Line 175:
   
 
== Event ID Listing ==
 
== Event ID Listing ==
{| class="wikitable"
+
{| class="wikitable sortable"
 
|#
 
|#
 
|Event
 
|Event
Line 313: Line 313:
 
|-
 
|-
 
|9
 
|9
|UN Diplomatic Offer Units (UN / United Nations / League of Nations)
+
|UN Diplomatic Offer Units
  +
(United Nations / League of Nations)
 
|Unit Design #
 
|Unit Design #
 
|
 
|
Line 772: Line 773:
 
|-
 
|-
 
|47
 
|47
|Resource Chaxnge
+
|Resource Change
 
|Email/News # (optional)
 
|Email/News # (optional)
 
|
 
|
Line 861: Line 862:
   
 
(AI Stance also changes mil initiative all branches)
 
(AI Stance also changes mil initiative all branches)
  +
  +
(AI Theatre transfer allows AI to respond to AI Req's beyond usual adjoining theatres)
 
|-
 
|-
 
|56
 
|56
Line 1,026: Line 1,029:
 
* i0: Option Setting (bitmask / add values)
 
* i0: Option Setting (bitmask / add values)
 
* i1: Set/Reset Regional ROE element
 
* i1: Set/Reset Regional ROE element
  +
*i2: Set default Annex action for regions
 
|i0: Option (add values):
 
|i0: Option (add values):
   
Line 1,051: Line 1,055:
 
* 15 roecolonycap:1;    // If colony, then capture for colony and not the parent
 
* 15 roecolonycap:1;    // If colony, then capture for colony and not the parent
 
* 16 roepathallmm:1;  // When set Merchant marine will all-path (neutral path)
 
* 16 roepathallmm:1;  // When set Merchant marine will all-path (neutral path)
  +
  +
i2: 0=Annex, 1=Colonize, 2=Liberate
 
|-
 
|-
 
|68
 
|68
Line 1,309: Line 1,315:
 
## f1= # of actual/active Garrisons greater than (ignored if 0) - does NOT count 'popped out' Garrisons
 
## f1= # of actual/active Garrisons greater than (ignored if 0) - does NOT count 'popped out' Garrisons
 
# Regional Tech Test
 
# 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)
# (If using multiple checks, they operate as OR)
 
 
### i2= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
 
## i1= 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)
 
# Regional Unit Test
## i2= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
 
 
## (If using multiple checks, they operate as OR)
## i3= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
 
 
### i1= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
22. Regional Unit Test
 
 
### i2= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
# (If using multiple checks, they operate as OR)
 
 
### i3= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
 
 
# Theatre/BattleZone Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
## i1= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
 
 
## i1= test type:
## i2= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
 
 
### TH 1-9
## i3= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
 
 
#### 1/2/3=Theatre Deployed L/A/S; (used = 1,2)
23. Theatre/BattleZone Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
 
 
#### 4/5/6=TH Reserve L/A/S;
# i1= test type:
 
 
#### 7/8/9=TH Production L/A/S;
## TH 1-9
 
 
### 10=BZ # of hexes in battlezone that player has transit rights (owned/allied/treaty);
### 1/2/3=Theatre Deployed L/A/S; (used = 1,2)
 
  +
### 11-19: BZ same as 1-9
### 4/5/6=TH Reserve L/A/S;
 
### 7/8/9=TH Production L/A/S;
+
#### 11/12/13 BZ Deployed L/A/S;
 
#### 14/15/16 BZ Reserve L/A/S;
## 10=BZ # of hexes in battlezone that player has transit rights (owned/allied/treaty);
 
## 11-19: BZ same as 1-9
+
#### 17/18/19 BZ Production L/A/S;
 
## i2= Map X location (inside TH/BZ)
### 11/12/13 BZ Deployed L/A/S;
 
 
## i3= Map Y location (inside TH/BZ)
### 14/15/16 BZ Reserve L/A/S;
 
 
## f0= Test amount greater than this (ignored if 0) Note: float amount, test greater than.  ie use .5 to catch 1+
### 17/18/19 BZ Production L/A/S;
 
 
# BattleZone Test
# i2= Map X location (inside TH/BZ)
 
 
## Note - updated only at end of day; either yes/no, cannot test quantity; unit may be land/air/sea
# i3= Map Y location (inside TH/BZ)
 
 
### i1= test type: 1=dbregion owns hex in BZ; 2=dbregion has Unit in BZ
# f0= Test amount greater than this (ignored if 0) Note: float amount, test greater than.  ie use .5 to catch 1+
 
 
### i2= Map X location (inside BZ)
24. BattleZone Test -
 
  +
### i3= Map Y location (inside BZ)
# Note - updated only at end of day; either yes/no, cannot test quantity; unit may be land/air/sea
 
 
# Check 'eventstatus' of an event ID
 
 
## >>> Note: must set these events to "Regular Time Only".  In FF, counting doesn't happen until you start time. <<<
## i1= test type: 1=dbregion owns hex in BZ; 2=dbregion has Unit in BZ
 
## i2= Map X location (inside BZ)
+
### 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
## i3= Map Y location (inside BZ)
 
 
### f0=at least # of days that have passed since event happened (event became true) (0 to ignore)
25. Check 'eventstatus' of an event ID
 
 
### f1=no more than # days have passed since event happened (event became true) (0 to ignore)
# >>> Note: must set these events to "Regular Time Only".  In FF, counting doesn't happen until you start time. <<<
 
 
### f2=Random Days value to add to f0/f1 (0 to ignore)
 
 
# Regional Unit Production Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
## i1= Event Sequence ID to test
 
 
## (If using multiple checks, they operate as OR)
## i2= Status Value to test for (see Event 61 for definitions).  If this value = Current Status then test=True. -1 to ignore
 
 
### i1= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
## f0=at least # of days that have passed since event happened (event became true) (0 to ignore)
 
 
### i2= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
## f1=no more than # days have passed since event happened (event became true) (0 to ignore)
 
 
### i3= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
## f2=Random Days value to add to f0/f1 (0 to ignore)
 
 
### f0= TBA
26. Regional Unit Production Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
 
 
### f1= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
# (If using multiple checks, they operate as OR)
 
 
### f2= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
 
## i1= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
+
### f3= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
 
# Regional Unit Deployment Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
## i2= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
 
 
## (If using multiple checks, they operate as OR)
## i3= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
 
 
### i1= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
## f0= TBA
 
 
### i2= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
## f1= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
 
  +
### i3= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
## f2= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
 
 
### f0= TBA
## f3= Number in Production greater than;  if -ve: in production Queue (ie use .9 for >= 1)
 
 
### f1= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
27. Regional Unit Deployment Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
 
 
### f2= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
 
 
### f3= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
(If using multiple checks, they operate as OR)
 
 
# Regional Resource/commodity Test
## i1= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
 
 
## (If using multiple checks, they operate as OR)
## i2= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
 
 
### i1= Resource #  (ignored if 0)
## i3= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
 
 
### i2= Resource #  (ignored if 0)
## f0= TBA
 
  +
### i3= Resource #  (ignored if 0)
## f1= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
 
 
### f0= TBA
## 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)
+
### 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)
28. Regional Resource/commodity Test
 
 
### f3= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
 
 
# Regional Cabinet Settings Check
(If using multiple checks, they operate as OR)
 
## i1= Resource #  (ignored if 0)
+
## 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)
## i2= Resource #  (ignored if 0)
 
 
# Sphere Counts, "Sphere has members"
## i3= Resource #  (ignored if 0)
 
 
## i1= sphere being tested (0-4), leaning will count leaning and those fully in the sphere.
## f0= TBA
 
 
## i2= minimum # of members to test for (ie 1 for 1 or more; 5 for 5 or more) (use Conditional Not for less than)
## f1= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
 
 
# Regional Gov. Type
## f2= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
 
 
## i1= gov type of dbregion (1-7)
## f3= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
 
 
# Stat Test economy
29. Regional Cabinet Settings Check
 
 
## i1 = value to test
# i1=Cabinet Dept # (See Event 37; 0-5)
 
 
### 1 - Income
# i2= Priority # to check (1-31, ignored if zero) (see deptprior.csv in /INI directory for dept,priority number list)
 
 
### 2 - Expenses
30. Sphere Counts, "Sphere has members"
 
 
### 3 - Surplus/Deficit
# i1= sphere being tested (0-4), leaning will count leaning and those fully in the sphere.
 
 
## i2 = 0 for daily, 1 for annually
# i2= minimum # of members to test for (ie 1 for 1 or more; 5 for 5 or more) (use Conditional Not for less than)
 
 
## f0 = is greater than (negative value for is less than)
31. Regional Gov. Type
 
 
# Strategic Pool Test ''(Not Implemented Yet)''
# i1= gov type of dbregion (1-7)
 
 
## f0 = land units count > x (negative for less than)
32. Stat Test economy
 
 
## f1 = air units count > x (negative for less than)
# i1 = value to test
 
 
## f2 = naval units count > x (negative for less than)
## 1 - Income
 
 
## f3 = missile units count > x (negative for less than)
## 2 - Expenses
 
 
# Support Condemn test ''(Not Implemented Yet''
## 3 - Surplus/Deficit
 
 
## i1= 1: True if dbregion has support set for otherdbregion
# i2 = 0 for daily, 1 for annually
 
 
## i2= 1: True if dbregion has neutral set for otherdbregion
# f0 = is greater than (negative value for is less than)
 
 
## i3= 1: True if dbregion has condemn set for otherdbregion
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 13:54, 6 January 2021

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
eventtimewind Window of time in slices - random - 0 to always trigger on-time. Added at time of import.
eventpriority Events with a higher priority will occur first if in the same time slice.  -99 to +99 (default 0)
eventid Number of event to do
eventparam Data Parameter for Event
eventdbregion Database Region # for this event; -1 to use SinglePlayer local player (-1 not MP sync compatible)
eventotherdbregion Database Region # for other region in this event (ie vs who, to who, etc)
eventbnotally Flag: Do not trigger if allied to otherplayer; if no otherplayer# then if allied to anyone
eventbnotneutral Flag: Do not trigger if neutral; if no otherplayer# then if neutral to all
eventbnotwar Flag: Do not trigger if at war; if no otherplayer# then if at war with anyone
eventbnotifhuman Flag: Do not trigger if region is human (ignored during FF/Day0 events; only checked regular time)
eventbnotifotherhuman Flag: Do not trigger if other region is human (ignored during FF/Day0 events; only checked regular time)
eventparami[4] Up to four additional integer parameters (ie bodyfills)
eventparamf[4] Up to four additional float parameters (ie bodyfills)
eventballowdead Flag: Allow Event for Dead region.  If not set, then either Region and/or OtherRegion being dead will prevent event.
eventbdoalways Flag: Do event even if 'noevents' set on either region (ie previously  colonized or decolonized or dead region gets noevents set)
eventbpersist Flag: Event will persist once time reached, runs every slice until event is successful (ie condition met)
eventpersistcount Amount of time (slices) to continue testing a persist event once it has been reached (1 slice = 1 minute, 1440 per day)
eventbonlyff Flag: Only process event in Fast Forward Mode
eventbonlyreg Flag: Only process event in regular time mode (not Fast Forward)
eventbnotifMP Flag: Only process event in Single Player (not in MultiPlayer)
eventstatus Internal/Engine Use (not imported); For Object Use: 0: ongoing; 1: Success; 2: Failure
eventconditional _ID number of event that must have happened / been true for this event to trigger (if only one condition test, must be put here)

If number does not exist, will be seen as false.

eventconditional2 _ID number of additional event that must have happened / been true for this event to trigger.  If number does not exist, will be seen as false.
eventbcond2or Flag: Either conditional ID can be true for event to be true (otherwise second condition is AND)
eventbcondnot Flag: Reverse (logical not) final Condition Test result (used by Condition Test event only)

Example

This is what it would look like in the file:

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

Breakdown of the above example.

eventtime eventtimewind eventID eventparam eventdbregion eventotherdbregion eventbnotally eventbnotneutral eventbnotwary eventbnotifhuman eventbnotifotherhu eventparami0 eventparami1 eventparami2 eventparami3 eventparamf0 eventparamf1 eventparamf2 eventparamf3 eventballowdead eventbdoalways eventbpersist eventbonlyff eventbonlyreg eventbcond2or eventbonlyMP eventconditional eventpriority eventconditional2 eventpersistcount eventbcondnot eventbresvd1 eventbresvd2
324000 43200 17 634 2303 2306 False False False False False                                            

Event ID Listing

# Event Main Param Additional Params Notes
1 Send Email/News Email/News #
  • 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

(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

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

(Not Implemented except for f0)

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 (Not Implemented) 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

(Not Implemented)

Email/News # (optional)
Old Name to New - No Newsitem for this event

GG: Issue: No source for text string of new name

29 Capital Move Email/News # (optional)
  • 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 # 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 Condition.

Event ID set to 'True' if Condition met.

Email only sent if Condition met.

See Condition List Below

46 Trigger Victory/Loss dbRegion is 'victorywho' region
47 Resource Change Email/News # (optional)
  • 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

(Not Implemented)

(requested by Dax - Jan, 2013 - put here as new event, or modify "Create Units" event to allow for starting construction) ,,, create units = i1 - 4... in yellow.
51 Adjust Theater Espionage Setting

(Not Implemented)

52 Adjust Theater Diplomacy Setting

(Not Implemented)

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)

(AI Theatre transfer allows AI to respond to AI Req's beyond usual adjoining theatres)

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

(Not Implemented)

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
  • i2: Set default Annex action for regions
i0: Option (add values):

1: Prevent Liberation choice to humanplayer

2: Prevent Colonize ...

4: Prevent Annex …

i1: Regional ROE Values+ve to set, -ve to reset: (Not all settings are implemented)

  • 1 roeusenuketactical:1; // Use tactical Nuclear Weapons
  • 2 roeusechemtactical:1; // Use (allow use) of tactical (artillery/missile) Chemical Weapons
  • 3 roeneutralengage:1; // Engage Neutral Incursions (only effects when no 'war on incursion' on; shoot at neutral in our terr)
  • 4 roescortchedearth:1; // Scortched earth policy on/off
  • 5 roepathallied:1; // Allow pathing into transit-treaty hexes (allied or neutral w/treaty)
  • 6 roepathneutral:1; // Allow pathing into neutral hexes (without transit treaty)
  • 7 roepathenemy:1; // Allow pathing into enemy hexes
  • 8 roepathwm:1; // Allow pathing into WM Land hexes
  • 9 roenorepair:1; // If set, don't repair/reinforce units in the field // TODO- implement
  • 10 roepathnowmwater:1; // Don't allow pathing into WM water hexes (default is to allow)
  • 11 roepathallair:1; // Allow pathing Air units over any territory (ignore ownership)
  • 12 roeusenbcstrategic:1; // Use strategic NBC Weapons (not used? yet?)
  • 13 roeicbmlaunchonloss:1; // Auto-Launch ICBMs on loss of silo?
  • 14 roeamphibprep:1;  // Used by AI for amphibious prep mode
  • 15 roecolonycap:1;    // If colony, then capture for colony and not the parent
  • 16 roepathallmm:1;  // When set Merchant marine will all-path (neutral path)

i2: 0=Annex, 1=Colonize, 2=Liberate

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 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.
    1. (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
    1. (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 (Not Implemented Yet)
    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 (Not Implemented Yet
    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