Accept
(int_player, int_player)
|
|
|
A proposal has been accepted
|
|
AccomplishFeat
(int, int_player)
|
|
|
Someone has accomplished a feat (int = feat DB index)
|
|
ActivateAllUnits
(location)
|
|
|
Detrench/wake all units at location
|
|
AddGold
(int_player, int)
|
|
|
Add gold to player
|
|
AddHappyTimer
(city, int, int, int)
|
|
|
Cause a timed amount of happiness or unhappiness
|
|
AddUnitToArmy
(unit, army, int)
|
|
|
Insert a unit into an army
|
|
AdvertiseOrder
(army, location)
|
|
|
Army advertises
|
|
AiBeginTurn
(player)
|
|
|
Begin a player's turn main AI
|
|
AIFinishBeginTurn
(int_player)
|
|
|
Added by StartMovePhaseEvent
|
|
AirliftOrder
(army, location)
|
|
|
Army airlifts
|
|
ArmyClicked
(army)
|
|
|
Triggered when the user clicks an army with the mouse
|
|
ArmyDeselected
(army)
|
|
|
Triggered when the user deselects an army
|
|
ArmySelected
(army)
|
|
|
Triggered when the user selects an army
|
|
AssassinateRulerOrder
(army, location)
|
|
|
Army assasinates a ruler
|
|
AssassinateRulerUnit
(unit, city)
|
|
|
Unit bombs cabinet
|
|
AttemptRevolt
(int_player)
|
|
|
Make cities revolt as needed
|
|
Battle
(army, location)
|
|
|
An army attacks a location
|
Apolyton-thread
|
BattleAftermath
(army, location, unit, unit, int_player, int_player, int)
|
|
|
Clean up the battlefield
|
|
BeginScheduler
(int_player)
|
|
|
Match all armies with goals
|
|
BeginTurn
(int_player, int)
|
|
|
Begin a player's turn
|
|
BeginTurnAgreements
(int_player)
|
|
|
Begin player diplomatic agreements phase
|
|
BeginTurnAllCities
(int_player)
|
|
|
Player event before cities begin turn
|
|
BeginTurnArmy
(army)
|
|
|
Begin turn for own army
|
|
BeginTurnEndGame
(int_player)
|
|
|
Begin endgame processing phase
|
|
BeginTurnExecute
(army)
|
|
|
Call ExecuteOrders on an Army for a begin turn (normally AI only)
|
Apolyton-thread
|
BeginTurnGovernment
(int_player)
|
|
|
Handle government changes
|
|
BeginTurnImprovements
(int_player)
|
|
|
Begin player improvements phase
|
|
BeginTurnProduction
(int_player)
|
|
|
Begin player production
|
|
BeginTurnSupport
(int_player)
|
|
|
Begin player support phase
|
|
BeginTurnUnit
(unit)
|
|
|
Begin turn for own unit
|
|
BioInfectCity
(city, int_player)
|
|
|
City gets infected
|
|
BioInfectCityUnit
(unit, city)
|
|
|
Unit infects city
|
|
BioInfectOrder
(army, location)
|
|
|
Army bio infects
|
|
BoardTransportOrder
(army)
|
|
|
Move this army into a transport in the same cell
|
|
BombardOrder
(army, location)
|
|
|
Army bombards
|
|
BorderIncursion
(int_player, int_player)
|
|
|
Occurs when army first crosses foreign border
|
|
BorderPullout
(int_player, int_player)
|
|
|
Occurs when army leaves foreign border
|
|
BuildBuilding
(city, int)
|
|
|
Add a building to a city's queue
|
|
BuildFront
(city)
|
|
|
Try to build the first thing in a city's queue
|
|
BuildingRemoved
(city, int)
|
|
|
Triggered when a building is removed
|
|
BuildUnit
(city, int)
|
|
|
Add a unit to a city's queue
|
Apolyton-thread
|
BuildWonder
(city, int)
|
|
|
Add a wonder to a city's queue
|
|
BuyFront
(city)
|
|
|
Rush buy an item in a city
|
|
CalcScores
(int_player)
|
|
|
Recalculate a player's scores
|
|
CantMoveYet
(army, int_direction, location)
|
|
|
Added when an army tries to move but is out of move points
|
|
CaptureCity
(city, int_player, int)
|
|
|
Make a city change hands
|
|
CheckOrders
(army, location, location)
|
|
|
Added by the MoveUnit event to execute the next moves
|
|
CityBeginTurn
(city)
|
|
|
Main city begin turn event
|
|
CityBeginTurnVision
(city, int_player)
|
|
|
Vision phase for enemy cities
|
|
CityClicked
(city)
|
|
|
Triggered when the user clicks a city with the mouse
|
|
CityDeselected
(city)
|
|
|
Triggered when the user deselects a city
|
|
CityInfluenceChanged
(city, int)
|
|
|
Triggered when city influence radius changes (city, delta)
|
|
CityRiot
(city)
|
|
|
A city riots
|
|
CitySelected
(city)
|
|
|
Triggered when the user selects a city
|
|
CityTurnPreProduction
(city)
|
|
|
Early begin turn phase, before production
|
|
CleanupUprising
(army, city)
|
|
|
Really finish a slave uprising
|
|
ClearOrders
(army)
|
|
|
Clear an army's orders
|
|
ClearTarget
(unit)
|
|
|
Clear a nuclear missile's target
|
|
ClearTargetOrder
(army)
|
|
|
Clear a nuclear missile's target
|
|
CloakOrder
(army)
|
|
|
Army cloaks
|
|
ComputeMotivations
(int_player)
|
|
|
Determine fears and desires
|
|
ContactMade
(int_player, int_player)
|
|
|
Contact between two players established
|
|
ContinueDiplomacy
(int_player, int_player)
|
|
|
Decide if sender should make a new proposal
|
|
ConvertCity
(city, int_player, int)
|
|
|
City actually converted
|
|
ConvertCityOrder
(army, location)
|
|
|
Army converts a city
|
|
ConvertCityUnit
(unit, city)
|
|
|
Unit converts city
|
|
Counter
(int_player, int_player)
|
|
|
A proposal has been countered
|
|
CreateBuilding
(city, int)
|
|
|
Create a building
|
|
CreateCity
(int_player, location, int, int [, city])
|
|
|
Create a city
|
|
CreatedArmy
(army)
|
|
|
An empty army was created
|
|
CreateImprovement
(int_player, location, int, int)
|
|
|
Start building a terrain improvement
|
|
CreatePark
(city, int_player)
|
|
|
City becomes a park
|
|
CreateParkOrder
(army, location)
|
|
|
Army creates a park
|
|
CreateParkUnit
(unit, city)
|
|
|
Unit creates a park
|
|
CreateRiftOrder
(army, location)
|
|
|
Army creates a rift
|
|
CreateUnit
(int_player, location, city, int, int [, unit])
|
|
|
Create a unit
|
|
CreateWonder
(city, int)
|
|
|
Create a wonder
|
|
CutImprovements
(location)
|
|
|
Pillage terrain improvements
|
|
DescendOrder
(army)
|
|
|
NOTE: No space in CTP2
|
|
DesireMotivation
(int_player, int_player, int)
|
|
|
Find new proposal for desire motivation
|
|
DetrenchOrder
(army)
|
|
|
Detrench an army
|
|
DetrenchUnit
(unit)
|
|
|
Detrench a unit
|
|
DisbandArmyOrder
(army)
|
|
|
Disband an army
|
|
DisbandCity
(city)
|
|
|
Disband one city
|
|
DisbandUnit
(unit)
|
|
|
Disband one unit
|
|
DisplayInvestigationWindow
(unit, city)
|
|
|
Display the investigate city window
|
|
EndAIClientTurn
(int_player)
|
|
|
Used in automated testing only
|
|
EndTurn
(int_player)
|
|
|
End a player's turn
|
|
EnslaveSettler
(army, unit, unit)
|
|
|
Enslave a settler
|
|
EnslaveSettlerOrder
(army, location)
|
|
|
Army enslaves a settler
|
|
EnterAge
(int_player, int)
|
|
|
Player enters a new age
|
|
EntrenchOrder
(army)
|
|
|
Entrench an army
|
|
EntrenchUnit
(unit)
|
|
|
Entrench a unit
|
|
EstablishEmbassy
(int_player, int_player)
|
|
|
Actually establish an embassy
|
|
EstablishEmbassyOrder
(army, location)
|
|
|
Army establishes embassy
|
|
EstablishEmbassyUnit
(unit, city)
|
|
|
Attempt to establish an embassy
|
|
ExpelOrder
(army, location)
|
|
|
Army expels
|
|
ExpelUnits
(army, location)
|
|
|
Army expelling units
|
|
FearMotivation
(int_player, int_player, int)
|
|
|
Find new proposal for fear motivation
|
|
FinishAttack
(army, location)
|
|
|
An army attacks someone
|
Apolyton-thread
|
FinishBeginTurn
(int_player)
|
|
|
Last event in player begin turn phase
|
|
FinishBuildPhase
(int_player)
|
|
|
Cities will have added all their build events when this fires
|
|
FinishMove
(army, int_direction, location, int)
|
|
|
The last stage of an army moving before the MoveUnits event
|
|
FinishUnload
(army, army, location)
|
|
|
Finish the unload process for an army
|
|
FinishUprising
(city, army, int)
|
|
|
Finish a slave uprising
|
|
FranchiseOrder
(army, location)
|
|
|
Army franchises
|
|
GetExpelledOrder
(army, location, int_player)
|
|
|
This army gets expelled
|
|
GiveCity
(city, int_player)
|
|
|
Give a city to a foreign player
|
|
GiveMap
(int_player, int_player)
|
|
|
Give map from first player to second player
|
|
GlobalWarming
(int)
|
|
|
Global warming causes the sea level to rise so that vast land is flooded
|
|
GrantAdvance
(int_player, int, int)
|
|
|
Give a player an advance
|
|
GroupOrder
(army)
|
|
|
Group other units in the square into the army
|
|
GroupUnitOrder
(army, unit)
|
|
|
Group specified unit into the army
|
|
ImprovementAddTurn
(GEA_Improvement)
|
|
|
Add a turn to an improvement
|
|
ImprovementComplete
(GEA_Improvement [, location] [, int_player] [, int])
|
|
|
An improvement is complete
|
|
InciteRevolutionOrder
(army, location)
|
|
|
Army incites a revolution
|
|
InciteRevolutionUnit
(unit, city)
|
|
|
Unit incites a revolution
|
|
InciteUprisingOrder
(army, location)
|
|
|
Army incites slave uprising
|
|
InciteUprisingUnit
(unit, city)
|
|
|
Incite a slave uprising
|
|
IndulgenceSaleMade
(unit, city)
|
|
|
Indulgence sale made
|
|
InitDiplomaticState
(int_player, int_player)
|
|
|
Initialize Diplomatic state
|
|
InitStrategicState
(int_player)
|
|
|
Initialize strategic state
|
|
InjoinCity
(city, int_player)
|
|
|
City is injoined
|
|
InjoinOrder
(army, location)
|
|
|
Army injoins
|
|
InjoinUnit
(unit, city)
|
|
|
Unit injoins city
|
|
InvestigateCityOrder
(army, location)
|
|
|
Army investigates city
|
|
InvestigateReadinessOrder
(army, location)
|
|
|
Army investigates readiness
|
|
KillCity
(city, int, int_player)
|
|
|
Kill a city
|
|
KillPlayer
(int_player, int, int_player)
|
|
|
A player has died (all cities gone)
|
|
KillPop
(city)
|
|
|
Remove a pop
|
|
KillTile
(location)
|
|
|
A map tile dies (turns to polluted)
|
|
KillTradeRoute
(GEA_TradeRoute, int)
|
|
|
Kill a trade route
|
Apolyton-thread
|
KillUnit
(unit, int, int_player)
|
|
|
Kill a unit
|
|
LaunchOrder
(army, location)
|
|
|
Give a space launch order to this army
|
|
LaunchUnit
(unit, location)
|
|
|
Launch this unit into space. NOTE: No space in CTP2
|
|
Lawsuit
(army, unit, location)
|
|
|
Sue an army
|
|
MADLaunch
(unit)
|
|
|
A targetted launches towards its target
|
|
MakeFranchise
(unit, city, int_player)
|
|
|
Add a franchise to a city
|
|
MakePop
(city[, int_player])
|
|
|
Create a pop
|
|
MoveArmy
(army, int_direction, int, int, location)
|
|
|
Move an army one square
|
Apolyton-thread
|
MoveIntoTransport
(army, location)
|
|
|
Move an army into a transport (or several transports)
|
|
MoveOrder
(army, GEA_Path, location, int)
|
|
|
Give a pathed move order to an army
|
|
MovePathOrder
(army, location)
|
|
|
Give a move order to an army, creates a new path
|
Apolyton-thread
Apolyton-thread
|
MoveToOrder
(army, int_direction)
|
|
|
Give a single square move order to an army
|
Apolyton-thread
|
MoveUnits
(army, location, location)
|
|
|
An army always moves on this event, no more legality checks at this point
|
|
MoveUnloadOrder
(army, GEA_Path, location, int)
|
|
|
Army moves then unloads
|
|
NanoInfectCity
(city, int_player)
|
|
|
City gets nanoinfected
|
|
NanoInfectCityUnit
(unit, city)
|
|
|
Unit nanoinfects city
|
|
NanoInfectOrder
(army, location)
|
|
|
Army nano infects
|
|
NetworkTurnSync
(int_player)
|
|
|
Process the start of a turn for this player
|
|
NewNegotiationEvent
(int_player, int_player)
|
|
|
A new negotiation history event has been added
|
|
NewProposal
(int_player, int_player)
|
|
|
A new proposal has been made
|
Apolyton-thread
|
NewProposalReady
(int_player, int_player)
|
|
|
Notify world that a new proposal is ready
|
|
NextDiplomaticState
(int_player, int_player)
|
|
|
Determine next diplomatic state
|
Apolyton-thread
|
NextStrategicState
(int_player)
|
|
|
Determine next strategic state
|
|
NukeCity
(city, int_player)
|
|
|
The actual event that nukes a city
|
|
NukeCityUnit
(unit, city)
|
|
|
A unit nukes a city
|
|
NukeLocationUnit
(unit, location)
|
|
|
A unit nukes something else
|
|
NullifyWallsOrder
(army, location)
|
|
|
Army nullifies walls
|
|
OpenInitialCityInterface
(city)
|
|
|
Generated when a city is initialized, after all population is added
|
|
OzoneDepletion
|
|
|
The ozone layer depletes so that the sun burns the world
|
|
ParadropOrder
(army, location)
|
|
|
Drop an army from a plane
|
|
PeaceMovement
(int_player)
|
|
|
Begin player peace movement
|
|
PillageOrder
(army)
|
|
|
Army pillages
|
Apolyton-thread
|
PillageUnit
(unit)
|
|
|
Unit pillages
|
Apolyton-thread
|
PirateOrder
(army)
|
|
|
Army dons an eyepatch and parrot and plunders a trade route
|
Apolyton-thread
|
PlagueCity
(city, int_player)
|
|
|
City gets plagues
|
|
PlagueCityUnit
(unit, city)
|
|
|
Unit plagues a city
|
|
PlagueOrder
(army, location)
|
|
|
Army inflicts a plague
|
|
PlantNukeOrder
(army, location)
|
|
|
Army plants a nuke
|
|
PlantNukeUnit
(unit, city)
|
|
|
Unit planted a nuke
|
|
PlayerPatience
(int_player)
|
|
|
Begin player patience
|
|
PollutionTurn
(int_player)
|
|
|
Begin player pollution
|
|
PopToCity
(GEA_Pop)
|
|
|
Move a pop to it's home city
|
|
PopToField
(GEA_Pop, location)
|
|
|
Move a pop to a new location
|
|
ProcessMatches
(int_player, int)
|
|
|
Perform one pass through match list, executing matches
|
|
ProcessUnitOrders
(int_player)
|
|
|
Added by StartMovePhaseEvent, needed to come later
|
|
ProposalResponse
(player, player)
|
|
|
A proposal response is being considered
|
|
ReactionMotivation
(int_player, int_player)
|
|
|
Find new proposals motivated as reactions to game events
|
|
Reentry
(army)
|
|
|
Bring this army back to earth
|
|
ReformCityOrder
(army)
|
|
|
Army reforms a city
|
|
ReformCityUnit
(unit, city)
|
|
|
Unit reforms city
|
|
Reject
(int_player, int_player)
|
|
|
A proposal has been rejected
|
|
RemoveFranchise
(army, unit, city)
|
|
|
Sue a franchise
|
|
ResetAllMovement
(int_player)
|
|
|
Reset all unit movement points
|
|
ResponseReady
(int_player, int_player)
|
|
|
Notify world that a diplomatic response is ready
|
|
ResumeEmailAndHotSeatDiplomacy
(player)
|
|
|
Continues human to human diplomacy in Email and HotSeat mode
|
|
RunCombat
(army, location, int_player, int_player)
|
|
|
Run one round of combat
|
|
RustleOrder
(army, location)
|
|
|
Army rustles
|
|
SellBuilding
(city, int)
|
|
|
Sell a building from a city
|
|
SellIndulgencesOrder
(army, location)
|
|
|
Army sells indulgences
|
|
SendEmailAndHotSeatMessage
|
|
|
Sends message to HotSeat and PBEM players
|
|
SendGood
(int, city, city)
|
|
|
Send a good from one city to another
|
|
SetPiratingArmy
(GEA_TradeRoute, army)
|
|
|
Set army pirating trade route
|
|
SetTarget
(unit, city)
|
|
|
Give a nuclear missile (unit) a target
|
|
Settle
(army [, int])
|
|
|
Found a city with a settler
|
|
SettleInCity
(army[, int])
|
|
|
Adds a pop to a city with a settler
|
|
SettleInCityOrder
(army)
|
|
|
This army settles in a city
|
|
SettleOrder
(army)
|
|
|
This army settles
|
|
SetUnloadMovement
(army)
|
|
|
Take away the army's move points after an unload (Except CanBeachAssault units)
|
|
SetUnloadMovementUnit
(unit)
|
|
|
Take a unit's movement points away after an unload
|
|
SlaveRaidCity
(unit, city)
|
|
|
Unit raids a city for slaves
|
|
SlaveRaidOrder
(army, location)
|
|
|
Army slave raids
|
|
SleepOrder
(army)
|
|
|
Put an army to sleep
|
|
SleepUnit
(unit)
|
|
|
Put a unit to sleep
|
|
SoothsayOrder
(army, location)
|
|
|
Army says sooth. "Sooth!" says Army, "Sooth!"
|
|
StartCombat
(army, location)
|
|
|
Start a battle
|
|
StartMovePhase
(int_player)
|
|
|
Added at the end of the primary cb for FinishBuildPhase
|
|
StartNegotiations
(int_player)
|
|
|
After computing motivations, select new proposals
|
|
StealTechnologyOrder
(army, location)
|
|
|
Army steals technology
|
|
SubGold
(int_player, int)
|
|
|
Subtract gold from player
|
|
SueFranchiseOrder
(army)
|
|
|
Army sues franchise
|
|
SueOrder
(army, location)
|
|
|
Army sues
|
|
TargetOrder
(army, location)
|
|
|
Give a nuclear missile a target
|
|
Teleport
(army, location)
|
|
|
Army teleports
|
|
Threaten
(int_player, int_player)
|
|
|
A player has been threatened
|
|
ThrowParty
(int_player, int_player)
|
|
|
Actually throw a party
|
|
ThrowPartyOrder
(army, location)
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Army gets down and boogies
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ThrowPartyUnit
(unit, city)
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Attempt to throw a party
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TimerExpired
(int)
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Triggered when a timer expires
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ToggleInitiative
(int_player, int_player)
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Initiative passes to party currently without initiative
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TradeBid
(int_player, int, city, city)
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Bid on a foreign good
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UncloakOrder
(army)
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Army uncloaks
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UnconvertCity
(city)
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City is reformed
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UndergroundRailwayOrder
(army, location)
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Army frees slaves
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UndergroundRailwayUnit
(unit, city)
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Free slaves from city
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UngroupOrder
(army)
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Ungroup an army
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UnitBeginTurnVision
(unit, int_player)
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Begin vision phase for enemy units
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UnloadOrder
(army, location)
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Tell an army to unload its cargo
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UpgradeOrder
(army)
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Adds an upgrade order to this army
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UpgradeUnit
(unit)
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This unit upgrades
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UseSpaceLadderOrder
(army)
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Army climbs a space ladder
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VictoryMoveOrder
(army, location)
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The move into an attacked square after winning a battle
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WakeArmy
(army)
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Wake all units in an army
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WakeUnit
(unit)
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Wake a unit
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WonderRemoved
(city, int)
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Triggered when a wonder is removed
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WormholeTurn
(int_player)
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Begin wormhole turn
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ZeroProduction
(city)
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Set a city's stored production to 0
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