| 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)
|
|
|
Army gets down and boogies
|
|
| ThrowPartyUnit
(unit, city)
|
|
|
Attempt to throw a party
|
|
| TimerExpired
(int)
|
|
|
Triggered when a timer expires
|
|
| ToggleInitiative
(int_player, int_player)
|
|
|
Initiative passes to party currently without initiative
|
|
| TradeBid
(int_player, int, city, city)
|
|
|
Bid on a foreign good
|
|
| UncloakOrder
(army)
|
|
|
Army uncloaks
|
|
| UnconvertCity
(city)
|
|
|
City is reformed
|
|
| UndergroundRailwayOrder
(army, location)
|
|
|
Army frees slaves
|
|
| UndergroundRailwayUnit
(unit, city)
|
|
|
Free slaves from city
|
|
| UngroupOrder
(army)
|
|
|
Ungroup an army
|
|
| UnitBeginTurnVision
(unit, int_player)
|
|
|
Begin vision phase for enemy units
|
|
| UnloadOrder
(army, location)
|
|
|
Tell an army to unload its cargo
|
|
| UpgradeOrder
(army)
|
|
|
Adds an upgrade order to this army
|
|
| UpgradeUnit
(unit)
|
|
|
This unit upgrades
|
|
| UseSpaceLadderOrder
(army)
|
|
|
Army climbs a space ladder
|
|
| VictoryMoveOrder
(army, location)
|
|
|
The move into an attacked square after winning a battle
|
|
| WakeArmy
(army)
|
|
|
Wake all units in an army
|
|
| WakeUnit
(unit)
|
|
|
Wake a unit
|
|
| WonderRemoved
(city, int)
|
|
|
Triggered when a wonder is removed
|
|
| WormholeTurn
(int_player)
|
|
|
Begin wormhole turn
|
|
| ZeroProduction
(city)
|
|
|
Set a city's stored production to 0
|
|