# No scope, like on_game_start
on_yearly_pulse = {
events = {
pirate.4
crisis.204
}
}
# No scope, like on_game_start
on_bi_yearly_pulse = {
events = {
crisis.205
}
}
# No scope, like on_game_start
on_five_year_pulse = {
}
# No scope, like on_game_start
on_decade_pulse = {
events = {
crisis.206
galactic_features.362
}
}
# Triggers when the game starts
on_game_start = {
events = {
game_start.1
game_start.2
game_start.3
game_start.4
}
}
# Triggers when pressing begin in the intro window
# This = country to press begin
on_press_begin = {
events = {
tutorial.104
advisor.1
}
}
# Triggers when trying to open the diplomacy view for countries with custom diplomacy.
# Country scope
# This = target country (player)
# From = source country
on_custom_diplomacy = {
events = {
crisis.30
crisis.55
crisis.1050
crisis.1051
crisis.1052
}
}
# Triggered when two empires discover each other
on_first_contact = {
events = {
story.7
action.10
action.15
action.16
action.17
action.18
action.25
#action.31
tutorial.59
}
}
# Triggered when an Empire has fleets within another Empire's borders.
# This = receiver
# From = sender
# FromFrom = fleet
# FromFromFrom = system
on_enforce_borders = {
events = {
}
}
# Triggers country_event for the attacker upon victory
# This = country, leader attacker
# From = country, planet owner
# FromFrom = planet
on_planet_attackers_win = {
events = {
techrisk.4
colony.114
crisis.201
action.8
action.14
colony.158
crisis.2400
}
}
# Triggers country_event for the attacker upon defeat
# This = country, attack leader
# From = country, planet owner
# FromFrom = planet
on_planet_attackers_lose = {
events = {
}
}
# Triggers country_event for the defender upon victory
# This = country, planet owner
# From = country, attack leader
# FromFrom = planet
on_planet_defenders_win = {
events = {
colony.5
colony.56
colony.108
}
}
# Triggers country_event for the defender upon defeat
# This = country, planet owner
# From = country, attack leader
# FromFrom = planet
on_planet_defenders_lose = {
events = {
colony.57
colony.113
colony.154
}
}
# Triggers event when a system is entered by ships from a country (not pirates or monsters) for the first time
# Scope = Ship
# From = System
# FromFrom = Country
on_entering_system_first_time = {
events = {
action.40
country.2
}
random_events = {
200 = 0
10 = leader.19
}
}
# Triggers event when ship enters a system
# Scope = Ship
# From = System
# FromFrom = Country
on_entering_system = {
events = {
country.2
country.6
galactic_features.2
anomaly.142
anomaly.143
anomaly.144
country.1030
country.1050
country.1102
anomaly.96
anomaly.106
anomaly.4036
galactic_features.350
country.254
}
random_events = {
100 = 0
}
}
# A fleet has entered a system
# Scope = Fleet
# From = System
on_entering_system_fleet = {
events = {
country.211
country.1002
anomaly.3095
country.204
country.205
country.206
story.218
story.408
anomaly.3114
anomaly.3115
}
}
# A ship has surveyed a planet.
# Scope = Ship
# From = Planet
on_survey = {
events = {
action.24
advisor.10
advisor.15
advisor.25
country.52
progress.2
primitive.1
galactic_features.300
story.307
anomaly.6660
colony_mod.100 #Setup event to add Titanic life blockers to planets with the modifier
action.12
tutorial.50
tutorial.55
precursor.102
precursor.602
precursor.1102
precursor.1602
precursor.2102
precursor.2200
precursor.2201
}
}
# A ship is done surveying the last unsurveyed planet in a system
# Scope = ship
# From = system
on_system_survey = {
events = {
tutorial.2
tutorial.299
tutorial.18
tutorial.74
tutorial.170
country.251
country.252
country.253
}
}
# A planet has begun the colonization process.
# Scope = Planet
on_colonization_started = {
events = {
advisor.17
progress.3
}
}
# A planet has been colonized.
# Scope = Planet
on_colonized = {
events = {
primitive.40
crisis.203
anomaly.4171
tutorial.27
tutorial.444 #Increase num_colonies variable
}
}
# A colony has been destroyed. Called just before owner and controller is cleared
# Scope = Planet
on_colony_destroyed = {
events = {
colony.2002
}
}
# This = owner of fleet 1
# From = owner of fleet 2
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_entering_battle = {
events = {
}
}
# This = owner of ship 1 (destroyed)
# From = owner of ship 2 (combatant)
# FromFrom = ship 1
# FromFromFrom = ship 2
on_ship_destroyed_victim = {
events = {
mandate.143
}
}
# This = owner of ship 1 (combatant)
# From = owner of ship 2 (destroyed)
# FromFrom = ship 1
# FromFromFrom = ship 2
on_ship_destroyed_perp = {
events = {
}
random_events = {
}
}
# This = owner of fleet 1 (destroyed)
# From = owner of fleet 2 (combatant)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_fleet_destroyed_victim = {
events = {
country.16
country.18
country.20
country.220
galactic_features.3
country.1021
country.1060
anomaly.3097
crisis.1012
crisis.1115
crisis.1215
crisis.1252
}
}
# This = owner of fleet 1 (combatant)
# From = owner of fleet 2 (destroyed)
# FromFrom = fleet 1
# FromFromFrom = fleet 2
on_fleet_destroyed_perp = {
events = {
country.9
country.11
country.14
country.215
country.216
country.1020
country.1043
colony.181
observation.5
story.109
story.114
story.209
story.309
story.311
story.214
story.216
story.409
anomaly.3101
anomaly.3120
galactic_features.360
crisis.1111
crisis.70
}
random_events = {
300 = 0
10 = leader.1
10 = leader.5
10 = leader.6
10 = leader.7
10 = leader.8
10 = leader.9
}
}
# This = owner of fleet
# From = disbanded fleet
on_fleet_disbanded = {
events = {
mandate.3 #removes mandate progress if you disband a related station
}
}
# This = owner of fleet
# From = destroyed fleet
on_fleet_destroyed_maintenance = {
events = {
}
}
# The game will generate one on_building_X on_action for every station ship-size
# Orbital stations will get the planet in FROM, space stations only get they building ship
# This = construction ship
# From = planet it is built on
# Fires when construction is complete,
# immediately before station is created
on_building_mining_station = {
events = {
mandate.110
tutorial.10
tutorial.1000
tutorial.56
pirate.3
}
}
# This = construction ship
# From = planet it is built on
# Fires when construction is complete,
# immediately before station is created
on_building_research_station = {
events = {
mandate.120
tutorial.12
tutorial.1200
tutorial.56
}
}
# This = construction ship
# From = planet it is built on
# Fires when construction is complete,
# immediately before station is created
on_building_outpost_station = {
events = {
tutorial.76
tutorial.750
tutorial.56
mandate.110
mandate.120
}
}
# This = construction ship
# Fires when construction is complete,
# immediately before station is created
on_building_wormhole_station = {
events = {
}
}
# This = country
# From = opponent war leader
on_entering_war = {
events = {
}
}
# This = Country
# From = Fleet
on_fleet_detected = {
events = {
nomad.1
}
}
# This = Ship
# From = Disabler Ship
on_ship_disabled = {
events = {
country.201
country.212
country.217
country.222
}
}
# This = Ship
on_ship_enabled = {
events = {
}
}
# Triggers when a Special Project to uplift a pre-sentient species is completed
# Scope = planet_event
# This = planet scope
# From = uplifted species
on_uplift_completion = {
events = {
uplift.6081
uplift.6001
uplift.6011
uplift.6021
uplift.6031
uplift.6041
uplift.6051
uplift.6061
uplift.6071
uplift.6091
}
}
# This = Planet scope
# From = Country
on_purge_complete = {
events = {
crisis.202
# mandate.131
action.21 # Opinion effect on other empires
}
}
# This = Pop scope
# From = Planet
on_purge_begun = {
events = {
faction.800
action.26 # Pop happiness effects
}
}
# This = Pop scope
# From = Planet
on_purge_canceled = {
events = {
faction.2
action.27 # Pop happiness effects
}
}
# Planet has reached 0 health
# This = Planet
on_planet_zero_health = {
events = {
crisis.200
}
}
# Pop is enslaved
# This = Pop scope
# owner_species = { (species)
# owner = { owner_species = { (empire main species)
# owner = { (empire)
on_pop_enslaved = {
events = {
faction.1
mandate.170
action.22 # Opinion and happiness effects
action.29 # Remove the pop if we don't allow slaves to procreate
}
}
# Full Orbital Bombardment commenced
# This = Country scope
# From = Planet
on_full_orbital_bombardment = {
events = {
}
}
# Pop is released from slavery
# This = Pop scope
# owner_species = { (species)
# owner = { owner_species = { (empire main species)
# owner = { (empire)
on_pop_emancipated = {
events = {
faction.2
mandate.155
}
}
# Executed right before a country has established communications with another country
# This = Country which established the communications
# From = Country which communications were established with
on_pre_communications_established = {
events = {
action.7
action.19
}
}
# Executed right after country has established communications with another country
# This = Country which established the communications
# From = Country which communications were established with
on_post_communications_established = {
events = {
anomaly.4016
anomaly.4092
tutorial.60
tutorial.61
tutorial.62
}
}
# Executed as a leader has died
# This = Country
# From = Leader
on_leader_death = {
events = {
pretender.1
mandate.21
}
}
# A leader leveled up.
# Scope = Country
# From = Leader
on_leader_level_up = {
events = {
leader.20 #gatekeeper for various events
}
}
# Executed as new ruler has been set
# This = Country
on_ruler_set = {
events = {
}
}
# Executed when a ruler has been removed
# From = Previous Ruler
# This = Country
on_ruler_removed = {
events = {
}
}
# From = Tile
# This = Planet
on_blocker_cleared = {
events = {
tutorial.16
tutorial.160
}
}
# A ship has started a new order
# Root = Ship
# From = Country
on_ship_order = {
events = {
tutorial.500
}
}
# Executes after a policy has been changed
# use last_changed_policy to identify which policy it was
# This = Country
on_policy_changed = {
events = {
mandate.150
action.20
action.35
}
}
# A ship has been built
# Root = Ship
# From = Planet
on_ship_built = {
events = {
tutorial.40
tutorial.8
tutorial.21
tutorial.25
mandate.144
}
}
# A ship design has been finished
# Root = Country
on_ship_designed = {
events = {
tutorial.49
tutorial.480
}
}
# A war has ended
# Root = Loser
# From = Main Winner
on_war_ended = {
events = {
}
}
# Root = Planet being bombarded for a day.
# From = Fleet performing the delicate bombardment.
on_daily_bombardment = {
events = {
crisis.1011
}
}
# A country has increased the level of a tech, use last_increased_tech trigger to check tech and level.
# This = Country
on_tech_increased = {
events = {
tutorial.6
tutorial.64
tutorial.73
crisis.2190
}
}
# A country has modified a species
# This = Country
# From = Species ( Post Modification )
on_modification_complete = {
events = {
tutorial.65
}
}
# A planets controller becomes a country not the same as the owner.
# Root = Planet
# From = Planet Owner
# FromFrom = Planet Controller (the one occupying)
on_planet_occupied = {
events = {
crisis.2005
crisis.2215
}
}
# A fleet has successfully escaped from combat, executed right before the fleet enters FTL
# This = escaping fleet
# From = system escaped from
# FromFrom = system escaping to
on_emergency_ftl = {
events = {
}
random_events = {
310 = 0
10 = leader.10
10 = leader.12
10 = leader.13
10 = leader.14
}
}
#A building construction has been completed.
# This = Planet
# From = Tile
on_building_complete = {
events = {
tutorial.14
tutorial.140
}
}
# A building construction has been queued.
# This = Planet
# From = Tile
on_building_queued = {
events = {
}
}
# A building construction has been unqueued.
# This = Planet
# From = Tile
on_building_unqueued = {
events = {
}
}
# A building construction has been completed, which is an upgrade of previous building.
# This = Planet
# From = Tile
on_building_upgraded = {
events = {
}
}
# A building construction has demolished.
# This = Planet
# From = Tile
on_building_demolished = {
events = {
colony.2020
}
}
# A building construction has finished, replacing another building.
# This = Planet
# From = Tile
on_building_replaced = {
events = {
colony.2020
}
}
# A planet is being bombarded
# This = planet under bombardment
# From = bombarding empire
on_monthly_orbital_bombardment = {
events = {
orbital_bombardment.1
}
}
# A tile building has been ruined
# This = Planet
# From = Tile
on_building_ruined = {
events = {
}
}
# A tile building has been repaired
# This = Planet
# From = Tile
on_building_repaired = {
events = {
}
}
# Tutorial level for a country has changed
# This = Country
on_tutorial_level_changed = {
events = {
tutorial.100 # Show what has been enabled / disabled
tutorial.101 # Show what has been enabled / disabled
tutorial.102 # Show what has been enabled / disabled
tutorial.103 # Disable irrelevant tutorial stuff
}
}
# A war has been won
# This = Winner Warleader
# From = Loser Warleader
on_war_won = {
events = {
action.32
}
}
# A war has been won, by force
# This = Winner Warleader
# From = Loser Warleader
on_war_won_forced = {
events = {
action.37
}
}
# A war has been lost
# This = Loser Warleader
# From = Winner Warleader
on_war_lost = {
events = {
fallen_empires.2
}
}
# A war has been lost, by force
# This = Loser Warleader
# From = Winner Warleader
on_war_lost_forced = {
events = {
action.38
}
}
# A white peace has been signed
# This = Recipient
# From = Actor
# FromFrom = Main Attacker
# FromFromFrom = Main Defender
on_white_peace = {
events = {
}
}
# A white peace has been signed, by force
# This = Recipient
# From = Actor
# FromFrom = Main Attacker
# FromFromFrom = Main Defender
on_white_peace_forced = {
events = {
action.39
}
}
# A pop has finished migrating to another planet
# Root = pop
# From = Tile on the new planet
# FromFrom = Tile on the old planet
on_pop_migration_end = {
events = {
}
}
# A pop has been resettled to another planet
# Root = pop
# From = Tile on the old planet
on_pop_resettled = {
events = {
}
}
# A pop has been born
# This = pop
on_pop_birth = {
events = {
action.28
action.141 # Transfer shorter Culture Shock to children
}
}
# Initial rebels manage to take control of the planet, happens before the new owner is set, after the war is created.
# This = Rebel Country
# From = Planet
# FromFrom = War
on_rebels_take_planet = {
events = {
action.30
}
}
# Initial rebels manage to take control of the planet, happens after the new owner is set, after the war is created.
# This = Rebel Country
# From = Planet
# FromFrom = War
on_rebels_take_planet_owner_switched = {
events = {
action.36
}
}
#Country scope
on_election_started = {
events = {
action.33
}
}
on_election_ended = {
events = {
action.34
}
}
# X years has passed since a planet was colonized (won't trigger on empire homeworld)
on_colony_1_year_old = {
events = {
}
random_events = {
300 = 0
### Colony Events & Chains - 14
1 = colony.1 # Migrating Forests
1 = colony.50 # Subterranean Aliens
1 = colony.1500 # Helpful Drones
1 = colony.1520 # Mharin Kharin
2 = colony.100 # Abandoned Terraforming
1 = colony.180 # Asteroid Sighted
2 = colony.2001 # Trouble in Paradise
2 = colony.2005 # Submerged Cruiser
2 = colony.2010 # A Change of Heart
2 = colony.2015 # Odd Factory
2 = colony.2025 # What Separates Us
2 = colony.2030 # Assassination
2 = colony.2035 # Infectious Disease
2 = colony.2050 # Clerical Errors
### Planet Modifiers - 9
5 = colony_mod.1 # Irradiated
5 = colony_mod.2 # Titanic Life
5 = colony_mod.3 # Unstable Tectonics
5 = colony_mod.4 # Asteroid Belt
5 = colony_mod.5 # Atmospheric Hallucinogen
5 = colony_mod.12 # Asteroid Impacts
5 = colony_mod.14 # Asteroid Impacts - Good
5 = colony_mod.16 # Strong Magnetic Field - Good
5 = colony_mod.17 # Strong Magnetic Field - Bad
### Tomb Worlds - 8
5 = colony.150 # Underground Vault
5 = colony.155 # Nuclear Bomb
5 = colony.160 # Particle Accelerator
5 = colony.161 # Surviving Infrastructure
5 = colony.162 # Space Station
5 = colony.163 # Wasteland Radiation
5 = colony.164 # Pacifist Movement
5 = colony.170 # Orbital Debris
}
}
on_colony_2_years_old = {
events = {
}
random_events = {
300 = 0
### Colony Events & Chains - 14
1 = colony.1 # Migrating Forests
1 = colony.50 # Subterranean Aliens
1 = colony.1500 # Helpful Drones
1 = colony.1520 # Mharin Kharin
5 = colony.100 # Abandoned Terraforming
2 = colony.180 # Asteroid Sighted
5 = colony.2001 # Trouble in Paradise
5 = colony.2005 # Submerged Cruiser
5 = colony.2010 # A Change of Heart
5 = colony.2015 # Odd Factory
5 = colony.2025 # What Separates Us
5 = colony.2030 # Assassination
5 = colony.2035 # Infectious Disease
5 = colony.2050 # Clerical Errors
### Planet Modifiers - 9
50 = colony_mod.1 # Irradiated
50 = colony_mod.2 # Titanic Life
50 = colony_mod.3 # Unstable Tectonics
50 = colony_mod.4 # Asteroid Belt
50 = colony_mod.5 # Atmospheric Hallucinogen
50 = colony_mod.12 # Asteroid Impacts
50 = colony_mod.14 # Asteroid Impacts - Good
50 = colony_mod.16 # Strong Magnetic Field - Good
50 = colony_mod.17 # Strong Magnetic Field - Bad
### Tomb Worlds - 8
50 = colony.150 # Underground Vault
50 = colony.155 # Nuclear Bomb
50 = colony.160 # Particle Accelerator
50 = colony.161 # Surviving Infrastructure
50 = colony.162 # Space Station
50 = colony.163 # Wasteland Radiation
50 = colony.164 # Pacifist Movement
50 = colony.170 # Orbital Debris
}
}
on_colony_3_years_old = {
events = {
}
random_events = {
300 = 0
### Colony Events & Chains - 14
1 = colony.1 # Migrating Forests
1 = colony.50 # Subterranean Aliens
1 = colony.1500 # Helpful Drones
1 = colony.1520 # Mharin Kharin
5 = colony.100 # Abandoned Terraforming
3 = colony.180 # Asteroid Sighted
5 = colony.2001 # Trouble in Paradise
5 = colony.2005 # Submerged Cruiser
5 = colony.2010 # A Change of Heart
5 = colony.2015 # Odd Factory
5 = colony.2025 # What Separates Us
5 = colony.2030 # Assassination
5 = colony.2035 # Infectious Disease
5 = colony.2050 # Clerical Errors
### Planet Modifiers - 9
150 = colony_mod.1 # Irradiated
150 = colony_mod.2 # Titanic Life
150 = colony_mod.3 # Unstable Tectonics
150 = colony_mod.4 # Asteroid Belt
150 = colony_mod.5 # Atmospheric Hallucinogen
150 = colony_mod.12 # Asteroid Impacts
150 = colony_mod.14 # Asteroid Impacts - Good
150 = colony_mod.16 # Strong Magnetic Field - Good
150 = colony_mod.17 # Strong Magnetic Field - Bad
### Tomb Worlds - 8
50 = colony.150 # Underground Vault
50 = colony.155 # Nuclear Bomb
50 = colony.160 # Particle Accelerator
50 = colony.161 # Surviving Infrastructure
50 = colony.162 # Space Station
50 = colony.163 # Wasteland Radiation
50 = colony.164 # Pacifist Movement
50 = colony.170 # Orbital Debris
}
}
on_colony_4_years_old = {
}
on_colony_5_years_old = {
}
on_colony_6_years_old = {
}
on_colony_7_years_old = {
}
on_colony_8_years_old = {
}
on_colony_9_years_old = {
}
on_colony_10_years_old = {
}