Since the official list is work in progress and probably low
priority with IN and 1.2 coming up (unless it's already been released, in which case this is all a big waste of time
), and apparently no one had mede one themselves, I made this probably quite incomplete list to be used until the official is released. And i figured I might as well upload it, so enjoy 
any contributions are of course welcome, Ihave so far in alphabetical order reached the "civilwar" event-file, so there is a lot more to look at, although even now about 95% of the things I encounter are already added.
It will, however, be updated until all files have been searched, or the official list is released.
priority with IN and 1.2 coming up (unless it's already been released, in which case this is all a big waste of time
any contributions are of course welcome, Ihave so far in alphabetical order reached the "civilwar" event-file, so there is a lot more to look at, although even now about 95% of the things I encounter are already added.
It will, however, be updated until all files have been searched, or the official list is released.
Code:
not = {
}
and = {
}
or = {
}
random_character = {
limit = {
}
}
random = {
chance = x
}
any_neighbor_country = {
limit = {
}
}
ai_chance = {
factor = x
modifier = {
}
}
governor_scope = {
}
capital_scope = {
}
any_friend = {
}
-----------------------------------------------------------------
country_event = {
province_event = {
character_event = {
trigger = {
country = {
has_country_flag = [ai_controlled/player_controlled /flagname]
capital_scope = { civilization_value = 50 }
war = yes/no
stability = x
treasury = x
land_maintenance = x
num_of_cities = x
has_building = [building name]
relation = { who = [TAG/this/FROM] value = x }
tag = FROM
has_civil_war = yes/no
}
province = {
civilization_value = x
is_capital = yes/no
primary_culture = THIS/culturename
}
character = {
has_character_flag = [flag] unflattering_sculpture
traits = [trait]
has_office = construction_tech
finesse = x
military = x
charisma = x
popularity = x
age = x
has_job = yes/no
is_governor = yes/no
is_ruler = yes/no
prisoner = yes/no
is_friend = this
wealth = 1000
is_female = yes/no
num_of_traits = x
}
}
modifier = {
country = {
stability = x
badboy = 0.05
}
character = {
traits = [trait]
has_office = construction_tech
finesse = x
military = x
charisma = x
popularity = x
num_of_rivals = x
num_of_friends = x
num_of_traits = x
}
}
effect = {
country = {
treasury = x
construction_tech = x
add_country_modifier = {
name = "modifier_name"
duration = x
}
remove_building = [buildingname]
country_event = [id_num]
set_country_flag = [flagname]
}
province = {
set_province_flag = [flagname]
secede_province = [tag]
}
character = {
add_trait = [trait]
remove_trait = [trait]
popularity = x
death = yes
popularity = x
assign_office = construction_tech
family_prestige = x
set_character_flag = [flagname]
wealth = 5
move_character = [TAG]
}
}
--------------------------------------------------------------------------------------------
traits = {
victorious
conqueror
brave
coward
confident
tactician
disciplined
steadfast
aggressive
wounded
maimed
victorious
conqueror
ambitious
silver_tongued
devout
original_thinker
inventor
energetic
rash
stubborn
stressed
maniac
[more at common/traits]
}
--------------------------------------------------------------------------------------------