# Triggers when the game starts on_game_start = { events = { game_start.1 # Spawn special/hidden countries game_start.2 # removes random planet modifiers from homeworlds game_start.3 # Hidden Game Start Event that resets tutorial for advisor trigger purposes game_start.5 # Countdown to Nomad Fleet game_start.31 # Create wormhole pairs distar.290 # Spawn Sealed System distar.252 # Phaseshifting Planet distar.295 # Connect Ratling Systems to one another distar.8000 # Randomize L-Cluster outcome colony_mod.100 #titanic life blocker setup game_start.50 # Set up Nebula system art galactic_features.420 # Spawn VLUUR clones.1 # Clone Army Origin, fix species before Leaders are generated central.1 # Central Crystal event } random_events = { 19 = 0 1 = akx.8000 } } on_game_start_country = { events = { game_start.33 # populate system with stations game_start.10 necroids.4 # flip guaranteed planets to guaranteed primitives for Necrophage clones.2 # Clone Army Origin clones.3 # Clone Army Origin pop creation necroids.255 # Paid of Debt event } } # No scope, like on_game_start # Does not run when loading MP saves due to OOS concerns on_single_player_save_game_load = { } # No scope, like on_game_start on_monthly_pulse = { events = { unrest.162 unrest.164 marauder.511 # Great Khan Dies #marauder.11 # Marauder infighting - commented out for now crisis.120 # Feral Prethoryn crisis.123 # Feral Prethoryn infighting marauder.113 leviathans.170 action.85 # flip planets to starbase owner marauder.150 # AI hires Marauder raids marauder.151 # AI hires Marauder mercs action.92 # make sure the swarm infests action.93 # make sure extradimensionals have no planets action.90 # rebuild outpost for orphaned colonies unrest.166 apoc.301 distar.1082 distar.5014 distar.5001 distar.301 graygoo.183 graygoo.510 distar.10955 action.116 # enable resources for galactic market pirate.48 pirate.4 crime.1000 origin.50 origin.30 galcom.105 galcom.108 galactic_features.365 # Tiyanki Respawning } } # No scope, like on_game_start on_yearly_pulse = { events = { leviathans.10 crisis.204 crisis.205 crisis.208 crisis.240 # Prethoryn army reinforcements crisis.1254 crisis.2080 crisis.2310 action.64 # species assimilation marauder.100 crisis.122 marauder.85 marauder.160 marauder.699 # action.95 # Galactic Market - replaced with resolution in the Galactic Community crime.50 # Crime Events action.105 # Catch those outside of the Market - now requires you to be part of Galactic Community ancrel.6098 galcom.1 # Galactic Community origin.25 galactic_features.400 crisis.5000 crisis.5005 custodian.33 # Independent GDF Reinforcements custodian.34 # GDF resurrection if destroyed } } # No scope, like on_game_start on_bi_yearly_pulse = { events = { crisis.206 distar.5060 cara.960 # Galatron pulse } } # No scope, like on_game_start on_five_year_pulse = { events = { crisis_trigger.1 colony.3029 #Mirror portal followup event gatekeeper origin.1334 } } # No scope, like on_game_start on_decade_pulse = { events = { galactic_features.362 utopia.50 syndaw.10 # machine leader malfunction chance syndaw.400 # machine uprising + warning events galcom.14 # check if anyone's missing an invite to the Galactic Community drones.100 # Ancient Mining Drone Expansion Fleet setup (unclaimed systems) drones.120 # Ancient Mining Drone Expansion Fleet setup (claimed systems too) drones.200 # triggers a possible Space Crystal Splitter expansion (any system) pirate.100 # assorted late-game pirates fedev.600 # Federation Joint Operation - Trade League } } # No scope, like on_game_start on_mid_game_pulse = { events = { leviathans.2011 # spawn wraith leviathans.20101 # remove too-late wraith discovery distar.2050 central.2 } } # No scope, like on_game_start on_late_game_pulse = { events = { } } # this = country on_monthly_pulse_country = { events = { tutorial.1337 #Artifact tutorial cara.333 # ai checks if it can/wants to play with the caravaneers clones.3 #Clone Army Origin pop creation action.325 #Eminent Diplomats tradition } } # this = country on_yearly_pulse_country = { events = { cara.4101 #Caravan neighbor gatekeeper #tutorial.44 } } # this = country on_bi_yearly_pulse_country = { events = { espionage.2 #Random Spy Network events } } # this = country on_five_year_pulse_country = { events = { action.220 } } # this = country, fired via action.220 from on_five_year_pulse_country on_five_year_random_pulse_country = { random_events = { 100 = federations2.50 # Federation hegemony challenge 100 = federations2.100 # Federation military challenge 50 = envoy_events.4 # Respected Envoy to Galactic Community 25 = envoy_events.5 # Irritating Envoy Must Die 5 = envoy_events.15 # Galactic Community Wildlife 25 = envoy_events.1 # Insulting envoy software event 100 = action.2211 # on_five_year_random_pulse_country_negative_list 2000 = 0 } } # Why do this, you might ask, and not just use a random_list? Because on_actions check the triggers of the event before they try to fire them and exclude them from the list if they are false, so a list with no 0 weight will always fire an event so long as any of them are able to be fired # Used in operation_diplomatic_incident. Beware when changing. # this = country, fired via action.2211 from on_five_year_random_pulse_country on_five_year_random_pulse_country_negative_list = { random_events = { 10 = envoy_events.1001 # Insulting envoy software event (operation_diplomatic_incident-safe) 20 = envoy_events.3 # A Contribution to Galactic Comedy 10 = envoy_events.100 # Scandalous Insult 20 = envoy_events.7 # Xenophobe Envoy Elopes 20 = envoy_events.225 # Salacious Affair 20 = envoy_events.200 # Galcom Lobbying 10 = envoy_events.205 # Violating Local Norms 20 = envoy_events.210 # Straying from own Norms 20 = envoy_events.215 # Substance Abuse 10 = envoy_events.220 # Offense Taken 20 = action.2212 # Nothing, done differently because of operation_diplomatic_incident } } # this = country on_decade_pulse_country = { events = { federations.10400 action.240 #Misc error checking } } # this = country on_mid_game_pulse_country = { events = { } } # this = country on_late_game_pulse_country = { events = { } } # setup advanced colony. So far it has a pop on the capital and a colony shelter building matching the is_colony trigger # scope: planet # from: country on_initialize_advanced_colony = { events = { game_start.20 # remove blockers on capital game_start.21 # upgrade colony shelter on additional colonies game_start.22 # set up additional buildings (mines, farms, power plants) game_start.23 # add additional pops } } on_become_advanced_empire = { events = { game_start.6 } } # 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 nomad.30 leviathans.100 leviathans.103 leviathans.104 #leviathans.200 leviathans.299 leviathans.313 #leviathans.400 leviathans.500 leviathans.157 leviathans.160 leviathans.163 leviathans.597 utopia.3000 utopia.3010 crisis.2300 crisis.2403 marauder.19 marauder.20 marauder.102 marauder.550 marauder.112 marauder.665 graygoo.120 cara.100 # Caravaneer Home Base cara.101 # Hostile Caravaneers graygoo.130 graygoo.500 graygoo.501 graygoo.502 graygoo.503 graygoo.504 central.19 # Crystalline Empire } } # Triggered when two empires discover each other # This = Empire 1 # From = Empire 2 # Fromfromfrom = System where contact occurred on_first_contact = { events = { story.7 #First aliens discovered tutorial.59 #Tutorial: First Contact leviathans.9 #Leviathans galactic_features.421 #VLUUR pirate.155 #thalassocracy pirates first_contact_critters.1000 #Establish comms for most cases } } # Triggered when a first contact process is finished # This = first contact scope # From = other country on_first_contact_finished = { events = { tutorial.2004 #First Contact Established (setup) } } # Triggered when an Empire has fleets within another Empire's borders. # This = receiver # From = sender # FromFrom = fleet # FromFromFrom = system on_enforce_borders = { events = { } } # Triggers when ground combat starts # This = planet # From = country attacking on_ground_combat_started = { } # Triggers country_event for the attacker upon victory # (Before controller is switched) # This = country, leader attacker # From = country, planet owner # FromFrom = planet # IDENTITIES: attacker is the side that "IsHostile" to # the planet controller; e.g. spawned monster armies # are attackers, but if they win and the player attempts # to retake the planet, the player is the attacker on_planet_attackers_win = { events = { colony.114 crisis.201 crisis.219 action.8 action.14 colony.158 #crisis.2400 action.51 factions.12 crisis.2041 crisis.2042 crisis.2045 marauder.503 marauder.515 distar.37 distar.81 distar.235 graygoo.150 unrest.171 distar.5077 ancrel.2068 ancrel.6499 ancrel.4064 } } # 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 # Root = country, planet owner # From = country, attack leader # FromFrom = planet on_planet_defenders_win = { events = { colony.5 colony.56 colony.108 unrest.161 unrest.4235 distar.34 ancrel.4057 situation.190 # living snow } } # 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 unrest.167 ancrel.4063 } } # Fires when you first get intel (_low and up) on a new system # Scope = Country # From = System on_system_first_visited = { events = { } } # Triggers event when each country first sends a ship into the system (once per country) # Scope = Ship # From = System # FromFrom = Country on_entering_system_first_time = { events = { graygoo.160 graygoo.550 federations2.20 galactic_features.2 galactic_features.350 leviathans.3000 leviathans.3100 leviathans.3202 leviathans.2105 utopia.2010 utopia.2012 utopia.2014 utopia.2016 apoc.1 apoc.3 apoc.5 mega.9100 mega.9110 mega.9120 mega.9130 feda.5 galactic_features.500 aquatics.305 #first sight of Aquatic dragon during first contact } random_events = { 200 = 0 10 = leader.19 } } # Triggers event when ship enters a system. It's usually better to use on_entering_system_first_time or on_entering_system_fleet # Scope = Ship # From = System # FromFrom = Country on_entering_system = { events = { } random_events = { } } # A fleet has entered a system | See also: on_fleet_auto_move_arrival # Scope = Fleet # From = System on_entering_system_fleet = { events = { action.40 country.211 country.1002 anomaly.3095 country.204 country.205 country.206 #story.218 story.220 story.330 #story.408 anomaly.3114 anomaly.3115 nomad.3 nomad.7 nomad.8 leviathans.1005 pirate.10 leviathans.610 leviathans.1030 akx.9200 akx.9300 akx.9600 akx.9610 distar.135 distar.211 distar.5011 distar.1002 distar.230 distar.240 distar.242 ancrel.4012 leviathans.999 leviathans.1001 country.6 anomaly.142 anomaly.143 anomaly.144 country.1030 country.1050 anomaly.96 anomaly.106 country.1102 anomaly.4036 country.254 leviathans.2061 distar.13030 graygoo.162 ancrel.4024 origin.1345 origin.1351 origin.1390 origin.1400 country.2 galcom.102 # Tiyanki Entering Sytem galactic_features.425 # VLUUR galactic_features.501 # Amoeba wave drones.105 #Mining Drone Expansion Fleet drones.125 #Mining Drone Expansion Fleet (Aggressive) drones.205 #Crystal Splitters akx.9000 anomaly.6775 aquatics.180 #Enemy enters system with Dragon } } # A fleet executes a move order to exit borders # Scope = Fleet # From = Origin System # FromFrom = Destination System on_crossing_border = { events = { cara.1010 # Caravaneer Fleet 1 intro cara.2010 # Caravaneer Fleet 2 intro cara.3010 # Caravaneer Fleet 3 intro cara.1250 # Caravaneer Fleet 1 Re-Deal cara.2250 # Caravaneer Fleet 2 Re-Deal cara.3250 # Caravaneer Fleet 3 Re-Deal } } # 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 galactic_features.300 #story.307 anomaly.6660 anomaly.6661 anomaly.6662 action.12 tutorial.50 tutorial.55 leviathans.2010 distar.130 action.94 # strategic resource discovered distar.256 #Phaseshifting Planet #distar.11002 # distar strategic resource discovered ancrel.2050 ancrel.6150 ancrel.6151 ancrel.9999 # Spawns Archaeology Sites galactic_features.368 } random_events = { 100 = 0 6 = precursor.1 6 = precursor.500 6 = precursor.1000 6 = precursor.1500 6 = precursor.2000 15 = ancrel.2000 35 = ancrel.1 } } # A country has gained a surveyed status on a planet. Happens after "on_survey" if a science ship surveyed a planet. # Root = Planet # From = Country # FromFrom = Fleet of the science ship that surveyed it, if any on_planet_surveyed = { events = { action.46 country.259 distar.13050 # strategic resource alert communications_spread.4 } } # A country has gained a surveyed status on a planet. Happens after "on_survey" if a science ship surveyed a planet. # Root = Country # From = system # FromFrom = Fleet of the science ship that surveyed it, if any on_system_survey = { events = { tutorial.18 distar.13060 # first wormhole is in foreign territory - apoc.5 duplicate distar.13070 # first gateway is in foreign territory - apoc.1 duplicate distar.13080 # first l-gate is in foreign territory - apoc.3 duplicate } } # A ship is done surveying the last unsurveyed planet in a system # Scope = ship # From = system on_system_survey_ship = { events = { tutorial.2 tutorial.299 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 progress.7 distar.300 # Change junkheap planetview image mega.110 # Colonization unconsecration origin.3010 #Lithoid origin deposit/modifier origin.3101 #Remnants colonial goodies federations3.120 #Kept Grounds, if Wenkwort Artem has been colonised } random_events = { 190 = 0 #10 = diplomatic.21 } } # A planet has been colonized. # Scope = Planet on_colonized = { events = { crisis.203 anomaly.4171 tutorial.27 #factions.105 # Colonialists New Colony akx.9499 distar.5 distar.2599 distar.1014 distar.72 distar.73 distar.5000 distar.262 tutorial.9000 origin.3001 #ToL Tree add origin.84 clones.5 #Clone Army (make sure pops don't migrate to die) } } # A colony has been destroyed. Called just before owner and controller is cleared # Scope = Planet on_colony_destroyed = { events = { colony.2002 origin.3002#ToL Tree death } } # This = owner of fleet 1 # From = owner of fleet 2 # FromFrom = fleet 1 # FromFromFrom = fleet 2 on_entering_battle = { events = { nomad.96 nomad.98 nomad.99 leviathans.330 leviathans.155 leviathans.158 leviathans.161 leviathans.595 graygoo.155 } } # This = owner of ship 1 (destroyed) # From = owner of ship 2 (combatant) # FromFrom = ship 1 # FromFromFrom = ship 2 on_ship_destroyed_victim = { events = { syndaw.30 mandate.143 nomad.95 leviathans.3002 leviathans.3101 leviathans.592 leviathans.140 crisis.1281 crisis.1282 crisis.217 crisis.2070 crisis.1012 crisis.1115 crisis.1215 marauder.4 marauder.14 marauder.505 marauder.509 crisis.80 marauder.525 #distar.57 graygoo.6 cara.900 # Tradestation Destroyed graygoo.180 crisis.251 # Prethoryn Brood-Queen Captured crisis.261 # Remove Swarm System Effect crisis.1311 # Remove Extradimensional System Effect crisis.2601 # Remove Contingency System Effect ancrel.11040 } } # This = owner of ship 1 (combatant) # From = owner of ship 2 (destroyed) # FromFrom = ship 1 # FromFromFrom = ship 2 on_ship_destroyed_perp = { events = { leviathans.1016 leviathans.2099 crisis.1283 crisis.218 crisis.2071 story.222 achievement.2 distar.137 distar.212 distar.243 distar.13020 galactic_features.380 # Tiyanki Counter crisis.4025 # Crisis Objective: count ships destroyed } random_events = { } } # This = starbase being destroyed (not ship!) # From = fleet that destroyed the starbase on_starbase_destroyed = { events = { crisis.4010 # Menace Objective - Destroy Starbases crisis.265 crisis.1320 crisis.2610 crisis.6099 action.225 # Cleanup distar.1999 # Special Project Gatekeeper for Living Planet event chain } } # This = owner of ship 1 (destroyed) # From = owner of ship 2 (combatant) # FromFrom = ship 1 # FromFromFrom = ship 2 on_ship_disengaged_victim = { events = { } } # This = owner of ship 1 (combatant) # From = owner of ship 2 (destroyed) # FromFrom = ship 1 # FromFromFrom = ship 2 on_ship_disengaged_perp = { 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 leviathans.331 leviathans.3203 #leviathans.649 marauder.51 #marauder.13 - Marauder infighting aftermath - commented out for now crisis.108 crisis.125 marauder.115 origin.52 galactic_features.366 galactic_features.369 galactic_features.422 crisis.6152 drones.130 } } # 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.332 #story.409 anomaly.3101 anomaly.3120 anomaly.3121 galactic_features.360 crisis.1111 crisis.70 leviathans.1009 leviathans.1012 leviathans.1015 leviathans.1032 leviathans.1040 leviathans.648 leviathans.655 leviathans.670 leviathans.334 leviathans.2014 leviathans.4 pirate.13 pirate.24 akx.9318 akx.10030 # factions.330 factions.10 crisis.2472 distar.5009 cara.1002 # Destroyed Caravaneer Fleet 1 cara.2002 # Destroyed Caravaneer Fleet 2 cara.3002 # Destroyed Caravaneer Fleet 3 ancrel.4120 # Killed Shard (Rubricator Dragon) origin.1030 aquatics.105 # Killed Origin Dragon galcom.101 # Killed Tiyanki Inside Borders galactic_features.381 # Tiyanki Counter federations2.112 # Destroyed training targets in militarist federation challenge ancrel.13000 #Destroyed Polaris fleet } random_events = { 300 = 0 2 = leader.1 2 = leader.5 2 = leader.6 2 = leader.7 2 = leader.8 2 = leader.9 2 = leader.17 } } # This = owner of fleet 1 (winner) # From = owner of fleet 2 (loser) # FromFrom = fleet 1 # FromFromFrom = fleet 2 on_space_battle_won = { events = { achievement.1 } } # This = owner of fleet 1 (loser) # From = owner of fleet 2 (winner) # FromFrom = fleet 1 # FromFromFrom = fleet 2 on_space_battle_lost = { events = { } } # 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 = fleet # FromFrom = planet (if any) on_fleet_auto_move_arrival = { events = { distar.5008 distar.136 distar.210 distar.5054 distar.1017 distar.5061 drones.106 #Mining Drone Expansion (establish a new mining base) drones.126 #Aggressive Mining Drone Expansion (establish a new mining base) drones.206 #Space Crystal Splitter (form Shardlings) } } # 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 leviathans.3200 anomaly.6830 #Mining for Food anomaly.6880 #Sleeping Crystal anomaly.6885 #Angry Crystal } } # 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 } random_events = { 100 = 0 5 = federations3.2000 } } # 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.750 tutorial.56 mandate.110 mandate.120 #factions.220 } } # This = construction ship # Fires when construction is complete, # immediately before station is created on_building_wormhole_station = { events = { } } #This = ship (starbase) #From = owner country on_building_starbase_outpost = { events = { tutorial.76 distar.199 # Special Project Gatekeeper for Living Planet event chain distar.254 distar.1007 distar.2036 } } on_building_observation_station = { events = { } } on_building_starbase_ai = { events = { crisis.2600 } } # This = construction ship # Fires when construction is complete, # immediately before station is created on_building_starbase_exd_0 = { events = { crisis.1300 crisis.1310 } } on_building_starbase_exd = { events = { } } on_building_starbase_swarm = { events = { crisis.260 } } on_building_starbase_marauder = { events = { } } # This = country # From = opponent war leader on_entering_war = { events = { } } # This = Country # From = Fleet on_fleet_detected = { events = { } } # This = Ship # From = Disabler Ship on_ship_disabled = { events = { country.201 country.212 country.217 country.222 distar.58 leviathans.2100 distar.5053 pirate.70 } } # This = Ship on_ship_enabled = { events = { } } # Triggers when a Special Project to uplift a pre-sapient species is completed. # Note that this will trigger once for each combination of planet & original # species (but for uplifting this should be only once). # # Scope = planet_event # This = planet scope # From = uplifted species (pre-modification) on_uplift_completion = { events = { uplift.6001 uplift.6011 uplift.6021 uplift.6031 uplift.6041 uplift.6051 uplift.6061 uplift.6071 uplift.6091 uplift.6081 factions.1005 } } # This = Pop scope # From = Planet on_purge_begun = { events = { syndaw.1310 # purging a bot can trigger Uprising } } # This = Pop scope # From = Planet on_purge_canceled = { } # Planets starts being terraformed # This = Planet # From = Terraforming country on_terraforming_begun = { events = { terra.5 # Remembers original Planet Class } } # Planet has been terraformed # This = Planet # From = Terraforming country on_terraforming_complete = { events = { action.68 syndaw.1320 # Planet of the Mechs achievement check distar.197 terra.10 # Terraforming random events } } # Planet has changed planet class in whatever way. Note that this is also called during galaxy creation in some places. # This = Planet on_planet_class_changed = { events = { aquatics.1005 } } # Planet has taken damage from orbital bombardment - Damage is applied daily # This = Planet # From = Bombarder on_planet_bombarded = { events = { crisis.200 crisis.1011 crisis.2040 crisis.2043 crisis.2475 crisis.2476 marauder.103 graygoo.2 graygoo.555 origin.3003 #ToL Tree death } } # Planet has reached 0 pops from orbital bombardment # This = Planet # From = Bombarder on_planet_zero_pops = { events = { action.81 distar.1015 primitive.201 } } # Planet has reached 0 pops from collateral damage # This = Planet # From = Army owner on_planet_zero_pops_ground_combat = { } # Pop is abducted by raiding stance # This = Pop scope # From = planet abducted from on_pop_abducted = { events = { action.121 action.122 } } # Pop is enslaved # This = Pop scope # owner_species = { (species) # owner = { owner_species = { (empire main species) # owner = { (empire) on_pop_enslaved = { events = { } } # Pop is released from slavery # This = Pop scope # owner_species = { (species) # owner = { owner_species = { (empire main species) # owner = { (empire) on_pop_emancipated = { events = { } } # 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 = { action.11 first_contact.1050 #establish comms via first contact process anomaly.4016 #anomaly.4092 factions.11 action.110 # get Galactic Community invitation } } # Executed just after country has established communications with another country # This = Planet where the pop was bombed to death # From = Country which is raining down fire and brimstone on_pop_bombed_to_death = { events = { } } # Executed as a leader has died # This = Country # From = Leader on_leader_death = { events = { pretender.1 mandate.21 akx.9330 marauder.70 marauder.711 } } # Executed as a leader has been fired # This = Country # From = Leader on_leader_fired = { events = { marauder.70 } } # A leader leveled up. # Scope = Country # From = Leader on_leader_level_up = { events = { leader.20 #gatekeeper for various events } } # Scope: Leader (after assignment) on_leader_assigned = { events = { envoy_events.230 } } # Scope: Leader (just before unassignment) # Fires if a leader is unassigned from their position for any reason (including being assigned elsewhere) on_leader_unassigned = { } # Executed as new ruler has been set # This = Country on_ruler_set = { events = { action.47 # Remove election-filler leaders when ruler is set mandate.1 # "ruler X elected, check situation log for their mandate"= } } # Executed when a ruler has been removed # From = Previous Ruler # This = Country on_ruler_removed = { events = { } } # Executed when the ruler is ousted and goes back to their pre-ruler class # From = Previous Ruler, already has the new class # This = Country on_ruler_back_to_pre_ruler_class = { events = { utopia.2511 # leader gets cyborg trait for their normal leader class utopia.2561 # leader gets synthetic trait for their normal leader class utopia.2653 # leader gets psionic trait for their normal leader class } } # This = Planet on_blocker_cleared = { events = { tutorial.16 tutorial.160 ancrel.4030 terra.30 # Clear the Terraforming Blocker form terra.25 } } # 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 = { action.35 syndaw.1300 # banning AI can cause Uprising syndaw.1305 # banning bot workers can cause Uprising leader.30 # banning AI will remove AI-dependent traits from leaders action.80 # banning AI will remove existing Synthetic Armies } } # A ship has been built # Root = Ship # From = Planet on_ship_built = { events = { tutorial.40 tutorial.8 tutorial.21 tutorial.25 mandate.144 crisis.2056 fedev.9500 } } # A ship design has been finished # Root = Country on_ship_designed = { events = { tutorial.49 tutorial.480 } } # A ship has been upgraded # Root = Ship on_ship_upgraded = { events = { crisis.2057 } } # A war is beginning, executed for every country in the war. # Root = Country # From = War on_war_beginning = { events = { action.41 #diplomatic.1002 factions.13 origin.29 emperor.370 } } # A war has ended # Root = Loser # From = Main Winner on_war_ended = { events = { fallen_empires.14 } } # A country has been released through a peace deal in a war # Root = new country # From = country forcing the release # FromFrom = country they are released from # FromFromFrom = war on_country_released_in_war = { events = { action.320 } } # 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 anomaly.1193 action.56 apoc.300 distar.12000 distar.1085 distar.10903 ancrel.4008 aquatics.190 #Dragon Material Study aquatics.250 #Dragon Communications Study action.400 # Planetary Unification } } # Triggers when a Special Project to apply a species modification template has completed. # Note that this will trigger once for each combination of planet & original species. # # This = Country # From = Species ( Post Modification ) on_modification_complete = { events = { tutorial.65 utopia.2508 # Handle leader traits after species modification utopia.6001 # Hive Mind species integration } } # 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 = { nomad.97 leviathans.1010 leviathans.1013 leviathans.1014 leviathans.1020 leviathans.1031 leviathans.650 leviathans.654 } random_events = { 310 = 0 10 = leader.10 10 = leader.12 10 = leader.13 10 = leader.14 10 = leader.11 } } #An army construction has been completed. # This = Planet # From = Army on_army_recruited = { events = { } } #An army has been killed in ground combat # This = owner # From = army # FromFrom = opponent # FromFromFrom = planet on_army_killed_in_combat = { events = { emperor.450 necroids.15 } } #An army has ceased to exist for any other reason # This = country # From = army on_army_killed_no_combat = { events = { emperor.450 } } #A building construction has been completed. # This = Planet on_building_complete = { events = { tutorial.14 tutorial.140 akx.10000 federations3.1000 emperor.61 } } # A building construction has been queued. # This = Planet on_building_queued = { events = { } } # A building construction has been unqueued. # This = Planet on_building_unqueued = { events = { } } # A building construction has been completed, which is an upgrade of previous building. # This = Planet on_building_upgraded = { events = { plant.100 } } # A building construction has demolished. # This = Planet on_building_demolished = { events = { leviathans.305 emperor.62 } } #A district construction has been completed. # This = Planet on_district_complete = { events = { mandate.180 # Districts built counter } } # A building construction has finished, replacing another building. # This = Planet on_building_replaced = { events = { leviathans.305 akx.10000 emperor.62 } } # A building construction has been downgraded and replaced. # This = Planet on_building_downgraded = { events = { } } # A district construction has been queued. # This = Planet on_district_queued = { events = { } } # A district construction has been unqueued. # This = Planet on_district_unqueued = { events = { } } # A district construction has demolished. # This = Planet on_district_demolished = { events = { mandate.181 } } # 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 # Root = Winner Warleader # From = Loser Warleader # FromFrom = War on_war_won = { events = { action.37 # Default victory message action.48 # Country destroyed victory message action.32 action.44 #factions.205 # Imperialist Conquest action.150 action.152 action.154 #action.156 action.158 syndaw.1200 syndaw.1205 syndaw.2000 # exterminator achievement } } # A war has been lost # Root = Loser Warleader # From = Winner Warleader # FromFrom = War on_war_lost = { events = { action.38 # Default defeat message action.151 action.153 action.155 #action.157 fallen_empires.2 fallen_empires.12 } } # A status quo has been signed # Root = Actor # From = Recipient # FromFrom = Main Attacker # FromFromFrom = Main Defender # FromFromFromFrom = War on_status_quo = { events = { action.39 action.45 } } # A status quo has been signed, by force # Root = Recipient # From = Actor # FromFrom = Main Attacker # FromFromFrom = Main Defender # FromFromFromFrom = War on_status_quo_forced = { events = { action.39 } } # A pop has been added to the planet # Root = pop # From = planet on_pop_added = { events = { # origin.1 } } # We changed a species right # This = pop on_pop_rights_change = { events = { utopia.90 # remove withdrawal when blissed utopia.91 # add withdrawal after bliss } } # A pop has finished growing # This = Planet scope # From = Country # FromFrom = Pop on_pop_grown = { events = { } } # A pop has finished assembling # This = Planet scope # From = Country # FromFrom = Pop on_pop_assembled = { events = { crisis.2055 crisis.2312 necroids.250 #makes zombie pops } } # A pop has finished purging # This = Planet scope # From = Country # FromFrom = Pop on_pop_purged = { events = { crisis.202 crisis.2044 # mandate.131 action.21 # Opinion effect on other empires action.22 # Resources from Forced Labor/Processing/Chemical Processing action.95 # Purging the last Primitive Pop removes Culture Shock from the planet utopia.180 # Gain resources for fanatic purifiers civic utopia.181 # Gain resources for devouring swarm syndaw.1330 # Gain resources for exterminators ancrel.4075 necroids.5 # Necrophage Purge crisis.4030 # Menace Objective - Purge Pops clones.30 #Clone Army Cleanup } } # A pop has finished declining (while not being purged) # This = Planet scope # From = Country # FromFrom = Pop on_pop_declined = { events = { clones.30 #Clone Army Cleanup } } # A pop has been displaced # This = Planet scope # From = Country # FromFrom = Pop on_pop_displaced = { events = { refugees.3 crisis.4030 # Menace Objective - Purge Pops } } # 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 unrest.4210 } } # 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 } } #From = Country scope #This = Planet scope on_planet_ownerless = { events = { action.85 action.89 clones.30 #Clone Army cleanup terra.110 #Removes second home modifier } } #Fired whenever a new owner is set for a planet, #be it after a war or through a trade #From = Country scope (new owner) #This = Planet scope on_planet_transfer = { events = { # utopia.2657 # make habitats larger mega.205 # nuke invalid ongoing planetary political decisions origin.3002#ToL Tree death origin.3004#ToL Tree modifier clones.30 #Clone Army cleanup terra.110 #Removes second home modifier terra.115 # Restore second home modifier if the planet is the same planet class action.350 # Set Ascension Tier to 0. } } #Fired whenever a new owner is set for a planet, and the planet was aggressively conquered #Fired in ADDITION to on_planet_transfer #From = Country scope (new owner) #This = Planet scope on_planet_conquer = { events = { action.42 # Land appropriation action.84 action.89 crisis.5010 # Crisis Menace Objective: Conquer a Colony } } #You have changed the location of your capital. Also called when a country's capital is first set e.g. during galaxy creation (but then FROM is not set) #this/root = new capital #from = old capital on_capital_changed = { } #From = Planet/Starbase/Megastructure scope #This = Fleet scope on_fleet_enter_orbit = { events = { } } #This = Federation leader #From = Joining member on_join_federation = { events = { fedev.499 # First Federation event } } #This = Federation leader #From = Leaving member on_leave_federation = { events = { action.201 # achievement flagging and various cleanups } } #This = Country scope, federation leader #From = Country to initiate the vote on_federation_law_vote_succeed = { events = { fedvote.1 } } #This = Country scope, federation leader #From = Country to initiate the vote on_federation_law_vote_failed = { events = { fedvote.2 } } #This = Country scope, federation leader #From = Country to exclude from the federation elections on_federation_leader_elections = { events = { } } #This = Country scope, new federation leader #From = Previous leader (if still existing) on_federation_new_leader = { events = { action.310 } } #This = Country scope, federation leader #From = Country to exclude from the federation psionicbattle on_federation_leader_challenge = { events = { fedel.1 # Arena Combat fedel.500 # Psionc Battle fedel.900 # Bidding War (Golden Rule) fedel.1500 # Thesis Defense } } #This = destroyed country #From = optional, destroyer (country) on_country_destroyed = { events = { custodian.100 # Custodian destroyed emperor.400 # Galactic Empire destroyed crisis.210 crisis.1270 action.61 crisis.2404 war_in_heaven.17 #WiH - both AFEs dead - do not flip the order here! war_in_heaven.10 #WiH - first AFE dead by NAL - do not flip the order here crisis.4020 # Menace Objective: Destroy Empire. emperor.63 } } # A Megastructure has been built # Root = Country # From = Megastructure # FromFrom = System # FromFromFrom = Fleet on_megastructure_built = { events = { utopia.2000 utopia.4000 utopia.4100 utopia.80 utopia.4007 # alert message } } # A Megastructure has begun to be upgraded # Root = Country # From = Megastructure # FromFrom = System on_megastructure_upgrade_begin = { events = { utopia.2001 utopia.29 } } # A Megastructure has been upgraded # Root = Country # From = Megastructure # FromFrom = System on_megastructure_upgraded = { events = { utopia.2003 utopia.2004 utopia.4001 utopia.4003 utopia.4004 utopia.4005 utopia.4006 # alert message utopia.4101 utopia.4103 utopia.4104 utopia.81 utopia.83 utopia.84 utopia.85 action.120 # alert message for contacts } } # X years has passed since a planet was colonized (won't trigger on empire homeworld) on_colony_1_year_old = { events = { ### Planet Modifiers - 9 #colony_mod.1 # Irradiated #colony_mod.2 # Titanic Life #colony_mod.3 # Unstable Tectonics #colony_mod.4 # Asteroid Belt #colony_mod.5 # Atmospheric Hallucinogen #colony_mod.12 # Asteroid Impacts #colony_mod.14 # Asteroid Impacts - Good #colony_mod.16 # Strong Magnetic Field - Good #colony_mod.17 # Strong Magnetic Field - Bad #colony_mod.121 # Gatekeeper for Asteroid Impacts colony_mod.161 # Gatekeeper for modifier colony 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 #1 = colony.2001 # Trouble in Paradise #2 = colony.2005 # Submerged Cruiser #1 = 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 = { colony.5000 # The Lonely Bot (randomisation set in deposit placement) } random_events = { 150 = 0 ### Colony Events & Chains - 14 3 = colony.1 # Migrating Forests 3 = colony.50 # Subterranean Aliens 3 = colony.1500 # Helpful Drones 3 = colony.1520 # Mharin Kharin 15 = colony.100 # Abandoned Terraforming 6 = colony.180 # Asteroid Sighted 3 = colony.2001 # Trouble in Paradise 15 = colony.2005 # Submerged Cruiser 15 = colony.2015 # Odd Factory 15 = colony.2025 # What Separates Us #15 = colony.2030 # Assassination #15 = colony.2035 # Infectious Disease #15 = colony.2050 # Clerical Errors 10 = colony.3001 # Rogue Moon 8 = colony.3005 # Dimensional Portal 8 = colony.9000 #Turtle World 15 = colony.2060 # Strange Mushrooms 15 = colony.2060 # Strange Mushrooms 15 = colony.8099 # Insidious Ophidians ### Archaeology Colony Sites 3 = ancrel.6049 # Blade of the Huntress 3 = ancrel.15010 # Mask of Transformation ### 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 75 = colony.150 # Underground Vault 75 = colony.155 # Nuclear Bomb 75 = colony.160 # Particle Accelerator 75 = colony.161 # Surviving Infrastructure 75 = colony.162 # Space Station 75 = colony.163 # Wasteland Radiation 75 = colony.164 # Pacifist Movement 75 = colony.170 # Orbital Debris ### Federations 3 = colony_fed.100 #Impossible Corrie } } on_colony_3_years_old = { events = { } random_events = { 150 = 0 ### Colony Events & Chains - 14 2 = colony.1 # Migrating Forests 2 = colony.50 # Subterranean Aliens 2 = colony.1500 # Helpful Drones 2 = colony.1520 # Mharin Kharin 10 = colony.8001 # Feral Overload 10 = colony.100 # Abandoned Terraforming 6 = colony.180 # Asteroid Sighted 10 = colony.2001 # Trouble in Paradise 10 = colony.2005 # Submerged Cruiser 10 = colony.2010 # A Change of Heart 10 = colony.2015 # Odd Factory 10 = colony.2025 # What Separates Us #10 = colony.2030 # Assassination #10 = colony.2035 # Infectious Disease 10 = colony.2050 # Clerical Errors 10 = colony.3001 # Rogue Moon 5 = colony.3005 # Dimensional Portal ### Archaeology Colony Sites 3 = ancrel.6049 # Blade of the Huntress ### Planet Modifiers - 9 #300 = colony_mod.1 # Irradiated #300 = colony_mod.2 # Titanic Life #300 = colony_mod.3 # Unstable Tectonics #300 = colony_mod.4 # Asteroid Belt #300 = colony_mod.5 # Atmospheric Hallucinogen #300 = colony_mod.12 # Asteroid Impacts #300 = colony_mod.14 # Asteroid Impacts - Good #300 = colony_mod.16 # Strong Magnetic Field - Good #300 = 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 ### Federations 4 = colony_fed.100 #Impossible Corrie } } on_colony_4_years_old = { random_events = { 150 = 0 ### Colony Events & Chains - 14 1 = colony.2001 # Trouble in Paradise 1 = colony.2010 # A Change of Heart 3 = federations2.8 # Dancing Plague 3 = situation.5 # Mysterious Labyrinth 6 = situation.150 # Living Snow, higher weight because only for deserts ### Archaeology Colony Sites 3 = ancrel.6049 # Blade of the Huntress } } on_colony_5_years_old = { events = { necroids.3 } random_events = { 150 = 0 # Colony Events 3 = colony.2010 # A Change of Heart 3 = federations2.8 # Dancing Plague 3 = situation.5 # Mysterious Labyrinth 6 = situation.150 # Living Snow, higher weight because only for deserts ### Archaeology Colony Sites 3 = ancrel.6049 # Blade of the Huntress } } 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 = { } # Fires for each planet every 5 years (counting up from colonisation date, includes home planet) on_colony_5_year_pulse = { events = { action.222 #Help for AI with Doomsday } random_events = { 3 = manifesti.1 97 = 0 } } on_colony_10_year_pulse = { events = { necroids.1 #Apotheosis for non-necrophage pops to necrophage } } # a new leader is generated for an empire, to be available for recruitment # scope: country, from: leader on_leader_spawned = { events = { utopia.2509 # New Leaders Get Erudite Trait utopia.2510 # New Leaders Get Cyborg Trait utopia.2560 # New Leaders Get Synthetic Trait utopia.2651 # New Leaders Get Psionic Trait utopia.6000 # hive mind ruler gets hive mind trait to make them immortal syndaw.1050 # Machine Intelligence ruler gets trait distar.173 # New Leaders Get Brainslug Trait clones.24 # New Leaders gain Clone Army Admiral traits action.405 # New Distinguised Admiralty Admirals and Generals are level 3 } random_events = { 80 = 0 20 = utopia.2601 } } # called during empire initialization when starting a new game # scope: country empire_init_add_technologies = { events = { game_start.8 } } # Called during empire initialization when starting a new game if has_secondary_species game rule is true. # Called before empire_init_create_capital_pops. # scope: planet # from: founder species # fromfrom: secondary species (if exists) empire_init_capital_planet = { events = { game_start.12 # starting buildings, districts & pops # at this point the species might have changed (because we added traits), so FROMFROM might not be the secondary species anymore } } # called during empire initialization when starting a new game # scope: country empire_init_create_ships = { events = { game_start.9 } } # Called when an election starts # scope: country on_election_started = { } # Called when an election ends # scope: country on_election_ended = { } # Called upon entering FTL (on-action name scripted on the Bypass type) # THIS = Fleet # FROM = System jumping to # FROMFROM = System jumped from on_entering_gateway = { } # Called upon entering FTL (on-action name scripted on the Bypass type) # THIS = Fleet # FROM = System jumping to # FROMFROM = System jumped from on_entering_wormhole = { events = { achievement.4 } } # THIS = Fleet on_jump_drive = { } # this = country on_pirate_spawn = { events = { pirate.49 } } # Called when a Starbase changes owner # THIS = Ship (Starbase) # FROM = Former Owner (Country) on_starbase_transfer = { events = { action.223 distar.199 # Special Project Gatekeeper for Living Planet event chain distar.254 } } # # Both the following on_action are called when fleet joined combat # (The first one is called for the attacker fleet, the second one is called for the defending fleet) # # This = Aggressor Fleet # From = Attacked Fleet # FromFrom = Additional Attacked Fleet (if part of ongoing combat) # FromFromFrom = Additional Attacked Fleet (if part of ongoing combat) on_fleet_combat_joined_attacker = { events = { aquatics.300 # You attacked the Aquatic Dragon in first contact aquatics.310 # You attacked it while establishing comms with it (origin endgame) } } # This = Attacked Fleet # From = Aggressor Fleet # FromFrom = Additional Attacked Fleet (if joining ongoing combat) # FromFromFrom = Additional Attacked Fleet (if joining ongoing combat) on_fleet_combat_joined_defender = { events = { cara.1001 # Caravaneer Fleet 1 cara.2001 # Caravaneer Fleet 2 cara.3001 # Caravaneer Fleet 3 ancrel.4025 galactic_features.550 # Factions set to hostile } } # From = system # FromFrom = country (new owner) # This = country (previous owner) on_system_lost = { events = { mega.100 # Lost Consecrated World action.102 # Move Market Station action.200 # recalc strategic war data } } # From = system # FromFrom = country (previous owner) # This = country (new owner) on_system_gained = { events = { galactic_features.298 # Shielded World (Fallen Empire) action.200 # recalc strategic war data communications_spread.5 # Establish comms with any other countries in the system } } # This = Pop # From = Country (buyer) # Fromfrom = Country (seller) on_slave_sold_on_market = { } # This = Country on_relic_activated = { events = { achievement.5 # Unlimited Power achievement } } # This = Fleet ( science vessel ) # From = Archaeological Site on_arch_stage_finished = { } on_arch_site_finished = { events = { achievement.6 # Archaeologist achievement } random_events = { 90 = 0 10 = federations3.2100 # Joint Operation: Genius Caeli } } # This = Country, first member added on_galactic_community_formed = { events = { galcom.60 } } on_galactic_council_established = { events = { galcom.50 } } # This = Country on_add_community_member = { events = { galcom.60 crisis.4116 } } on_remove_community_member = { events = { galcom.61 galcom.62 crisis.4115 } } on_add_to_council = { events = { emperor.95 } } on_remove_from_council = { } on_join_alliance = { } on_leave_alliance = { } # This = subject # From = subject's overlord on_becoming_subject = { events = { action.214 # Join Overlord's Federation if laws permit crisis.5020 # Menace Objective - Vassalise Empires emperor.80 # New vassal joins Imperium } } # fires when a country finishes being integrated # This = overlord # From = subject on_subject_integrated = { events = { crisis.2620 # BtC vassal integrated } } # fires when a country releases a sector as a vassal # This = released vassal # From = overlord on_released_as_vassal = { events = { action.229 # Sort out their origin action.230 # Convert released megacorps into oligarchies } } # This = empire trying to leave federation # From = empire who declined (federation leader) on_ask_to_leave_federation_declined = { events = { action.205 } } #spynetwork scope on_spynetwork_formed = { events = { espionage.1 #First Spy Network founded } } # THIS = Country: Emperor # FROM = Country added to council on_add_to_imperial_council = { } # THIS = Country: Emperor # FROM = Country removed from council on_remove_from_imperial_council = { } #these three are fired from script, basically for modders who want to change how first contact works or add some extra flavour stories in without overwriting things # THIS = first_contact on_first_contact_started = { } #use for custom country types that need first contact paths # THIS = first_contact on_first_contact_stage_1_no_path = { } # THIS = first_contact on_first_contact_generic_stage_2 = { events = { tutorial.2000 #"Conducting First Contact" } } # THIS = Planet: Branch office planet # FROM = Country: Branch office owner on_branch_office_established = { events = { } } # THIS = Planet: Branch office planet # FROM = Country: Branch office owner on_branch_office_closed = { events = { emperor.62 } } # THIS = System: system being occupied # FROM = Country: Conqueror of the system # FROMFROM = Country: Original owner of the system on_system_occupied = { events = { action.300 crisis.6100 } } # THIS = System: system being returned from occupation # FROM = Country: Previous owner of the system # FROMFROM = Country: Occupier of the system on_system_returned = { events = { action.301 } } # THIS = Espionage operation # FROM = Operation target on_operation_chapter_finished = { } # THIS = Espionage operation # FROM = Operation target on_operation_finished = { } # THIS = Espionage operation on_operation_cancelled = { events = { action.330 } } # Executed just as country is changing its government, before the new one is applied # THIS = country on_pre_government_changed = { events = { } } # Executed just as country is changing its government, after the new one is applied # THIS = country on_post_government_changed = { events = { action.410 # When picking up citizen service your leaders in the pool will gain 2 levels. } } # Executed when the Custodian's term ends # THIS = country on_custodian_term_ends = { events = { custodian.10 } } # Executed when a country picks any tradition (including starters and finishers) # THIS = country on_tradition_picked = {} # Executed when a country picks an ascension perk # THIS = country on_ascension_perk_picked = { events = { aquatics.120 } } # Executed when a megastructure has a new owner # this = new owner # from = megastructure # fromfrom = old owner (if existing) on_megastructure_change_owner = { events = { crisis.6200 #Aetherophasic Engine captured by non-crisis } } # Executed when a megastructure is rendered ownerless # this = solar system containing megastructure # from = megastructure # fromfrom = old owner (if existing) on_megastructure_ownerless = { } on_crystalline_empire_task = { random_events = { 10 = central.50 # Refugees from the Empire 10 = central.60 # Secret Techniques 10 = central.70 # Curious Scientist } } #Fired from destroy_star_system scripted effect #This = system #From = destroyer (if using a star cracker) on_destroy_star_system = { events = { crisis.220 } }