GameEvents

Static Events

Events can be subscribed by using GameEvents.SomeEvent.Add(SomeFunction).

NameParameters
GameEvents.BuildingConstructedplayerID [number]
cityID [number]
buildingID [number]
plotID [number]
bOriginalConstruction [boolean]
GameEvents.BuildingPillageStateChangedplayerID [number]
cityID [number]
buildingID [number]
bPillageState [boolean]
GameEvents.CityBuiltplayerID [number]
cityID [number]
iX [number]
iY [number]
GameEvents.CityConquerednewPlayerID [number]
oldPlayerID [number]
newCityID [number]
iCityX [number]
iCityY [number]
GameEvents.DiploSurpriseDeclareWarmainPlayer [number]
opponentPlayer [number]
GameEvents.EventPopupChoiceplayerID [number]
tParameters [table]
GameEvents.FoundNewWorldplayerID [number]
Threshold [number]
GameEvents.HasFourCitiesplayerID [number]
Threshold [number]
GameEvents.OnCityPopulationChangedcityOwner [number]
cityID [number]
ChangeAmount [number]
GameEvents.OnCivicCulturevatediPlayer [number]
eCivic [number]
GameEvents.OnDistrictConstructedplayerID [number]
districtID [number]
iX [number]
iY [number]
GameEvents.OnFaithEarnedePlayer [number]
iFaithAmount [number]
GameEvents.OnGameTurnStartedplayerID [number]
GameEvents.OnNewMajorityReligion
GameEvents.OnPillageplayerID [number]
unitID [number]
bImprovement [boolean]
buildingType [number]
GameEvents.OnPlayerCommandSetObjectStateplayerID [number]
tParameters [table]
GameEvents.OnPlayerGaveInfluenceTokenmajorID [number]
minorID [number]
iAmount [number]
GameEvents.OnRandomEventOccurrediType [number]
iSeverity [number]
iX [number]
iY [number]
iMitigationLevel [number]
GameEvents.OnUnitRetreatedunitOwner [number]
unitID [number]
GameEvents.PlayerTurnStartCompleteplayerID [number]
GameEvents.PlayerTurnStartedplayerID [number]
GameEvents.PlotOwnershipChanged
GameEvents.PlotPropertyChangediX [number]
iY [number]
GameEvents.PolicyChangedplayerID [number]
policyID [number]
bEnacted [boolean]
GameEvents.UnitAddedToMapplayerID [number]
unitID [number]