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Age of History 3
Łukasz Jakowski

Age of History 3 - Events Triggers

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game/_FAQ/Events_Triggers.txt

 

invested_in_economy_over=125
invested_in_economy_below=50
increased_growth_rate_over=25
increased_growth_rate_below=75
increased_tax_efficiency_over=50
increased_tax_efficiency_below=100
increased_manpower_over=150
increased_manpower_below=250
developed_infrastructure_over=10
developed_infrastructure_below=55

buildings_constructed_over=20
buildings_constructed_below=20
administrative_buildings_constructed_over=5
administrative_buildings_constructed_below=15
economy_buildings_constructed_over=1
economy_buildings_constructed_below=8
military_buildings_constructed_over=3
military_buildings_constructed_below=5
unique_capital_buildings_constructed_over=1
unique_capital_buildings_constructed_below=3

is_player=ming
# true if player is playing as Ming
is_not_player=fra
# true if player is not playing as France

civ_provinces_over=150
civ_provinces_below=75
civ_provinces_equals=35

civ_gold_over=1234
civ_gold_below=4321

is_civ=spa
# Civilization's TAG is spa -> Spain

is_civ=spa_m
# Civilization's TAG is spa_m 

civ_total_income_over=11.4
civ_total_income_below=3.25
civ_income_taxation_over=12.7
civ_income_taxation_below=7.25
civ_income_economy_over=13.23
civ_income_economy_below=10.14
civ_income_production_over=25.5
civ_income_production_below=17.23

civ_loans_over=0
civ_loans_below=2
civ_inflation_over=3.75
civ_inflation_below=1.0

civ_legacy_over=250
civ_legacy_below=100

civ_has_resource=3

civ_has_resource_over=5=14.5
# Civilization has a resource ID: 5 and its production is over 14.5

civ_production_over=0=50
# Civilization has a resource ID: 0 and its production is over 50, it is the same as civ_has_resource_over!..

civ_largest_producer_over=6
# Civilization is largest producer of over 6 Resources

largest_producer_production_over=10=74
# Largest producer of Resource ID: 10(Tea), produces more than 74
## ResourceID can be find in: game/resources/Resources.json
## ID: 10 will be Tea

largest_producer_production_over=0=524
# Largest producer of Resource ID: 0(Grain), produces more than 524

civ_is_largest_producer=0
# Civilization is largest producer of ResourceID: 0(Grain)

civ_manpower_over=15000
civ_manpower_below=1500
civ_max_manpower_over=20000
civ_max_manpower_below=17500

civ_manpower_perc_over=50.2
# Civilization's Manpower / Max manpower > 50.2%

civ_manpower_perc_below=24.4
# Civilization's Manpower / Max manpower < 24.4%

civ_regiments_over=40
civ_regiments_below=10
civ_regiments_limit_over=24
civ_regiments_limit_below=30
civ_battle_width_over=20
civ_battle_width_below=30

civ_regiments_over_regiments_limit=true
civ_gold_over_max_amount_of_gold=true

civ_capital_buildings_over=3
civ_capital_buildings_below=4
civ_capital_tax_efficiency_over=17.2
civ_capital_tax_efficiency_below=24.3
civ_capital_economy_over=24.2
civ_capital_economy_below=92.2
civ_capital_manpower_over=17.2
civ_capital_manpower_below=21.4
civ_capital_growth_rate_over=72.5
civ_capital_growth_rate_below=97.2
civ_capital_infrastructure_over=2
civ_capital_infrastructure_below=3
civ_capital_population_over=95000
civ_capital_population_below=35750
civ_capital_fort_level_over=3
civ_capital_fort_level_below=5

recruited_advisors_over=27
recruited_advisors_below=23

civ_administrative_advisor_skill_over=1
civ_administrative_advisor_skill_below=2
civ_economic_advisor_skill_over=3
civ_economic_advisor_skill_below=4
civ_innovation_advisor_skill_over=2
civ_innovation_advisor_skill_below=5
civ_military_advisor_skill_over=3
civ_military_advisor_skill_below=3

civ_advisor_age_over=2=37
# Advisor ID: 2, Years old is over 37
# 0 = Administrative Advisor
# 1 = Economic Advisor
# 2 = Innovation Advisor
# 3 = Military Advisor

civ_advisor_production_efficiency_over=1=4.5
# Advisor ID: 1, Production Efficiency old is over 4.5
civ_advisor_construction_cost_over=1=-8

civ_military_academy_over=0
civ_military_academy_below=3
civ_military_academy_for_generals_over=1
civ_military_academy_for_generals_below=2
civ_capital_city_over=1
civ_capital_city_below=3
civ_supreme_court_over=2
civ_supreme_court_below=1
civ_nuclear_reactor_over=2
civ_nuclear_reactor_below=3

## Exists, has more than 0 provinces, and the tag is exactly "pol_m"
exists=pol_m

## Exists, has more than 0 provinces, and the tag is "eng_m" or any "eng"
exists_any=eng_m

## true if Civ with TAG "fra" is a Vassal/Puppet
is_puppet=fra

## true if Civ with TAG "fra" is not a Vassal/Puppet
is_not_puppet=fra

civ_is_at_war=true
# true if civ is at war

civ_is_not_at_war=true
# true if civs is not at war

civ_is_at_war_days_over=25

civs_are_at_war=ger=fra
# true if 'ger'(Germany) and 'fra'(France) are at war

civs_are_not_at_war=ger=fra
# true if 'ger'(Germany) and 'fra'(France) are not at war

civs_have_defensive_pact=ger=fra
# true if 'ger'(Germany) and 'fra'(France) have a Defensive Pact

civs_have_non_aggression=ger=fra
# true if 'ger'(Germany) and 'fra'(France) have a Non Aggression Pact

civs_have_alliance=ger=fra
# true if 'ger'(Germany) and 'fra'(France) have an Alliance

civs_have_truce=ger=fra
# true if 'ger'(Germany) and 'fra'(France) have Truce

civ_have_military_access=ger=fra
# true if 'ger'(Germany) have Military Access to 'fra'(France)

civ_have_guarantee=ger=fra
# true if 'ger'(Germany) Guarantee Independence of 'fra'(France)

playing_time_over=365
playing_time_below=365

## The day in the game is: 	1 September 1939
exact_day=1=9=1939

## The current in-game year is > 1800
year_over=1800

## The current in-game year is < 1750
year_below=1750

random_chance=12.5
# 12.5% chance to be true

has_variable=some_variable
has_variable_not=some_variable

## NOTE
# A civilization must have this variable, it can be used to create a chain of events.
next_and
has_variable=capital_city_economic_development


# A  civilization with the TAG 'ger' (Germany) has this variable; it can be used to create a chain of events.
has_variable_civ=ger=the_sudetenland_question

 

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