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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

 

# Events Triggers - Age of History 3

has_variable=some_variable
has_variable_not=some_variable

# Every time a Civilization runs an event (makes a decision), the 'id' of the event is stored in the Civilization's database of variables.
# Example of an 'id' from the event file:
# id=unique_id_of_event
#
# This allows you to use:

has_variable=unique_id_of_event

# where 'unique_id_of_event' refers to the 'id' from that event file.

#### Civ

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

civ_conquered_provinces_over=10
civ_conquered_provinces_below=16

civ_wars_total_over=4
civ_wars_total_below=10

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

civ_religion_is=3
# true if the Civ has the religion ID: 3 (Protestant), as defined in game/Religions.json, with IDs starting from 0

civ_tag_religion_is=bel=3
# true if the Civ with the tag 'bel'(Belgium) has the religion ID: 3 (Protestant), as defined in game/Religions.json, with IDs starting from 0

civ_tag_religion_is_not=fra=0
# fra is France, 0 is Pagan

civ_government_is=0
# true if Civ's government is ID: 0 -> Democracy, as defined in game/Governments.json, with IDs starting from 0

civ_tag_government_is=usa=3
# true if the Civ with the tag 'usa' has the government ID: 3 (Communism), as defined in game/Governments.json, with IDs starting from 0

civ_tag_government_is_not=vie=3
# true if the Civ with the tag 'vie' (Vietnam) does not have the government ID: 3 (Communism), as defined in game/Governments.json, with IDs starting from 0
# You can create a mission to stop or start the spread of a government type by using these triggers

civ_provinces_over=150
civ_provinces_below=75
civ_provinces_equals=35

civ_population_over=1999641
civ_population_below=1999641
# Civ's total population is below 1999641

civ_economy_over=1000
civ_economy_below=79
# Civ's total economy is below 79

civ_gold_over=1234
civ_gold_below=4321

# Civ Diplomacy

civ_allies_over=0
civ_allies_below=1

civ_defensive_pacts_over=1
civ_defensive_pacts_below=1

civ_non_aggression_pacts_over=1
civ_non_aggression_pacts_below=1

civ_vassals_over=0
civ_vassals_below=3

civ_neighbors_over=4
civ_neighbors_below=2

random_chance=12.5
# 12.5% chance to be true

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_legacy_per_month_over=2.4
civ_legacy_per_month_below=1.0

civ_research_per_month_over=8.2
civ_research_per_month_below=3.4

civ_diplomacy_over=85.6
civ_diplomacy_below=125.0

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_unlocked_legacies_over=4
civ_unlocked_legacies_below=2

civ_unlocked_technologies_over=23
civ_unlocked_technologies_below=64

civ_unlocked_advantages_over=4
civ_unlocked_advantages_below=1

civ_rank_position_over=14
civ_rank_position_below=100

civ_prestige_over=500
civ_prestige_below=98

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's capital province

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
civ_capital_income_over=12.1
civ_capital_income_below=3.2
civ_capital_unrest_over=12.1
civ_capital_unrest_below=1.0

civ_capital_religion_is=0
# true if the civilization's capital province religion is 0 (Pagan)

civ_capital_has_building=8=1
# true if Civ's capital province has constructed building: 8, 1
# From the file: game/buildings/Buildings.json
# Building number 8 (counted from 0), and within that building, ID 1
# This corresponds to an Amphitheater

civ_capital_is_occupied=true
# Civ's capital province is occupied

civ_capital_is_not_occupied=true
# Civ's capital province is NOT occupied

civ_capital_is_under_siege=true
# Civ's capital province is under siege

civ_capital_continent_is=3
# true if The Civ's capital province is located on continent ID: 3 (North America), as defined in map/THE_MAP/Continents.json, with IDs counted from 0

civ_capital_continent_is_not=3

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

exists_not=pol_m
## The Civ with the tag 'pol_m' has 0 provinces

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

exists_any_not=eng
## The Civ with the tag 'eng_m' or any 'eng' has 0 provinces

## 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_vassal_of_civ=fra=ger
## true if Civ with TAG "fra" is a Vassal/Puppet of civ with TAG "ger"

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

civ_has_more_provinces_than_civ=pol=fra

civ_has_larger_population_than_civ=fra=ger

civ_has_larger_economy_than_civ=pol_m=fra

civ_has_larger_regiments_limit_than_civ=ger=fra

civ_has_more_regiments_than_civ=pol=rus

civ_has_higher_ranking_than_civ=rus=ger

civ_has_more_technologies_than_civ=rus=fra

civs_opinion_over=ger=pol=-25.0
# true if 'ger' (Germany) and 'pol' (Poland) have an opinion over -25.0
civs_opinion_below=ger=pol=-25.0
# true if 'ger' (Germany) and 'pol' (Poland) have an opinion below -25.0

civs_are_neighbors=ger=fra
# true if 'ger' (Germany) and 'fra' (France) share a border.
civs_are_not_neighbors=ger=fra

civs_are_rivals=ger=pol
# true if 'ger' (Germany) and 'pol' (Poland) have each other set as rivals.
civ_has_rivalry=ger=pol
# true if 'ger' (Germany) has 'pol' (Poland) set as a rival.
civ_has_rivalry_not=ger=pol

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)

# Days
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

### 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

## Province

province_controlled_by=1024=fra
# true if Province ID: 1024 is controlled by the civilization with civTag: 'fra'

province_not_controlled_by=1024=ger
# true if Province ID: 1024 is NOT controlled by the civilization with civTag: 'ger'

province_civ_has_core=728=pol
# true if the civilization with civTag: 'pol' has a core in Province ID: 728

province_economy_over=464=12.1
# true if Province ID: 464 has economy over 12.1

province_economy_below=464=3.2
# true if Province ID: 464 has economy below 3.2

province_growth_rate_over=321=60.0
# true if Province ID: 321 has Growth Rate over 60.0

province_growth_rate_below=224=12.5

province_population_over=1244=90123
# true if Province ID: 1244 has Population over 90123

province_population_below=1244=72321

province_tax_efficiency_over=7227=30.0
# true if Province ID: 7227 has Tax efficiency over 30.0

province_tax_efficiency_below=624=2.6

province_manpower_over=632=6.4
# true if Province ID: 632 has Manpower Level over 6.4

province_manpower_below=621=1.2

province_income_over=38=12.4
# true if Province ID: 38 has income from province over 12.4

province_income_below=1664=3.4

province_religion_is=1322=0
# true if Province ID: 1332 has religion ID: 0(Pagan)

province_religion_is_not=7224=1
# true if Province ID: 7224 has not religion ID: 1(Catholic)

province_unrest_over=776=60.5
# true if the unrest in Province ID: 776 is over 60.5

province_unrest_below=124=8.5
# true if the unrest in Province ID: 124 is below 8.5

province_infrastructure_over=2556=1
# true if the infrastructure in Province ID: 2556 is over 1

province_infrastructure_below=333=1
# true if the infrastructure in Province ID: 333 is below 1

province_is_occupied=8224
# true if the Province ID: 8224 is occupied

province_is_not_occupied=8224
# true if the Province ID: 8224 is not occupied

province_is_under_siege=724
# true if the Province ID: 8224 is under siege

province_buildings_over=777=3
# true if the Province ID: 777 has more than 3 constructed buildings

province_buildings_below=776=2
# true if the Province ID: 776 has less than 2 constructed buildings

province_buildings_limit_over=2213=8
# true if Province ID: 2213 has a building limit of over 8

province_buildings_limit_below=2100=6
# true if Province ID: 2100 has a building limit of below 6

province_defense_lvl_over=8224=0
# true if the defense level in Province ID: 8224 is over 0

province_defense_lvl_below=327=1
# true if the defense level in Province ID: 327 is below 1

province_is_capital=624
# true if Province ID: 624 is the capital province

province_has_building=464=8=1
# true if Province ID: 464 has constructed building: 8, 1
# From the file: game/buildings/Buildings.json
# Building number 8 (counted from 0), and within that building, ID 1
# This corresponds to an Amphitheater

########

alliance_special_is_leader=true
# Civ is the leader of any Special Alliance, such as the Holy Roman Empire or the Shogunate.

alliance_special_is_leader_id=1
# Civ is the leader of a Special Alliance with ID: 1.

alliance_special_is_member_id=0
# Civ is a member of Special Alliance with ID: 0

alliance_special_is_not_member_id=0
# Civ is NOT a member of Special Alliance with ID: 0

 

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Some suggestions:

● civ_controls_province=[province id] — Civ is the controller of the province
● civ_has_core=[province id] — Civ has a core on that province
● civ_capital_is=[province id] — Civ capital is province x
● prov_occupied=[province id] — Province x is occupied
● prov_occupation_percentage=[x%] — x% of the civ provinces are occupied
● civ_ruler_is=[ruler id or name] — Civ ruler is x
● civ_advisor_is=[advisor id or name] — Civ advisor is x
● relation_above=[civ 1][civ 2][number] — Relation between civ 1 and civ 2 is above x
● relation_below=[civ 1][civ 2][number] — Relation between civ 1 and civ 2 is below x

● prov_has_building=[province id][building id or name] — Province has that building, credits to post below by Redguy
● prov_religion_is=[province id][religion id] — Province x has religion y, credits to post below by Redguy

Also, civ_capital triggers for non-capital provinces

Edited by Iceman

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On 9/19/2024 at 1:30 PM, Łukasz Jakowski said:
random_chance=12.5
# 12.5% chance to be true

How does the game know that this trigger is true? Is the probability checked every day?

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Why are there no province-targeted triggers?

- civ controls the province x
- civ owns the province x
- province x has building y
- province x is capital
- province x has a religion y

Triggers like that were one of the most used in AOH2 events

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9 minutes ago, Łukasz Jakowski said:

When triggers are run, it's once a year 

 

 

## Province

province_controlled_by=1024=fra
# true if Province ID: 1024 is controlled by the civilization with civTag: 'fra'

province_not_controlled_by=1024=ger
# true if Province ID: 1024 is NOT controlled by the civilization with civTag: 'ger'

province_civ_has_core=728=pol
# true if the civilization with civTag: 'pol' has a core in Province ID: 728

province_economy_over=464=12.1
# true if Province ID: 464 has economy over 12.1

province_economy_below=464=3.2
# true if Province ID: 464 has economy below 3.2

province_growth_rate_over=321=60.0
# true if Province ID: 321 has Growth Rate over 60.0

province_growth_rate_below=224=12.5

province_population_over=1244=90123
# true if Province ID: 1244 has Population over 90123

province_population_below=1244=72321

province_tax_efficiency_over=7227=30.0
# true if Province ID: 7227 has Tax efficiency over 30.0

province_tax_efficiency_below=624=2.6

province_manpower_over=632=6.4
# true if Province ID: 632 has Manpower Level over 6.4

province_manpower_below=621=1.2

province_income_over=38=12.4
# true if Province ID: 38 has income from province over 12.4

province_income_below=1664=3.4

province_religion_is=1322=0
# true if Province ID: 1332 has religion ID: 0(Pagan)

province_religion_is_not=7224=1
# true if Province ID: 7224 has not religion ID: 1(Catholic)

province_unrest_over=776=60.5
# true if the unrest in Province ID: 776 is over 60.5

province_unrest_below=124=8.5
# true if the unrest in Province ID: 124 is below 8.5

province_infrastructure_over=2556=1
# true if the infrastructure in Province ID: 2556 is over 1

province_infrastructure_below=333=1
# true if the infrastructure in Province ID: 333 is below 1

province_is_occupied=8224
# true if the Province ID: 8224 is occupied

province_is_not_occupied=8224
# true if the Province ID: 8224 is not occupied

province_is_under_siege=724
# true if the Province ID: 8224 is under siege

province_buildings_over=777=3
# true if the Province ID: 777 has more than 3 constructed buildings

province_buildings_below=776=2
# true if the Province ID: 776 has less than 2 constructed buildings

province_buildings_limit_over=2213=8
# true if Province ID: 2213 has a building limit of over 8

province_buildings_limit_below=2100=6
# true if Province ID: 2100 has a building limit of below 6

province_defense_lvl_over=8224=0
# true if the defense level in Province ID: 8224 is over 0

province_defense_lvl_below=327=1
# true if the defense level in Province ID: 327 is below 1

province_is_capital=624
# true if Province ID: 624 is the capital province

 

Okay! Thank you! 

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23 minutes ago, Łukasz Jakowski said:

When triggers are run, it's once a year 

 

 

## Province

province_controlled_by=1024=fra
# true if Province ID: 1024 is controlled by the civilization with civTag: 'fra'

province_not_controlled_by=1024=ger
# true if Province ID: 1024 is NOT controlled by the civilization with civTag: 'ger'

province_civ_has_core=728=pol
# true if the civilization with civTag: 'pol' has a core in Province ID: 728

province_economy_over=464=12.1
# true if Province ID: 464 has economy over 12.1

province_economy_below=464=3.2
# true if Province ID: 464 has economy below 3.2

province_growth_rate_over=321=60.0
# true if Province ID: 321 has Growth Rate over 60.0

province_growth_rate_below=224=12.5

province_population_over=1244=90123
# true if Province ID: 1244 has Population over 90123

province_population_below=1244=72321

province_tax_efficiency_over=7227=30.0
# true if Province ID: 7227 has Tax efficiency over 30.0

province_tax_efficiency_below=624=2.6

province_manpower_over=632=6.4
# true if Province ID: 632 has Manpower Level over 6.4

province_manpower_below=621=1.2

province_income_over=38=12.4
# true if Province ID: 38 has income from province over 12.4

province_income_below=1664=3.4

province_religion_is=1322=0
# true if Province ID: 1332 has religion ID: 0(Pagan)

province_religion_is_not=7224=1
# true if Province ID: 7224 has not religion ID: 1(Catholic)

province_unrest_over=776=60.5
# true if the unrest in Province ID: 776 is over 60.5

province_unrest_below=124=8.5
# true if the unrest in Province ID: 124 is below 8.5

province_infrastructure_over=2556=1
# true if the infrastructure in Province ID: 2556 is over 1

province_infrastructure_below=333=1
# true if the infrastructure in Province ID: 333 is below 1

province_is_occupied=8224
# true if the Province ID: 8224 is occupied

province_is_not_occupied=8224
# true if the Province ID: 8224 is not occupied

province_is_under_siege=724
# true if the Province ID: 8224 is under siege

province_buildings_over=777=3
# true if the Province ID: 777 has more than 3 constructed buildings

province_buildings_below=776=2
# true if the Province ID: 776 has less than 2 constructed buildings

province_buildings_limit_over=2213=8
# true if Province ID: 2213 has a building limit of over 8

province_buildings_limit_below=2100=6
# true if Province ID: 2100 has a building limit of below 6

province_defense_lvl_over=8224=0
# true if the defense level in Province ID: 8224 is over 0

province_defense_lvl_below=327=1
# true if the defense level in Province ID: 327 is below 1

province_is_capital=624
# true if Province ID: 624 is the capital province

 

this is amazing

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Now we only need triggers for event outcomes so that depending on the circumstances we have different response options, as well as dynamic outcomes so that the amount of gold depends on yearly/monthly income, so that the “spend 6 months of income on fighting corruption” event is possible. 😛

 

Edited by Marerjh

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Sorry for being annoying, but what about "is capital located in the region {}/on the continent {}" triggers? 🙂

"number of colonized provinces below/over" would be cool as well for colonization related events

And maybe "have access to sea" trigger. Checks if there is any ports and is corresponding technology researched.

@Łukasz Jakowski

Edited by Marerjh

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can we get has_law and not_has_law as triggers and outcomes to change laws? I really need this to make scenarios more dynamic by using laws as buffs/debuffs

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On 9/19/2024 at 7:30 AM, Łukasz Jakowski said:

game/_FAQ/Events_Triggers.txt

 

# Events Triggers - Age of History 3

has_variable=some_variable
has_variable_not=some_variable

# Every time a Civilization runs an event (makes a decision), the 'id' of the event is stored in the Civilization's database of variables.
# Example of an 'id' from the event file:
# id=unique_id_of_event
#
# This allows you to use:

has_variable=unique_id_of_event

# where 'unique_id_of_event' refers to the 'id' from that event file.

#### Civ

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

civ_conquered_provinces_over=10
civ_conquered_provinces_below=16

civ_wars_total_over=4
civ_wars_total_below=10

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

civ_religion_is=3
# true if the Civ has the religion ID: 3 (Protestant), as defined in game/Religions.json, with IDs starting from 0

civ_tag_religion_is=bel=3
# true if the Civ with the tag 'bel'(Belgium) has the religion ID: 3 (Protestant), as defined in game/Religions.json, with IDs starting from 0

civ_tag_religion_is_not=fra=0
# fra is France, 0 is Pagan

civ_government_is=0
# true if Civ's government is ID: 0 -> Democracy, as defined in game/Governments.json, with IDs starting from 0

civ_tag_government_is=usa=3
# true if the Civ with the tag 'usa' has the government ID: 3 (Communism), as defined in game/Governments.json, with IDs starting from 0

civ_tag_government_is_not=vie=3
# true if the Civ with the tag 'vie' (Vietnam) does not have the government ID: 3 (Communism), as defined in game/Governments.json, with IDs starting from 0
# You can create a mission to stop or start the spread of a government type by using these triggers

civ_provinces_over=150
civ_provinces_below=75
civ_provinces_equals=35

civ_population_over=1999641
civ_population_below=1999641
# Civ's total population is below 1999641

civ_economy_over=1000
civ_economy_below=79
# Civ's total economy is below 79

civ_gold_over=1234
civ_gold_below=4321

# Civ Diplomacy

civ_allies_over=0
civ_allies_below=1

civ_defensive_pacts_over=1
civ_defensive_pacts_below=1

civ_non_aggression_pacts_over=1
civ_non_aggression_pacts_below=1

civ_vassals_over=0
civ_vassals_below=3

civ_neighbors_over=4
civ_neighbors_below=2

random_chance=12.5
# 12.5% chance to be true

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_legacy_per_month_over=2.4
civ_legacy_per_month_below=1.0

civ_research_per_month_over=8.2
civ_research_per_month_below=3.4

civ_diplomacy_over=85.6
civ_diplomacy_below=125.0

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_unlocked_legacies_over=4
civ_unlocked_legacies_below=2

civ_unlocked_technologies_over=23
civ_unlocked_technologies_below=64

civ_unlocked_advantages_over=4
civ_unlocked_advantages_below=1

civ_rank_position_over=14
civ_rank_position_below=100

civ_prestige_over=500
civ_prestige_below=98

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's capital province

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
civ_capital_income_over=12.1
civ_capital_income_below=3.2
civ_capital_unrest_over=12.1
civ_capital_unrest_below=1.0

civ_capital_religion_is=0
# true if the civilization's capital province religion is 0 (Pagan)

civ_capital_has_building=8=1
# true if Civ's capital province has constructed building: 8, 1
# From the file: game/buildings/Buildings.json
# Building number 8 (counted from 0), and within that building, ID 1
# This corresponds to an Amphitheater

civ_capital_is_occupied=true
# Civ's capital province is occupied

civ_capital_is_not_occupied=true
# Civ's capital province is NOT occupied

civ_capital_is_under_siege=true
# Civ's capital province is under siege

civ_capital_continent_is=3
# true if The Civ's capital province is located on continent ID: 3 (North America), as defined in map/THE_MAP/Continents.json, with IDs counted from 0

civ_capital_continent_is_not=3

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

exists_not=pol_m
## The Civ with the tag 'pol_m' has 0 provinces

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

exists_any_not=eng
## The Civ with the tag 'eng_m' or any 'eng' has 0 provinces

## 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_vassal_of_civ=fra=ger
## true if Civ with TAG "fra" is a Vassal/Puppet of civ with TAG "ger"

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

civ_has_more_provinces_than_civ=pol=fra

civ_has_larger_population_than_civ=fra=ger

civ_has_larger_economy_than_civ=pol_m=fra

civ_has_larger_regiments_limit_than_civ=ger=fra

civ_has_more_regiments_than_civ=pol=rus

civ_has_higher_ranking_than_civ=rus=ger

civ_has_more_technologies_than_civ=rus=fra

civs_opinion_over=ger=pol=-25.0
# true if 'ger' (Germany) and 'pol' (Poland) have an opinion over -25.0
civs_opinion_below=ger=pol=-25.0
# true if 'ger' (Germany) and 'pol' (Poland) have an opinion below -25.0

civs_are_neighbors=ger=fra
# true if 'ger' (Germany) and 'fra' (France) share a border.
civs_are_not_neighbors=ger=fra

civs_are_rivals=ger=pol
# true if 'ger' (Germany) and 'pol' (Poland) have each other set as rivals.
civ_has_rivalry=ger=pol
# true if 'ger' (Germany) has 'pol' (Poland) set as a rival.
civ_has_rivalry_not=ger=pol

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)

# Days
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

### 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

## Province

province_controlled_by=1024=fra
# true if Province ID: 1024 is controlled by the civilization with civTag: 'fra'

province_not_controlled_by=1024=ger
# true if Province ID: 1024 is NOT controlled by the civilization with civTag: 'ger'

province_civ_has_core=728=pol
# true if the civilization with civTag: 'pol' has a core in Province ID: 728

province_economy_over=464=12.1
# true if Province ID: 464 has economy over 12.1

province_economy_below=464=3.2
# true if Province ID: 464 has economy below 3.2

province_growth_rate_over=321=60.0
# true if Province ID: 321 has Growth Rate over 60.0

province_growth_rate_below=224=12.5

province_population_over=1244=90123
# true if Province ID: 1244 has Population over 90123

province_population_below=1244=72321

province_tax_efficiency_over=7227=30.0
# true if Province ID: 7227 has Tax efficiency over 30.0

province_tax_efficiency_below=624=2.6

province_manpower_over=632=6.4
# true if Province ID: 632 has Manpower Level over 6.4

province_manpower_below=621=1.2

province_income_over=38=12.4
# true if Province ID: 38 has income from province over 12.4

province_income_below=1664=3.4

province_religion_is=1322=0
# true if Province ID: 1332 has religion ID: 0(Pagan)

province_religion_is_not=7224=1
# true if Province ID: 7224 has not religion ID: 1(Catholic)

province_unrest_over=776=60.5
# true if the unrest in Province ID: 776 is over 60.5

province_unrest_below=124=8.5
# true if the unrest in Province ID: 124 is below 8.5

province_infrastructure_over=2556=1
# true if the infrastructure in Province ID: 2556 is over 1

province_infrastructure_below=333=1
# true if the infrastructure in Province ID: 333 is below 1

province_is_occupied=8224
# true if the Province ID: 8224 is occupied

province_is_not_occupied=8224
# true if the Province ID: 8224 is not occupied

province_is_under_siege=724
# true if the Province ID: 8224 is under siege

province_buildings_over=777=3
# true if the Province ID: 777 has more than 3 constructed buildings

province_buildings_below=776=2
# true if the Province ID: 776 has less than 2 constructed buildings

province_buildings_limit_over=2213=8
# true if Province ID: 2213 has a building limit of over 8

province_buildings_limit_below=2100=6
# true if Province ID: 2100 has a building limit of below 6

province_defense_lvl_over=8224=0
# true if the defense level in Province ID: 8224 is over 0

province_defense_lvl_below=327=1
# true if the defense level in Province ID: 327 is below 1

province_is_capital=624
# true if Province ID: 624 is the capital province

province_has_building=464=8=1
# true if Province ID: 464 has constructed building: 8, 1
# From the file: game/buildings/Buildings.json
# Building number 8 (counted from 0), and within that building, ID 1
# This corresponds to an Amphitheater

########

alliance_special_is_leader=true
# Civ is the leader of any Special Alliance, such as the Holy Roman Empire or the Shogunate.

alliance_special_is_leader_id=1
# Civ is the leader of a Special Alliance with ID: 1.

alliance_special_is_member_id=0
# Civ is a member of Special Alliance with ID: 0

alliance_special_is_not_member_id=0
# Civ is NOT a member of Special Alliance with ID: 0

 

I'm trying to make a occupied provinces trigger but the event just doesn't work.

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