Łukasz Jakowski 13,394 Posted September 19, 2024 game/_FAQ/Events.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### How to create new Event/Mission ##### STEP 1 ##### Create new txt file in path: game/events/common/ Or if is it event for scenario the path will be: map/Earth3/scenarios/WW2/events/common/ Where Earth3 is the map, and WW2 is the scenario. Exmaple file name: economys_golden_milestone.txt It will be: game/events/common/economys_golden_milestone.txt -> mods/NAME_OF_YOUR_MOD/game/events/common/economys_golden_milestone.txt or map/Earth3/scenarios/WW2/events/common/economys_golden_milestone.txt -> mods/NAME_OF_YOUR_MOD/map/Earth3/scenarios/WW2/events/common/economys_golden_milestone.txt ##### STEP 2 ##### DO NOT USE SPACES IN CODE!! // -- EXAMPLE CODE id=economys_golden_milestone title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m popUp=false // -- END CODE id=NAME_OF_THE_FILE title=NAME_OF_THE_FILE.t desc=NAME_OF_THE_FILE.d mission_desc=NAME_OF_THE_FILE.m popUp=false #Important mission_desc, IS OPTIONAL, ONLY REQUIRED IF THIS IS A MISSION TO SHOW IN MISSION VIEW We have now added an event id (It is only for the game), title(key), description(key) and optional mission description(key) In this example I will be using "economys_golden_milestone" as NAME_OF_THE_FILE popUp=true popUp=false # If true, yhe event will pop up on the screen! Default is false. possible_to_run=false # If false, then the event won't run at all, can be run only by other event in event option use: run_event=german_ultimatum where "german_ultimatum" is id of the event to run. ################## ##### STEP 3 ##### ## STEP 3 v1 -> Simple, text won't be translatable title=Economy's Golden Milestone desc=Revitalize your Civilization's economy by strategic investments to reach a new era of prosperity. mission_desc=By strategically investing in key sectors, you have successfully revitalized your Civilization's economy. #### END STEP 3 v2 ###### SECOND WAY TO SET EVENT TITLE, DESCRIPTION AND OPTIONAL MISSION DESCRIPTION ## STEP 3 v2 -> Use if: the text needs to be translatable, the code will look like this: title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m Add a translation of the created keys for the title, description, and optional mission description Edit file: game/languages/Bundle.properties At the end of the file add newly created keys. economys_golden_milestone.t = Economy's Golden Milestone economys_golden_milestone.m = Revitalize your Civilization's economy by strategic investments to reach a new era of prosperity. economys_golden_milestone.d = By strategically investing in key sectors, you have successfully revitalized your Civilization's economy. #### END STEP 3 v2 ################## ##### STEP 4 ##### // -- EXAMPLE CODE image=economy.png // -- END CODE In this step we can select an event image. image=IMAGE_FILE You can add own image or use existing image. Folders with event images: game/events/images/H/ game/events/images/XH/ game/events/images/XXH/ ##### STEP 5 ##### // -- EXAMPLE CODE show_in_missions=true mission_image=0 only_once=true // -- END CODE # Show the event in missions view in the game. show_in_missions=true show_in_missions=false # The image on the button in the mission view of this event. Images folder: game/events/imagesMissions/H/ mission_image=2 mission_image=4 etc. # The event will only be activated once or multiple times through the game. only_once=true only_once=false ##### STEP 6 ##### // -- EXAMPLE CODE trigger_and next_and invested_in_economy_over=1 next_or civ_provinces_over=10 trigger_and_end trigger_and next_and civ_gold_over=75 trigger_and_end // -- END CODE In this example we have two separate triggers. The first trigger will be activated if the Civilization invests more than 1 in the economy or Civilization have more than 10 provinces. THIS TRIGGER IS AND(trigger_and) The second trigger will be activated if the Civilization has more than 75 gold in its budget. THIS TRIGGER IS AND(trigger_and) In this case the event will pop up if both triggers will be true. Let's create a trigger for the event # START OF THE TRIGGER 'AND' trigger_and # INSIDE TRIGGER CODE trigger_and_end # END OF THE TRIGGER 'AND' # You can use multiple triggers in one event ## You can choose from: trigger_and trigger_and_end trigger_and_not trigger_and_not_end trigger_or trigger_or_end trigger_or_not trigger_or_not_end ### INSIDE TRIGGER CODE # START OF THE INSIDE TRIGGER 'AND' next_and invested_in_economy_over=1 # END OF THE INSIDE TRIGGER 'AND' next_and # The next line inside the trigger will be "and" invested_in_economy_over=1 # In this example, A civilization must invest more than 1 economy point in its economy. You must always choose what type the next inside trigger will be, in this case we have used "next_and". ## You can choose from: next_and next_and_not next_or next_or_not # You can use multiple inside triggers in one trigger ######################## ### You can choose from, list with examples: 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 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_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 civ 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 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 ################################ ##### STEP 7 ##### // -- EXAMPLE CODE option_btn name=GoodNews ai=20 gold=250 legacy=25 add_variable=capital_city_economic_development bonus_duration=5 bonus_monthly_income=12.4 option_end option_btn name=EconomicTriumph ai=10 province_economy_capital=10 legacy=50 bonus_duration=2 bonus_monthly_income=24.4 option_end // -- END CODE Now let's add event options (buttons) for the Civilization to select. In the example code we have two buttons. We will work on the first button. # START OF THE BUTTON option_btn # INSIDE BUTTON CODE option_end # END OF THE BUTTON ### Let's go through the "INSIDE BUTTON CODE" section. ## To set the text that will be displayed on the button: name=YOUR_TEXT_KEY # Button text translations are added in the same file as the event title, step 3. # Example: name=GoodNews So in the translaton file we will add: GoodNews = Good News ## We can then add what the probability is that the AI will choose this option: ai=20 ## And now we add the event results of this option # Example: province_economy_capital=10 # Civilization will get 10 economy points in the capital province. legacy=50 # By choosing this option, the Civilization will receive 50 legacy points. # etc. ################################## ### List of all available, with simple examples: gold=125 gold_monthly_income=2.0 legacy=75 legacy_monthly=4.5 research=35 advantage_points=3 manpower=7500 inflation=8.2 ai_aggression=100 ai_aggression=-75 move_capital=75 declare_war=fra # Civ will decalre war on France declare_war2=ger=pol # Germany will declare war on Poland add_alliance=ger=hun # Civ with tag 'ger'(Germany) will make an alliance with civ with tag 'hun'(Hungary) add_non_aggression=fra=spa # Civ with tag 'fra'(France) will sign Non Aggression Pact with civ with tag 'spa'(Spain) add_military_access=rus=swe # Civ with tag 'rus'(Russia) will get Military Access to civ with tag 'swe'(Sweden) add_guarantee=fra=pol # Civ with tag 'fra'(France) will Guarantee Indpendence of civ with tag 'pol'(Poland) add_defensive_pact=ita=ger # Civ with tag 'ita'(Italy) will sign Defensive Pact with civ with tag 'ger'(Germany) add_truce=ita=ger # Civ with tag 'ita'(Italy) will sign a Truce with civ with tag 'ger'(Germany) change_ideology=4 # Civ will change ideology to id: 4 change_religion=3 # Civ will change religion to id: 3 # Annexation of provinces ID: 0, 1, 2, 3, 4: annex=0;1;2;3;4; # Annexation of provinces ID: 0, 1, 2, 3, 4, if are controled by "fra", fra is an example and it is the Civ TAG: annex_from_civ=fra=0;1;2;3;4; # ger(Germany) will annex provinces: 646, 652, 647 if are controled by "czsl" (Czechoslovakia) annex_by_civ_from_civ=ger=czsl=646;652;647; annex_by_civ_from_civ=CIVTAG=CIVTAG2=646;652;647; # Annexation of Civilization, fra is an example and it is the Civ TAG: annex_civ=fra # Civilization will be annexed by ger. ger is Civ TAG for Germany. annexed_by_civ=ger # A civilization with the tag "atr" will become a vassal/puppet of the civilization with the tag "ger". make_puppet=ger=atr set_civ_tag=pol # Set Civilization Tag to pol -> Poland # This will change the Civilization to Poland set_civ_tag=spa_n # Set Civilization Tag to spa_n -> Spain, Constitutional Monarchy # This will change the Civilization to Spain set_civ_tag=fra_r # Set Civilization Tag to fra_n -> France, Republic # This will change the Civilization to France set_civ_tag2=czsl=slo_z ## The civilization with the TAG 'czsl' (Czechoslovakia) will change to 'slo_z' (Slovakia). set_civ_tag2=fra=fra_f ## The civilization with the TAG 'fra' (France) will change to 'fra_f' (Vichy France). #### ## RUN EVENT run_event=the_austrian_question # The event with ID 'the_austrian_question' will run the next day. Civilization will get a Random General add_general=true Civilization will get a General: Zhukov from the game/characters/Zhukov.json if exists! add_general2=Zhukov Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With 6 Attack, 4 Defense! add_general3=Galileo=6=4 Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With random Attack(-1), 3 Defense! -1 to set random value add_general3=Galileo=-1=3 Civilization will get Economic Advisor(1): Franklin from the game/characters/Franklin.json if exists! add_advisor2=1=Franklin Civilization will get Military Advisor(3): Zhukov from the game/characters/Zhukov.json if exists! add_advisor2=3=Zhukov # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor Civilization will get Random Economic Advisor add_advisor=1 add_ruler=Lukasz=Jakowski=223=23=06=1992 # Civilization will get new Ruler: # Name: Lukasz, Surname: Jakowski # Image ID: 223 must be an integer and will be loaded from: game/rulers/rulersImages/H/223.png! # Born Day: 23, Born Month: 6, Born Year: 1992 ###### # province_economy=15.4 ### A random Civilization province will receive 15.4 economy points. # province_economy_capital=15.4 ### A capital province will receive 15.4 economy points. # province_economy_capital_all=15.4 ### All provinces of Civilization will receive 15.4 economy points. # province_economy_id=10=15.4 ### Province with id 10 will receive 15.4 economy points. province_economy=15.4 province_economy_capital=27.2 province_economy_all=3.5 province_economy_id=11245=4.8 province_tax_efficiency=3.2 province_tax_efficiency_capital=4.7 province_tax_efficiency_all=2.5 province_tax_efficiency_id=725=3.0 province_manpower=1.2 province_manpower_capital=1.7 province_manpower_all=3.5 province_manpower_id=332=4.0 province_growth_rate=8.2 province_growth_rate_capital=6.2 province_growth_rate_all=7.25 province_growth_rate_id=725=3.0 province_population=5000 province_population_capital=12500 province_population_all=2500 province_religion=3 province_religion_capital=2 province_religion_all=3 province_religion_id=1000=4 province_devastation=27.5 province_devastation_capital=45.5 province_devastation_all=15 province_devastation_id=35=25.0 province_unrest=15.5 province_unrest_capital=35.5 province_unrest_all=25.0 province_unrest_id=2541=-25.0 province_infrastructure=2 province_infrastructure_capital=1 province_infrastructure_all=1 province_infrastructure_id=332=1 add_new_army=0=1=3=2 # Add new army in capital province, # Unit ID: 0, Army ID: 1 # Unit ID: 3, Army ID: 2 add_new_army=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=0=0=0=0=0=0 # UnitID=ArmyID # =UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID ## NOTE SPECIAL # A civilization will get this variable, it can be used to create a chain of events. add_variable=capital_city_economic_development # Civ with tag 'ger'(Germany) will get this variable. add_variable2=ger=sudetenland_accepted ## We can also set temporary bonuses for X years: bonus_duration=2 bonus_monthly_income=24.4 Civilization will have +24.4 monthly income for 2 years. # List of all available, with simple examples: bonus_monthly_income=12.2 bonus_monthly_legacy=2.4 bonus_monthly_legacy_percentage=10.2 bnus_maximum_amount_of_gold=500 bonus_tax_efficiency=10.5 bonus_growth_rate=15 bonus_province_maintenance=-25 bonus_buildings_maintenance_cost=-10 bonus_maintenance_cost=2.2 bonus_production_efficiency=25 bonus_income_production=10 bonus_income_taxation=7.5 bonus_income_economy=10.5 bonus_corruption=10.0 bonus_inflation=5.0 bonus_research=10 bonus_research_points=4.5 bonus_max_manpower=10000 bonus_max_manpower_percentage=10.25 bonus_manpower_recovery_speed=25 bonus_reinforcement_speed=15 bonus_army_morale_recovery=25 bonus_army_maintenance=-25 bonus_recruitment_time=-15 bonus_recruit_army_cost=-20 bonus_recruit_army_first_line_cost=-15 bonus_recruit_army_second_line_cost=-25 bonus_generals_attack=2 bonus_generals_defense=1 bonus_units_attack=4 bonus_units_defense=3 bonus_regiments_limit=6 bonus_battle_width=4 bonus_discipline=7.5 bonus_siege_effectiveness=25.5 bonus_max_morale=20 bonus_army_movement_speed=30.4 bonus_manpower_recovery_from_disbanded_army=25 bonus_war_score_cost=-25 bonus_construction_cost=-10 bonus_administration_buildings_cost=-15 bonus_military_buildings_cost=-20 bonus_economy_buildings_cost=-25 bonus_construction_time=-25 bonus_invest_in_economy_cost=-13.75 bonus_increase_manpower_cost=-7.25 bonus_increase_tax_efficiency_cost=-15.4 bonus_develop_infrastructure_cost=-12.5 bonus_increase_growth_rate_cost=-7.25 bonus_diplomacy_points=25 bonus_improve_relations_modifier=15 bonus_income_from_vassals=25 bonus_aggressive_expansion=-25 bonus_core_cost=-25 bonus_religion_cost=-15 bonus_revolutionary_risk=25 bonus_loan_interest=-25 bonus_all_characters_life_expectancy=5 bonus_advisor_cost=-20 bonus_advisors_max_level=2 bonus_general_cost=-15 bonus_disease_death_rate=75 kill_ruler=true kill_ruler_chance=35 kill_advisor=1 # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor military_academy=1 # Change level of Military Academy: +1 military_academy=-2 # Change level of Military Academy: -2 military_academy_generals=3 # Change level of Military Academy for Generals: +3 capital_city_level=1 # Change level of Capital City Level: +1 supreme_court=2 # Change level of Supreme Court: +2 nuclear_reactor=1 # Change level of Nuclear Reactor: +1 ############ explode=ming # Ming will split into multiple civilizations based on the number of civilizations present within Ming's provinces that have cores and no provinces ############ ## Change price of resource random Resource price_change_random=15=16=12=36 ### Change price of random Resource, by: # 15% min + Random(16)%, price will be randomly decreased or increased # For 12 months + Random(36) Months -------------------- price_change_random=5=35=24=36 ## Change price of random Resource, by: # 5% min + Random(35)%, price will be randomly decreased or increased # For 24 months + Random(36) Months -------------------- price_change_random_up=6=24=21=0 ## Change price of random Resource, by: # 6% min + Random(24)%, price will be Increased! # For 21 months + Random(0) Months -------------------- price_change_random_down=40=25=12=4 ## Change price of random Resource, by: # 40% min + Random(25)%, price will be Decreased! # For 12 months + Random(4) Months ############ ## Change price of resource Resource ID price_change=0=10=15=12=24 ## Change price of ResourceID: 0 -> Grain, by: # 10% min + Random(15)%, price will be randomly decreased or increased # For 12 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change=9=20=12=96=12 ## Change price of ResourceID: 9 -> Cocoa, by: # 20% min + Random(12)%, price will be randomly decreased or increased # For 96 months + Random(12) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 9 will be Cocoa -------------------- price_change_up=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Increased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_down=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Decreased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_group=0=15=5=24=12 ## Change price of Resources with GroupID: 0 -> Food: # 15% min + Random(5)%, price will be randomly decreased or increased # For 24 months + Random(12) Months ## GroupID can be find in: game/resources/Resources.json price_change_group_up=3=15=5=24=12 ## Change price of Resources with GroupID: 3 -> Luxury: # 15% min + Random(5)%, price will be Increased! price_change_group_down=4=15=5=24=12 ## Change price of Resources with GroupID: 4 -> Production Resources:1 # 15% min + Random(5)%, price will be Decreased! Group ID: 0 -> Food 1 -> Commodities 2 -> Luxury Commodities 3 -> Luxury 4 -> Production Resources ################################ //////////////////////////////////////// #### FULL CODE OF THE EXAMPLE EVENT #### //////////////////////////////////////// id=economys_golden_milestone title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m image=economy.png show_in_missions=true mission_image=0 only_once=true trigger_and next_and invested_in_economy_over=1 trigger_and_end option_btn name=GoodNews ai=20 gold=250 legacy=25 bonus_duration=1 bonus_monthly_income=27.4 option_end option_btn name=EconomicTriumph ai=10 province_economy_capital=10 legacy=50 bonus_duration=2 bonus_monthly_income=38.4 option_end # Files list_common.txt, list_global.txt, list_siege.txt are only for Mobile Devices! Ragronr, Mihael1 and Fire Quickly 3 Quote Share this post Link to post Share on other sites More sharing options...
Mihael1 74 Posted March 3, 2025 On 9/19/2024 at 1:29 PM, Łukasz Jakowski said: game/_FAQ/Events.txt ####################################### ## Read: mods_steam_workshop.txt ! ## ## To create a new mod for submission to the Steam Workshop, first create a new folder for your mod within the 'mods' directory. ## Then, copy or recreate all the modified files into that folder! ## ## For example, if a file was originally located in game/ExampleFile.json, ## it should be placed in mods/YourModName/game/ExampleFile.json in your mod's folder. ## ##### How to create new Event/Mission ##### STEP 1 ##### Create new txt file in path: game/events/common/ Or if is it event for scenario the path will be: map/Earth3/scenarios/WW2/events/common/ Where Earth3 is the map, and WW2 is the scenario. Exmaple file name: economys_golden_milestone.txt It will be: game/events/common/economys_golden_milestone.txt -> mods/NAME_OF_YOUR_MOD/game/events/common/economys_golden_milestone.txt or map/Earth3/scenarios/WW2/events/common/economys_golden_milestone.txt -> mods/NAME_OF_YOUR_MOD/map/Earth3/scenarios/WW2/events/common/economys_golden_milestone.txt ##### STEP 2 ##### DO NOT USE SPACES IN CODE!! // -- EXAMPLE CODE id=economys_golden_milestone title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m popUp=false // -- END CODE id=NAME_OF_THE_FILE title=NAME_OF_THE_FILE.t desc=NAME_OF_THE_FILE.d mission_desc=NAME_OF_THE_FILE.m popUp=false #Important mission_desc, IS OPTIONAL, ONLY REQUIRED IF THIS IS A MISSION TO SHOW IN MISSION VIEW We have now added an event id (It is only for the game), title(key), description(key) and optional mission description(key) In this example I will be using "economys_golden_milestone" as NAME_OF_THE_FILE popUp=true popUp=false # If true, yhe event will pop up on the screen! Default is false. possible_to_run=false # If false, then the event won't run at all, can be run only by other event in event option use: run_event=german_ultimatum where "german_ultimatum" is id of the event to run. ################## ##### STEP 3 ##### ## STEP 3 v1 -> Simple, text won't be translatable title=Economy's Golden Milestone desc=Revitalize your Civilization's economy by strategic investments to reach a new era of prosperity. mission_desc=By strategically investing in key sectors, you have successfully revitalized your Civilization's economy. #### END STEP 3 v2 ###### SECOND WAY TO SET EVENT TITLE, DESCRIPTION AND OPTIONAL MISSION DESCRIPTION ## STEP 3 v2 -> Use if: the text needs to be translatable, the code will look like this: title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m Add a translation of the created keys for the title, description, and optional mission description Edit file: game/languages/Bundle.properties At the end of the file add newly created keys. economys_golden_milestone.t = Economy's Golden Milestone economys_golden_milestone.m = Revitalize your Civilization's economy by strategic investments to reach a new era of prosperity. economys_golden_milestone.d = By strategically investing in key sectors, you have successfully revitalized your Civilization's economy. #### END STEP 3 v2 ################## ##### STEP 4 ##### // -- EXAMPLE CODE image=economy.png // -- END CODE In this step we can select an event image. image=IMAGE_FILE You can add own image or use existing image. Folders with event images: game/events/images/H/ game/events/images/XH/ game/events/images/XXH/ ##### STEP 5 ##### // -- EXAMPLE CODE show_in_missions=true mission_image=0 only_once=true // -- END CODE # Show the event in missions view in the game. show_in_missions=true show_in_missions=false # The image on the button in the mission view of this event. Images folder: game/events/imagesMissions/H/ mission_image=2 mission_image=4 etc. # The event will only be activated once or multiple times through the game. only_once=true only_once=false ##### STEP 6 ##### // -- EXAMPLE CODE trigger_and next_and invested_in_economy_over=1 next_or civ_provinces_over=10 trigger_and_end trigger_and next_and civ_gold_over=75 trigger_and_end // -- END CODE In this example we have two separate triggers. The first trigger will be activated if the Civilization invests more than 1 in the economy or Civilization have more than 10 provinces. THIS TRIGGER IS AND(trigger_and) The second trigger will be activated if the Civilization has more than 75 gold in its budget. THIS TRIGGER IS AND(trigger_and) In this case the event will pop up if both triggers will be true. Let's create a trigger for the event # START OF THE TRIGGER 'AND' trigger_and # INSIDE TRIGGER CODE trigger_and_end # END OF THE TRIGGER 'AND' # You can use multiple triggers in one event ## You can choose from: trigger_and trigger_and_end trigger_and_not trigger_and_not_end trigger_or trigger_or_end trigger_or_not trigger_or_not_end ### INSIDE TRIGGER CODE # START OF THE INSIDE TRIGGER 'AND' next_and invested_in_economy_over=1 # END OF THE INSIDE TRIGGER 'AND' next_and # The next line inside the trigger will be "and" invested_in_economy_over=1 # In this example, A civilization must invest more than 1 economy point in its economy. You must always choose what type the next inside trigger will be, in this case we have used "next_and". ## You can choose from: next_and next_and_not next_or next_or_not # You can use multiple inside triggers in one trigger ######################## ### You can choose from, list with examples: 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 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_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 civ 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 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 ################################ ##### STEP 7 ##### // -- EXAMPLE CODE option_btn name=GoodNews ai=20 gold=250 legacy=25 add_variable=capital_city_economic_development bonus_duration=5 bonus_monthly_income=12.4 option_end option_btn name=EconomicTriumph ai=10 province_economy_capital=10 legacy=50 bonus_duration=2 bonus_monthly_income=24.4 option_end // -- END CODE Now let's add event options (buttons) for the Civilization to select. In the example code we have two buttons. We will work on the first button. # START OF THE BUTTON option_btn # INSIDE BUTTON CODE option_end # END OF THE BUTTON ### Let's go through the "INSIDE BUTTON CODE" section. ## To set the text that will be displayed on the button: name=YOUR_TEXT_KEY # Button text translations are added in the same file as the event title, step 3. # Example: name=GoodNews So in the translaton file we will add: GoodNews = Good News ## We can then add what the probability is that the AI will choose this option: ai=20 ## And now we add the event results of this option # Example: province_economy_capital=10 # Civilization will get 10 economy points in the capital province. legacy=50 # By choosing this option, the Civilization will receive 50 legacy points. # etc. ################################## ### List of all available, with simple examples: gold=125 gold_monthly_income=2.0 legacy=75 legacy_monthly=4.5 research=35 advantage_points=3 manpower=7500 inflation=8.2 ai_aggression=100 ai_aggression=-75 move_capital=75 declare_war=fra # Civ will decalre war on France declare_war2=ger=pol # Germany will declare war on Poland add_alliance=ger=hun # Civ with tag 'ger'(Germany) will make an alliance with civ with tag 'hun'(Hungary) add_non_aggression=fra=spa # Civ with tag 'fra'(France) will sign Non Aggression Pact with civ with tag 'spa'(Spain) add_military_access=rus=swe # Civ with tag 'rus'(Russia) will get Military Access to civ with tag 'swe'(Sweden) add_guarantee=fra=pol # Civ with tag 'fra'(France) will Guarantee Indpendence of civ with tag 'pol'(Poland) add_defensive_pact=ita=ger # Civ with tag 'ita'(Italy) will sign Defensive Pact with civ with tag 'ger'(Germany) add_truce=ita=ger # Civ with tag 'ita'(Italy) will sign a Truce with civ with tag 'ger'(Germany) change_ideology=4 # Civ will change ideology to id: 4 change_religion=3 # Civ will change religion to id: 3 # Annexation of provinces ID: 0, 1, 2, 3, 4: annex=0;1;2;3;4; # Annexation of provinces ID: 0, 1, 2, 3, 4, if are controled by "fra", fra is an example and it is the Civ TAG: annex_from_civ=fra=0;1;2;3;4; # ger(Germany) will annex provinces: 646, 652, 647 if are controled by "czsl" (Czechoslovakia) annex_by_civ_from_civ=ger=czsl=646;652;647; annex_by_civ_from_civ=CIVTAG=CIVTAG2=646;652;647; # Annexation of Civilization, fra is an example and it is the Civ TAG: annex_civ=fra # Civilization will be annexed by ger. ger is Civ TAG for Germany. annexed_by_civ=ger # A civilization with the tag "atr" will become a vassal/puppet of the civilization with the tag "ger". make_puppet=ger=atr set_civ_tag=pol # Set Civilization Tag to pol -> Poland # This will change the Civilization to Poland set_civ_tag=spa_n # Set Civilization Tag to spa_n -> Spain, Constitutional Monarchy # This will change the Civilization to Spain set_civ_tag=fra_r # Set Civilization Tag to fra_n -> France, Republic # This will change the Civilization to France set_civ_tag2=czsl=slo_z ## The civilization with the TAG 'czsl' (Czechoslovakia) will change to 'slo_z' (Slovakia). set_civ_tag2=fra=fra_f ## The civilization with the TAG 'fra' (France) will change to 'fra_f' (Vichy France). #### ## RUN EVENT run_event=the_austrian_question # The event with ID 'the_austrian_question' will run the next day. Civilization will get a Random General add_general=true Civilization will get a General: Zhukov from the game/characters/Zhukov.json if exists! add_general2=Zhukov Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With 6 Attack, 4 Defense! add_general3=Galileo=6=4 Civilization will get a General: Galileo from the game/characters/Galileo.json if exists! With random Attack(-1), 3 Defense! -1 to set random value add_general3=Galileo=-1=3 Civilization will get Economic Advisor(1): Franklin from the game/characters/Franklin.json if exists! add_advisor2=1=Franklin Civilization will get Military Advisor(3): Zhukov from the game/characters/Zhukov.json if exists! add_advisor2=3=Zhukov # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor Civilization will get Random Economic Advisor add_advisor=1 add_ruler=Lukasz=Jakowski=223=23=06=1992 # Civilization will get new Ruler: # Name: Lukasz, Surname: Jakowski # Image ID: 223 must be an integer and will be loaded from: game/rulers/rulersImages/H/223.png! # Born Day: 23, Born Month: 6, Born Year: 1992 ###### # province_economy=15.4 ### A random Civilization province will receive 15.4 economy points. # province_economy_capital=15.4 ### A capital province will receive 15.4 economy points. # province_economy_capital_all=15.4 ### All provinces of Civilization will receive 15.4 economy points. # province_economy_id=10=15.4 ### Province with id 10 will receive 15.4 economy points. province_economy=15.4 province_economy_capital=27.2 province_economy_all=3.5 province_economy_id=11245=4.8 province_tax_efficiency=3.2 province_tax_efficiency_capital=4.7 province_tax_efficiency_all=2.5 province_tax_efficiency_id=725=3.0 province_manpower=1.2 province_manpower_capital=1.7 province_manpower_all=3.5 province_manpower_id=332=4.0 province_growth_rate=8.2 province_growth_rate_capital=6.2 province_growth_rate_all=7.25 province_growth_rate_id=725=3.0 province_population=5000 province_population_capital=12500 province_population_all=2500 province_religion=3 province_religion_capital=2 province_religion_all=3 province_religion_id=1000=4 province_devastation=27.5 province_devastation_capital=45.5 province_devastation_all=15 province_devastation_id=35=25.0 province_unrest=15.5 province_unrest_capital=35.5 province_unrest_all=25.0 province_unrest_id=2541=-25.0 province_infrastructure=2 province_infrastructure_capital=1 province_infrastructure_all=1 province_infrastructure_id=332=1 add_new_army=0=1=3=2 # Add new army in capital province, # Unit ID: 0, Army ID: 1 # Unit ID: 3, Army ID: 2 add_new_army=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=1=6=0=0=0=0=0=0 # UnitID=ArmyID # =UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID=UnitID=ArmyID ## NOTE SPECIAL # A civilization will get this variable, it can be used to create a chain of events. add_variable=capital_city_economic_development # Civ with tag 'ger'(Germany) will get this variable. add_variable2=ger=sudetenland_accepted ## We can also set temporary bonuses for X years: bonus_duration=2 bonus_monthly_income=24.4 Civilization will have +24.4 monthly income for 2 years. # List of all available, with simple examples: bonus_monthly_income=12.2 bonus_monthly_legacy=2.4 bonus_monthly_legacy_percentage=10.2 bnus_maximum_amount_of_gold=500 bonus_tax_efficiency=10.5 bonus_growth_rate=15 bonus_province_maintenance=-25 bonus_buildings_maintenance_cost=-10 bonus_maintenance_cost=2.2 bonus_production_efficiency=25 bonus_income_production=10 bonus_income_taxation=7.5 bonus_income_economy=10.5 bonus_corruption=10.0 bonus_inflation=5.0 bonus_research=10 bonus_research_points=4.5 bonus_max_manpower=10000 bonus_max_manpower_percentage=10.25 bonus_manpower_recovery_speed=25 bonus_reinforcement_speed=15 bonus_army_morale_recovery=25 bonus_army_maintenance=-25 bonus_recruitment_time=-15 bonus_recruit_army_cost=-20 bonus_recruit_army_first_line_cost=-15 bonus_recruit_army_second_line_cost=-25 bonus_generals_attack=2 bonus_generals_defense=1 bonus_units_attack=4 bonus_units_defense=3 bonus_regiments_limit=6 bonus_battle_width=4 bonus_discipline=7.5 bonus_siege_effectiveness=25.5 bonus_max_morale=20 bonus_army_movement_speed=30.4 bonus_manpower_recovery_from_disbanded_army=25 bonus_war_score_cost=-25 bonus_construction_cost=-10 bonus_administration_buildings_cost=-15 bonus_military_buildings_cost=-20 bonus_economy_buildings_cost=-25 bonus_construction_time=-25 bonus_invest_in_economy_cost=-13.75 bonus_increase_manpower_cost=-7.25 bonus_increase_tax_efficiency_cost=-15.4 bonus_develop_infrastructure_cost=-12.5 bonus_increase_growth_rate_cost=-7.25 bonus_diplomacy_points=25 bonus_improve_relations_modifier=15 bonus_income_from_vassals=25 bonus_aggressive_expansion=-25 bonus_core_cost=-25 bonus_religion_cost=-15 bonus_revolutionary_risk=25 bonus_loan_interest=-25 bonus_all_characters_life_expectancy=5 bonus_advisor_cost=-20 bonus_advisors_max_level=2 bonus_general_cost=-15 bonus_disease_death_rate=75 kill_ruler=true kill_ruler_chance=35 kill_advisor=1 # 0 = Administrative Advisor # 1 = Economic Advisor # 2 = Innovation Advisor # 3 = Military Advisor military_academy=1 # Change level of Military Academy: +1 military_academy=-2 # Change level of Military Academy: -2 military_academy_generals=3 # Change level of Military Academy for Generals: +3 capital_city_level=1 # Change level of Capital City Level: +1 supreme_court=2 # Change level of Supreme Court: +2 nuclear_reactor=1 # Change level of Nuclear Reactor: +1 ############ explode=ming # Ming will split into multiple civilizations based on the number of civilizations present within Ming's provinces that have cores and no provinces ############ ## Change price of resource random Resource price_change_random=15=16=12=36 ### Change price of random Resource, by: # 15% min + Random(16)%, price will be randomly decreased or increased # For 12 months + Random(36) Months -------------------- price_change_random=5=35=24=36 ## Change price of random Resource, by: # 5% min + Random(35)%, price will be randomly decreased or increased # For 24 months + Random(36) Months -------------------- price_change_random_up=6=24=21=0 ## Change price of random Resource, by: # 6% min + Random(24)%, price will be Increased! # For 21 months + Random(0) Months -------------------- price_change_random_down=40=25=12=4 ## Change price of random Resource, by: # 40% min + Random(25)%, price will be Decreased! # For 12 months + Random(4) Months ############ ## Change price of resource Resource ID price_change=0=10=15=12=24 ## Change price of ResourceID: 0 -> Grain, by: # 10% min + Random(15)%, price will be randomly decreased or increased # For 12 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change=9=20=12=96=12 ## Change price of ResourceID: 9 -> Cocoa, by: # 20% min + Random(12)%, price will be randomly decreased or increased # For 96 months + Random(12) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 9 will be Cocoa -------------------- price_change_up=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Increased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_down=0=20=40=18=24 ## Change price of ResourceID: 0 -> Grain, by: # 20% min + Random(40)%, price will be Decreased! # For 18 months + Random(24) Months ## ResourceID can be find in: game/resources/Resources.json ## ID: 0 will be Grain -------------------- price_change_group=0=15=5=24=12 ## Change price of Resources with GroupID: 0 -> Food: # 15% min + Random(5)%, price will be randomly decreased or increased # For 24 months + Random(12) Months ## GroupID can be find in: game/resources/Resources.json price_change_group_up=3=15=5=24=12 ## Change price of Resources with GroupID: 3 -> Luxury: # 15% min + Random(5)%, price will be Increased! price_change_group_down=4=15=5=24=12 ## Change price of Resources with GroupID: 4 -> Production Resources:1 # 15% min + Random(5)%, price will be Decreased! Group ID: 0 -> Food 1 -> Commodities 2 -> Luxury Commodities 3 -> Luxury 4 -> Production Resources ################################ //////////////////////////////////////// #### FULL CODE OF THE EXAMPLE EVENT #### //////////////////////////////////////// id=economys_golden_milestone title=economys_golden_milestone.t desc=economys_golden_milestone.d mission_desc=economys_golden_milestone.m image=economy.png show_in_missions=true mission_image=0 only_once=true trigger_and next_and invested_in_economy_over=1 trigger_and_end option_btn name=GoodNews ai=20 gold=250 legacy=25 bonus_duration=1 bonus_monthly_income=27.4 option_end option_btn name=EconomicTriumph ai=10 province_economy_capital=10 legacy=50 bonus_duration=2 bonus_monthly_income=38.4 option_end # Files list_common.txt, list_global.txt, list_siege.txt are only for Mobile Devices! @Łukasz_Jakowski Jak uwolnić wasala w wyniku zdarzenia (np. gdy Wielka Brytania chce się zdekolonizować i musi uwolnić co najmniej jedną kolonię) Quote Share this post Link to post Share on other sites More sharing options...
Mihael1 74 Posted March 3, 2025 Just now, Mihael1 said: @Łukasz_Jakowski Jak uwolnić wasala w wyniku zdarzenia (np. gdy Wielka Brytania chce się zdekolonizować i musi uwolnić co najmniej jedną kolonię) @Łukasz Jakowski @Łukasz Jakowski @Łukasz Jakowski @Łukasz Jakowski Quote Share this post Link to post Share on other sites More sharing options...