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TechpriestEnginseer edited this page Aug 1, 2023
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Return | Method (arguments) | Description |
---|---|---|
void | AddMessage(string sMessage) | |
void | AddNotificationName(string sNotificationName, string sMessage, string sSummary, int iPlotX, int iPlotY, int iGameDataIndex, int iExtraGameData) | Adds a notification to the list. |
Return | Method (arguments) | Description |
---|---|---|
bool | CanAdoptIdeology(PolicyBranchType iIdeologyBranch) | Always true unless disabled via Lua using the GameEvent PlayerCanAdoptTenet. |
bool | CanAdoptTenet(PolicyType iTenetPolicy, opt bool bIgnoreCost) | Functionally the same as CanAdoptPolicy. |
bool | CanCreateFranchiseInCity(City pOrigin, City pDestination) | Can this player create a franchise at the destination city due to a trade route? |
bool | CanMajorMarry(PlayerID iMajor) | Can the specified player perform a diplomatic marriage with this player? |
bool | CanRequestCoopWar(PlayerID iAlly, PlayerID iTarget) | Can the player request an ally to join a coop war against a target player? |
void | ChangeContractTurns(ContractType iContract) | Method for JFDLC. |
void | ChangeCityAutomatonWorkersChange(int iChange) | Change the change to the number of automaton workers at the player level. |
void | ChangeCityWorkingChange(int iChange) | Change how much change to the city working range the player has. |
void | ChangeGovernmentCooldown(int iChange) | Method for JFDLC. |
void | ChangeGovernmentCooldownRate(int iChange) | Method for JFDLC. |
void | ChangeInfluenceOnAllPlayers(int iInfluence, opt bool bApplyModifier = true, opt bool bModifyForGameSpeed = false) | Changes the cultural influence of the player on every other civilization. |
void | ChangeInfluenceOnPlayer(int iInfluence, opt bool bApplyModifier = true, opt bool bModifyForGameSpeed = false) | Changes the cultural influence of the player on the specified player. |
void | ChangeOverflowResearch(int iOverflow) | Changes the overflow research, which is the leftover science after completing a technology. |
void | ChangePiety(int iValue) | Method for JFDLC. |
void | ChangePietyRate(int iValue) | Method for JFDLC. |
void | ChangeReformCooldown(int iValue) | Method for JFDLC. |
void | ChangeReformCooldownRate(int iValue) | Method for JFDLC. |
void | ChangeSovereignty(int iValue) | Method for JFDLC. |
int | ChangeUnitSupplyFromExpendedGreatPeople() | Changes how much unit supply has been obtained by expending Great People |
int | CountAllFeature(FeatureType iFeature) | Counts the number of plots with the specified feature within the player's territory. |
int | CountAllImprovement(ImprovementType iImprovement, bool bOnlyCreated) | Counts the number of plots with the specified improvement within the player's territory. Can be toggled to count only the improvements created by this player. |
int | CountAllPlotType(PlotType iPlot) | Counts the number of plots with the specified type within the player's territory. |
int | CountAllResource(ResourceType iResource) | Counts the number of plots with the specified resource within the player's territory. |
int | CountAllTerrain(TerrainType iTerrain) | Counts the number of plots with the specified terrain within the player's territory. |
int | CountAllWorkedFeature(FeatureType iFeature) | Counts the number of worked plots with the specified feature within the player's territory. |
int | CountAllWorkedImprovement(ImprovementType iImprovement) | Counts the number of plots with the specified improvement within the player's territory. |
int | CountAllWorkedPlotType(PlotType iPlot) | Counts the number of worked plots with the specified type within the player's territory. |
int | CountAllWorkedResource(ResourceType iResource) | Counts the number of worked plots with the specified resource within the player's territory. |
int | CountAllWorkedTerrain(TerrainType iTerrain) | Counts the number of worked plots with the specified terrain within the player's territory. |
Return | Method (arguments) | Description |
---|---|---|
void | DisbandContractUnits(ContractType iContract) | Method for JFDLC. |
void | DismissNotification(int iIndex, bool bUserInvoked) | |
void | DoAdvancedAction(City pCity, int iSpyIndex, AdvancedActionType iAdvancedAction, int iRank, BuildingType iBuilding, UnitType iUnit, SpecialistType iSpecialist) | The specified spy performs an advanced action of the specified type, with the effectiveness of the specified rank. The advanced action will target the specified building type, unit type, or great person, if valid. |
void | DoCancelEventChoice(EventChoiceType iEventChoice) | Deactivates the specified event choice. |
void | DoEventChoice(EventChoiceType iEventChoice) | Activates the specified event choice, whether or not the parent event is currently active. |
void | DoForceDefPact(PlayerID iOtherPlayer) | |
void | DoInstantYield(YieldType iYieldType, int iYield, opt bool bSuppress = false, opt CityID iCity = -1) | Grants an instant yield to all of the player's cities. Yield amount scales with game speed, but not with era. Can be toggled to suppress the notification. A city can be specified so that only that city gets the yield. |
void | DoMarriage(PlayerID iMajor) | Performs a diplomatic marriage between the specified civilization and this city state. Game will attempt to subtract the marriage cost from the civilization's treasury. |
void | DoStartEvent(EventType iEvent) | Activates the specified player event without checking for its prerequisites. |
void | DoSwapGreatWorks(YieldType iFocusYield) | Triggers the AI routine to decide what Great Work swapping should take place (including placing Great Works up for swap from another player). |
void | DoSwapGreatWorksHuman(bool bSwap) | Triggers the automatic routine for human players to decide Great Work locations. The argument is for whether to place Great Works up for swap from another player. |
void | DoUpdatePeaceTreatyWillingness() | Recalculates what peace treaties this player is willing to offer and accept. The player must be controlled by the AI. |
void | DoUpdateWarDamageLevel() | Recalculates how much damage this player has taken in wars against every other player. |
Return | Method (arguments) | Description |
---|---|---|
void | EndContract(ContractType iContract) | Method for JFDLC. |
void | EspionageCreateSpy() | |
void | EspionagePromoteSpy(int iSpyIndex) | |
void | EspionageSetOutcome(int iSpyIndex, SpyResultType iSpyResult, bool bAffectsDiplomacy) | Forces an outcome of an external espionage activity. |
void | EspionageSetPassive(int iSpyIndex, bool bPassive) | Passive spies will not attempt to rig elections or steal technology. |
Return | Method (arguments) | Description |
---|---|---|
table | GetActiveCityEventChoices() | Returns a Lua table with information about the player's active city event choices. Columns are 'EventChoice', 'Duration', ParentEvent', 'CityX', 'CityY'. Does not include events with only one choice. |
table | GetActivePlayerEventChoices() | Returns a Lua table with information about the player's active player event choices. Columns are 'EventChoice', 'Duration, 'ParentEvent'. Does not include events with only one choice. |
int | GetArtsyGreatPersonRateModifier() | What is the bonus to Great Writer, Artist, and Musician rates (due to active league proposal)? |
int | GetBaseBuildingMaintenance() | Returns the total gold maintenace cost for buildings, before modifiers. |
int | GetBaseUnitMaintenance() | Returns the total cost of maintenance for units, after subtracting units which are maintenance free, but before discounts and the increase in cost due to elapsed turns. |
table | GetBeliefsInPantheon() | Returns all the beliefs in the player's pantheon (can return more than one if the player has an enhanced pantheon). If the player has founded a religion, will return all beliefs from the religion instead. |
int | GetBuyPlotDistance() | |
int | GetCityAutomatonWorkersChange() | What is the change to the number of automaton workers? Includes the player level only. |
int | GetCityWorkingChange() | What is the player level change to the city working range? |
int | GetCombatBonusVsHigherPop() | Returns the combat bonus against civilizations with more population than the player, due to the player's civilization traits. |
int | GetContractGoldMaintenance() | Method for JFDDLC. |
int | GetContractTurnsRemaining(ContractType iContract) | Method for JFDLC. |
int | GetCurrency() | Method for JFDLC. |
string | GetCurrencyName() | Method for JFDLC. |
int | GetBonusHappinessFromLuxuries() | What is the total happiness due to luxuries after applying the population modifier? Includes happiness from global monopolies. |
int | GetBonusHappinessFromLuxuriesFlat() | What is the total happiness due to luxuries before applying the population modifier? Includes happiness from global monopolies. |
int | GetBonusHappinessFromLuxuriesFlatForUI() | What is the total happiness due to luxuries before applying the population modifier divided by the number of owned luxuries? Includes happiness from global monopolies. |
UnitClassType | GetBullyUnit() | What unit class will this city state give to civilizations which bully it for units? |
int | GetCachedValueOfPeaceWithHuman() | What is this AI controlled player willing to give or receive for peace with the active human player? |
int | GetCapitalUnhappinessModCBP() | Returns the unhappiness modifier for capitals. |
string | GetCityPotentialInfo(City pCity, bool bNoBasic) | Returns a string describing the specified city's potential for espionage. The boolean argument toggles whether to provide only a basic description. |
CorporationType | GetCorporation() | Returns the corporation founded by this player. |
int | GetCorporationFoundedTurn() | Returns the turn when the player's current corporation was founded. |
int | GetCoupCooldown() | What is the number of turns before a coup can be staged at this city state again? |
string | GetCurrentOfficeBenefit() | Returns a string describing the current benefits to cities with the player's corporation's office. |
string | GetDisabledTooltip(EventChoiceType iEventChoice) | Returns a string describing the reasons this player event choice is disabled. |
int | GetDominationResistance(PlayerID iOtherPlayer) | What is this player's combat bonus towards the other player due that player's warmongering? |
int | GetEventChoiceCooldown(EventChoiceType iEventChoice) | What is the minimum number of turns before this player have activate the specified event choice again? |
int | GetEventCooldown(EventType iEvent) | What is the minimum number of turns before this player can have the specified event activate again? |
int | GetExpensePerTurnFromVassalTaxes() | What is the amount this player is paying per turn to its master? |
int | GetExplorePercent(PlayerID iMajor, MinorCivQuestType iMinorCivQuestType) | Returns the percent of plots required to be explored by the specified civilization for a city state quest. |
int | GetExtraYieldWorldWonder(BuildingType iBuilding, YieldType iYield) | Checks if the specified building is a world wonder, then checks if the player has a bonus to world wonder yields for the specified yield type, then returns the bonus amount. Returns -1 if the instance is invalid. |
int | GetFractionOriginalCapitalsUnderControl(opt int iCapitalCount = 0) | Divides the argument for the number of original capitals with the total number of civilizations, times 100. |
int | GetGAPFromCities() | Returns the golden age points per turn from cities. |
int | GetGAPFromReligion() | Returns the golden age points per turn due to religion. |
int | GetGAPFromTraits() | Returns the golden age points per turn due to civilizaiton traits. |
int | GetGreatDiplomatRateModifier() | Player level change to the Great Diplomat rate due to Policies. |
int | GetGoldenAgeGreatDiplomatRateModifier() | What is the player's modifier to great diplomat rates during golden ages? |
int | GetGoldenAgeGreatEngineerRateModifier() | What is the player's modifier to great engineer rates during golden ages? |
int | GetGoldenAgeGreatMerchantRateModifier() | What is the player's modifier to great merchant rates during golden ages? |
int | GetGoldenAgeGreatScientistRateModifier() | What is the player's modifier to great scientist rates during golden ages? |
int | GetGoldenAgeModifier() | Returns the player's modifier to the golden age duration. This method was in the unmodded game, however in Commuunity Patch it now includes modifiers due to sources other than buildings and policies as well. |
int | GetGoldPerTurnFromMinorCivs() | Returns the total amount of gold per turn obtained from city states. |
int | GetGovernment() | Method for JFDLC. |
int | GetGovernmentCooldown() | Method for JFDLC. |
int | GetGovernmentCooldownRate() | Method for JFDLC. |
int | GetHandicapHappiness() | What is the starting happiness for the player, adjusted for difficulty settings? |
int | GetHappinessFromCitizenNeeds() | Returns the sum of local happiness from each of the player's cities. |
int | GetHappinessFromResourceMonopolies() | Returns the total happiness from all global monoplies of the player. |
int | GetHappinessFromVassals() | |
int | GetImprovementBuilderCost(BuildType iBuild) | How many builder charges does the specified build cost? |
int | GetInfluenceTradeRouteGoldBonus(PlayerID iPlayer) | Returns the bonus to trade routes to the specified player due to the cultural influence the player has over the other player. |
string | GetInstantYieldHistoryTooltip(int iNumTurns) | Generates a tooltip summarising the total amount of instant yields obtained by this player for the last specified number of turns. |
int | GetInternalTradeRouteGoldBonus() | Returns the total bonus gold due to domestic trade routes. Bonus from policy. |
int | GetInternationalTradeRouteCorporationModifier(City pOrigin, City pDestination, bool bOrigin) | Returns the modifier to the gold yields in the origin city due to a trade route between the two specified cities from a corporations owned by the origin player. If bOrigin is true, returns the modifier for the owner of the origin city, and if false, returns it for the owner of the destination city. |
int | GetInternationalTradeRouteCorporationModifierScience(City pOrigin, City pDestination, bool bOrigin) | Returns the modifier to the science yields in the origin city due to a trade route between the two specified cities from a corporations owned by the origin player. If bOrigin is true, returns the modifier for the owner of the origin city, and if false, returns it for the owner of the destination city. |
int | GetInternationalTradeRouteCulture(City pOrigin, City pDestination, DomainType iDomain, bool bOrigin) | Returns the culture yields from a this player's trade route between the two specified cities. If bOrigin is true, returns the modifier for the owner of the origin city, and if false, returns it for the owner of the destination city. |
int | GetInternationalTradeRouteFood(City pOrigin, City pDestination, DomainType iDomain, bool bOrigin) | Returns the food yields from this player's trade route between the two specified cities. If bOrigin is true, returns the modifier for the owner of the origin city, and if false, returns it for the owner of the destination city. |
int | GetInternationalTradeRouteProduction(City pOrigin, City pDestination, DomainType iDomain, bool bOrigin) | Returns the production yields from this player's trade route between the two specified cities. If bOrigin is true, returns the modifier for the owner of the origin city, and if false, returns it for the owner of the destination city. |
int | GetJerk() | Returns the City State 'forced peace' duration if you attack a City State without provocation |
int | GetJONSCulturePerTurnFromVassals() | |
int | GetLeagueCultureCityModifier() | |
string | GetLegislatureName() | Method for JFDLC. |
MajorCivOpinionType | GetMajorCivOpinion(PlayerID iOtherPlayer) | What is this player's (controlled by AI) opinion towards the other player? |
ReligionType | GetMajorityReligion() | Which religion is the majority in the most number of this player's cities? |
int | GetMarriageCost(PlayerID iMajor) | Returns the gold cost for the specified civilization to perform a diplomatic marriage with this city state. |
int | GetMaxFranchises() | Returns the maximum number of franchises which the corporation founded by the player can have. |
int | GetMaxStockpile() | |
int | GetMilitaryAirMight() | Returns the might of the player's air force. |
AggressivePostureType | GetMilitaryAggressivePosture(PlayerID iOtherPlayer) | How aggressive is the specified AI player posturing its military units in relation to the player? |
int | GetMilitaryLandMight() | Returns the might of the player's army. |
int | GetMilitarySeaMight() | Returns the might of the player's navy. |
int | GetMinorCivCurrentGoldBonus(PlayerID iMajor) | What is the gold per turn the city state is granting to the specified civilization? |
int | GetMinorCivCurrentScienceBonus(PlayerID iMajor) | What is the science per turn the city state is granting to the specified civilization? |
int | GetMinorCivGoldBonus(City pOrigin, City pDestination, DomainType iDomain, bool bOrigin) | Returns the additional gold yields due to city state influence from this player's trade route between the two specified cities. If bOrigin is true, returns the modifier for the owner of the origin city, and if false, returns it for the owner of the destination city. |
int | GetMonopolyGreatPersonRateModifier(SpecialistType iSpecialist) | Does the player get a rate modifier for a specific great person due to having monopolies? Related to the database table Resource_MonopolyGreatPersonModifiers. |
int | GetMonopolyPercent(ResourceType iResource) | Returns the number of copies of the resource type owned by the player, divided by the total number of copies on the map. |
int | GetMyShareOfVassalTaxes() | Returns the gold per turn from vassal taxes, divided by the number of players in the player's team. |
bool | GetNoUnhappinessExpansion() | Checks if the player has no happiness penalties due to having more cities. |
int | GetNumActivePlayerContracts() | Method for JFDLC. |
int | GetNumberofGlobalFranchises() | How many franchises does the corporation founded by this player have? |
int | GetNumberofOffices() | How many offices does the corporation founded by this player have? |
int | GetNumCitiesWithStateReligion(ReligionType iReligion) | Method for JFDLC. How many of the player's cities currently follow the state religion? If a religion is specified in the argument, instead returns the number of cities currently following the specified religion. |
int | GetNumCitiesWithoutStateReligion(ReligionType iReligion) | Method for JFDLC. Returns the number of the player's cities not following the state religion. If a religion is specified in the argument, instead returns the number of the player's cities not following the specified religion. |
int | GetNumDenouncements() | How many players has the current player denounced? |
int | GetNumDenouncementsofPlayer() | How many of the other players have denounced the current player? |
string | GetNumFranchisesTooltip() | Returns a tooltip describing the number of franchises the player's corporation has. |
int | GetNumInternalTradeRoutes() | How many domestic trade routes does this player currently have? |
int | GetNumInternationalTradeRoutes() | How many international trade routes does this player currently have? |
int | GetNumMilitaryAirUnits() | |
int | GetNumMilitaryLandUnits() | |
int | GetNumMilitarySeaUnits() | |
int | GetNumNationalWonders() | How many national wonders does this player currently have? |
int | GetNumPoliciesPurchasedInBranch(PolicyBranchType iPolicyBranch) | How many policies of a policy branch type does this player have? |
int | GetNumPuppetCities() | How many puppeted cities does this player own? |
int | GetNumTurnsBorderPromise(PlayerID iOtherPlayer) | Returns the number of turns left before the other player's promise to stop buying tiles near this player's borders expires. |
int | GetNumTurnsExpansionPromise(PlayerID iOtherPlayer) | Returns the number of turns left before the other player's promise to stop expanding near this player expires. |
int | GetNumTurnsMilitaryPromise(PlayerID iOtherPlayer) | Returns the number of turns left before the other player's promise to move troops from this player's borders expires. |
int | GetNumUnitsOfType(UnitType iUnitType, opt bool bIncludeBeingTrained = false) | Calculates the number of units of a certain type for the player. Set bIncludeBeingTrained to include units being trained in cities. |
int | GetNumUnitPromotions(PromotionType iPromotion) | How many of the player's units have the specified promotion? |
int | GetNumWonders() | How many world wonders does this player currently have? |
Plot | GetOriginalCapitalPlot() | Gets the plot of the player's original capital. |
PlayerID | GetPermanentAlly() | Who is the permanent ally of this city state (due to a sphere of influence), if any? |
int | GetPiety() | Method for JFDLC. |
int | GetPietyRate() | Method for JFDLC. |
StrengthType | GetPlayerEconomicStrengthComparedToUs(PlayerID iPlayer) | What is this player's assessment of the other player's economic strength? |
StrengthType | GetPlayerMilitaryStrengthComparedToUs(PlayerID iPlayer) | What is this player's assessment of the other player's military strength? |
int | GetPlayerMoveTroopsRequestCounter(PlayerType iOtherPlayer) | The number of turns remaining before the other player's request to move troops from its borders expires. |
string | GetPledgeProtectionInvalidReason(PlayerID iMajor) | Returns a tooltip describing the reasons the specified civilization cannot pledge to protect this city state. |
int | GetPolicyConversionModifier(PolicyType iPolicyType) | The religious conversion modifier due to the specified Policy. |
int | GetPolicyGreatDiplomatRateModifier() | What is the bonus to Great Diplomat rates due to policies? |
int | GetPoliticLeader() | Method for JFDLC. |
string | GetPoliticLeaderKey() | Method for JFDLC. |
int | GetPoliticPercent(int iFaction) | Method for JFDLC. |
table | GetPotentialInternationalTradeRouteDestinationsFrom(Unit pUnit, City pCity) | Returns a table with all potential international trade route destinations the player can make from the specified city, with the specified unit being the trade unit. |
table | GetPotentialInternationalTradeRouteDestinationsHelper(Player pPlayer, Unit pUnit, Plot pPlot) | Returns a table with all potential trade route destinations the specified player can make from the specified plot, with the specified unit being the trade unit. |
int | GetProsperityScore() | Method for JFDLC. |
int | GetPuppetUnhappinessMod() | Returns the player's modifier to puppet unhappiness. |
void | GetRandomIntrigue(City pCity, int iSpy) | Triggers the game to check if a spy should uncover any intrigue, then passes it to the player. |
table | GetRecentCityEventChoices() | Returns a Lua table with information about the player's active city event choices. Columns are 'EventChoice', 'Duration, 'ParentEvent'. Includes events with only one choice. |
table | GetRecentPlayerEventChoices() | Returns a Lua table with information about the player's active player event choices. Columns are 'EventChoice', 'Duration, 'ParentEvent'. Includes events with only one choice. |
int | GetReformCooldown() | Method for JFDLC. |
int | GetReformCooldownRate() | Method for JFDLC. |
int | GetResourcesMisc(ResourceType iResource) | Returns the number of copies of the specified resource the player is getting from other sources. Other sources include everything except for resources from improved tiles, buildings (except due to number of corporation franchises), and imports. |
bool | GetResourceMonopolyPlayer(ResourceType iResource) | Checks if the player has a global monopoly of the specified resource type. Deprecated, use HasGlobalMonopoly. |
string | GetRewardString(PlayerID iMajor, MinorCivQuestType iMinorCivQuestType) iMinorCivQuestType) | Returns a string for the reward to the specified player when completing the specified quest type for the city state. |
string | GetScaledEventChoiceValue(EventChoiceType iEventChoice, bool bYieldsOnly) | Generates a tooltip describing the yields from this event choice, after scaling with era. Can be toggled to display only the yields without any additional text. |
int | GetScalingNationalPopulationRequrired(BuildingType iBuilding) | Returns the total national population required to contruct the building, after scaling with the number of cities the player owns. There is typo in the method name. |
int | GetScienceFromVassalTimes100() | |
int | GetSciencePerTurnFromMinorCivs() | Returns the total amount of science per turn obtained from city states. |
int | GetScienceRateFromLeagueAid() | |
int | GetScienceRateFromMinorAllies() | |
int | GetScienceyGreatPersonRateModifier() | What is the bonus to Great Scientist, Engineer, and Merchant rates (due to active league proposal)? |
int | GetScoreFromMilitarySize() | Returns this player's score from its military size. The more cities the player has, the larger the required military size to achieve the same score. |
int | GetScoreFromMinorAllies() | Returns this player's score from city state alliances (not friendships). |
int | GetScoreFromVassals() | |
int | GetSovereignty() | Method for JFDLC. |
int | GetSpecificBuildingType(string sBuildingClass) | Given a building class, get the player's specific building of that class. |
int | GetSpecificUnitType(string sUnitClass) | Given a unit class, get the player's specific unit of that class. |
string | GetSpyChanceAtCity(City pCity, int iSpyIndex, bool bNoBasic) | Returns a string describing the specified spy at the specified city chance of succeeding. The boolean argument toggles whether to give only a basic description. |
int | GetStateReligion() | Method for JFDLC. What is this player's current state religion? |
string | GetTargetCityString(PlayerID iMajor, MinorCivQuestType iMinorCivQuestType) iMinorCivQuestType) | Returns the string for the city name of the specified quest's target. |
int | GetTechDeviation() | Returns the modifier to happiness needs due to the number of technologies researched. |
int | GetTechsToFreePolicy() | How many more technologies does the player need to research before getting a free policy due to a civilization trait which grants free policies per number of technology. |
int | GetTechSupplyReduction() | Returns the loss in supply due to the number of technologies researched by the player. |
int | GetTotalValueToMe(Deal pDeal) | What is the value of the specified deal to this AI controlled player? |
int | GetTotalValueToMeNormal(Deal pDeal) | What is the value of the specified deal to this AI controlled player? If trade between this player and the current active player is sanctioned, returns -99999. |
int | GetTourismPenalty() | Returns the penalty to tourism due to the number of non-puppet cities owned. |
int | GetTradeConnectionDistance(City pOrigin, City pDestination, DomainType iDomain) | Returns the distance of the trade route owned by this player between the two specified cities. |
int | GetTradeConnectionDistanceValueModifierTimes100(City pOrigin, City pDestination, DomainType iDomain) | Returns the modifier to the trade yields of the trade route owned by this player between the two specified cities, due to the distance. |
int | GetTradeConnectionOpenBordersModifierTimes100(City pOrigin, City pDestination, bool bOrigin) | Returns the modifier to the trade yields of a trade route between the two specified cities due to open borders. If bOrigin is true, returns the modifier for the owner of the origin city, and if false, returns it for the owner of the destination city. |
string | GetTradeRouteBenefitHelper() | Returns a string describing the benefits to the player's trade routes due to having the player's corporation. |
int | GetTradeRouteTurns(City pOrigin, City pDestination, DomainType iDomain) | Returns the number of turns left of the trade route owned by this player between the two specified cities. |
int | GetTraitConquestOfTheWorldCityAttackMod(Plot pPlot) | Returns the attack mod due to the 'Conquest of the World' trait. Deprecated. |
int | GetTreatyWillingToOffer(PlayerID iOtherPlayer) | How much is the current player (controlled by AI) willing to give up in a peace treaty? |
int | GetTurnsSinceConversion() | Method for JFDLC. |
int | GetUnhappinessFromCitizenNeeds() | Returns the sum of unhappiness due to needs from all of the player's cities. |
int | GetUnhappinessFromCityCulture() | Returns the sum of unhappiness due to culture needs from all of the player's cities. |
int | GetUnhappinessFromCityConnection() | Returns the sum of unhappiness due to lack of connection to the capital from all of the player's cities. |
int | GetUnhappinessFromCityDefense() | Returns the sum of unhappiness due to defense needs from all of the player's cities. |
int | GetUnhappinessFromCityGold() | Returns the sum of unhappiness due to gold needs from all of the player's cities. |
int | GetUnhappinessFromJFDSpecial() | Method for JFDLC. Returns the sum of unhappiness due to various reasons in JFDLC from all of the player's cities. |
int | GetUnhappinessFromCityMinority() | Returns the sum of unhappiness due religious conflict from all of the player's cities. |
int | GetUnhappinessFromCityPillaged() | Returns the sum of unhappiness due to pillaged tiles from all of the player's cities. |
int | GetUnhappinessFromCityScience() | Returns the sum of unhappiness due to science needs from all of the player's cities. |
int | GetUnhappinessFromCityStarving() | Returns the sum of unhappiness due starvation from all of the player's cities. |
int | GetUnhappinessFromWarWeariness() | What is the total unhappiness due to war weariness? |
int | GetUnitSupplyFromExpendedGreatPeople() | How much unit supply has been obtained by expending Great People? |
int | GetVassalDemandScore(PlayerID iMaster) | Returns the opinion weight of this player towards the specified player due to demands made by the master. |
int | GetVassalFailedProtectScore(PlayerID iMaster) | Returns the opinion weight of this player towards the specified player due to failure of protection by the master. |
int | GetVassalGoldMaintenance() | |
string | GetVassalIndependenceTooltipAsMaster(PlayerID iVassal) | Returns a tooltip describing whether the specified player can declare independence from this player. |
string | GetVassalIndependenceTooltipAsVassal() | Returns a tooltip describing whether the player can declare independence from its master. |
int | GetVassalProtectScore(PlayerID iMaster) | Returns the opinion weight of this player towards the specified player due to protection by the master. |
int | GetVassalScore(PlayerID iMaster) | Returns the opinion weight of this player towards the specified player due to being a vassal (before other modifiers). Depends on whether it is voluntary or not. |
int | GetVassalTaxContribution(PlayerID iVassal) | How much gold per turn is the specified player paying as vassal tax, divided by the number of players in the player's team? |
int | GetVassalTaxScore(PlayerID iMaster) | Returns the opinion weight of this player towards the specified player due to taxes set by the master. |
int | GetVassalTreatedScore(PlayerID iMaster) | Returns the opinion weight of this player towards the specified player due to its treatment as a vassal. Combination of demands made, taxes, protection by master, trade routes, and religion. |
VassalTreatmentType | GetVassalTreatmentLevel(PlayerID iMaster) | Returns how this player thinks the specified player has treated it as its master. |
string | GetVassalTreatmentToolTip(PlayerID iMaster) | Returns a tooltip describing how the player thinks the specified player has treated it as its master. |
WarDamageLevelType | GetWarDamageLevel(PlayerID iPlayer) | How much damage has this player taken in a war against a specific player? |
int | GetWarScore(PlayerID iPlayer) | What is the player's war score on the specified player? |
int | GetWarWeariness() | Returns the player's current war weariness, which is a value between 0 to 75. |
int | GetWarWearinessSupplyReduction() | Returns the amount of supply lost due to war weariness. |
string | GetWLTKDResourceTT() | Builds and returns a tooltip describing all resources currently demanded by cities, in which granting them causes the city to start a 'We Love The King Day' celebration. |
int | GetWorkPlotDistance() | Returns the plot working range player's cities. |
int | GetWoundedUnitDamageMod() | Returns the player's modifier to the combat penalty due to being wounded. |
int | GetXQuestBuildingRemaining(PlayerID iMajor, MinorCivQuestType iMinorCivQuestType) iMinorCivQuestType, BuildingType iBuilding) | Returns number of buildings remaining that the civilization needs to build for the city state quest. |
int | GetYieldPerTurnFromMinors(YieldType iYield) | Returns the amount of the specified yields per turn the player gets due to city state friendships and alliances. |
int | GetYieldPerTurnFromReligion(YieldType iYield) | What is the amount of the specified yield per turn due to religion? |
int | GetYieldPerTurnFromVassals(YieldType iYield) | Returns the amount of the specified yields per turn the player gets due to vassals. |
bool | GrantPolicy(PolicyType iPolicy, opt bool bFree = false) | Grants the specified policy to the player. Can be toggled to be free, so that the policy cost of the player does not increase. Returns true if successful. |
int | GetYieldTheftAmount(PlayerID iMajor, YieldType iYield) | Returns the amount of the specified yield obtained when the specified player bullies this city state. |
Return | Method (arguments) | Description |
---|---|---|
bool | HasAnyDomesticTradeRoute() | |
bool | HasAnyHolyCity() | |
bool | HasAnyInternationalTradeRoute() | |
bool | HasAnyNaturalWonder() | |
bool | HasAnyReligion() | |
bool | HasAnyTradeRoute() | |
bool | HasAnyTradeRouteWith(PlayerID iPlayer) | |
bool | HasAnyWonder() | |
bool | HasBuilding(BuildingType iBuildingType) | |
bool | HasBuildingClass(BuildingClassType iBuildingClassType) | |
bool | HasBelief(BeliefType iBeliefType) | |
bool | HasCapturedHolyCity(ReligionType iReligionType) | |
bool | HasCurrency() | Method for JFDLC. |
bool | HasEmbassyWith(PlayerID iOtherPlayer) | Does this player has an embassy at the other player's capital? |
bool | HasEnhancedReligion() | Is the player's majority religion enhanced? |
bool | HasGlobalMonopoly(ResourceType iResource) | Checks if the player has a global monopoly of the specified resource type. |
bool | HasGovernment() | Method for JFDLC. |
bool | HasHolyCity(ReligionType iReligionType) | |
bool | HasIdeology(PolicyBranchType iPolicyBranchType) | Functionally the same as HasPolicyBranch. |
bool | HasNaturalWonder(FeatureType iFeatureType) | |
bool | HasPantheon() | |
bool | HasPolicyBranch(PolicyBranchType iPolicyBranchType) | |
bool | HasProject(ProjectType iProjectType) | |
bool | HasReachedEra(EraType iEraType) | |
bool | HasReligion(ReligionType iReligionType) | Is the specified religion the player's majority religion? |
bool | HasSecularized() | Method for JFDLC. |
bool | HasSpecialist(SpecialistType iSpecialistType) | |
bool | HasSpecialistSlot(SpecialistType iSpecialistType) | |
bool | HasStateReligion() | Method for JFDLC. |
bool | HasStrategicMonopoly(ResourceType iResource) | Checks if the player has a strategic monopoly of the specified resource type. Note that only strategic resources are valid for strategic monopolies. |
bool | HasTech(TechType iTechType) | |
bool | HasTenet(PolicyType iPolicyType) | Functionally the same as HasPolicy. |
bool | HasTrait(TraitType iTraitType) | |
bool | HasUnit(UnitType iUnitType) | |
bool | HasUnitClass(UnitClassType iUnitClassType) | |
bool | HasWonder(BuildingType iBuildingType) | Functionally the same as HasBuilding. |
Return | Method (arguments) | Description |
---|---|---|
void | InitContractUnits(ContractType iContract) | Method for JFDLC. |
void | InitNamedUnit(UnitType iUnitType, string sName, int iPlotX, int iPlotY, opt UnitAIType iUnitAI = NO_UNITAI, DirectionType iDirection = NO_DIRECTION) | Similar to InitUnit, except a name can be specified. If the name and unit type exactly matches an entry in Unit_UniqueNames, and a unit with the name hasn't been created yet, the game will consider that as a great person name which has already been used. The game will also set the appropriate great work, if applicable. |
bool | IsActHostileTowardsHuman(PlayerID iPlayer) | |
bool | IsAnnexedCityStatesGiveYields() | |
bool | IsAtPeace() | Excludes Barbarians. |
bool | IsAtPeaceAllMajors() | |
bool | IsAtPeaceAllMinors() | Excludes Barbarians. |
bool | IsAtPeaceWith(PlayerID iPlayer) | |
bool | IsAtWar() | Excludes Barbarians. |
bool | IsAtWarAnyMajor() | |
bool | IsAtWarAnyMinor() | Excludes Barbarians. |
bool | IsAtWarWith(PlayerID iPlayer) | |
bool | IsBullyAnnex() | Does this player have the trait to annex city states when demanding heavy tribute from them? |
bool | IsCarnaval() | Does this player a trait which triggers 'We Love The King Day' at all cities at the start of a golden age? Note the spelling 'Carnaval' instead of 'Carnival'. |
bool | IsCityNameValid(string sName, opt bool bTestDestroyed) | Name is valid if no other city on the map has the exact same name. Set bTestDestroyed to true to include destroyed cities as well. |
bool | IsCivilization(CivilizationType iCivilizationType) | |
bool | IsConnectedTo(PlayerID iPlayer) | Is the player's capital connected to the specified player's capital via road, rail, or sea? |
bool | IsConnectedToPlayer(PlayerID iPlayer) | Is the player connected to the specified player via trade routes? |
bool | IsConnectionBonus() | Does this player have a bonus to yields in the capital per trade route partner? |
bool | IsDenounceMessageTooSoon(PlayerID iPlayer) | Is it too soon for this player to be denounced by the other player? |
bool | IsDiplomaticMarriage() | Is this player able to perform diplomatic marriages with city states? |
bool | IsEventChoiceActive(EventChoiceType iEventChoice, opt bool bInstantEvents = false) | Is the specified player event choice active? Instant events are events with only one choice. |
bool | IsEventChoiceValid(EventChoiceType iEventChoice, EventType iEvent) | Checks if both the specified event choice, and the specified parent event are valid. The specified event must be a parent of the event choice, otherwise will always return false. |
bool | IsGPWLTKD() | When great persons are born or when great works are created, does this player have a trait which then triggers a 'We Love The King Day'? |
bool | IsHasDefensivePact(PlayerID iOtherPlayer) | Checks if the player has a defensive pact with any player except the player specified in the argument. |
bool | IsHasDefensivePactWithPlayer(PlayerID iOtherPlayer) | Does this player have a defensive pact with the specified player? |
bool | IsInEra(EraType iEraType) | |
bool | IsMajorCiv() | Is this player a major civilization? |
bool | IsMarried(PlayerID iMajor) | Is this city state diplomatically married to the specified civilization? |
bool | IsNoAlly() | Is this city state currently under an open doors resolution? |
bool | IsPagan() | Method for JFDLC. |
bool | IsPlotConnectedToPlot(Plot pFromPlot, Plot pToPlot, opt bool bAllowHarbors = false, opt bool bAssumeOpenBorders = false) | Checks if the two plots are connected by road, rail, or sea (if harbors are allowed), by default does not allow harbors and must have open borders to connect. |
bool | IsProphetValid() | Checks if the Great Prophet a valid choice for the Maya's free great person. |
bool | IsShowImports() | Does the game include some form of imports when considering monopolies for the player? |
bool | IsTraitAnyBelief() | Does the player's civilization have a trait that allows it to pick beliefs, even if they are already in another religion? |
bool | IsVassalageAcceptable(PlayerID iOtherPlayer) | Does the current player want to become the other player's voluntary vassal? If the current player is human, this will always return false. |
bool | IsWillingToMakePeaceWithHuman(PlayerID iOtherPlayer) | Is the current player (controlled by AI) willing to make peace with the other player? Contrary with method name, the player in the argument does not have to be human. |
Return | Method (arguments) | Description |
---|---|---|
bool | MoveRequestTooSoon(PlayerID iOtherPlayer) | Is it too soon for the current player to ask the other player to move its troops from the current player's borders? |
Return | Method (arguments) | Description |
---|---|---|
bool | PlayerHasAnyContract() | Method for JFDLC. |
bool | PlayerHasContract(ContractType iContract) | Method for JFDLC. |
Return | Method (arguments) | Description |
---|---|---|
int | QuestSpyActionsRemaining(PlayerID iMajor, MinorCivQuestType iMinorCivQuestType) iMinorCivQuestType, PlayerID iTarget) | Returns the number of spy actions on the target remaining for the civilization for the city state quest. |
Return | Method (arguments) | Description |
---|---|---|
bool | RevokePolicy(PolicyType iPolicy) | The player will no longer have the specified policy. Returns true if successful. |
Return | Method (arguments) | Description |
---|---|---|
void | SetBullyUnit(UnitClassType iUnitClass) | Sets the unit class granted to civilizations when the civilization bullies the city state for units. |
void | SetCapitalCity(City pCity) | Sets the specified city to be the player's capital. |
void | SetCurrency(int iValue) | Method for JFDLC. |
void | SetCurrencyName(string sValue) | Method for JFDLC. |
void | SetEventChoiceCooldown(EventType iEvent, int iValue) | Sets the minimum number of turns before the player can activate the specified event choice. |
void | SetEventCooldown(EventType iEvent, int iValue) | Sets the minimum number of turns before the specified event can activate for the player. |
void | SetGovernment(int iValue) | Method for JFDLC. |
void | SetGovernmentCooldown(int iValue) | Method for JFDLC. |
void | SetGovernmentCooldownRate(int iValue) | Method for JFDLC. |
void | SetHasSecularized(bool bValue) | Method for JFDLC. |
void | SetLeaderType(LeaderType iLeader) | Changes the leader of this civilization. Note that traits are tied to the leader. |
void | SetLegislatureName(string sValue) | Method for JFDLC. |
void | SetOriginalCapitalXY(City pCity) | Sets the location of the specified city to be the location of the player's original capital. |
void | SetOverflowResearch(int iOverflow) | Sets the overflow research, which is the leftover science after completing a technology. |
void | SetPersonality(MinorCivPersonalityType iPersonality) | Set the city state player's personality. |
void | SetPiety(int iValue) | Method for JFDLC. |
void | SetPietyRate(int iValue) | Method for JFDLC. |
void | SetPoliticLeader(int iValue) | Method for JFDLC. |
void | SetPoliticLeaderKey(string sValue) | Method for JFDLC. |
void | SetPoliticPercent(int iFaction, int iValue) | Method for JFDLC. |
void | SetProsperityScore(int iValue) | Method for JFDLC. |
void | SetReformCooldown(int iValue) | Method for JFDLC. |
void | SetReformCooldownRate(int iValue) | Method for JFDLC. |
void | SetSovereignty(int iValue) | Method for JFDLC. |
void | SetTurnsSinceConversion(int iValue) | Method for JFDLC. |
void | SetWarWeariness(int iValue) | Sets the war weariness for the player. Should be a number between 0 and 75. |
void | SetYieldPerTurnFromMinors(YieldType iYield, int iValue) | Sets the amount of the specified yields per turn the player gets due to city state friendships and alliances. |
void | StartContract(ContractType iContract) | Method for JFDLC. |
bool | SwapPolicy(PolicyType iOldPolicy, PolicyType iNewPolicy) | Swaps a player's specified policy for another. Carries over the free policy status. Returns true if successful. |
Return | Method (arguments) | Description |
---|---|---|
bool | UnitIsActiveContractUnit(UnitType iUnitType) | Method for JFDLC. |
Return | Method (arguments) | Description |
---|---|---|
bool | ValidHeistLocation(int iSpyIndex, City pCity) | Is the specified city a valid location for the specified spy to move into as a thief? |