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A

Return Method (arguments) Description
void AddMessage(string sMessage)

C

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 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.

D

Return Method (arguments) Description
void DisbandContractUnits(ContractType iContract) Method for JFDLC.
void DismissNotification(int iIndex, bool bUserInvoked)
void DoForceDefPact(PlayerID iOtherPlayer)
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.

E

Return Method (arguments) Description
void EndContract(ContractType iContract) Method for JFDLC.
void EspionageCreateSpy()
void EspionagePromoteSpy(int iSpyIndex)
void EspionageSetOutcome(int iSpyIndex, int iSpyResult, bool bAffectsDiplomacy) Forces an outcome of an external espionage activity. For iSpyResult, 0 = Undetected, 1 = Detected, 2 = Identified, 3 = Killed, 4 = Eliminated.
void EspionageSetPassive(int iSpyIndex, bool bPassive) Passive spies will not attempt to rig elections or steal technology.

G

Return Method (arguments) Description
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 GetCapitalUnhappinessModCBP() Returns the unhappiness modifier for capitals.
int GetCoupCooldown() What is the number of turns before a coup can be staged at this city state again?
int GetImprovementBuilderCost(BuildType iBuild) How many builder charges does the specified build cost?
int GetDominationResistance(PlayerID iOtherPlayer) What is this player's combat bonus towards the other player due that player's warmongering?
int GetExplorePercent(PlayerID iMajor, int iMinorCivQuestType) Returns the percent of plots required to be explored by the specified civilization for a city state quest. For minor civ quest type, 0 = build route, 1 = kill barbarian camp, 2 = connect resource, 3 = construct wonder, 4 = great person, 5 = kill city state, 6 = find player, 7 = find natural wonder, 8 = give gold, 9 = pledge to protect, 10 = culture contest, 11 = faith contest, 12 = technology contest, 13 = invest, 14 = bully city state, 15 = denounce, 16 = spread religion, 17 = trade route, 18 = declare war, 19 = contruct national wonder, 20 = find city state, 21 = bonus influence, 22 = tourism contest, 23 = archeology, 24 = circumnavigation, 25 = liberation, 26 = horde, 27 = rebellion, 28 = discover plot, 29 = build number of buildings, 30 = intelligience action, 31 = coup, 32 = acquire city.
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 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 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.
int GetInternalTradeRouteGoldBonus() Returns the total bonus gold due to domestic trade routes. Bonus from policy.
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.
int GetMajorCivOpinion(PlayerID iOtherPlayer) What is this player's (controlled by AI) opinion towards the other player? 0 = unforgivable, 1 = enemy, 2 = competition, 3 = neutral, 4 = favorable, 5 = friend, 6 = ally.
ReligionType GetMajorityReligion() Which religion is the majority in the most number of this player's cities?
int GetMaxStockpile()
int GetMilitaryAggressivePosture(PlayerID iOtherPlayer) Returns a number between 0 and 4, a higher number means a more aggresive posture.
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 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.
bool GetNoUnhappinessExpansion() Checks if the player has no happiness penalties due to having more cities.
int GetNumActivePlayerContracts() Method for JFDLC.
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?
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 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 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?
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.
int GetPlayerEconomicStrengthComparedToUs(PlayerID iPlayer) What is this player's assessment of the other player's economic strength? 0 = pathetic, 1 = weak, 2 = poor, 3 = average, 4 = strong, 5 = powerful, 6 = immense.
int GetPlayerMilitaryStrengthComparedToUs(PlayerID iPlayer) What is this player's assessment of the other player's military strength? 0 = pathetic, 1 = weak, 2 = poor, 3 = average, 4 = strong, 5 = powerful, 6 = immense.
int GetPlayerMoveTroopsRequestCounter(PlayerType iOtherPlayer) The number of turns remaining before the other player's request to move troops from its borders expires.
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)
int GetProsperityScore() Method for JFDLC.
int GetPuppetUnhappinessMod() Returns the player's modifier to puppet unhappiness.
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, int iMinorCivQuestType) Returns a string for the reward to the specified player when completing the specified quest type for the city state. For minor civ quest type, 0 = build route, 1 = kill barbarian camp, 2 = connect resource, 3 = construct wonder, 4 = great person, 5 = kill city state, 6 = find player, 7 = find natural wonder, 8 = give gold, 9 = pledge to protect, 10 = culture contest, 11 = faith contest, 12 = technology contest, 13 = invest, 14 = bully city state, 15 = denounce, 16 = spread religion, 17 = trade route, 18 = declare war, 19 = contruct national wonder, 20 = find city state, 21 = bonus influence, 22 = tourism contest, 23 = archeology, 24 = circumnavigation, 25 = liberation, 26 = horde, 27 = rebellion, 28 = discover plot, 29 = build number of buildings, 30 = intelligience action, 31 = coup, 32 = acquire city.
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 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.
int GetStateReligion() Method for JFDLC. What is this player's current state religion?
string GetTargetCityString(PlayerID iMajor, int iMinorCivQuestType) Returns the string for the city name of the specified quest's target. 0 = build route, 1 = kill barbarian camp, 2 = connect resource, 3 = construct wonder, 4 = great person, 5 = kill city state, 6 = find player, 7 = find natural wonder, 8 = give gold, 9 = pledge to protect, 10 = culture contest, 11 = faith contest, 12 = technology contest, 13 = invest, 14 = bully city state, 15 = denounce, 16 = spread religion, 17 = trade route, 18 = declare war, 19 = contruct national wonder, 20 = find city state, 21 = bonus influence, 22 = tourism contest, 23 = archeology, 24 = circumnavigation, 25 = liberation, 26 = horde, 27 = rebellion, 28 = discover plot, 29 = build number of buildings, 30 = intelligience action, 31 = coup, 32 = acquire city.
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 GetTourismPenalty() Returns the penalty to tourism due to the number of non-puppet cities owned.
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 GetVassalGoldMaintenance()
int GetWarDamageLevel(PlayerID iPlayer) How much damage has this player taken in a war against a specific player? 0 = none, 1 = minor, 2 = major, 3 = serious, 4 = crippled.
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, int iMinorCivQuestType, BuildingType iBuilding) Returns number of buildings remaining that the civilization needs to build for the city state quest. For minor civ quest type, 0 = build route, 1 = kill barbarian camp, 2 = connect resource, 3 = construct wonder, 4 = great person, 5 = kill city state, 6 = find player, 7 = find natural wonder, 8 = give gold, 9 = pledge to protect, 10 = culture contest, 11 = faith contest, 12 = technology contest, 13 = invest, 14 = bully city state, 15 = denounce, 16 = spread religion, 17 = trade route, 18 = declare war, 19 = contruct national wonder, 20 = find city state, 21 = bonus influence, 22 = tourism contest, 23 = archeology, 24 = circumnavigation, 25 = liberation, 26 = horde, 27 = rebellion, 28 = discover plot, 29 = build number of buildings, 30 = intelligience action, 31 = coup, 32 = acquire city.
int GetYieldPerTurnFromReligion(YieldType iYield) What is the number of the specified yield per turn due to religion?
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.

H

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.

I

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 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 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) Connected via road or rail.
bool IsDenounceMessageTooSoon(PlayerID iPlayer) Is it too soon for this player to be denounced by the other player?
bool IsInEra(EraType iEraType)
bool IsMajorCiv() Is this player a major civilization?
bool IsNoAlly() Is this city state currently under an open doors resolution?
bool IsPagan() Method for JFDLC.
bool IsPlotConnectedToPlot(Plot pFromPlot, Plot pToPlot) Connected via road, rail, or sea.
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.

M

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?

P

Return Method (arguments) Description
bool PlayerHasAnyContract() Method for JFDLC.
bool PlayerHasContract(ContractType iContract) Method for JFDLC.

Q

Return Method (arguments) Description
int QuestSpyActionsRemaining(PlayerID iMajor, int iMinorCivQuestType, PlayerID iTarget) Returns the number of spy actions on the target remaining for the civilization for the city state quest. For minor civ quest type, 0 = build route, 1 = kill barbarian camp, 2 = connect resource, 3 = construct wonder, 4 = great person, 5 = kill city state, 6 = find player, 7 = find natural wonder, 8 = give gold, 9 = pledge to protect, 10 = culture contest, 11 = faith contest, 12 = technology contest, 13 = invest, 14 = bully city state, 15 = denounce, 16 = spread religion, 17 = trade route, 18 = declare war, 19 = contruct national wonder, 20 = find city state, 21 = bonus influence, 22 = tourism contest, 23 = archeology, 24 = circumnavigation, 25 = liberation, 26 = horde, 27 = rebellion, 28 = discover plot, 29 = build number of buildings, 30 = intelligience action, 31 = coup, 32 = acquire city.

R

Return Method (arguments) Description
bool RevokePolicy(PolicyType iPolicy) The player will no longer have the specified policy. Returns true if successful.

S

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 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 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(int iPersonality) Set the city state player's personality. 0 = friendly, 1 = neutral, 2 = hostile, 3 = irrational.
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 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.

U

Return Method (arguments) Description
bool UnitIsActiveContractUnit(UnitType iUnitType) Method for JFDLC.