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HungryForFood edited this page Feb 1, 2021
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Return | Method (arguments) | Description |
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void | AddMessage(string sMessage) |
Return | Method (arguments) | Description |
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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. |
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. |
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. |
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. |
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 | 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. |
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, 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. |
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 | 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. |
Return | Method (arguments) | Description |
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bool | UnitIsActiveContractUnit(UnitType iUnitType) | Method for JFDLC. |