-
Notifications
You must be signed in to change notification settings - Fork 162
Game
RecursiveVision edited this page Aug 19, 2021
·
8 revisions
Return | Method (arguments) | Description |
---|---|---|
bool | AnyoneHasAnyNaturalWonder() | |
bool | AnyoneHasAnyReligion() | Has anyone founded a religion? |
bool | AnyoneHasAnyWonder() | |
bool | AnyoneHasBelief(BeliefType iBeliefType) | Does anyone's majority religion contain the specified belief? |
bool | AnyoneHasBuilding(BuildingType iBuildingType) | |
bool | AnyoneHasBuildingClass(BuildingClassType iBuildingClassType) | |
bool | AnyoneHasIdeology(PolicyBranchType iPolicyBranchType) | Contrary to the name, can be used to check for any policy branch. |
bool | AnyoneHasNaturalWonder(FeatureType iFeatureType) | Contrary to the name, can also be used to check for regular features. |
bool | AnyoneHasPantheon() | |
bool | AnyoneHasPolicy(PolicyType iPolicyType) | |
bool | AnyoneHasPolicyBranch(PolicyBranchType iPolicyBranchType) | |
bool | AnyoneHasProject(ProjectType iProjectType) | |
bool | AnyoneHasReachedEra(EraType iEraType) | |
bool | AnyoneHasReligion(ReligionType iReligionType) | Is the specified religion anyone's current religion? |
bool | AnyoneHasTech(TechType iTechType) | |
bool | AnyoneHasTenet(PolicyType iPolicyType) | Contrary to the name, can be used to check for any policy. |
bool | AnyoneHasUnit(UnitType iUnitType) | |
bool | AnyoneHasUnitClass(UnitClassType iUnitClassType) | |
bool | AnyoneHasWonder(BuildingType iBuildingType) | Contrary to the name, can be used to check for regular buildings. |
bool | AnyoneIsInEra(EraType iEraType) |
Return | Method (arguments) | Description |
---|---|---|
bool | BeliefIsInReligion(ReligionType iReligion, BeliefType iBelief) | Does the specified belief belong to the specified religion? |
Return | Method (arguments) | Description |
---|---|---|
bool | CanFoundCorporation(PlayerID iPlayer, CorporationType iCorporation) | Can the player found the specified corporation? Checks if the player is alive, the player is a civilization, the corporation type is valid, and the corporation has not already been founded. |
int | CreateGreatWork(GreatWorkType iGreatWorkType, PlayerID iOwningPlayer, EraType iEra, string sCreator | For iGreatWorkType, refer to the database table GreatWorks. Returns the index of the new great work. |
Return | Method (arguments) | Description |
---|---|---|
void | DeleteCSV(string sFilename) | Deletes the specified CSV log file. |
void | DoMinorMarriage(PlayerID iMajor, PlayerID iMinor) | Perform a diplomatic marriage (no longer loses influence per turn, bonus to great person rate at capital) between the civilization and the city state if valid. Game will attempt to subtract the marriage cost from the civilization. |
void | DoSpawnFreeCity(City pCity) | Attempts to spawn a new city state from the city. |
void | DoUpdateContracts() | Method for JFDLC. Refreshes all unactivated contracts. |
Return | Method (arguments) | Description |
---|---|---|
void | EnhancePantheon(PlayerID iPlayer, BeliefType iBelief) | Adds a belief to the specified player's pantheon. If the player has already founded a religion, adds the belief to the religion instead. |
void | ExitLeaderScreen() |
Return | Method (arguments) | Description |
---|---|---|
void | FoundCorporation(PlayerID iPlayer, CorporationType iCorporation, City pCity) | Founds the specific corporation for the player, with the specified city as the headquarters. The city must be owned by the player, the player must be a civilization, and the corporation must not already be founded. |
Return | Method (arguments) | Description |
---|---|---|
table | GetActiveContractUnitList() | Method for JFDLC. Lua table column names are 'Contract', 'Unit', 'NumUnits'. |
int | GetBuildingCorporateGPChange(BuildingType iBuilding) | How much great person rate per corporate franchise does the building grant? |
PlayerID | GetCivilizationPlayer(CivilizationType iCivilizationType) | Returns the player ID of the first player which is playing the specified civilization. |
int | GetContractUnits(ContractType iContract, UnitType iUnit) | Method for JFDLC. |
PlayerID | GetCorporationFounder(CorporationType iCorporation) | Which player founded the specified corporation? |
City | GetCorporationHeadquarters(CorporationType iCorporation) | Which city is the corporation headquarters located at? |
int | GetCustomModOption(string sOption) | Returns the Value column for the specific option in CustomModOptions. |
string | GetDateString(int iTurn) | Returns a string of the current in-game date for specified turn. |
int | GetDefenseHappinessChangeBuilding(BuildingType iBuilding) | Returns the local happiness change due to defense needs for the building. |
int | GetDefenseHappinessChangeBuildingGlobal(BuildingType iBuilding) | Returns the global happiness change due to defense needs for the building. |
string | GetDllGuid() | |
int | GetFoundYear(ReligionType iReligion) | Returns the year the religion was founded. |
int | GetGreatestPlayerResourceMonopoly(ResourceType iResource) | Returns the player with the greatest number of copies of a resource type. |
int | GetIlliteracyHappinessChangeBuilding(BuildingType iBuilding) | Returns the local happiness change due to science needs for the building. |
int | GetIlliteracyHappinessChangeBuildingGlobal(BuildingType iBuilding) | Returns the global happiness change due to science needs for the building. |
table | GetInactiveContractUnitList() | Method for JFDLC. Lua table column names are 'Contract', 'Unit', 'NumUnits'. |
int | GetMaximumVassalTax() | The maximum percent a master can tax a vassal. |
int | GetMinimumVassalLiberateTurns() | The minimum number of turns before a master can liberate a vassal, adjusted by game speed. |
int | GetMinimumVassalTax() | The minimum percent a master can tax a vassal. |
int | GetMinimumVassalTaxTurns() | The minimum number of turns a master must tax a vassal before removing it, adjusted by game speed. |
int | GetMinimumVassalTurns() | The minimum number of turns a player must remain a vassal, adjusted by the game speed. |
int | GetMinimumVoluntaryVassalTurns() | The minimum number of turns a player must remain a voluntary vassal, adjusted by game speed. |
int | GetMinorityHappinessChangeBuilding(BuildingType iBuilding) | Returns the local happiness change due to religious conflict for the building. |
int | GetMinorityHappinessChangeBuildingGlobal(BuildingType iBuilding) | Returns the global happiness change due to religious conflict for the building. |
int | GetNumActiveContracts() | Method for JFDLC. |
int | GetNumAvailableContracts() | Method for JFDLC. |
int | GetNumAvailableCorporations() | How many corporations can still be founded? |
int | GetNumCorporationsFounded() | How many corporations have been founded? |
int | GetNumInactiveContracts() | Method for JFDLC. |
int | GetNumResourceTotalRequiredForUnit(UnitType iUnitType, ResourceType iResource) | What is the gross number of resources required for the unit type? Based on the database table Unit_ResourceQuantityTotals. |
int | GetNumTurnsBetweenVassals() | Number of turns before a player can become a vassal again after dissolving the previous vassalage. Related to the game speed. |
int | GetNumUnavailableContracts() | Method for JFDLC. |
int | GetPovertyHappinessChangeBuilding(BuildingType iBuilding) | Returns the local happiness change due to gold needs for the building. |
int | GetPovertyHappinessChangeBuildingGlobal(BuildingType iBuilding) | Returns the global happiness change due to gold needs for the building. |
int | GetPromiseDuration() | Returns the diplomatic promise duration. Based on the define EXPANSION_PROMISE_TURNS_EFFECTIVE and the game speed. |
int | GetSteamStat(int iSteamStat) | Returns stats related to Steam achievements. |
string | GetTimeStringForYear(int iTurn) | Returns a string of the current in-game date for specified turn. |
table | GetTradeRoute(int iRouteIndex) | Returns a table of values related to the specified trade route index. Columns are: TradeConnectionType, Domain, FromCivilizationType, FromID, FromCityName, FromCity, ToCivilizationType, ToID, ToCityName, ToCity, FromGPT, ToGPT, ToFood, ToProduction, FromScience, ToScience, ToReligion, ToPressure, FromReligion, FromPressure, FromTourism, ToTourism, TurnsLeft, UnitID, IsRecalled, CircuitsCompleted, CircuitsToComplete, MovingForward. |
void | GetUnculturedHappinessChangeBuilding(BuildingType iBuilding) | Returns the local happiness change due to culture needs for the building. |
void | GetUnculturedHappinessChangeBuildingGlobal(BuildingType iBuilding) | Returns the global happiness change due to culture needs for the building. |
EraType | GetVassalageEnabledEra() | The era the must be in before unlocking vassalage. |
Return | Method (arguments) | Description |
---|---|---|
void | AddReformation(PlayerID iPlayer, ReligionType iReligion, BeliefType iBelief) | Reforms a player's religion with a specific belief. Must not have already reformed the religion. |
Return | Method (arguments) | Description |
---|---|---|
bool | IsAchievementUnlocked(int iAchievement) | Has the specified Steam achievement been unlocked? |
bool | IsContractActive(ContractType iContract) | Method for JFDLC. |
bool | IsContractAvailable(ContractType iContract) | Method for JFDLC. |
bool | IsCorporationFounded(CorporationType iCorporation) | Has the corporation been founded already? |
bool | IsCustomModOption(string sOption) | Is specific option in the database table CustomModOptions activated (Value = 1)? |
bool | IsHideOpinionTable() | Is DIPLOAI_HIDE_OPINION_TABLE enabled (Value = 1) in DiploAIOptions.sql? |
bool | IsHost() | Is the machine this game is running on the host? |
bool | IsInSomeReligion(opt BeliefType iBelief = -1, opt PlayerID iPlayer = -1) | Has some religion already claimed this belief? |
bool | IsPitbossHost() | Is the machine this game is running on the pitboss host? |
bool | IsResolutionPassed(ResolutionType iResolutionType, int iChoice) | |
bool | IsWorldWonderClass(BuildingClassType) | Checks if a building class has a MaxGlobalInstances defined. |
Return | Method (arguments) | Description |
---|---|---|
void | ReloadGameDataDefines() | Causes the game to read from the database table GameDefines again. |
void | ReloadCustomModOptions() | Causes the game to read from the database table CustomModOptions again. |
Return | Method (arguments) | Description |
---|---|---|
void | SetContractUnits(ContractType iContract, UnitType iUnit, int iNum) | Method for JFDLC. |
void | SetFoundYear(ReligionType iReligion, int iFoundYear) | Sets the year the religion was founded. |
Return | Method (arguments) | Description |
---|---|---|
void | WriteCSV(string sFilename, string sLine) | Writes a new line in the specified CSV log file. |