City
LUAAPIEXTN(GetProcessProductionTurnsLeft, int);
LUAAPIEXTN(IsAddsFreshWater, bool);
LUAAPIEXTN(GetNumBuildingClass, int, iBuildingClassType);
LUAAPIEXTN(IsHasBuildingClass, bool, iBuildingClassType);
LUAAPIEXTN(GetTourismRateModifier, int);
LUAAPIEXTN(ChangeTourismRateModifier, void, iChange);
LUAAPIEXTN(GetBuyPlotDistance, int);
LUAAPIEXTN(GetWorkPlotDistance, int);
LUAAPIEXTN(GetCityWorkingChange, int);
LUAAPIEXTN(ChangeCityWorkingChange, void, iChange);
LUAAPIEXTN(GetBaseYieldRateFromGreatWorks, int, iYield);
LUAAPIEXTN(GetBaseYieldRateFromLeague, int, iYield);
LUAAPIEXTN(GetBombardRange, int); // returns iRange, bIndirectFire
LUAAPIEXTN(SetNumFreeBuilding, void, iBuildingType, iCount);
LUAAPIEXTN(HasDiplomat, bool, iPlayer);
LUAAPIEXTN(HasSpy, bool, iPlayer);
LUAAPIEXTN(HasCounterSpy, bool);
LUAAPIEXTN(GetCounterSpy, int);
LUAAPIEXTN(GetBuildingConversionModifier, int, iBuildingType);
LUAAPIEXTN(GetBuildingGlobalConversionModifier, int, iBuildingType);
LUAAPIEXTN(AddMessage, void, sMessage, iNotifyPlayer);
Game
LUAAPIEXTN(IsInSomeReligion, bool, iBelief, iPlayer);
LUAAPIEXTN(EnhancePantheon, void, iPlayer, iBelief);
LUAAPIEXTN(IsAchievementUnlocked, bool, iAchievement);
LUAAPIEXTN(GetSteamStat, int, iSteamStat);
LUAAPIEXTN(CreateGreatWork, int, iGreatWorkType, iOwningPlayer, iEra, sCreator);
LUAAPIEXTN(GetTradeRoute, table, iRouteIndex);
LUAAPIEXTN(ReloadGameDataDefines, void);
LUAAPIEXTN(ReloadCustomModOptions, void);
LUAAPIEXTN(SpewTestEvents, int, iLimit); // returns iSeconds, iMilliSeconds
LUAAPIEXTN(GetMinimumVoluntaryVassalTurns, int);
LUAAPIEXTN(GetMinimumVassalTurns, int);
LUAAPIEXTN(GetNumTurnsBetweenVassals, int);
League
LUAAPIEXTN(GetSpaceShipProductionMod, int);
LUAAPIEXTN(GetSpaceShipPurchaseMod, int);
Player
LUAAPIEXTN(IsCityNameValid, bool, sName, bTestDestroyed);
LUAAPIEXTN(GetSpecificUnitType, int, sUnitClass);
LUAAPIEXTN(GetSpecificBuildingType, int, sBuildingClass);
LUAAPIEXTN(IsPlotConnectedToPlot, bool, pFromPlot, pToPlot);
LUAAPIEXTN(GetMaxStockpile, int);
LUAAPIEXTN(DoSwapGreatWorks, void, iFocusYield);
LUAAPIEXTN(GetBeliefsInPantheon, table);
LUAAPIEXTN(CanAdoptIdeology, bool, iIdeologyBranch);
LUAAPIEXTN(CanAdoptTenet, bool, iTenetPolicy, bIgnoreCost);
LUAAPIEXTN(GetGreatDiplomatRateModifier, int);
LUAAPIEXTN(GetScienceRateFromMinorAllies, int);
LUAAPIEXTN(GetScienceRateFromLeagueAid, int);
LUAAPIEXTN(GetLeagueCultureCityModifier, int);
LUAAPIEXTN(GetPolicyGreatDiplomatRateModifier, int);
LUAAPIEXTN(SetPersonality, void, iPersonality);
LUAAPIEXTN(GetBuyPlotDistance, int);
LUAAPIEXTN(GetWorkPlotDistance, int);
LUAAPIEXTN(GetCityWorkingChange, int);
LUAAPIEXTN(ChangeCityWorkingChange, void, iChange);
LUAAPIEXTN(DismissNotification, void, iIndex, bUserInvoked);
LUAAPIEXTN(IsTraitAnyBelief, bool);
LUAAPIEXTN(GetPolicyConversionModifier, int, iPolicyType);
LUAAPIEXTN(EspionageCreateSpy, void);
LUAAPIEXTN(EspionagePromoteSpy, void, iSpyIndex);
LUAAPIEXTN(EspionageSetPassive, void, iSpyIndex, bPassive);
LUAAPIEXTN(EspionageSetOutcome, void, iSpyIndex, iSpyResult, bAffectsDiplomacy);
LUAAPIEXTN(GetPotentialInternationalTradeRouteDestinationsFrom, table, pUnit, pCity);
LUAAPIEXTN(AddMessage, void, sMessage);
LUAAPIEXTN(GetVassalGoldMaintenance, int);
LUAAPIEXTN(IsVassalageAcceptable, bool, iOtherPlayer);
LUAAPIEXTN(GetJONSCulturePerTurnFromVassals, int);
LUAAPIEXTN(GetHappinessFromVassals, int);
LUAAPIEXTN(GetScoreFromVassals, int);
LUAAPIEXTN(GetScienceFromVassalTimes100, int);
LUAAPIEXTN(GetMilitaryAggressivePosture, int, iOtherPlayer);
LUAAPIEXTN(MoveRequestTooSoon, bool, iOtherPlayer);
LUAAPIEXTN(GetPlayerMoveTroopsRequestCounter, int, iOtherPlayer);
Plot
LUAAPIEXTN(GetTurnDamage, int, bIgnoreTerrainDamage, bIgnoreFeatureDamage, bExtraTerrainDamage, bExtraFeatureDamage);
LUAAPIEXTN(IsBlockaded, bool, iPlayer);
LUAAPIEXTN(IsAdjacentToIce, bool);
LUAAPIEXTN(IsNaturalWonder, bool);
LUAAPIEXTN(HasDig, bool);
LUAAPIEXTN(GetPlayerThatBuiltImprovement, int);
LUAAPIEXTN(IsFriendlyCityOrPassableImprovement, bool, pUnit, bCheckImprovement);
LUAAPIEXTN(GetUnitLimit, int);
LUAAPIEXTN(GetIndex, int);
LUAAPIEXTN(IsTerraFirma, bool, pUnit);
LUAAPIEXTN(GetPlayerThatBuiltImprovement, int);
LUAAPIEXTN(SetPlayerThatBuiltImprovement, void, iPlayer);
LUAAPIEXTN(GetPlayerResponsibleForImprovement, int);
LUAAPIEXTN(SetPlayerResponsibleForImprovement, void, iPlayer);
LUAAPIEXTN(GetPlayerResponsibleForRoute, int);
LUAAPIEXTN(SetPlayerResponsibleForRoute, void, iPlayer);
LUAAPIEXTN(GetPlayerThatClearedBarbCampHere, int);
LUAAPIEXTN(SetPlayerThatClearedBarbCampHere, void, iPlayer);
LUAAPIEXTN(IsImprovementEmbassy, bool);
LUAAPIEXTN(AddArchaeologicalRecord, void, iArtifactClass, iEra, iPlayer1, iPlayer2);
LUAAPIEXTN(AddMessage, void, sMessage, iNotifyPlayer);
LUAAPIEXTN(AddPopupMessage, void, sMessage, fDelay, iNotifyPlayer);
Team
LUAAPIEXTN(GetCityWorkingChange, int);
LUAAPIEXTN(IsCityWorkingChange, bool);
LUAAPIEXTN(ChangeCityWorkingChange, void, iChange);
LUAAPIEXTN(HasSpyAtTeam, bool, iTeam);
LUAAPIEXTN(IsVassal, bool, iteam);
LUAAPIEXTN(CanBecomeVassal, bool, iTeam);
LUAAPIEXTN(canEndVassal, bool, iTeam);
LUAAPIEXTN(IsVassalageTradingAllowed, bool);
LUAAPIEXTN(GetNumTurnsIsVassal, int, iTeam);
LUAAPIEXTN(GetNumTurnsSinceVassalEnded, int, iTeam);
LUAAPIEXTN(IsTooSoonForVassal, bool, iTeam);
LUAAPIEXTN(IsVassalOfSomeone, bool);
LUAAPIEXTN(IsVassalLockedIntoWar, bool, iTeam);
LUAAPIEXTN(GetMaster, int);
LUAAPIEXTN(IsVoluntaryVassal, bool, iTeam);
LUAAPIEXTN(DoBecomeVassal, void, iTeam, bVoluntary);
LUAAPIEXTN(DoEndVassal, void, iTeam, bPeaceful, bSuppressNotification);
Unit
LUAAPIEXTN(Upgrade, pUnit, bIsFree);
LUAAPIEXTN(UpgradeTo, pUnit, iUpgradeUnitType, bIsFree);
LUAAPIEXTN(RebaseAt, void, iPlotX, iPlotY);
LUAAPIEXTN(CanPlunderTradeRoute, bool, pPlot);
LUAAPIEXTN(PlunderTradeRoute, bool);
LUAAPIEXTN(CanCreateGreatWork, bool, pPlot);
LUAAPIEXTN(CreateGreatWork, bool);
LUAAPIEXTN(CanUpgradeTo, bool, iUpgradeUnitType, bTestVisible);
LUAAPIEXTN(CanUpgradeInTerritory, bool, bTestVisible);
LUAAPIEXTN(GetUnitPromotionType, int);
LUAAPIEXTN(GetTradeRouteIndex, int);
LUAAPIEXTN(IsRecalledTrader, bool);
LUAAPIEXTN(RecallTrader, void, bImmediate);
LUAAPIEXTN(EndTrader, void);
LUAAPIEXTN(IsHoveringUnit, bool);
LUAAPIEXTN(IgnoreTerrainDamage, bool);
LUAAPIEXTN(IgnoreFeatureDamage, bool);
LUAAPIEXTN(ExtraTerrainDamage, bool);
LUAAPIEXTN(ExtraFeatureDamage, bool);
LUAAPIEXTN(GetNearbyImprovementCombatBonus, int);
LUAAPIEXTN(GetNearbyImprovementBonusRange, int);
LUAAPIEXTN(GetCombatBonusImprovement, int);
LUAAPIEXTN(CanCrossMountains, bool);
LUAAPIEXTN(CanCrossOceans, bool);
LUAAPIEXTN(CanCrossIce, bool);
LUAAPIEXTN(GetExtraReconRange, int);
LUAAPIEXTN(IsTerrainHalfMove, bool, iTerrainType);
LUAAPIEXTN(IsFeatureHalfMove, bool, iFeatureType);
LUAAPIEXTN(SetActivityType, void, iActivityType, bClearFortify);
LUAAPIEXTN(SetReligion, void, iReligion);
LUAAPIEXTN(SetConversionStrength, void, iStrength);
LUAAPIEXTN(SetSpreadsLeft, void, iSpreads);
LUAAPIEXTN(AddMessage, void, sMessage, iNotifyPlayer);