<!-- Note: the following two game events fire when an event starts. -->
<!-- GameEvents.EventActivated(iPlayer, iEvent)-->
<!-- GameEvents.CityEventActivated(iPlayer, iCityID, iEvent)-->
<!-- Note: the following two game events fire when an event choice starts. -->
<!-- GameEvents.EventChoiceActivated(iPlayer, iChoice)-->
<!-- GameEvents.CityEventChoiceActivated(iPlayer, iCityID, iChoice)-->
<!-- Note: the following two game events fire when an event choice's duration value ends. -->
<!-- GameEvents.EventChoiceEnded(iPlayer, iChoice)-->
<!-- GameEvents.CityEventChoiceEnded(iPlayer, iCityID, iChoice)-->
<!-- Note: the following four game events need to return a bool of true/false - true will end the function, false will let it continue normally. -->
<!-- GameEvents.OverrideAIEvent(iPlayer, iEvent)-->
<!-- GameEvents.OverrideAICityEvent(iPlayer, iCityID, iEvent)-->
<!-- GameEvents.OverrideAIEventChoice(iPlayer, iChoice) -->
<!-- GameEvents.OverrideAICityEventChoice(iPlayer, iCityID, iChoice)-->
<!-- Note: the following two game events need to return a bool of true/false - false will count as a continue, true will let it continue normally. -->
<!-- GameEvents.EventCanTake(iPlayer, iEvent)-->
<!-- GameEvents.CityEventCanTake(iPlayer, iCityID, iEvent)-->
<!-- GameEvents.EventChoiceCanTake(iPlayer, iChoice)-->
<!-- GameEvents.CityEventChoiceCanTake(iPlayer, iCityID, iChoice)-->
<!-- Note: the following lua hook fires if a unit is created via the (city)eventchoice_freeunits or (city)eventchoice_freeunitclasses player and city event tables -->
<!-- GameEvents.EventUnitCreated(iPlayer, iEventChoice, CvUnit* pUnit)-->