Hello I'am trying to create a non random event ( a quest for a specific civilization - in FFH2) In the Civ4EventTriggerInfos, i wrote this code : Code: <EventTriggerInfo><!-- QUEST_AMURITES --> <Type>EVENTTRIGGER_QUEST_AMURITES</Type> <WorldNewsTexts> <Text></Text> </WorldNewsTexts> <TriggerTexts> <TriggerText> <Text>TXT_KEY_EVENT_TRIGGER_QUEST_AMURITES</Text> <Era>NONE</Era> </TriggerText> </TriggerTexts> <EventArt>Art\EventImages\e_AMURITES_QUEST.dds</EventArt> <bGlobal>0</bGlobal> <iPercentGamesActive>100</iPercentGamesActive> <iWeight>-1</iWeight> <bPickCity>1</bPickCity> <PrereqCivilizationPleased>CIVILIZATION_AMURITES</PrereqCivilizationPleased> <Events> <Event>EVENT_QUEST_AMURITES_1</Event> </Events> <PythonCanDo></PythonCanDo> </EventTriggerInfo> So that's simple. 100%game active, iWeight=-1 for the event to trigger when conditions are met. Conditions are very simple... just need the amurite civilization, and i pick one of their cities. That said, i expected the event to occur the turn after the 1st settler build a city (basically turn 2) But the event don't trigger. More surprisingly, i can trigger the event manualy (ctrl+maj+E). As far as i know, it's only possible to trigger like this an event that has met his prereq conditions. So why doesn't the event trigger automatically turn 2 ? or why can i trigger it manualy ? Last thing... as i'am not totaly sure about the <PrereqCivilizationPleased> tag, i also tried to set a prereq with python i removed the <PrereqCivilizationPleased> tag and added Code: <PythonCanDo>CanTriggerQUEST_AMURITES</PythonCanDo> + added in the CvRandomEventInterface.py Code: def CanTriggerQUEST_AMURITES(argsList): kTriggeredData = argsList pPlayer = gc.getPlayer(kTriggeredData.ePlayer) if pPlayer.getCivilizationType() != gc.getInfoTypeForString('CIVILIZATION_AMURITES'): return False return True There again, the event don't trigger turn 2, but i can manually fire it I guess this must be a very simple mistake... Thanks for advises !