Thalassicus
Bytes and Nibblers
I did some investigation and was surprised to find we can control all aspects of the alert system. I see the code which controls their duration, and might even be able to add them to the "notification log" on the top-right buttons. The alerts are remarkably simple - just a stack of labels at the top of the screen.Oh yes, before I forget, is there a way to slow down the alerts from disappearing?
Yes, and simple to do:How detailed can the conditions be? For instance, could I propose a random event that can only happen to a civ that has no cities built on tundra, and units that are currently walking on tundra outside of the civ's cultural borders?
PHP:
function Game.TrigCondition.Example(playerID, trigID, targetID, outID)
local player = Players[playerID]
for city in player:Cities()
local plot = city:Plot()
if plot:GetTerrainType() == TerrainTypes.TERRAIN_TUNDRA then
return false
end
end
for unit in player:Units()
local plot = unit:GetPlot()
if plot:GetTerrainType() == TerrainTypes.TERRAIN_TUNDRA and plot:GetOwner() == -1 then
return true
end
end
return false
end
Happiness rewards ought be larger anyhow. For instance, a Theatre gives 4
per turn once built, but Opportunities weight 1
,
, or
are typically quite large in comparison to 
Influence decay by 0.25
