Scripting event for civic change?

Thalassicus

Bytes and Nibblers
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Nov 9, 2005
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Is there any Event that occurs when a player adopts new civics? I was going to check at the beginning of the turn for what civics a player has, but realized this won't be accurate for Spiritual leaders...
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No, there isn't. I'm hoping we will be able to (reasonably) easily add triggers using the SDK - there aren't enough as it stands!
 
We could generate out own such event without the SDK

An ongameturn event would trigger a cataloging function similar to what was used for the improved scoregraph 1.6 would store your current Civics settings and then compare them to last turns. If it detects a change then the new "onCivicsChange" event could fire. That event could do anything you want it to do such as add-remove buildings, units ect ect...
 
Except that will only fire at the start of any given turn - even if a player's civics change mid-turn.
 
Eh, that sounds pretty realistic, anyway. You change governments, wait for things to start running properly (working out the bugs, etc.), then you get the full bonuses. The only problem would be checking to make sure you're not in anarchy when the event triggers. Is that possible?
 
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