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// LAST UPDATED CK3 VERSION 1.15.0
pub const ON_ACTION_SCOPES: &str = "
on_accolade_rank_change = {
root = accolade
positive = bool
}
on_accolade_glory_change = {
root = accolade
glory = value
}
on_accolade_created = {
root = accolade
}
on_accolade_acclaimed_death = {
root = accolade
old_acclaimed_knight = character
new_accolade_type = bool
}
on_accolade_acclaimed_removal = on_accolade_acclaimed_death
on_accolade_new_acclaimed_knight = {
root = accolade
glory = value
new_accolade_type = bool
new_acclaimed_knight = character
}
on_accolade_create_squire = {
root = accolade
old_acclaimed_knight = character
new_accolade_type = bool
new_owner = character
}
on_accolade_succession = {
root = accolade
new_owner = character
}
on_alliance_added = {
root = none
first = character
second = character
}
on_alliance_removed = on_alliance_added
on_alliance_broken = {
root = none
first = character
second = character
list = { first = character }
list = { second = character }
}
on_army_monthly = {
root = character
army = army
}
on_army_enter_province = on_army_monthly
on_siege_looting = {
root = character
county = landed_title
barony = landed_title
previous_controller = character
}
on_county_occupied = {
root = character
county = landed_title
barony = landed_title
previous_controller = character
war = war
}
on_siege_completion = {
root = character
county = landed_title
barony = landed_title
previous_controller = character
war = war
list = { occupied_baronies = landed_title }
}
on_raid_action_start = {
root = army
raider = character
barony = landed_title
county = landed_title
}
on_raid_action_completion = on_raid_action_start
on_raid_action_weekly = on_raid_action_start
on_raid_loot_delivered = {
root = army
raider = character
}
on_defeat_raid_army = {
root = army
raider = character
receiver = character
}
on_building_completed = {
root = province
}
on_building_started = {
root = province
}
on_building_cancelled = {
root = province
}
on_birth_mother = {
root = character
child = character
mother = character
real_father = character
father = character
}
on_birth_father = on_birth_mother
on_birth_real_father = on_birth_mother
on_birth_child = {
root = character
child = character
mother = character
real_father = character
father = character
is_bastard = bool
}
on_pregnancy_mother = {
root = character
mother = character
real_father = character
father = character
}
on_pregnancy_father = on_pregnancy_mother
on_pregnancy_ended_mother = on_pregnancy_mother
on_combat_end_winner = {
root = combat_side
wipe = bool
}
on_combat_end_loser = on_combat_end_winner
on_councillor_left = {
root = character
old_employer = character
council_task = council_task
councillor = character
}
on_stress_level_reduced = {
root = character
}
on_stress_level_1 = on_stress_level_reduced
on_stress_level_2 = on_stress_level_reduced
on_stress_level_3 = on_stress_level_reduced
on_stress_level_4 = on_stress_level_reduced
on_county_faith_change = {
root = landed_title
old_faith = faith
}
on_county_culture_change = {
root = landed_title
old_culture = culture
}
on_character_culture_change = {
root = character
}
on_dynasty_created = { # undocumented
root = dynasty
}
on_became_dynasty_head = {
root = character
dynasty = dynasty
}
on_became_house_head = {
root = character
house = dynasty_house
}
on_trigger_court_events = {
root = character
}
on_absent_from_royal_court = {
root = character
value = value
}
on_court_grandeur_level_changed = {
root = character
old_value = value
new_value = value
}
on_court_language_changed = {
root = character
}
on_court_type_changed = on_court_language_changed
on_player_royal_court_first_gained = {
root = character
}
on_courtier_decided_to_move_to_pool = {
root = character
courtier = character
liege = character
list = { characters = character }
}
on_courtier_ready_to_move_to_pool = on_courtier_decided_to_move_to_pool
on_guest_arrived_from_pool = {
root = character
guest = character
host = character
list = { characters = character }
}
on_guest_ready_to_move_to_pool = {
root = character
guest = character
host = character
list = { characters = character }
destination = province # TODO: verify scope type
}
on_join_court = {
root = character
new_employer = character
old_employer = character # may be unset
}
on_leave_court = {
root = character
old_employer = character
}
on_tradition_removed = {
root = culture
tradition = flag # TODO: verify scope type
}
on_tradition_added = on_tradition_removed
on_culture_created = {
root = culture
founder = character
}
on_county_auto_granted_to_liege_culture = {
root = culture
actor = character
landed_title = landed_title
}
on_county_auto_granted_to_local_culture = on_county_auto_granted_to_liege_culture
on_death = {
root = character
killer = character # may be unset
}
on_natural_death_second_chance = {
root = character
}
on_entered_diarchy = {
root = character
reason = flag
}
on_left_diarchy = {
root = character
old_diarch = character
}
on_diarch_change = {
root = character
reason = flag
old_diarch = character
}
on_diarch_designation = {
root = character
former_designated_diarch = character
}
on_holy_order_new_lease = {
root = holy_order
patron = character
barony = landed_title
}
on_holy_order_hired = {
root = holy_order
patron = character
actor = character
}
on_holy_order_destroyed = {
root = faith
title = landed_title
leader = character
}
on_perks_refunded = {
root = character
}
on_ruler_designer_finished = {
root = character
}
on_hook_used = {
root = character
target = character
}
on_artifact_changed_owner = {
root = artifact
owner = character
old_owner = character
}
on_artifact_succession = {
root = artifact
owner = character
old_owner = character
old_primary = landed_title
}
on_artifact_broken_through_decay = {
root = artifact
owner = character
}
on_artifact_broken_through_effect = on_artifact_broken_through_decay
on_artifact_durability_very_low = on_artifact_broken_through_decay
on_artifact_durability_low = {
root = character # TODO: verify the doc
}
on_artifact_claim_gained = {
root = character
owner = character
artifact = artifact
}
on_artifact_claim_lost = on_artifact_claim_gained
on_commander_combat_finished = {
root = character
combat_side = combat_side
victory = bool
}
on_army_combat_finished = {
root = character
combat_side = combat_side
victory = bool
list = { commanders = character }
list = { knights = character }
}
on_marriage = {
root = character
spouse = character
}
on_divorce = {
root = character
spouse = character
reason = flag
}
on_concubinage = {
root = character
concubine = character
}
on_concubinage_end = {
root = character
concubine = character
reason = flag
}
on_betrothal_broken = {
root = character
second = character
reason = flag
}
on_game_start = {
root = none
}
on_game_start_after_lobby = on_game_start
on_game_start_with_tutorial = on_game_start
on_imprison = {
root = character
imprisoner = character
}
on_release_from_prison = on_imprison
on_faith_created = {
root = character
old_faith = faith
}
on_faith_conversion = on_faith_created
on_character_faith_change = on_faith_created
on_faith_monthly = {
root = faith
}
on_potential_great_holy_war_invalidation = {
root = ghw
}
on_great_holy_war_invalidation = on_potential_great_holy_war_invalidation
on_great_holy_war_countdown_end = on_potential_great_holy_war_invalidation
on_great_holy_war_participant_replaced = {
root = character
great_holy_war = ghw
replacement = character
}
yearly_global_pulse = {
root = none
}
yearly_playable_pulse = {
root = character
}
three_year_playable_pulse = yearly_playable_pulse
five_year_playable_pulse = yearly_playable_pulse
quarterly_playable_pulse = {
root = character
quarter = value
}
random_yearly_playable_pulse = yearly_playable_pulse
random_yearly_everyone_pulse = yearly_playable_pulse
five_year_everyone_pulse = yearly_playable_pulse
three_year_pool_pulse = yearly_playable_pulse
yearly_culture_pulse = {
root = culture
}
three_yearly_culture_pulse = yearly_culture_pulse
on_culture_era_changed = {
root = culture
}
yearly_struggle_playable_pulse = {
root = character
struggle = struggle
}
five_year_struggle_playable_pulse = yearly_struggle_playable_pulse
on_birthday = {
root = character
}
on_title_destroyed = {
root = character
landed_title = landed_title
}
on_title_gain = {
root = character
title = landed_title
previous_holder = character
transfer_type = flag
}
on_title_gain_inheritance = on_title_gain
on_title_gain_usurpation = on_title_gain
on_title_lost = {
root = character
title = landed_title
new_holder = character
transfer_type = flag
}
on_explicit_claim_gain = {
root = character
title = landed_title
transfer_type = flag
}
on_explicit_claim_lost = {
root = character
title = landed_title
}
on_rank_up = on_explicit_claim_lost
on_rank_down = on_explicit_claim_lost
on_vassal_gained = {
root = character
vassal = character
old_liege = character
transfer_type = flag
}
on_baron_found_or_created_for_title = {
root = character
liege = character
title = landed_title
}
on_realm_capital_change = {
root = landed_title
old_capital = landed_title
}
on_travel_plan_movement = {
root = character
}
on_travel_plan_arrival = on_travel_plan_movement
on_travel_plan_start = on_travel_plan_movement
on_travel_plan_complete = on_travel_plan_movement
on_travel_plan_abort = on_travel_plan_movement
on_travel_plan_cancel = on_travel_plan_movement
on_travel_activity_complete = {
root = character # TODO Verify
travel_plan = travel_plan
}
on_travel_activity_invalidated = {
root = character # TODO Verify
travel_plan = travel_plan
}
on_travel_activity_arrival_too_late = {
root = character
travel_plan = travel_plan
}
on_travel_activity_estimated_arrival_too_late = {
root = character
travel_plan = travel_plan
estimated_arrival_diff_days = value
}
on_travel_leader_removed = {
root = character
travel_plan = travel_plan
old_travel_leader = character
}
on_war_transferred = {
root = character
war = war
defender = character
}
on_join_war_as_secondary = {
root = character
war = war
}
on_war_started = {
root = casus_belli
attacker = character
defender = character
claimant = character
war = war # undocumented
}
on_war_won_attacker = on_war_started
on_war_won_defender = on_war_started
on_war_white_peace = on_war_started
on_war_invalidated = on_war_started
on_hostage_taken = {
root = character
hostage = character
warden = character
home_court = character
}
on_hostage_released = on_hostage_taken
on_hostage_invalidated = {
root = character
warden = character
home_court = character
imprisoner = character
reason = flag
}
on_scheme_agent_discovered = {
root = scheme
agent = character
}
on_scheme_discovered = {
root = scheme
}
on_scheme_opportunity_changed = {
root = scheme
old_value = value
new_value = value
scheme = scheme
}
on_influence_level_gain = {
root = character
}
on_influence_level_loss = on_influence_level_gain
on_piety_level_gain = on_influence_level_gain
on_piety_level_loss = on_influence_level_gain
on_prestige_level_gain = on_influence_level_gain
on_prestige_level_loss = on_influence_level_gain
on_player_select_destiny_setup = {
root = character
predecessor = character
heir = character
}
on_player_select_destiny_confirmed = {
root = character
destiny_type_flag = flag
previous_player_character = character
previous_player_heir = character
}
on_domicile_moved = {
root = domicile
owner = character
}
on_domicile_building_started = {
root = domicile
owner = character
}
on_domicile_building_completed = on_domicile_building_started
on_domicile_building_cancelled = on_domicile_building_started
on_noble_family_title_created = {
root = character
}
on_house_in_admin_realm_became_powerful = {
root = dynasty_house
}
on_house_in_admin_realm_became_dominant = on_house_in_admin_realm_became_powerful
on_liege_government_change = {
root = character
}
on_vassal_change = {
root = character
old_liege = character
}
on_mercenary_company_hired = {
root = mercenary_company
employer = character
}
on_mercenary_company_dismissed = {
root = mercenary_company
old_employer = character
}
on_combat_unit_join_side = {
root = combat_side
army = army
}
on_combat_start = {
root = combat
}
on_become_independent_after_grant_title_at_vassal_limit = {
root = character
actor = character
recipient = character
}
on_migration_travel_end = {
root = character
actor = character
recipient = character
target_title = landed_title
domain = landed_title
}
on_migration_war_end = {
root = character
actor = character
recipient = character
target_title = landed_title
domain = landed_title
war = war
}
on_holding_razed = {
root = character
province = province
}
on_government_change = {
root = character
old_government = government_type
}
on_kurultai_succession_stable = {
root = character
was_kurultai = bool
list = { kurultai_members = character }
list = { obedient_kurultai = character }
list = { disobedient_kurultai = character }
}
on_kurultai_succession_chaotic = on_kurultai_succession_stable
on_raid_intent_invalidated = {
root = army
raider = character
}
on_county_auto_granted_to_herder = {
root = landed_title
actor = character
recipient = character
}
on_great_building_rebuilt = {
root = character
province = province
}
on_primary_title_change = {
root = character
previous_title = landed_title
}
on_apply_inherited_confederation = {
root = character
}
on_barter_action_start = {
root = army
barterer = character
barony = landed_title
county = landed_title
}
on_barter_action_completion = {
root = army
barterer = character
barony = landed_title
county = landed_title
value = value
}
on_barter_action_weekly = on_barter_action_start
on_house_relation_created = {
root = house_relation
}
on_house_relation_level_changed = on_house_relation_created
on_house_relation_destroyed = on_house_relation_created
on_house_aspiration_upgraded = {
root = character
house = dynasty_house
}
on_house_aspiration_changed = on_house_aspiration_upgraded
on_merit_level_gain = {
root = character
}
on_merit_level_loss = on_merit_level_gain
on_defeat_barter_army = {
root = army
barterer = character
receiver = character
barter_loot = value
}
on_barter_loot_delivered = {
root = army
barterer = character
barter_loot = value
}
on_councillors_swapped = {
root = character
councillor = character
councillor_liege = character
}
";