Code:
AgentType [=] [admiral, assassin, diplomat, heretic, inquisitor, merchant, priest, princess, spy, witch]
AtSea
Attribute [Charm, Chivalry, Command, Piety ] [<, >, >=] [-4 to 6]
BattleOdds [<, >, <=, >=] [0.16 to 3]
BattleSuccess [=, >=] [average, clear, crushing]
CharacterNumTurnsIdle [>=] [4]
CharFactionType [hre, portugal, spain]
CharacterReligion [catholic, islam, orthodox]
CultureType [eastern_european, middle_eastern, northern_european, southern_european]
DistanceCapital [>, >=] [30 to 60]
EndedInSettlement
FactionBuildingExists [=, >=] BUILDING
FactionExcommunicated
FactionLeaderAttribute [Authority, Chivalry, Purity, Violence] [<, >, <=, >=] [-3 to5]
FactionLeaderTrait [ReligiousActivity] [>] [1]
FactionReligion [pagan]
FactionType [aztecs, byzantium, denmark, england, france, hre, hungary, mongols, papal_states, poland, portugal, scotland, sicily, slave, spain, timurids]
FatherAnc ANCILLARY
FatherAttribute [Authority, Chivalry] [>=, <=] [-7 to 4]
FatherTrait TRAIT [>=, <=] [1 to 6]
GeneralFoughtFaction [aztecs, byzantium, denmark, egypt, england, france, hre, hungary, milan, mongols, moors, papal_states, poland, portugal, russia, scotland, sicily, slave, spain, timurids, turks, venice]
GeneralFoughtInCombat
GeneralHPLostRatioinBattle [>, <=] [0.3, 80]
GeneralNumKillsInBattle [<, >] [3 to 8]
GeneralWithAncKilled ANCILLARY
GovernorBuildingExists [>=] [castle, fortress, large_stone_wall, stone_wall]
GovernorInResidence
GovernorLoyaltyLevel [<, =, >] [loyalty_happy, loyalty_disillusioned]
GovernorTaxLevel [<, =, >] [tax_extortionate, tax_low, tax_high]
HasAncType [Relic]
HighestAttAdjacentChar [Magic] [witch] [<, >, >=] [0 to 7]
I_ConflictType [Normal, Siege, SuccessfulAmbush]
I_CrusadeInProgress
I_TurnNumber [>, <=, >=] [5 to 242]
I_WithdrawsBeforeBattle
I_WorldwideAncillaryExists ANCILLARY
InEnemyLands
IsAdmiral
IsCrusade
IsFactionHeir
IsFactionLeader
IsGeneral
IsMarried
IsNightBattle
IsJihad
IsOnCrusade
IsOnJihad
IsRegionCrusadeTarget
IsRegionJihadTarget
IsUnderSiege
MissionID [assassinate_cardinal, return_papal_settlement]
MissionSucceeded
MissionSuccessLevel [=] [highly_successful, not_successful]
NumCapturedSoldiers [>] [80]
OnResource
PaybackID [pope_cardinal_major_reward_only, pope_cardinal_min_penalty_major_reward, pope_rome_min_penalty_major_reward]
PercentageEnemyKilled [<, =, >, <=, >=] [0 to 90]
PercentageOfArmyKilled [>] [50]
PercentageUnitCategory [cavalry, infantry] [>] [50 to 80]
PopulationHeretic [<, >, >=] [5 to 20]
PopulationOwnReligion [<, >, <=, >=] [40 to 95]
RandomPercent [>] [60 to 96]
RansomAmount [<, >] [1000 to 5000]
RansomType [execute, ransom, release]
ReligionShift [<, >, <=, >=] [8 to 10]
RemainingMPPercentage [=] [100]
Routs
SettlementBuildingExists [=, >=] BUILDING
SettlementBuildingFinished [=, >=] BUILDING
SettlementName SETTLEMENTNAME
SpouseAttribute [Charm, Fertility] [<, >] [-2 to 8]
SpouseTrait TRAIT [=, >=] [0 to 3]
TargetReligion [catholic, islam]
TimeInRegion [<, =, >] [1 to 5]
TimeSinceHeresy [<] [5] [>=] [10]
TimeSinceReligion [>] [95] [>=] [10]
TradingMonopoly
TrainedUnitCategory [cavalry, infantry]
Trait TRAIT [<, >, =, <=, >=] [0 to 3]
Treasury [<, >] [0 to 150000]
WasAttacker
WonBattle
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