Game Message Options
As discussed in the Message Options section of the game manual, there is a large collection of message output options available. This page lists them in detail. Here is a sample of the top of the message options dialog.
Fig. 79 Message Options Dialog
Note
Messages are essentially a visual response to an event that occur during a turn or turn change in a game.
The column headings do the following:
Out – The event message will be placed into the Server Chat/Command Line chat widget on the main map.
Mes – The event message will be placed into the Messages widget as described in Messages.
Pop – The event message will be displayed in a pop-up message box.
The following is a detailed view of all of the message options available in Freeciv21. Each entry provides a short description of the message, the default setting and the name of the event.
- AI Debug messages
This event outputs AI calculations and other messages related to the in-game AI (e.g. the computer running one or more nations in a game).
Default: Off/None
Event Name:
E_AI_DEBUG
- Broadcast Report
This event outputs a historian report at given turn intervals. Historian reports are often a widget on the main map, however there is an associated message generated at the same time.
Default: Mes
Event Name:
E_BROADCAST_REPORT
- Caravan actions
This event outputs information on an action a Caravan has taken. Examples include establishing a trade route or helping to build a wonder.
Default: Mes
Event Name:
E_CARAVAN_ACTION
- Chat error messages
This event is associated with any kind of error message related to commands entered in the Server Chat/Command Line chat widget on the main map.
Default: Out
Event Name:
E_CHAT_ERROR
- Chat messages
This is simply chat messages between the public (all players on a server) and allies (all players on the same team or allied together).
Default: Out
Event Name:
E_CHAT_MSG
- City: Building Unavailable Item
You will receive this message if you attempt to build something in a city, but cannot build it for some reason. There are a number of reasons when this event can come up. Some examples are: you added future targets to your city worklist, but do not have the technology available to build the item; you already have the building in your city and accidentally asked the city to build it again; you already have a unique unit built and you ask the city to build another one.
Default: Mes
Event Name:
E_CITY_CANTBUILD
- City: Captured/Destroyed
The city named in the message has either been captured by your enemy or has been destroyed and turned into ruins.
Default: Mes
Event Name:
E_CITY_LOST
- City: Celebrating
The named city’s citizens are so happy that they are celebrating in your honor! Some tilesets show a fireworks effect over the city when this event occurs to help you identify the city.
Default: Mes
Event Name:
E_CITY_LOVE
- City: City Map Changed
The working radius of the named city has changed. This can happen when certain city improvements are constructed in the city or with a certain technology being researched, which are often ruleset dependent.
Default: Mes
Event Name:
E_CITY_RADIUS_SQ
- City: Civil Disorder
The citizens of the named city are so angry that the city is in disorder. Most tilesets show a raised fist icon over the city when this event occurs to help you identify the city.
Default: Mes
Event Name:
E_CITY_DISORDER
- City: Disaster
The named city has experienced some kind of disaster. Some examples include: a fire has destroyed a city improvement; a flood has destroyed all food saved in the city’s granary; an explosion in a Factory has caused some damage.
Default: Mes
Event Name:
E_DISASTER
- City: Famine
The named city has experienced famine. Famine occurs when the city is producing less food than is required to maintain (feed) the citizens within the city and the granary is empty. When this event occurs, the city will be reduced in size by one.
Default: Mes
Event Name:
E_CITY_FAMINE
- City: Famine Feared
Very similar to the message item above. If a city is close to experiencing famine, this message will alert you to the impending event. You will have time to act on the named city to prevent famine if possible when you see this message.
Default: Mes
Event Name:
E_CITY_FAMINE_FEARED
- City: Growth
The named city has grown! This event occurs when the accumulated food in the city’s granary has met or exceeded the amount needed for the next food box size. You can see this information in the City Dialog box on the general tab. Look for the granary stats and the food surplus.
Default: Mes
Event Name:
E_CITY_GROWTH
- City: Has Plague
The named city has experienced a plague. A plague can cause population loss or prevent the city from growing to the next size. Some rulesets allow for city improvements that can reduce the chance of plague in a city.
Default: Mes
Event Name:
E_CITY_PLAGUE
- City: May Soon Grow
The named city is close to filling its granary and will grow to the next size.
Default: Off/None
Event Name:
E_CITY_MAY_SOON_GROW
- City: Needs Improvement to Grow
The named city is trying to grow, but cannot due to the lack of an improvement. In many rulesets, the Aqueduct and Sewer System are needed for cities to grow beyond certain sizes.
Default: Mes
Event Name:
E_CITY_IMPROVEMENT
- City: Needs Improvement to Grow, Being Built
The named city will soon grow and needs the city improvement that is currently being produced. The message may show many turns in advance, giving you ample time to determine if it needs to be rush bought or can finish on its own.
Default: Mes
Event Name:
E_CITY_IMPROVEMENT_BLDG
- City: Normal
A city that was previously in disorder is now no longer in disorder.
Default: Mes
Event Name:
E_CITY_NORMAL
- City: Nuked
The named city has been hit with a Nuclear bomb or other similar type of unit.
Default: Mes
Event Name:
E_CITY_NUKED
- City: Production changed
The named city has changed what is at the top of the worklist.
Default: Off/None
Event Name:
E_CITY_PRODUCTION_CHANGED
- City: Released from citizen governor
The named city was previously under control of the Citizen Governor (aka Citizen Management Agent, or CMA) and can no longer fulfill the requirements.
Default: Mes
Event Name:
E_CITY_CMA_RELEASE
- City: Suggest Growth Throttling
The named city is producing a Granary and may grow before the improvement is complete. You will want to ensure that the Granary is completed before the turn when the city will grow, or you will lose the benefits of the improvement for one city growth cycle.
Default: Mes
Event Name:
E_CITY_GRAN_THROTTLE
- City: Transfer
The named city has been transferred as part of a diplomatic agreement.
Default: Mes
Event Name:
E_CITY_TRANSFER
- City: Was Built
The named city has been founded by Settlers.
Default: Off/None
Event Name:
E_CITY_BUILD
- City: Worklist Events
The named city has had some kind of worklist change. This often occurs when you change the type of item being produced such as going from an improvement to a unit.
Default: Off/None
Event Name:
E_WORKLIST
- Connect/disconnect messages
Outputs when users connect and disconnect from a game server. These are often seen on Longturn multiplayer games.
Default: Out
Event Name:
E_CONNECTION
- Deprecated Modpack syntax warnings
An installed Modpack uses syntax that may stop working in future versions of the game.
Default: Mes and Pop
Event Name:
E_DEPRECATION_WARNING
- Diplomat Action: Bribe
Your Diplomat or Spy was successful in bribing an enemy unit.
Default: Mes
Event Name:
E_MY_DIPLOMAT_BRIBE
- Diplomat Action: Caused Incident
Your Diplomat or Spy was successful in causing an incident in a targeted city.
Default: Mes
Event Name:
E_DIPLOMATIC_INCIDENT
- Diplomat Action: Embassy
Your Diplomat or Spy was successful in establishing an embassy with another nation.
Default: Mes
Event Name:
E_MY_DIPLOMAT_EMBASSY
- Diplomat Action: Escape
Your Diplomat or Spy was successful in escaping detection from the enemy nation.
Default: Mes
Event Name:
E_MY_DIPLOMAT_ESCAPE
- Diplomat Action: Failed
Your Diplomat or Spy was unsuccessful in the named action taken.
Default: Mes
Event Name:
E_MY_DIPLOMAT_FAILED
- Diplomat Action: Gold Theft
Your Spy was successful in stealing gold from a targeted city.
Default: Mes
Event Name:
E_MY_SPY_STEAL_GOLD
- Diplomat Action: Incite
Your Diplomat or Spy was successful in inciting a targeted city to revolt.
Default: Mes
Event Name:
E_MY_DIPLOMAT_INCITE
- Diplomat Action: Map Theft
Your Spy was successful in stealing maps from an enemy nation.
Default: Mes
Event Name:
E_MY_SPY_STEAL_MAP
- Diplomat Action: Poison
Your Diplomat or Spy was successful in poisoning the citizens of a targeted city.
Default: Mes
Event Name:
E_MY_DIPLOMAT_POISON
- Diplomat Action: Sabotage
Your Diplomat or Spy was successful in sabotaging the production of a targeted city.
Default: Mes
Event Name:
E_MY_DIPLOMAT_SABOTAGE
- Diplomat Action: Suitcase Nuke
Your Spy was successful in deploying a suitcase tactical nuclear device in a targeted city.
Default: Mes
Event Name:
E_MY_SPY_NUKE
- Diplomat Action: Theft
Your Diplomat or Spy was successful in stealing a technology advance from an enemy nation.
Default: Mes
Event Name:
E_MY_DIPLOMAT_THEFT
- Diplomatic Message
This message appears when some kind diplomatic event has occurred. Examples include: accepting or canceling a diplomatic meeting; in-game allied AI asks for assistance; in-game AI threatens to kill you.
Default: Mes
Event Name:
E_DIPLOMACY
- Enemy Diplomat: Bribe
An enemy’s Diplomat or Spy was successful in bribing one of your units.
Default: Mes
Event Name:
E_ENEMY_DIPLOMAT_BRIBE
- Enemy DiplomatEmbassy
An enemy’s Diplomat or Spy was successful in establishing an embassy with your nation.
Default: Mes
Event Name:
E_ENEMY_DIPLOMAT_EMBASSY
- Enemy Diplomat: Failed
An enemy’s Diplomat or Spy was unsuccessful in the named action taken.
Default: Mes
Event Name:
E_ENEMY_DIPLOMAT_FAILED
- Enemy Diplomat: Gold Theft
An enemy’s Spy was successful in stealing gold from a targeted city.
Default: Mes
Event Name:
E_ENEMY_SPY_STEAL_GOLD
- Enemy Diplomat: Incite
An enemy’s Diplomat or Spy was successful in inciting a targeted city to revolt.
Default: Mes
Event Name:
E_ENEMY_DIPLOMAT_INCITE
- Enemy Diplomat: Map Theft
An enemy’s Spy was successful in stealing your maps.
Default: Mes
Event Name:
E_ENEMY_SPY_STEAL_MAP
- Enemy Diplomat: Poison
An enemy’s Diplomat or Spy was successful in poisoning the citizens of a targeted city.
Default: Mes
Event Name:
E_ENEMY_DIPLOMAT_POISON
- Enemy Diplomat: Sabotage
An enemy’s Diplomat or Spy was successful in sabotaging the production of a targeted city.
Default: Mes
Event Name:
E_ENEMY_DIPLOMAT_SABOTAGE
- Enemy Diplomat: Suitcase Nuke
An enemy’s Spy was successful in deploying a suitcase tactical nuclear device in a targeted city.
Default: Mes
Event Name:
E_ENEMY_SPY_NUKE
- Enemy Diplomat: Theft
An enemy’s Diplomat or Spy was successful in stealing a technology advance from you.
Default: Mes
Event Name:
E_ENEMY_DIPLOMAT_THEFT
- Error message from bad command
This message appears when any kind of incorrect command you give the game occurs.
Default: Mes
Event Name:
E_BAD_COMMAND
- Extra Appears or Disappears
This message appears when you use Workers or Engineers to terraform terrain that had a special “extra” on the tile or when you terraform it back to the original terrain.
Default: Mes
Event Name:
E_SPONTANEOUS_EXTRA
- Game Ended
The game has ended. The final player report is shown.
Default: Mes
Event Name:
E_GAME_END
- Game Started
The game has started.
Default: Off/None
Event Name:
E_GAME_START
- Global: Eco-Disaster
Global Warming or Nuclear Winter has occurred.
Default: Mes
Event Name:
E_GLOBAL_ECO
- Global: Nuke Detonated
A player has detonated a Nuclear device on the map. Coordinates are given in the message.
Default: Mes
Event Name:
E_NUKE
- Help for beginners
Messages to aid new players.
Default: Mes
Event Name:
E_BEGINNER_HELP
- Hut: Barbarians in a Hut Roused
One of your units has entered a hut on the map and roused Barbarians.
Default: Mes
Event Name:
E_HUT_BARB
- Hut: City Founded from Hut
One of your units has entered a hut on the map and founded a city for you at that location.
Default: Mes
Event Name:
E_HUT_CITY
- Hut: Gold Found in Hut
One of your units has entered a hut on the map and found gold inside. The message will contain the amount of gold found.
Default: Mes
Event Name:
E_HUT_GOLD
- Hut: Killed by Barbarians in a Hut
One of your units has entered a hut on the map and was killed by Barbarians.
Default: Mes
Event Name:
E_HUT_BARB_KILLED
- Hut: Mercenaries Found in Hut
One of your units has entered a hut on the map and mercenaries were found that join your nation. Mercenaries are often the best attacking unit that you have the technology for.
Default: Mes
Event Name:
E_HUT_MERC
- Hut: Settler Found in Hut
One of your units has entered a hut on the map and found Settlers inside that can be used to build a city at a location of your choice.
Default: Mes
Event Name:
E_HUT_SETTLER
- Hut: Tech Found in Hut
One of your units has entered a hut on the map and found scrolls of wisdom containing a technology advance.
Default: Mes
Event Name:
E_HUT_TECH
- Hut: Unit Spared by Barbarians
One of your units has entered a hut on the map and was not killed by a band of Barbarians.
Default: Mes
Event Name:
E_HUT_BARB_CITY_NEAR
- Improvement: Bought
You have rush bought with gold a city improvement in the named city.
Default: Off/None
Event Name:
E_IMP_BUY
- Improvement: Built
The named city has completed construction of the listed city improvement.
Default: Mes
Event Name:
E_IMP_BUILD
- Improvement: Forced to Sell
Your national treasury did not have enough gold to maintain the upkeep of all of your city improvements at turn change, so the game sold one or more of them.
Default: Mes
Event Name:
E_IMP_AUCTIONED
- Improvement: New Improvement Selected
You did not tell a city to build a specific city improvement, so the in-game Advisor selected one for you.
Default: Mes
Event Name:
E_IMP_AUTO
- Improvement: Sold
You manually sold a named city improvement.
Default: Off/None
Event Name:
E_IMP_SOLD
- Message from server operator
The server operator has sent a broadcast message to all players. Longturn multiplayer games will use this feature sometimes.
Default: Mes and Pop
Event Name:
E_MESSAGE_WALL
- Nation Selected
You have selected (taken) a nation. This message typically comes up during Longturn multiplayer games when you are taking control of a nation either by picking up a idle player or acting as the regent for a team mate. In single player games, you can also take control of any of the in-game AI players as well and this message will show at that time too.
Default: Out
Event Name:
E_NATION_SELECTED
- Nation: Achievements
Your nation has crossed an achievement boundary. Different rulesets have varying types of achievements available.
Default: Mes
Event Name:
E_ACHIEVEMENT
- Nation: Barbarian Uprising
There has been a Barbarian uprising in the game. Ensure you have sufficient defensive units in your cities as they will attack when they find you.
Default: Mes
Event Name:
E_UPRISING
- Nation: Civil War
Your nation has been broken apart due to Civil War. Some of your cities have broken away from your nation and formed a new nation controlled by an in-game AI.
Default: Mes
Event Name:
E_CIVIL_WAR
- Nation: Collapse to Anarchy
Too many cities are in disorder and you can no longer maintain a functioning government. Your nation has fallen into anarchy.
Default: Mes
Event Name:
E_ANARCHY
- Nation: First Contact
One of your units has come into contact with the first enemy nation in the game.
Default: Mes
Event Name:
E_FIRST_CONTACT
- Nation: Learned New Government
Your scientists have learned a new technology advance that also allows for a new form of government. A good example is learning Republic allows you to form a new government of the same name.
Default: Mes
Event Name:
E_NEW_GOVERNMENT
- Nation: Low Funds
Your national treasury is low in gold. If you do not correct the issue, city improvements will be sold at turn change.
Default: Mes
Event Name:
E_LOW_ON_FUNDS
- Nation: Multiplier changed
Certain effects in a ruleset can create bonuses (e.g. multipliers). This message occurs when one or more multipliers has changed values. Details are given as part of the message.
Default: Mes
Event Name:
E_MULTIPLIER
- Nation: Pollution
The named city’s production has caused pollution on a tile in its working radius.
Default: Mes
Event Name:
E_POLLUTION
- Nation: Revolution Ended
You started a revolution to form a new government and it is now over. The new form of government is given in the message.
Default: Mes
Event Name:
E_REVOLT_DONE
- Nation: Revolution Started
You have started a revolution to form a new government and are now in anarchy.
Default: Mes
Event Name:
E_REVOLT_START
- Nation: Spaceship Events
One or more of your cities has constructed a Space Component, Space Module, or Space Structural for your spaceship. This message will also come up when you launch your spaceship, and when the spaceship arrives at Alpha Centauri, or is destroyed along the way and does not make it.
Default: Mes
Event Name:
E_SPACESHIP
- Player Destroyed
Either you or another player has completely destroyed a player in the game.
Default: Mes
Event Name:
E_DESTROYED
- Report
You have asked for a non-modal report such as Demographics or Top Five Cities.
Default: Mes
Event Name:
E_REPORT
- Scenario/ruleset script message
This is a message from a
Luascript inside of a scenario or a ruleset. The game tutorial uses these extensively.Default: Mes and Pop
Event Name:
E_SCRIPT
- Server Aborting
There is a very bad error occurring on the serer and it is aborting/shutting down.
Default: Mes and Pop
Event Name:
E_LOG_FATAL
- Server Problems
The server is experiencing some problems that are not fatal.
Default: Out
Event Name:
E_LOG_ERROR
- Server settings changed
The server settings have changed. The game admins of Longturn multiplayer games will sometimes have to alter the settings after a game has started.
Default: Out
Event Name:
E_SETTING
- Technology: Acquired New Tech
Your nation has acquired a new named technology advance. This can be through a diplomatic agreement, or from a Great Wonder such as the Great Library.
Default: Mes
Event Name:
E_TECH_GAIN
- Technology: Learned New Tech
Your scientists have researched a new named technology advance for you.
Default: Mes
Event Name:
E_TECH_LEARNED
- Technology: Lost a Tech
Your scientists are not able to maintain enough research (bulbs) to maintain knowledge and have now forgotten/lost a named technology advance.
Default: Mes
Event Name:
E_TECH_LOST
- Technology: Other Player Gained/Lost a Tech
Your embassy with another player relays a message that the player has gained or lost a named technology advance.
Default: Mes
Event Name:
E_TECH_EMBASSY
- Technology: Selected new Goal
You have given your scientists a new goal to research on the technology tree.
Default: Mes
Event Name:
E_TECH_GOAL
- Treaty: Alliance
You have formed an alliance pact with the named player.
Default: Mes
Event Name:
E_TREATY_ALLIANCE
- Treaty: Broken
You have broken a named diplomatic pact with a given player. For example you break a peace treaty and go to war.
Default: Mes
Event Name:
E_TREATY_BROKEN
- Treaty: Cease-fire
You have entered into a cease-fire pact with the named player.
Default: Mes
Event Name:
E_TREATY_CEASEFIRE
- Treaty: Embassy
You have established an embassy with the named player. This can occur via a Diplomat or from a diplomatic meeting once contact has been established.
Default: Mes
Event Name:
E_TREATY_EMBASSY
- Treaty: Peace
You have entered into a peace pact with the named player.
Default: Mes
Event Name:
E_TREATY_PEACE
- Treaty: Shared Vision
You have granted shared vision with the named player.
Default: Mes
Event Name:
E_TREATY_SHARED_VISION
- Turn Bell
This event gives a message of the turn number and year when the turn changes.
Default: Mes
Event Name:
E_TURN_BELL
- Unit: Action Failed
A named action by a unit has failed.
Default: Mes
Event Name:
E_UNIT_ACTION_FAILED
- Unit: Attack Failed
You tried to attack an enemy unit and your unit has been destroyed in the process. The game will give a detailed results message that looks like this:
Your attacking {veteran level} {unit name} [id:{number} D:{defense} HP:{hit points}] failed against the {enemy nation} {veteran level} {unit name} [id:{number} lost {hit points} HP, {hit points} HP remaining]!Default: Out
Event Name:
E_UNIT_LOST_ATT
- Unit: Attack Succeeded
Your unit attacked an enemy unit and won the battle. The game will give a detailed results message that looks like this:
Your attacking {veteran level} {unit name} [id:{number} A:{attack} lost {hit points} HP, has {hit points} remaining] succeeded against the {enemy nation} {veteran level} {unit name} [id:{number} HP:{hit points remaining}].Default: Out
Event Name:
E_UNIT_WIN_ATT
- Unit: Bought
You have rush bought with gold a unit in the named city.
Default: Off/None
Event Name:
E_UNIT_BUY
- Unit: Built
The named city has completed construction of the listed unit.
Default: Mes
Event Name:
E_UNIT_BUILT
- Unit: Built unit with population cost
The named city has completed construction of the listed unit that also cost city population. This is often Settlers or Migrants.
Default: Mes
Event Name:
E_UNIT_BUILT_POP_COST
- Unit: Defender Destroyed
Your unit has been attacked by an enemy player and while acting as a defender has been destroyed in the process. The game will give a detailed results message that looks like this:
Your {veteran level} {unit name} [id:{number} D:{defense} HP:{hit points}] lost to an attack by the {enemy nation} {veteran level} {unit name} [id:{number} A:{attack} lost {hit points} HP, has {hit points} HP remaining].Default: Mes
Event Name:
E_UNIT_LOST_DEF
- Unit: Defender Survived
Your unit has been attacked by an enemy player and while acting as a defender has survived. The game will give a detailed results message that looks like this:
Your {veteran level} {unit name} [id:{number} D:{defense} lost {hit points} HP, {hit points} HP remaining] survived the pathetic attack from the {enemy nation} {veteran level} {unit name} [id:{number} A:{attack} HP:{hit points remaining}].Default: Mes
Event Name:
E_UNIT_WIN_DEF
- Unit: Did Expel
You have successfully expelled an enemy unit to its nation’s capital city.
Default: Mes
Event Name:
E_UNIT_DID_EXPEL
- Unit: Lost outside battle
This message name can be a bit misleading. You can lose a unit in varying scenarios that do not involve direct conflict. Examples include: you leave a unit inside the borders of a nation that you entered into a peace pact with; you transfer a city to another player, which also includes any units that are supported by that city; a unit is on a transporter unit such as a Galleon and the ship was sunk in an attack.
Default: Mes
Event Name:
E_UNIT_LOST_MISC
- Unit: Orders / goto events
This event occurs when you give units advanced orders using the menu option.
Default: Mes
Event Name:
E_UNIT_ORDERS
- Unit: Production Upgraded
The named city is producing a unit that has been obsoleted by a technology advance. The newer unit is now being constructed. For example: a city is building a Phalanx, however your nation has recently discovered Feudalism. The city will change to producing Pikemen instead of Phalanx.
Default: Mes
Event Name:
E_UNIT_UPGRADED
- Unit: Promoted to Veteran
One of your units has been promoted to a higher veteran level. The message will give the veteran level.
Default: Mes
Event Name:
E_UNIT_BECAME_VET
- Unit: Relocated
One or more of your units has been relocated on the map. This is often caused when you use Engineers loaded on a Transport to terraform ocean to swamp. Global Warming can also cause units to be relocated.
Default: Mes
Event Name:
E_UNIT_RELOCATED
- Unit: Sentried units awaken
A unit you have sentried has observed an enemy unit in its vision radius. The message will give details on the enemy unit that was observed.
Default: Mes
Event Name:
E_UNIT_WAKE
- Unit: Unit did
Currently unused.
Default: Mes
Event Name:
E_UNIT_ACTION_TARGET_OTHER
- Unit: Unit did heal
A unit was healed, e.g. gained hit points.
Default: Mes
Event Name:
E_MY_UNIT_DID_HEAL
- Unit: Unit did to you
An enemy unit has taken an action against city. For example, when an enemy Spy sabotages production of a city improvement.
Default: Mes
Event Name:
E_UNIT_ACTION_TARGET_HOSTILE
- Unit: Unit escaped
An enemy unit has escaped.
Default: Mes
Event Name:
E_UNIT_ESCAPED
- Unit: Unit illegal action
This message will appear when you attempt to take an action with a unit that is not possible. For example, trying to capture a unit that is not able to be captured.
Default: Mes
Event Name:
E_UNIT_ILLEGAL_ACTION
- Unit: Unit was healed
One of your units has been completely healed, e.g. 100% of its hit points has been restored.
Default: Mes
Event Name:
E_MY_UNIT_WAS_HEALED
- Unit: Was Expelled
One of your units was expelled by an enemy nation and has been returned to your capital.
Default: Mes
Event Name:
E_UNIT_WAS_EXPELLED
- Unit: Your unit did
A unit of yours was able to take an action against another unit. This message is typically related to Diplomat and Spy units.
Default: Mes
Event Name:
E_UNIT_ACTION_ACTOR_SUCCESS
- Unit: Your unit failed
A unit of yours was not able to take an action against another unit. This message is typically related to Diplomat and Spy units.
Default: Mes
Event Name:
E_UNIT_ACTION_ACTOR_FAILURE
- Vote: New vote
The in-game voting process has been activated and you are asked to vote on a topic.
Default: Out
Event Name:
E_VOTE_NEW
- Vote: Vote canceled
The player who initiated the in-game voting process has canceled the vote on a topic.
Default: Out
Event Name:
E_VOTE_ABORTED
- Vote: Vote resolved
The in-game voting process has completed.
Default: Out
Event Name:
E_VOTE_RESOLVED
- Wonder: Finished
The named Great Wonder has been completed by the listed player.
Default: Mes
Event Name:
E_WONDER_BUILD
- Wonder: Made Obsolete
One of your named wonders (both Great and Small) has had its effect removed due to becoming obsolete. This often occurs when a new technology advance has been discovered or another wonder is constructed.
Default: Mes
Event Name:
E_WONDER_OBSOLETE
- Wonder: Started
Construction of the named Great Wonder has been started by the listed player.
Default: Mes
Event Name:
E_WONDER_STARTED
- Wonder: Stopped
Construction of the named Great Wonder has been stopped by the listed player.
Default: Mes
Event Name:
E_WONDER_STOPPED
- Wonder: Will Finish Next Turn
Construction of the named Great Wonder will be finished at the end of the turn by the listed player. If you are also building the same wonder, it will become obsolete and you cannot built it.
Default: Mes
Event Name:
E_WONDER_WILL_BE_BUILT
- Year Advance
This event shows a message that the year has advanced at turn change.
Default: Off/None
Event Name:
E_NEXT_YEAR