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.

Freeciv21 Message Options dialog

Fig. 73 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 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 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 Lua script 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 Unit ‣ Goto and… 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