Conditions 

Condition Description To make it more convenient, all conditions are split into subgroups. The name of the condition is put in bold letters. The condition's name with the possibility to change parameters is enclosed in brackets. Every parameter is enclosed in inverted commas.

Basic This subgroup contains conditions not included in other subgroups.



Number of ticks after the game beginning. (number of ticks after game beginning "ratio" "time"). There's an inner timer which is launched at the beginning of every mission and stands for the amount of inner conventional ticks after the game has started. If you want the trigger to be activated a certain period of time after the game starts, use this condition. Difficulty level. (difficulty level of player "name" "ratio" "difficulty"). The red player is human. Before starting the game, a player selects a difficulty level. By default, the same difficulty level is set for all other players. The difficulty level will change for all players but the red one if the Give control to computer player action is performed. Quantity of resource owned by player. (quantity of "resource" owned by player "name" "ratio" "number"). Each player can accumulate six types of resources. To change the quantity of resources, there are the actions of the "Resources" subgroup at hand.

Number of Units This subgroup includes conditions to verify the number of living and killed units of a player in a zone or group. Player has already been vanquished. (player "name" has already been vanquished). As soon as a player has no peasants and military units left, this condition is met. Player has not been vanquished yet. ( player "name" has not been vanquished yet). This condition is fulfilled as long as the condition "Player has already been vanquished" is not met. Number of player units group. (number of units of player "name1" in group "name2" "ratio" "number"). This condition checks on the number of living units possessed by a player specified and belonging to a particular group. As soon as the number equals a specified number, the condition is met. Number of group units in zone. (number of units of group "name1" in zone "name2" "ratio" "number"). This condition checks on the number of living units of a group specified and located in the indicated zone. Number of player’s units in zone. (number of units of player "name1" in zone "name2" "ratio" "number"). This condition verifies the number of living units of a certain colour located in the zone specified. Number of units of a certain type in zone by player. (Number of "type" units in zone "name1" by player "name2" "ratio" "quantity"). This condition verifies the number of living units of a certain colour located in the zone specified. Remember, only units of a specified type are counted. For example Bavarian 17 century pikemen. Number of units in group. (number of units in group "name" "ratio" "number"). This condition verifies the number of living units which belong to a specified group. Number of units of a certain type by player. (number of "type" units by player "name"). Verifies the number of living units of a type indicated possessed by a specified player. Number of deceased units of a certain type by player. (number of deceased "type" units by player "name" "ratio" "quantity"). Verifies the number of dead units of a type specified once possessed by a player indicated. Number of killings by group units. (number of killings done by units of group "name" "ratio" "number"). For every killing a unit receives one point. This condition verifies the ultimate amount of killings by units of a specified group.

Flags and Timers This subgroup includes conditions for checking on flags and timers. Flag is on. (flag "name" is on). This condition is met if the parameter-specified flag is on. Flag is off. (flag "name" is off). This condition is met if the parameter-specified flag is off. Timer has snapped into action. (timer "name" has snapped into action). The condition is met if a timer specified was launched and the time set has elapsed. Timer has not snapped into action yet. (timer "name" has not snapped into action yet). The timer has not been launched yet or the time set has not elapsed yet. Number of ticks left before timer rings. (number of ticks left before timer "name" snaps into action "ratio" "integer"). This condition is met if a certain number of ticks is left before the timer will be activated.

Questions This section contains conditions a player can be asked a question with. These conditions may be added to the condition section for the "Inserted condition block" action only. Affirmative answer to question. (affirmative answer to "question"). The answer can be "yes" or "no" only. If a player answers "yes", the condition has been met. The parameter "question" is described in the section "Description of Parameters for Conditions and Actions" section. Negative answer to question. (negative answer to "question"). In order for this condition to be met, a player must answer "no".

Buildings For conditions of this subgroup, we recommended using a group of one building which the verification is carried out for.


Buildings produce units. (buildings of group "name" produce units). If a building belonging to a group specified is producing a unit, this condition is met. Buildings do not produce units. (buildings of group "name" do not produce units). This condition is met if a building of a group specified is not producing units at the moment. Group buildings have already been constructed. (buildings belonging to group "name" have already been constructed). Verifies whether a building of a group specified is finished. Group buildings have not been constructed yet. (buildings of group "name" have not been built yet). This condition won't be met unless a building is finished.

Upgrades The following conditions verify whether a player has launched or accomplished a certain upgrade. Player has already launched upgrade. (player "name1" has already launched upgrade "name2"). Upgrade has not been launched by player yet. (player "name1" has not launched upgrade "name2" yet). Upgrade has already been accomplished by player. (player "name1" has already accomplished upgrade "name2"). Upgrade has not been completed by player yet. (player "name1" has not completed upgrade "name2" yet).

Transport This subgroup verifies the condition of the ferry. Number of passengers in transport. (number of passengers in transport of group "name1" by player "name2" "ratio" "quantity"). This condition is met if the transport of a group specified has a specified number of units on board. Transport has landed. (transport from group "name1" and belonging to  player "name2" has landed). This condition will be met if there is a landed ferry within a group specified. The condition is verified for a player indicated. Transport has not landed yet. (transport from group "name1" and belonging to player "name2" has not landed yet). This condition is met if none of the ferries of a group specified and belonging to a specified player has been moored.