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		<id>https://modiki.civfanatics.com/index.php?title=GameEvents.UnitSetXY_(Civ5_API)&amp;diff=16559</id>
		<title>GameEvents.UnitSetXY (Civ5 API)</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GameEvents.UnitSetXY_(Civ5_API)&amp;diff=16559"/>
		<updated>2015-11-01T04:17:08Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Civ5 API Beta Banner}}&lt;br /&gt;
&#039;&#039;This page is a part of the [[Lua and UI Reference (Civ5)]].&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TypeInfos5|Function.png|This function is a member of {{Type5|GameEvents}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
This is a static method, invoke it with a dot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triggered whenever any unit moves by any means, for every tile they move into. This includes units that are being created. Note that this event fires before animations are completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;void&#039;&#039;&#039; GameEvents.UnitSetXY&amp;lt;b&amp;gt;(&amp;lt;/b&amp;gt;{{Type5|PlayerID}} player, {{Type5|UnitID}} unit, &#039;&#039;&#039;int&#039;&#039;&#039; x, &#039;&#039;&#039;int&#039;&#039;&#039; y&amp;lt;b&amp;gt;)&amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Event Type&#039;&#039;&#039;&lt;br /&gt;
:Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|player:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;The ID of the player the unit belongs to.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|unit:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;The ID of the unit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|x:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;The location of the plot the unit has moved into.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|y:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;No description available.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To kill the unit (UnitID) on this event, use unit:Kill(true, -1) to initiate a delayed death. Otherwise the game will crash.--[[User:Killmeplease|Killmeplease]] ([[User talk:Killmeplease|talk]]) 04:16, 1 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Source code samples=&lt;br /&gt;
&#039;&#039;Too many occurences. Only 50 out of 3 are listed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PseudoH4|TurnsRemaining.lua - DLC_02 DLC}}&lt;br /&gt;
:&amp;lt;code&amp;gt;DLC/DLC_02/Scenarios/NewWorldScenario/TurnsRemaining.lua&amp;lt;/code&amp;gt;&lt;br /&gt;
:{{CodeBegin5}}&lt;br /&gt;
{{CodeLine5|0130}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;GameEvents.UnitSetXY.Add(function(iPlayer, iUnitID, iX, iY)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0132}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local plot = Map.GetPlot(iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0133}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local player = Players[iPlayer];&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0134}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local unit = player:GetUnitByID(iUnitID);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0135}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit == nil or unit:IsDelayedDeath()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0136}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return false;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0137}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0139}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Caravel that has reached China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0140}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit:GetUnitType() == GameInfoTypes[&amp;quot;UNIT_CARAVEL&amp;quot;]) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0142}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Adjacent to plot owned by China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0143}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local bAdjacentChina = IsAdjacentToChina (iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0145}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (bAdjacentChina and not player:IsMinorCiv() and not player:IsBarbarian()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0147}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if(iPlayer == Game.GetActivePlayer()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0148}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.UnlockAchievement(&amp;quot;ACHIEVEMENT_SCENARIO_02_ROUTE_TO_ORIENT&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0149}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0151}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- How many have already been? (KLUDGE - using an unused modern era CvGame data field as a counter)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0152}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iTotalCircumnavigators = Game:GetNukesExploded();&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0154}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iTotalCircumnavigators &amp;lt; 3) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0156}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;unit:Kill(true, -1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0158}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iGoldReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0159}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iVPReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0161}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Grant gold and VP&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0162}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iTotalCircumnavigators == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0163}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iGoldReceived = 200;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0164}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 200;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0165}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;elseif (iTotalCircumnavigators == 1) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0166}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iGoldReceived = 100;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0167}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 100;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0168}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;else&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0169}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iGoldReceived = 50;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0170}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 50;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0171}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0173}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeGold(iGoldReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0174}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iNumWondersToCredit = iVPReceived / GameDefines[&amp;quot;SCORE_WONDER_MULTIPLIER&amp;quot;];&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0175}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeNumWorldWonders( iNumWondersToCredit );&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0177}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Put up dialog box&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0178}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local popupInfo = {&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0179}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Data1 = 500,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0180}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Type = ButtonPopupTypes.BUTTONPOPUP_TEXT,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0181}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0183}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Human player?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0184}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iPlayer == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0185}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iTotalCircumnavigators == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0186}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_FIRST_CIRCUMNAVIGATION&amp;quot;, unit:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0187}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;elseif (iTotalCircumnavigators == 1) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0188}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_SECOND_CIRCUMNAVIGATION&amp;quot;, unit:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0189}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;else&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0190}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_THIRD_CIRCUMNAVIGATION&amp;quot;, unit:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0191}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0192}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;else&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0193}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iRemaining = 2 - iTotalCircumnavigators;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0194}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_OTHER_CIRCUMNAVIGATION&amp;quot;, player:GetName(), iRemaining);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0195}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0197}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.AddPopup(popupInfo);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0199}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Game:ChangeNukesExploded(1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0200}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0201}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0202}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0204}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Treasure unit that has reached capital?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0205}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit:GetUnitType() == GameInfoTypes[&amp;quot;UNIT_TREASURE&amp;quot;]) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0207}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- At my capital?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0208}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local capital = player:GetCapitalCity();&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0209}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (capital ~= nil and capital:GetX() == iX and capital:GetY() == iY) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0211}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;unit:Kill(true, -1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0213}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Grant gold and VP&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0214}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iGoldReceived = 100;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0215}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iVPReceived = 50;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0216}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeGold(iGoldReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0217}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeScoreFromFutureTech(iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0219}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Put out notification&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0220}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local text;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0221}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local heading;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0222}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_TREASURE_RETURNED&amp;quot;, capital:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0223}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;heading = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_TREASURE_RETURNED_SHORT&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0224}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, text, heading);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0226}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if(iPlayer == Game.GetActivePlayer()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0227}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if(capital:GetX() &amp;gt; 50) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0228}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.UnlockAchievement(&amp;quot;ACHIEVEMENT_SCENARIO_02_RETURN_TREASURE&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0229}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0230}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0231}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0232}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0234}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return true;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0235}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeEnd5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PseudoH4|TurnsRemaining.lua (G&amp;amp;K)}}&lt;br /&gt;
:&amp;lt;code&amp;gt;DLC/Expansion/Scenarios/FallOfRomeScenario/TurnsRemaining.lua&amp;lt;/code&amp;gt;&lt;br /&gt;
:{{CodeBegin5}}&lt;br /&gt;
{{CodeLine5|1030}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;GameEvents.UnitSetXY.Add(UpdatePromotion);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeEnd5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PseudoH4|TurnsRemaining.lua (G&amp;amp;K)}}&lt;br /&gt;
:&amp;lt;code&amp;gt;DLC/Expansion/Scenarios/MedievalScenario/TurnsRemaining.lua&amp;lt;/code&amp;gt;&lt;br /&gt;
:{{CodeBegin5}}&lt;br /&gt;
{{CodeLine5|0594}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;GameEvents.UnitSetXY.Add(function(iPlayer, iUnitID, iX, iY)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0596}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local plot = Map.GetPlot(iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0597}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local player = Players[iPlayer];&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0598}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local unit = player:GetUnitByID(iUnitID);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0599}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit == nil or unit:IsDelayedDeath()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0600}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return false;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0601}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0602}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iNumCaravels = GetPersistentProperty(&amp;quot;NumCaravels&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0604}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Caravel that has reached China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0605}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit:GetUnitType() == GameInfoTypes[&amp;quot;UNIT_CARAVEL&amp;quot;] and iNumCaravels &amp;lt; 5) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0607}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Adjacent to plot owned by China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0608}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local bAdjacentChina = IsAdjacentToChina (iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0610}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (bAdjacentChina and not player:IsMinorCiv() and not player:IsBarbarian()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0612}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- How many have already been?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0613}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iNumCaravels = iNumCaravels + 1;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0614}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;SetPersistentProperty(&amp;quot;NumCaravels&amp;quot;, iNumCaravels);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0616}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;unit:Kill(true, -1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0618}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iVPReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0620}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Grant VP&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0621}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 600 - (iNumCaravels * 100);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0623}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeScoreFromFutureTech(iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0625}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Put up dialog box&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0626}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local popupInfo = {&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0627}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Data1 = 500,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0628}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Type = ButtonPopupTypes.BUTTONPOPUP_TEXT,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0629}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0631}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Human player?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0632}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iPlayer == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0633}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_MEDIEVAL_SCENARIO_CARAVEL&amp;quot;, unit:GetName(), iVPReceived, (5 - iNumCaravels));&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0634}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.AddPopup(popupInfo);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0635}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;else&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0636}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_MEDIEVAL_SCENARIO_OTHER_CARAVEL&amp;quot;, player:GetName(), iVPReceived, (5 - iNumCaravels));&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0637}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.AddPopup(popupInfo);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0638}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0639}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0640}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0642}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Conquistador that has reached China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0643}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit:GetUnitType() == GameInfoTypes[&amp;quot;UNIT_SPANISH_CONQUISTADOR&amp;quot;]) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0645}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Adjacent to plot owned by China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0646}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local bAdjacentChina = IsAdjacentToChina (iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0648}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- How many have already been?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0649}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iNumConquistadors = GetPersistentProperty(&amp;quot;NumConquistadors&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0651}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (bAdjacentChina and not player:IsMinorCiv() and not player:IsBarbarian() and iNumConquistadors &amp;lt; 3) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0653}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local pTeam;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0654}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;pTeam = Teams[player:GetTeam()];&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0655}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (pTeam:IsHasTech(GameInfoTypes[&amp;quot;TECH_EXPLORATION&amp;quot;])) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0657}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iNumConquistadors = iNumConquistadors + 1;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0658}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;SetPersistentProperty(&amp;quot;NumConquistadors&amp;quot;, iNumConquistadors);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0660}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;unit:Kill(true, -1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0662}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iGoldReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0663}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iVPReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0665}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Grant gold and VP&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0666}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iGoldReceived = 500;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0667}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 250;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0669}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeGold(iGoldReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0670}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeScoreFromFutureTech(iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0672}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Put up dialog box&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0673}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local popupInfo = {&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0674}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Data1 = 500,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0675}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Type = ButtonPopupTypes.BUTTONPOPUP_TEXT,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0676}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0678}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Human player?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0679}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iPlayer == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0680}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_MEDIEVAL_SCENARIO_CONQUISTADOR&amp;quot;, unit:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0681}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.AddPopup(popupInfo);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0682}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0683}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0684}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0685}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0687}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return true;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0688}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeEnd5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Civ5 API Footer}}&lt;br /&gt;
[[Category:Civ5 Methods and Functions|UnitSetXY]]&lt;br /&gt;
[[Category:Civ5 Units API|UnitSetXY]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GameEvents.UnitSetXY_(Civ5_API)&amp;diff=16558</id>
		<title>GameEvents.UnitSetXY (Civ5 API)</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GameEvents.UnitSetXY_(Civ5_API)&amp;diff=16558"/>
		<updated>2015-11-01T04:16:24Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Civ5 API Beta Banner}}&lt;br /&gt;
&#039;&#039;This page is a part of the [[Lua and UI Reference (Civ5)]].&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TypeInfos5|Function.png|This function is a member of {{Type5|GameEvents}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
This is a static method, invoke it with a dot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Triggered whenever any unit moves by any means, for every tile they move into. This includes units that are being created. Note that this event fires before animations are completed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;void&#039;&#039;&#039; GameEvents.UnitSetXY&amp;lt;b&amp;gt;(&amp;lt;/b&amp;gt;{{Type5|PlayerID}} player, {{Type5|UnitID}} unit, &#039;&#039;&#039;int&#039;&#039;&#039; x, &#039;&#039;&#039;int&#039;&#039;&#039; y&amp;lt;b&amp;gt;)&amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Event Type&#039;&#039;&#039;&lt;br /&gt;
:Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|player:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;The ID of the player the unit belongs to.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|unit:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;The ID of the unit.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|x:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;The location of the plot the unit has moved into.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|y:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;No description available.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
To kill a unit on this event, use unit:Kill(true, -1) to initiate a delayed death. Otherwise the game will crash.--[[User:Killmeplease|Killmeplease]] ([[User talk:Killmeplease|talk]]) 04:16, 1 November 2015 (UTC)&lt;br /&gt;
&lt;br /&gt;
=Source code samples=&lt;br /&gt;
&#039;&#039;Too many occurences. Only 50 out of 3 are listed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{PseudoH4|TurnsRemaining.lua - DLC_02 DLC}}&lt;br /&gt;
:&amp;lt;code&amp;gt;DLC/DLC_02/Scenarios/NewWorldScenario/TurnsRemaining.lua&amp;lt;/code&amp;gt;&lt;br /&gt;
:{{CodeBegin5}}&lt;br /&gt;
{{CodeLine5|0130}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;GameEvents.UnitSetXY.Add(function(iPlayer, iUnitID, iX, iY)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0132}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local plot = Map.GetPlot(iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0133}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local player = Players[iPlayer];&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0134}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local unit = player:GetUnitByID(iUnitID);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0135}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit == nil or unit:IsDelayedDeath()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0136}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return false;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0137}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0139}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Caravel that has reached China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0140}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit:GetUnitType() == GameInfoTypes[&amp;quot;UNIT_CARAVEL&amp;quot;]) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0142}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Adjacent to plot owned by China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0143}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local bAdjacentChina = IsAdjacentToChina (iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0145}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (bAdjacentChina and not player:IsMinorCiv() and not player:IsBarbarian()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0147}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if(iPlayer == Game.GetActivePlayer()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0148}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.UnlockAchievement(&amp;quot;ACHIEVEMENT_SCENARIO_02_ROUTE_TO_ORIENT&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0149}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0151}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- How many have already been? (KLUDGE - using an unused modern era CvGame data field as a counter)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0152}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iTotalCircumnavigators = Game:GetNukesExploded();&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0154}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iTotalCircumnavigators &amp;lt; 3) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0156}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;unit:Kill(true, -1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0158}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iGoldReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0159}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iVPReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0161}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Grant gold and VP&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0162}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iTotalCircumnavigators == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0163}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iGoldReceived = 200;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0164}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 200;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0165}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;elseif (iTotalCircumnavigators == 1) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0166}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iGoldReceived = 100;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0167}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 100;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0168}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;else&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0169}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iGoldReceived = 50;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0170}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 50;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0171}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0173}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeGold(iGoldReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0174}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iNumWondersToCredit = iVPReceived / GameDefines[&amp;quot;SCORE_WONDER_MULTIPLIER&amp;quot;];&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0175}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeNumWorldWonders( iNumWondersToCredit );&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0177}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Put up dialog box&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0178}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local popupInfo = {&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0179}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Data1 = 500,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0180}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Type = ButtonPopupTypes.BUTTONPOPUP_TEXT,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0181}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0183}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Human player?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0184}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iPlayer == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0185}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iTotalCircumnavigators == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0186}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_FIRST_CIRCUMNAVIGATION&amp;quot;, unit:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0187}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;elseif (iTotalCircumnavigators == 1) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0188}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_SECOND_CIRCUMNAVIGATION&amp;quot;, unit:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0189}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;else&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0190}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_THIRD_CIRCUMNAVIGATION&amp;quot;, unit:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0191}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0192}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;else&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0193}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iRemaining = 2 - iTotalCircumnavigators;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0194}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_OTHER_CIRCUMNAVIGATION&amp;quot;, player:GetName(), iRemaining);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0195}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0197}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.AddPopup(popupInfo);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0199}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Game:ChangeNukesExploded(1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0200}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0201}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0202}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0204}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Treasure unit that has reached capital?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0205}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit:GetUnitType() == GameInfoTypes[&amp;quot;UNIT_TREASURE&amp;quot;]) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0207}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- At my capital?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0208}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local capital = player:GetCapitalCity();&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0209}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (capital ~= nil and capital:GetX() == iX and capital:GetY() == iY) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0211}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;unit:Kill(true, -1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0213}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Grant gold and VP&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0214}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iGoldReceived = 100;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0215}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iVPReceived = 50;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0216}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeGold(iGoldReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0217}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeScoreFromFutureTech(iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0219}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Put out notification&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0220}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local text;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0221}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local heading;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0222}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_TREASURE_RETURNED&amp;quot;, capital:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0223}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;heading = Locale.ConvertTextKey(&amp;quot;TXT_KEY_NEWWORLD_SCENARIO_TREASURE_RETURNED_SHORT&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0224}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:AddNotification(NotificationTypes.NOTIFICATION_GENERIC, text, heading);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0226}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if(iPlayer == Game.GetActivePlayer()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0227}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if(capital:GetX() &amp;gt; 50) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0228}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.UnlockAchievement(&amp;quot;ACHIEVEMENT_SCENARIO_02_RETURN_TREASURE&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0229}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0230}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0231}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0232}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0234}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return true;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0235}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeEnd5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PseudoH4|TurnsRemaining.lua (G&amp;amp;K)}}&lt;br /&gt;
:&amp;lt;code&amp;gt;DLC/Expansion/Scenarios/FallOfRomeScenario/TurnsRemaining.lua&amp;lt;/code&amp;gt;&lt;br /&gt;
:{{CodeBegin5}}&lt;br /&gt;
{{CodeLine5|1030}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;GameEvents.UnitSetXY.Add(UpdatePromotion);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeEnd5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{PseudoH4|TurnsRemaining.lua (G&amp;amp;K)}}&lt;br /&gt;
:&amp;lt;code&amp;gt;DLC/Expansion/Scenarios/MedievalScenario/TurnsRemaining.lua&amp;lt;/code&amp;gt;&lt;br /&gt;
:{{CodeBegin5}}&lt;br /&gt;
{{CodeLine5|0594}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;GameEvents.UnitSetXY.Add(function(iPlayer, iUnitID, iX, iY)&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0596}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local plot = Map.GetPlot(iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0597}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local player = Players[iPlayer];&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0598}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local unit = player:GetUnitByID(iUnitID);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0599}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit == nil or unit:IsDelayedDeath()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0600}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return false;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0601}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0602}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iNumCaravels = GetPersistentProperty(&amp;quot;NumCaravels&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0604}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Caravel that has reached China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0605}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit:GetUnitType() == GameInfoTypes[&amp;quot;UNIT_CARAVEL&amp;quot;] and iNumCaravels &amp;lt; 5) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0607}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Adjacent to plot owned by China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0608}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local bAdjacentChina = IsAdjacentToChina (iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0610}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (bAdjacentChina and not player:IsMinorCiv() and not player:IsBarbarian()) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0612}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- How many have already been?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0613}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iNumCaravels = iNumCaravels + 1;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0614}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;SetPersistentProperty(&amp;quot;NumCaravels&amp;quot;, iNumCaravels);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0616}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;unit:Kill(true, -1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0618}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iVPReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0620}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Grant VP&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0621}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 600 - (iNumCaravels * 100);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0623}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeScoreFromFutureTech(iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0625}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Put up dialog box&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0626}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local popupInfo = {&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0627}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Data1 = 500,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0628}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Type = ButtonPopupTypes.BUTTONPOPUP_TEXT,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0629}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0631}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Human player?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0632}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iPlayer == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0633}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_MEDIEVAL_SCENARIO_CARAVEL&amp;quot;, unit:GetName(), iVPReceived, (5 - iNumCaravels));&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0634}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.AddPopup(popupInfo);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0635}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;else&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0636}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_MEDIEVAL_SCENARIO_OTHER_CARAVEL&amp;quot;, player:GetName(), iVPReceived, (5 - iNumCaravels));&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0637}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.AddPopup(popupInfo);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0638}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0639}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0640}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0642}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Conquistador that has reached China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0643}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (unit:GetUnitType() == GameInfoTypes[&amp;quot;UNIT_SPANISH_CONQUISTADOR&amp;quot;]) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0645}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Adjacent to plot owned by China?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0646}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local bAdjacentChina = IsAdjacentToChina (iX, iY);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0648}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- How many have already been?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0649}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iNumConquistadors = GetPersistentProperty(&amp;quot;NumConquistadors&amp;quot;);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0651}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (bAdjacentChina and not player:IsMinorCiv() and not player:IsBarbarian() and iNumConquistadors &amp;lt; 3) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0653}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local pTeam;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0654}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;pTeam = Teams[player:GetTeam()];&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0655}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (pTeam:IsHasTech(GameInfoTypes[&amp;quot;TECH_EXPLORATION&amp;quot;])) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0657}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iNumConquistadors = iNumConquistadors + 1;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0658}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;SetPersistentProperty(&amp;quot;NumConquistadors&amp;quot;, iNumConquistadors);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0660}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;unit:Kill(true, -1);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0662}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iGoldReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0663}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local iVPReceived;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0665}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Grant gold and VP&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0666}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iGoldReceived = 500;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0667}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;iVPReceived = 250;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0669}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeGold(iGoldReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0670}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;player:ChangeScoreFromFutureTech(iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0672}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Put up dialog box&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0673}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;local popupInfo = {&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0674}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Data1 = 500,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0675}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;Type = ButtonPopupTypes.BUTTONPOPUP_TEXT,&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0676}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;}&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0678}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;-- Human player?&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0679}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;if (iPlayer == 0) then&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0680}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;popupInfo.Text = Locale.ConvertTextKey(&amp;quot;TXT_KEY_MEDIEVAL_SCENARIO_CONQUISTADOR&amp;quot;, unit:GetName(), iGoldReceived, iVPReceived);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0681}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;UI.AddPopup(popupInfo);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0682}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0683}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0684}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0685}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeBreak5}}&lt;br /&gt;
{{CodeLine5|0687}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;return true;&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeLine5|0688}}&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;end);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
{{CodeEnd5}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Civ5 API Footer}}&lt;br /&gt;
[[Category:Civ5 Methods and Functions|UnitSetXY]]&lt;br /&gt;
[[Category:Civ5 Units API|UnitSetXY]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Unit.CanMoveOrAttackInto_(Civ5_API)&amp;diff=16557</id>
		<title>Unit.CanMoveOrAttackInto (Civ5 API)</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Unit.CanMoveOrAttackInto_(Civ5_API)&amp;diff=16557"/>
		<updated>2015-11-01T04:12:49Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Civ5 API Beta Banner}}&lt;br /&gt;
&#039;&#039;This page is a part of the [[Lua and UI Reference (Civ5)]].&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TypeInfos5|Function.png|This function is a member of {{Type5|Unit}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
This is an instance method, invoke it with a colon.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;bool&#039;&#039;&#039; Unit:CanMoveOrAttackInto&amp;lt;b&amp;gt;(&amp;lt;/b&amp;gt;{{Type5|Plot}} plot, &#039;&#039;&#039;bool&#039;&#039;&#039; declareWar = false, &#039;&#039;&#039;bool&#039;&#039;&#039; destination = false&amp;lt;b&amp;gt;)&amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Returned Value&#039;&#039;&#039;&lt;br /&gt;
:This function is bugged and always returns false if called from Lua, use unit:CanMoveThrough(plot) instead.--[[User:Killmeplease|Killmeplease]] ([[User talk:Killmeplease|talk]]) 04:12, 1 November 2015 (UTC)&lt;br /&gt;
&#039;&#039;&#039;Parameters&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|plot:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;No description available.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|declareWar:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;No description available.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|destination:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;No description available.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Civ5 API Footer}}&lt;br /&gt;
[[Category:Civ5 Methods and Functions|CanMoveOrAttackInto]]&lt;br /&gt;
[[Category:Civ5 Movement API|CanMoveOrAttackInto]]&lt;br /&gt;
[[Category:Civ5 Combat API|CanMoveOrAttackInto]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GameEvents.CityCanTrain_(Civ5_API)&amp;diff=16550</id>
		<title>GameEvents.CityCanTrain (Civ5 API)</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GameEvents.CityCanTrain_(Civ5_API)&amp;diff=16550"/>
		<updated>2014-11-26T08:04:09Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Civ5 API Beta Banner}}&lt;br /&gt;
&#039;&#039;This page is a part of the [[Lua and UI Reference (Civ5)]].&#039;&#039;&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{TypeInfos5|Function.png|This function is a member of {{Type5|GameEvents}}.&amp;lt;br/&amp;gt;&lt;br /&gt;
This is a static method, invoke it with a dot.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This works exactly the same as {{FuncLabel5|GameEvents|CityCanConstruct}} but for units instead. Note however that the prerequisites for training units that are defined in the XML files have to be met before this event fires. Thus this event can be used to hide units that would otherwise be shown but not the other way around. Also, this event does not allow to restrict purchasing units with faith.&lt;br /&gt;
&lt;br /&gt;
=Usage=&lt;br /&gt;
&amp;lt;code&amp;gt;&#039;&#039;&#039;void&#039;&#039;&#039; GameEvents.CityCanTrain&amp;lt;b&amp;gt;(&amp;lt;/b&amp;gt;{{Type5|PlayerID}} player, {{Type5|CityID}} city, {{Type5|UnitType}} unitType&amp;lt;b&amp;gt;)&amp;lt;/b&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Event Type&#039;&#039;&#039;&lt;br /&gt;
:Unknown&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Parameters&#039;&#039;&#039;&lt;br /&gt;
:{|&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|player:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;the index identifying the player who might or might not be able to construct&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|city:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;the index identifying the city that might or might not be able to construct&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot; style=&amp;quot;padding-right:6px;&amp;quot;|buildingType:&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;| &#039;&#039;the ID of the unit that might or might not be able to be constructed&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Civ5 API Footer}}&lt;br /&gt;
[[Category:Civ5 Methods and Functions|CityCanConstruct]]&lt;br /&gt;
[[Category:Civ5 Cities API|CityCanConstruct]]&lt;br /&gt;
[[Category:Civ5 City Production API|CityCanConstruct]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9432</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9432"/>
		<updated>2012-02-18T04:45:07Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]](policyID) - returns true if a player has a specified policy. &lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]](policyID, bNewValue) - sets player having a specified policy. Increases next policy cost.&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]() - returns happiness minus unhappiness (whats shown to player on the top panel). If empire is unhappy, it will return a negative value. Otherwise positive or zero.&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=SetHasPolicy&amp;diff=9431</id>
		<title>SetHasPolicy</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=SetHasPolicy&amp;diff=9431"/>
		<updated>2012-02-18T04:42:14Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: Created page with &amp;quot;==Description== Sets player having a specified policy. Increases next policy cost.  ==Example== ([http://forums.civfanatics.com/showpost.php?p=11268848&amp;amp;postcount=12 by Androrc th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Sets player having a specified policy. Increases next policy cost. &lt;br /&gt;
==Example==&lt;br /&gt;
([http://forums.civfanatics.com/showpost.php?p=11268848&amp;amp;postcount=12 by Androrc the Orc])&lt;br /&gt;
  function TheHumanGenomeProjectEffects( iPlayer )&lt;br /&gt;
  	local player = Players[iPlayer]&lt;br /&gt;
  	local team = Teams[player:GetTeam()]&lt;br /&gt;
  	local data = load( player, &amp;quot;TheHumanGenomeProjectApplied&amp;quot; ) or false&lt;br /&gt;
  &lt;br /&gt;
  	if (team:GetProjectCount(GameInfo.Projects[&amp;quot;PROJECT_THE_HUMAN_GENOME_PROJECT&amp;quot;].ID) &amp;gt; 0 and not data) then&lt;br /&gt;
  		player:SetHasPolicy(GameInfo.Policies[&amp;quot;POLICY_PROJECT_THE_HUMAN_GENOME_PROJECT&amp;quot;].ID, true)&lt;br /&gt;
  		save( player, &amp;quot;TheHumanGenomeProjectApplied&amp;quot;, true )&lt;br /&gt;
  	end&lt;br /&gt;
  end&lt;br /&gt;
  &lt;br /&gt;
  GameEvents.PlayerDoTurn.Add( TheHumanGenomeProjectEffects )&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9430</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9430"/>
		<updated>2012-02-18T04:39:53Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]](policyID) - returns true if a player has a specified policy. &lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]](policyID) - sets player having a specified policy. Increases next policy cost.&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]() - returns happiness minus unhappiness (whats shown to player on the top panel). If empire is unhappy, it will return a negative value. Otherwise positive or zero.&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9429</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9429"/>
		<updated>2012-02-17T05:04:48Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]](policyID) - returns true if a player has a specified policy. &lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]() - returns happiness minus unhappiness (whats shown to player on the top panel). If empire is unhappy, it will return a negative value. Otherwise positive or zero.&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9428</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9428"/>
		<updated>2012-02-17T05:02:24Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]](policyID) - returns true if a player has a specified policy. &lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]() - returns happiness minus unhappiness (whats shown to player on the top panel).&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9427</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9427"/>
		<updated>2012-02-17T05:01:54Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]](policyID) - returns true if a player has a specified policy. &lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]] - returns happiness minus unhappiness (whats shown to player on the top panel).&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9426</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9426"/>
		<updated>2012-02-17T05:00:01Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]](policyID) - returns true if a player has a specified policy. &lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=HasPolicy&amp;diff=9425</id>
		<title>HasPolicy</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=HasPolicy&amp;diff=9425"/>
		<updated>2012-02-17T04:58:15Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Returns true if a player has a specified policy.&lt;br /&gt;
==Example==&lt;br /&gt;
  function hasPolicy(pPlayer, policyType)&lt;br /&gt;
  	for policy in GameInfo.Policies() do&lt;br /&gt;
  		if policy.Type == policyType then&lt;br /&gt;
  			return pPlayer:&#039;&#039;&#039;&#039;&#039;HasPolicy&#039;&#039;&#039;&#039;&#039;(policy.ID);&lt;br /&gt;
  		end&lt;br /&gt;
  	end&lt;br /&gt;
  	return false;&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9424</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9424"/>
		<updated>2012-02-17T04:57:51Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]](policyID)&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9423</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9423"/>
		<updated>2012-02-17T04:56:55Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]](pPlayer, policyType)&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=HasPolicy&amp;diff=9422</id>
		<title>HasPolicy</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=HasPolicy&amp;diff=9422"/>
		<updated>2012-02-17T04:56:26Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: Created page with &amp;quot;==Description== Returns true if a player has a specified policy. ==Example==   function hasPolicy(pPlayer, policyType)   	for policy in GameInfo.Policies() do   		if policy.Type ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Returns true if a player has a specified policy.&lt;br /&gt;
==Example==&lt;br /&gt;
  function hasPolicy(pPlayer, policyType)&lt;br /&gt;
  	for policy in GameInfo.Policies() do&lt;br /&gt;
  		if policy.Type == policyType then&lt;br /&gt;
  			return pPlayer:HasPolicy(policy.ID);&lt;br /&gt;
  		end&lt;br /&gt;
  	end&lt;br /&gt;
  	return false;&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9421</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9421"/>
		<updated>2012-02-17T04:51:32Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]]&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9420</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9420"/>
		<updated>2012-02-17T04:50:26Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Modifiers/Yields===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]]&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9419</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9419"/>
		<updated>2012-02-17T04:48:13Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Modifiers/Yields===&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]() - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]() - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]]&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9418</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9418"/>
		<updated>2012-02-17T04:46:49Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]() - returns a civilization type value for a major civ player.&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]] - returns true if this is a ciy-state.&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Modifiers/Yields===&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]] - returns a civilization type value for a city-state civ player.&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]] - returns true if this is a city-state.&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]]&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9417</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9417"/>
		<updated>2012-02-17T04:42:35Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsMinorCiv]]&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Modifiers/Yields===&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]]&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GetCivilizationType&amp;diff=9416</id>
		<title>GetCivilizationType</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GetCivilizationType&amp;diff=9416"/>
		<updated>2012-02-17T04:41:48Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Returns a civilization type value for a major civ player.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function GetPlayerName(player)	&lt;br /&gt;
  	if player:IsMinorCiv() then&lt;br /&gt;
  		local minorCivType = player:GetMinorCivType();&lt;br /&gt;
  		local minorCivInfo = GameInfo.MinorCivilizations[minorCivType];&lt;br /&gt;
  		return Locale.ConvertTextKey(minorCivInfo.Description);&lt;br /&gt;
  	end&lt;br /&gt;
  	local iCivType = player:GetCivilizationType();&lt;br /&gt;
  	local civInfo = GameInfo.Civilizations[iCivType];			&lt;br /&gt;
  	return Locale.ConvertTextKey(civInfo.Description);	&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=IsMinorCiv&amp;diff=9415</id>
		<title>IsMinorCiv</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=IsMinorCiv&amp;diff=9415"/>
		<updated>2012-02-17T04:41:02Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: Created page with &amp;quot;==Description== Returns true if this is a city-state. ==Example== (from Emigration v.2 mod)   function GetPlayerName(player)	   	if player:IsMinorCiv() then   		local minorCivTyp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Returns true if this is a city-state.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function GetPlayerName(player)	&lt;br /&gt;
  	if player:IsMinorCiv() then&lt;br /&gt;
  		local minorCivType = player:GetMinorCivType();&lt;br /&gt;
  		local minorCivInfo = GameInfo.MinorCivilizations[minorCivType];&lt;br /&gt;
  		return Locale.ConvertTextKey(minorCivInfo.Description);&lt;br /&gt;
  	end&lt;br /&gt;
  	local iCivType = player:GetCivilizationType();&lt;br /&gt;
  	local civInfo = GameInfo.Civilizations[iCivType];			&lt;br /&gt;
  	return Locale.ConvertTextKey(civInfo.Description);	&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GetMinorCivType&amp;diff=9414</id>
		<title>GetMinorCivType</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GetMinorCivType&amp;diff=9414"/>
		<updated>2012-02-17T04:40:14Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: Created page with &amp;quot;==Description== Returns civilization type value for a city-state player. ==Example== (from Emigration v.2 mod)   function GetPlayerName(player)	   	if player:IsMinorCiv() then   ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Returns civilization type value for a city-state player.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function GetPlayerName(player)	&lt;br /&gt;
  	if player:IsMinorCiv() then&lt;br /&gt;
  		local minorCivType = player:GetMinorCivType();&lt;br /&gt;
  		local minorCivInfo = GameInfo.MinorCivilizations[minorCivType];&lt;br /&gt;
  		return Locale.ConvertTextKey(minorCivInfo.Description);&lt;br /&gt;
  	end&lt;br /&gt;
  	local iCivType = player:GetCivilizationType();&lt;br /&gt;
  	local civInfo = GameInfo.Civilizations[iCivType];			&lt;br /&gt;
  	return Locale.ConvertTextKey(civInfo.Description);	&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GetCivilizationType&amp;diff=9413</id>
		<title>GetCivilizationType</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GetCivilizationType&amp;diff=9413"/>
		<updated>2012-02-17T04:38:38Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: Created page with &amp;quot;==Description== Returns true if this is a city-state. ==Example== (from Emigration v.2 mod)   function GetPlayerName(player)	   	if player:IsMinorCiv() then   		local minorCivTyp...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Returns true if this is a city-state.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function GetPlayerName(player)	&lt;br /&gt;
  	if player:IsMinorCiv() then&lt;br /&gt;
  		local minorCivType = player:GetMinorCivType();&lt;br /&gt;
  		local minorCivInfo = GameInfo.MinorCivilizations[minorCivType];&lt;br /&gt;
  		return Locale.ConvertTextKey(minorCivInfo.Description);&lt;br /&gt;
  	end&lt;br /&gt;
  	local iCivType = player:GetCivilizationType();&lt;br /&gt;
  	local civInfo = GameInfo.Civilizations[iCivType];			&lt;br /&gt;
  	return Locale.ConvertTextKey(civInfo.Description);	&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Events&amp;diff=9410</id>
		<title>Lua Game Events</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Events&amp;diff=9410"/>
		<updated>2012-02-16T09:49:47Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua and UI Reference]]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=385612 Lua Events List] or the same [http://wiki.2kgames.com/civ5/index.php/Lua_Game_Events in the official wiki]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game==&lt;br /&gt;
*[[LoadScreenClose]]&lt;br /&gt;
*[[PreGameDirty]]&lt;br /&gt;
*[[SerialEventEndTurnDirty]]&lt;br /&gt;
*[[SequenceGameInitComplete]]&lt;br /&gt;
*[[SerialEventGameDataDirty]]&lt;br /&gt;
*[[SerialEventStartGame]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[GameEvents.PreGameStart]] - called before most items in the game are initialized.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
*[[GameEvents.TeamSetHasTech(teamID, techID)]]&lt;br /&gt;
*[[GameEvents.TeamTechResearched(eTeam, eTech, iChange)]] - triggered when a team researches a tech.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
*[[ActivePlayerTurnEnd]]&lt;br /&gt;
*[[ActivePlayerTurnStart]] - fired on the start of the human player&#039;s turn (not fired for AIs).&lt;br /&gt;
*[[EventPoliciesDirty]]&lt;br /&gt;
*[[GameplaySetActivePlayer]]&lt;br /&gt;
*[[SerialEventEraChanged]]&lt;br /&gt;
*[[SerialEventResearchDirty]]&lt;br /&gt;
*[[SerialEventScoreDirty]]&lt;br /&gt;
*[[TeamMet]]&lt;br /&gt;
*[[TechAcquired]]&lt;br /&gt;
*[[WarStateChanged]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[GameEvents.CanDeclareWar(team1, team2)]] - allows provision of criteria for the ability of team1 to declare war on team2. As this is a TestAll event, all listeners must return true for the action to be permitted.&lt;br /&gt;
*[[GameEvents.PlayerAdoptPolicy(playerID, policyTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanConstruct(playerID, buildingTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanCreate(playerID, projectTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanEverReseearch(playerID, techtypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanMaintain(playerID, processTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanPrepare(playerID, specialistTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanResearch(playerID, techTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanTrain(playerID, unitTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerDoTurn()]] - fired once per turn for each player (not just active/human player), at the start of turn; also, it seems not to run for the first turn of the game (for all players), runs only for human player on the second turn, and thereafter it runs for all players.&lt;br /&gt;
*[[GameEvents.PlayerPreAIUnitUpdate(playerId)]]&lt;br /&gt;
*[[GameEvents.SetAlly(iCSPlayer, iOldAlly, iNewAlly)]] - triggered when the ally of a City-State changes (whether it changes from none or from another player). &lt;br /&gt;
*[[GameEvents.TeamMeet(playerActive, playerMet)]] - presumably called when players meet, but referring to teams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==City==&lt;br /&gt;
*[[CityHandleCreated]]&lt;br /&gt;
*[[CityRuinsCreated]]&lt;br /&gt;
*[[InitCityRangeStrike]]&lt;br /&gt;
*[[SerialEventCityCaptured]] - fired when city is captured &#039;&#039;&#039;or traded to an another civ&#039;&#039;&#039;.&lt;br /&gt;
*[[SerialEventCityContinentChanged]]&lt;br /&gt;
*[[SerialEventCityCreated]] - fired when city is created.&lt;br /&gt;
*[[SerialEventCityCultureChanged]]&lt;br /&gt;
*[[SerialEventCityDestroyed]] - fired when city is destroyed.&lt;br /&gt;
*[[SerialEventCityHexHighlightDirty]]&lt;br /&gt;
*[[SerialEventCityInfoDirty]]&lt;br /&gt;
*[[SerialEventCityPopulationChanged]] - fired when a population of a particular city was changed.&lt;br /&gt;
*[[SerialEventCityScreenDirty]]&lt;br /&gt;
*[[SerialEventCitySetDamage]]&lt;br /&gt;
*[[SerialEventEnterCityScreen]]&lt;br /&gt;
*[[SerialEventExitCityScreen]]&lt;br /&gt;
*[[SpecificCityInfoDirty]] - fired when something in a particular city was changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[GameEvents.CityCanBuyAnyPlot(ownerID, cityID)]]&lt;br /&gt;
*[[GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY)]]&lt;br /&gt;
*[[GameEvents.CityCanConstruct(iPlayer, iCity, iBuildingType)]] - this allows provision of critera for the ability to construct a particular building (including Wonders, presumably) in a particular city. Based on the behaviour in the 1066 scenario, it seems that returns of false lead to the building not appearing in the list of buildings available to construct, rather than being greyed out, but this hasn&#039;t been specifically checked. It makes some sense, though, as there&#039;s no way to provide a tooltip to explain the greying out under this mechanism.&lt;br /&gt;
*[[GameEvents.CityCanCreate(ownerID, cityID, projectTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanMaintain(ownerID, cityID, processTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanTrain(ownerID, cityID, unitTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCaptureComplete(playerID, bCapital, iX, iY, newPlayerID)]]&lt;br /&gt;
*[[GameEvents.SetPopulation(iX, iY, oldPopulation, newPopulation)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Unit==&lt;br /&gt;
*[[AddUnitMoveHexRangeHex]]&lt;br /&gt;
*[[ClearUnitMoveHexRange]]&lt;br /&gt;
*[[EndUnitMoveHexRange]]&lt;br /&gt;
*[[GlobalUnitScale]]&lt;br /&gt;
*[[LocalMachineUnitPositionChanged]]&lt;br /&gt;
*[[SerialEventUnitCreated]]&lt;br /&gt;
*[[SerialEventUnitDestroyed]]&lt;br /&gt;
*[[SerialEventUnitFacingChanged]]&lt;br /&gt;
*[[SerialEventUnitFlagSelected]]&lt;br /&gt;
*[[SerialEventUnitInfoDirty]]&lt;br /&gt;
*[[SerialEventUnitMove]]&lt;br /&gt;
*[[SerialEventUnitMoveToHexes]]&lt;br /&gt;
*[[SerialEventUnitSetDamage]]&lt;br /&gt;
*[[SerialEventUnitTeleportedToHex]]&lt;br /&gt;
*[[StartUnitMoveHexRange]]&lt;br /&gt;
*[[ToggleDisplayUnits]]&lt;br /&gt;
*[[UnitActionChanged]]&lt;br /&gt;
*[[UnitDataEdited]]&lt;br /&gt;
*[[UnitDataRequested]]&lt;br /&gt;
*[[UnitDebugFSM]]&lt;br /&gt;
*[[UnitEmbark]]&lt;br /&gt;
*[[UnitFlagUpdated]]&lt;br /&gt;
*[[UnitGarrison]]&lt;br /&gt;
*[[UnitHandleCreated]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitLibrarySwap]]&lt;br /&gt;
*[[UnitMarkThreatening]]&lt;br /&gt;
*[[UnitMemberCombatStateChanged]]&lt;br /&gt;
*[[UnitMemberCombatTargetChanged]]&lt;br /&gt;
*[[UnitMemberOverlayAdd]]&lt;br /&gt;
*[[UnitMemberOverlayMessage]]&lt;br /&gt;
*[[UnitMemberOverlayRemove]]&lt;br /&gt;
*[[UnitMemberOverlayShowHide]]&lt;br /&gt;
*[[UnitMemberOverlayTargetColor]]&lt;br /&gt;
*[[UnitMemberPositionChanged]]&lt;br /&gt;
*[[UnitMoveQueueChanged]]&lt;br /&gt;
*[[UnitSelectionChanged]]&lt;br /&gt;
*[[UnitSelectionCleared]]&lt;br /&gt;
*[[UnitShouldDimFlag]]&lt;br /&gt;
*[[UnitStateChangeDetected]]&lt;br /&gt;
*[[UnitTypeChanged]]&lt;br /&gt;
*[[UnitVisibilityChanged]]&lt;br /&gt;
===CombatSim===&lt;br /&gt;
*[[RunCombatSim]]&lt;br /&gt;
*[[EndCombatSim]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*[[GameEvents.UnitGetSpecialExploreTarget(iPlayerID, iUnitID)]] - appears to be triggered when the &#039;explore&#039; order is given, or some subset thereof. The unit structure for the relevant unit is manipulated to set the explore target. &lt;br /&gt;
*[[GameEvents.UnitSetXY(iPlayer, iUnitID, iX, iY)]] - triggered whenever any unit moves by any means, for every tile they move into. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Map objects==&lt;br /&gt;
*[[NaturalWonderRevealed]]&lt;br /&gt;
===Improvements===&lt;br /&gt;
*[[SerialEventImprovementCreated]]&lt;br /&gt;
*[[SerialEventImprovementDestroyed]]&lt;br /&gt;
*[[SerialEventImprovementIconCreated]]&lt;br /&gt;
*[[SerialEventImprovementIconDestroyed]]&lt;br /&gt;
*[[SerialEventRoadCreated]]&lt;br /&gt;
*[[SerialEventRoadDestroyed]]&lt;br /&gt;
===Features===&lt;br /&gt;
*[[SerialEventFeatureCreated]]&lt;br /&gt;
*[[SerialEventFeatureDestroyed]]&lt;br /&gt;
*[[SerialEventForestCreated]]&lt;br /&gt;
*[[SerialEventForestRemoved]]&lt;br /&gt;
*[[SerialEventJungleCreated]]&lt;br /&gt;
*[[SerialEventJungleRemoved]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Hex==&lt;br /&gt;
*[[AddUnitMoveHexRangeHex]]&lt;br /&gt;
*[[ClearHexHighlights]]&lt;br /&gt;
*[[ClearHexHighlightStyle]]&lt;br /&gt;
*[[ClearUnitMoveHexRange]]&lt;br /&gt;
*[[EndUnitMoveHexRange]]&lt;br /&gt;
*[[HexFOWStateChanged]]&lt;br /&gt;
*[[HexYieldMightHaveChanged]]&lt;br /&gt;
*[[SerialEventCityHexHighlightDirty]]&lt;br /&gt;
*[[SerialEventHexCultureChanged]]&lt;br /&gt;
*[[SerialEventHexDeSelected]]&lt;br /&gt;
*[[SerialEventHexGridOff]]&lt;br /&gt;
*[[SerialEventHexGridOn]]&lt;br /&gt;
*[[SerialEventHexHighlight]]&lt;br /&gt;
*[[SerialEventHexSelected]]&lt;br /&gt;
*[[SerialEventMouseOverHex]]&lt;br /&gt;
*[[SerialEventUnitMoveToHexes]]&lt;br /&gt;
*[[SerialEventUnitTeleportedToHex]]&lt;br /&gt;
*[[ShowHexYield]]&lt;br /&gt;
*[[StartUnitMoveHexRange]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Mods===&lt;br /&gt;
*[[AfterModsActivate]]&lt;br /&gt;
*[[AfterModsDeactivate]]&lt;br /&gt;
*[[BeforeModsActivate]]&lt;br /&gt;
*[[BeforeModsDeactivate]]&lt;br /&gt;
*[[InstalledModsUpdated]]&lt;br /&gt;
*[[ModDownloadComplete]]&lt;br /&gt;
*[[ModDownloadStarted]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
*[[AddPopupTextEvent]]&lt;br /&gt;
*[[FrontEndPopup]]&lt;br /&gt;
*[[MinimapClickedEvent]]&lt;br /&gt;
*[[OpenInfoCorner]]&lt;br /&gt;
*[[SerialEventGameMessagePopup]]&lt;br /&gt;
*[[SerialEventGameMessagePopupProcessed]]&lt;br /&gt;
*[[SerialEventGameMessagePopupShown]]&lt;br /&gt;
*[[SerialEventInfoPaneDirty]]&lt;br /&gt;
*[[ToolTipEvent]]&lt;br /&gt;
===Advisor===&lt;br /&gt;
*[[AdvisorDisplayHide]]&lt;br /&gt;
*[[AdvisorDisplayShow]]&lt;br /&gt;
===Dawn of Man===&lt;br /&gt;
*[[SerialEventDawnOfManHide]]&lt;br /&gt;
*[[SerialEventDawnOfManShow]]&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
*[[ClearDiplomacyTradeTable]]&lt;br /&gt;
*[[OpenPlayerDealScreenEvent]]&lt;br /&gt;
===Menus===&lt;br /&gt;
*[[EventOpenOptionsScreen]]&lt;br /&gt;
*[[ExitToMainMenu]]&lt;br /&gt;
*[[PlayerChoseToLoadGame]]&lt;br /&gt;
*[[PlayerChoseToLoadMap]]&lt;br /&gt;
===Notifications===&lt;br /&gt;
*[[NotificationActivated]]&lt;br /&gt;
*[[NotificationAdded]]&lt;br /&gt;
*[[NotificationRemoved]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
===Animation===&lt;br /&gt;
*[[AnimationSamplingChanged]]&lt;br /&gt;
*[[ParticleEffectReloadRequested]]&lt;br /&gt;
*[[ParticleEffectStatsRequested]]&lt;br /&gt;
*[[ParticleEffectStatsResponse]]&lt;br /&gt;
*[[RemoveAllArrowsEvent]]&lt;br /&gt;
*[[SerialEventTestAnimations]]&lt;br /&gt;
*[[SpawnArrowEvent]]&lt;br /&gt;
===Audio===&lt;br /&gt;
*[[AudioDebugChangeMusic]]&lt;br /&gt;
*[[AudioPlay2DSound]]&lt;br /&gt;
*[[AudioVolumeChanged]]&lt;br /&gt;
===Camera===&lt;br /&gt;
*[[CameraProjectionChanged]]&lt;br /&gt;
*[[CameraStartPitchingDown]]&lt;br /&gt;
*[[CameraStartPitchingUp]]&lt;br /&gt;
*[[CameraStartRotatingCCW]]&lt;br /&gt;
*[[CameraStartRotatingCW]]&lt;br /&gt;
*[[CameraStopPitchingDown]]&lt;br /&gt;
*[[CameraStopPitchingUp]]&lt;br /&gt;
*[[CameraStopRotatingCCW]]&lt;br /&gt;
*[[CameraStopRotatingCW]]&lt;br /&gt;
*[[CameraViewChanged]]&lt;br /&gt;
*[[DragCamera]]&lt;br /&gt;
*[[SerialEventCameraBack]]&lt;br /&gt;
*[[SerialEventCameraForward]]&lt;br /&gt;
*[[SerialEventCameraIn]]&lt;br /&gt;
*[[SerialEventCameraLeft]]&lt;br /&gt;
*[[SerialEventCameraOut]]&lt;br /&gt;
*[[SerialEventCameraRight]]&lt;br /&gt;
*[[SerialEventCameraSetCenterAndZoom]]&lt;br /&gt;
*[[SerialEventCameraStartMovingBack]]&lt;br /&gt;
*[[SerialEventCameraStartMovingForward]]&lt;br /&gt;
*[[SerialEventCameraStartMovingLeft]]&lt;br /&gt;
*[[SerialEventCameraStartMovingRight]]&lt;br /&gt;
*[[SerialEventCameraStopMovingBack]]&lt;br /&gt;
*[[SerialEventCameraStopMovingForward]]&lt;br /&gt;
*[[SerialEventCameraStopMovingLeft]]&lt;br /&gt;
*[[SerialEventCameraStopMovingRight]]&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
*[[ConnectedToNetworkHost]]&lt;br /&gt;
*[[MultiplayerConnectionComplete]]&lt;br /&gt;
*[[MultiplayerConnectionFailed]]&lt;br /&gt;
*[[MultiplayerGameAbandoned]]&lt;br /&gt;
*[[MultiplayerGameLaunched]]&lt;br /&gt;
*[[MultiplayerGameListClear]]&lt;br /&gt;
*[[MultiplayerGameListComplete]]&lt;br /&gt;
*[[MultiplayerGameListUpdated]]&lt;br /&gt;
*[[MultiplayerGamePlayerDisconnected]]&lt;br /&gt;
*[[MultiplayerGamePlayerUpdated]]&lt;br /&gt;
*[[MultiplayerJoinRoomAttempt]]&lt;br /&gt;
*[[MultiplayerJoinRoomComplete]]&lt;br /&gt;
*[[MultiplayerJoinRoomFailed]]&lt;br /&gt;
*[[MultiplayerProfileDisconnected]]&lt;br /&gt;
*[[MultiplayerProfileFailed]]&lt;br /&gt;
*[[RemotePlayerTurnEnd]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other (unsorted)==&lt;br /&gt;
*[[AppInitComplete]]&lt;br /&gt;
*[[AILeaderMessage]]&lt;br /&gt;
*[[BuildingLibrarySwap]]&lt;br /&gt;
*[[DisplayMovementIndicator]]&lt;br /&gt;
*[[DontRecordCommandStreams]]&lt;br /&gt;
*[[EndTurnTimerUpdate]]&lt;br /&gt;
*[[GenericWorldAnchor]]&lt;br /&gt;
*[[GraphicsOptionsChanged]]&lt;br /&gt;
*[[InterfaceModeChanged]]&lt;br /&gt;
*[[KeyUpEvent]]&lt;br /&gt;
*[[LandmarkLibrarySwap]]&lt;br /&gt;
*[[LanguageChanging]]&lt;br /&gt;
*[[LeavingLeaderViewMode]]&lt;br /&gt;
*[[LocalMachineAppUpdate]]&lt;br /&gt;
*[[MinimapTextureBroadcastEvent]]&lt;br /&gt;
*[[RecordCommandStreams]]&lt;br /&gt;
*[[RequestYieldDisplay]]&lt;br /&gt;
*[[SearchForPediaEntry GoToPediaHomePage]]&lt;br /&gt;
*[[SerialEventBuildingSizeChanged]]&lt;br /&gt;
*[[SerialEventLeaderToggleDebugCam]]&lt;br /&gt;
*[[SerialEventRawResourceCreated]]&lt;br /&gt;
*[[SerialEventRawResourceDestroyed]]&lt;br /&gt;
*[[SerialEventRawResourceIconCreated]]&lt;br /&gt;
*[[SerialEventRawResourceIconDestroyed]]&lt;br /&gt;
*[[SerialEventScreenShot]]&lt;br /&gt;
*[[SerialEventTerrainDecalCreated]]&lt;br /&gt;
*[[SerialEventTerrainOverlayMod]]&lt;br /&gt;
*[[SerialEventTest]]&lt;br /&gt;
*[[SerialEventTurnTimerDirty]]&lt;br /&gt;
*[[ShowAttackTargets]]&lt;br /&gt;
*[[ShowMovementRange]]&lt;br /&gt;
*[[StateMachineDumpStates]]&lt;br /&gt;
*[[StateMachineRequestStates]]&lt;br /&gt;
*[[StrategicViewStateChanged]]&lt;br /&gt;
*[[SystemUpdateUI]]&lt;br /&gt;
*[[TaskListUpdate]]&lt;br /&gt;
*[[UIPathFinderUpdate]]&lt;br /&gt;
*[[UserRequestClose]]&lt;br /&gt;
*[[VisibilityUpdated]]&lt;br /&gt;
*[[WonderStateChanged]]&lt;br /&gt;
*[[WonderTogglePlacement]]&lt;br /&gt;
*[[WonderTypeChanged]]&lt;br /&gt;
*[[WorldMouseOver]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Events&amp;diff=9409</id>
		<title>Lua Game Events</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Events&amp;diff=9409"/>
		<updated>2012-02-16T09:18:33Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua and UI Reference]]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=385612 Lua Events List] or the same [http://wiki.2kgames.com/civ5/index.php/Lua_Game_Events in the official wiki]&lt;br /&gt;
&lt;br /&gt;
==Team==&lt;br /&gt;
*[[GameEvents.TeamSetHasTech(teamID, techID)]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
*[[ActivePlayerTurnEnd]]&lt;br /&gt;
*[[ActivePlayerTurnStart]] - fired on the start of the human player&#039;s turn (not fired for AIs).&lt;br /&gt;
*[[EventPoliciesDirty]]&lt;br /&gt;
*[[GameplaySetActivePlayer]]&lt;br /&gt;
*[[SerialEventEraChanged]]&lt;br /&gt;
*[[SerialEventResearchDirty]]&lt;br /&gt;
*[[SerialEventScoreDirty]]&lt;br /&gt;
*[[TeamMet]]&lt;br /&gt;
*[[TechAcquired]]&lt;br /&gt;
*[[WarStateChanged]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GameEvents (from patch 1.0.1.332):&lt;br /&gt;
*[[GameEvents.PlayerAdoptPolicy(playerID, policyTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanConstruct(playerID, buildingTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanCreate(playerID, projectTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanEverReseearch(playerID, techtypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanMaintain(playerID, processTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanPrepare(playerID, specialistTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanResearch(playerID, techTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanTrain(playerID, unitTypeID)]]&lt;br /&gt;
*[[GameEvents.TeamSetHasTech(teamID, techID)]]&lt;br /&gt;
&lt;br /&gt;
==City==&lt;br /&gt;
*[[CityHandleCreated]]&lt;br /&gt;
*[[CityRuinsCreated]]&lt;br /&gt;
*[[InitCityRangeStrike]]&lt;br /&gt;
*[[SerialEventCityCaptured]] - fired when city is captured &#039;&#039;&#039;or traded to an another civ&#039;&#039;&#039;.&lt;br /&gt;
*[[SerialEventCityContinentChanged]]&lt;br /&gt;
*[[SerialEventCityCreated]] - fired when city is created.&lt;br /&gt;
*[[SerialEventCityCultureChanged]]&lt;br /&gt;
*[[SerialEventCityDestroyed]] - fired when city is destroyed.&lt;br /&gt;
*[[SerialEventCityHexHighlightDirty]]&lt;br /&gt;
*[[SerialEventCityInfoDirty]]&lt;br /&gt;
*[[SerialEventCityPopulationChanged]] - fired when a population of a particular city was changed.&lt;br /&gt;
*[[SerialEventCityScreenDirty]]&lt;br /&gt;
*[[SerialEventCitySetDamage]]&lt;br /&gt;
*[[SerialEventEnterCityScreen]]&lt;br /&gt;
*[[SerialEventExitCityScreen]]&lt;br /&gt;
*[[SpecificCityInfoDirty]] - fired when something in a particular city was changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GameEvents (from patch 1.0.1.332):&lt;br /&gt;
*[[GameEvents.CityCanBuyAnyPlot(ownerID, cityID)]]&lt;br /&gt;
*[[GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY)]]&lt;br /&gt;
*[[GameEvents.CityCanCreate(ownerID, cityID, projectTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanMaintain(ownerID, cityID, processTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanTrain(ownerID, cityID, unitTypeID)]]&lt;br /&gt;
&lt;br /&gt;
==Unit==&lt;br /&gt;
*[[AddUnitMoveHexRangeHex]]&lt;br /&gt;
*[[ClearUnitMoveHexRange]]&lt;br /&gt;
*[[EndUnitMoveHexRange]]&lt;br /&gt;
*[[GlobalUnitScale]]&lt;br /&gt;
*[[LocalMachineUnitPositionChanged]]&lt;br /&gt;
*[[SerialEventUnitCreated]]&lt;br /&gt;
*[[SerialEventUnitDestroyed]]&lt;br /&gt;
*[[SerialEventUnitFacingChanged]]&lt;br /&gt;
*[[SerialEventUnitFlagSelected]]&lt;br /&gt;
*[[SerialEventUnitInfoDirty]]&lt;br /&gt;
*[[SerialEventUnitMove]]&lt;br /&gt;
*[[SerialEventUnitMoveToHexes]]&lt;br /&gt;
*[[SerialEventUnitSetDamage]]&lt;br /&gt;
*[[SerialEventUnitTeleportedToHex]]&lt;br /&gt;
*[[StartUnitMoveHexRange]]&lt;br /&gt;
*[[ToggleDisplayUnits]]&lt;br /&gt;
*[[UnitActionChanged]]&lt;br /&gt;
*[[UnitDataEdited]]&lt;br /&gt;
*[[UnitDataRequested]]&lt;br /&gt;
*[[UnitDebugFSM]]&lt;br /&gt;
*[[UnitEmbark]]&lt;br /&gt;
*[[UnitFlagUpdated]]&lt;br /&gt;
*[[UnitGarrison]]&lt;br /&gt;
*[[UnitHandleCreated]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitLibrarySwap]]&lt;br /&gt;
*[[UnitMarkThreatening]]&lt;br /&gt;
*[[UnitMemberCombatStateChanged]]&lt;br /&gt;
*[[UnitMemberCombatTargetChanged]]&lt;br /&gt;
*[[UnitMemberOverlayAdd]]&lt;br /&gt;
*[[UnitMemberOverlayMessage]]&lt;br /&gt;
*[[UnitMemberOverlayRemove]]&lt;br /&gt;
*[[UnitMemberOverlayShowHide]]&lt;br /&gt;
*[[UnitMemberOverlayTargetColor]]&lt;br /&gt;
*[[UnitMemberPositionChanged]]&lt;br /&gt;
*[[UnitMoveQueueChanged]]&lt;br /&gt;
*[[UnitSelectionChanged]]&lt;br /&gt;
*[[UnitSelectionCleared]]&lt;br /&gt;
*[[UnitShouldDimFlag]]&lt;br /&gt;
*[[UnitStateChangeDetected]]&lt;br /&gt;
*[[UnitTypeChanged]]&lt;br /&gt;
*[[UnitVisibilityChanged]]&lt;br /&gt;
===CombatSim===&lt;br /&gt;
*[[RunCombatSim]]&lt;br /&gt;
*[[EndCombatSim]]&lt;br /&gt;
&lt;br /&gt;
==Map objects==&lt;br /&gt;
*[[NaturalWonderRevealed]]&lt;br /&gt;
===Improvements===&lt;br /&gt;
*[[SerialEventImprovementCreated]]&lt;br /&gt;
*[[SerialEventImprovementDestroyed]]&lt;br /&gt;
*[[SerialEventImprovementIconCreated]]&lt;br /&gt;
*[[SerialEventImprovementIconDestroyed]]&lt;br /&gt;
*[[SerialEventRoadCreated]]&lt;br /&gt;
*[[SerialEventRoadDestroyed]]&lt;br /&gt;
===Features===&lt;br /&gt;
*[[SerialEventFeatureCreated]]&lt;br /&gt;
*[[SerialEventFeatureDestroyed]]&lt;br /&gt;
*[[SerialEventForestCreated]]&lt;br /&gt;
*[[SerialEventForestRemoved]]&lt;br /&gt;
*[[SerialEventJungleCreated]]&lt;br /&gt;
*[[SerialEventJungleRemoved]]&lt;br /&gt;
&lt;br /&gt;
==Hex==&lt;br /&gt;
*[[AddUnitMoveHexRangeHex]]&lt;br /&gt;
*[[ClearHexHighlights]]&lt;br /&gt;
*[[ClearHexHighlightStyle]]&lt;br /&gt;
*[[ClearUnitMoveHexRange]]&lt;br /&gt;
*[[EndUnitMoveHexRange]]&lt;br /&gt;
*[[HexFOWStateChanged]]&lt;br /&gt;
*[[HexYieldMightHaveChanged]]&lt;br /&gt;
*[[SerialEventCityHexHighlightDirty]]&lt;br /&gt;
*[[SerialEventHexCultureChanged]]&lt;br /&gt;
*[[SerialEventHexDeSelected]]&lt;br /&gt;
*[[SerialEventHexGridOff]]&lt;br /&gt;
*[[SerialEventHexGridOn]]&lt;br /&gt;
*[[SerialEventHexHighlight]]&lt;br /&gt;
*[[SerialEventHexSelected]]&lt;br /&gt;
*[[SerialEventMouseOverHex]]&lt;br /&gt;
*[[SerialEventUnitMoveToHexes]]&lt;br /&gt;
*[[SerialEventUnitTeleportedToHex]]&lt;br /&gt;
*[[ShowHexYield]]&lt;br /&gt;
*[[StartUnitMoveHexRange]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
&lt;br /&gt;
==Game==&lt;br /&gt;
*[[LoadScreenClose]]&lt;br /&gt;
*[[PreGameDirty]]&lt;br /&gt;
*[[SerialEventEndTurnDirty]]&lt;br /&gt;
*[[SequenceGameInitComplete]]&lt;br /&gt;
*[[SerialEventGameDataDirty]]&lt;br /&gt;
*[[SerialEventStartGame]]&lt;br /&gt;
===Mods===&lt;br /&gt;
*[[AfterModsActivate]]&lt;br /&gt;
*[[AfterModsDeactivate]]&lt;br /&gt;
*[[BeforeModsActivate]]&lt;br /&gt;
*[[BeforeModsDeactivate]]&lt;br /&gt;
*[[InstalledModsUpdated]]&lt;br /&gt;
*[[ModDownloadComplete]]&lt;br /&gt;
*[[ModDownloadStarted]]&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
*[[AddPopupTextEvent]]&lt;br /&gt;
*[[FrontEndPopup]]&lt;br /&gt;
*[[MinimapClickedEvent]]&lt;br /&gt;
*[[OpenInfoCorner]]&lt;br /&gt;
*[[SerialEventGameMessagePopup]]&lt;br /&gt;
*[[SerialEventGameMessagePopupProcessed]]&lt;br /&gt;
*[[SerialEventGameMessagePopupShown]]&lt;br /&gt;
*[[SerialEventInfoPaneDirty]]&lt;br /&gt;
*[[ToolTipEvent]]&lt;br /&gt;
===Advisor===&lt;br /&gt;
*[[AdvisorDisplayHide]]&lt;br /&gt;
*[[AdvisorDisplayShow]]&lt;br /&gt;
===Dawn of Man===&lt;br /&gt;
*[[SerialEventDawnOfManHide]]&lt;br /&gt;
*[[SerialEventDawnOfManShow]]&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
*[[ClearDiplomacyTradeTable]]&lt;br /&gt;
*[[OpenPlayerDealScreenEvent]]&lt;br /&gt;
===Menus===&lt;br /&gt;
*[[EventOpenOptionsScreen]]&lt;br /&gt;
*[[ExitToMainMenu]]&lt;br /&gt;
*[[PlayerChoseToLoadGame]]&lt;br /&gt;
*[[PlayerChoseToLoadMap]]&lt;br /&gt;
===Notifications===&lt;br /&gt;
*[[NotificationActivated]]&lt;br /&gt;
*[[NotificationAdded]]&lt;br /&gt;
*[[NotificationRemoved]]&lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
===Animation===&lt;br /&gt;
*[[AnimationSamplingChanged]]&lt;br /&gt;
*[[ParticleEffectReloadRequested]]&lt;br /&gt;
*[[ParticleEffectStatsRequested]]&lt;br /&gt;
*[[ParticleEffectStatsResponse]]&lt;br /&gt;
*[[RemoveAllArrowsEvent]]&lt;br /&gt;
*[[SerialEventTestAnimations]]&lt;br /&gt;
*[[SpawnArrowEvent]]&lt;br /&gt;
===Audio===&lt;br /&gt;
*[[AudioDebugChangeMusic]]&lt;br /&gt;
*[[AudioPlay2DSound]]&lt;br /&gt;
*[[AudioVolumeChanged]]&lt;br /&gt;
===Camera===&lt;br /&gt;
*[[CameraProjectionChanged]]&lt;br /&gt;
*[[CameraStartPitchingDown]]&lt;br /&gt;
*[[CameraStartPitchingUp]]&lt;br /&gt;
*[[CameraStartRotatingCCW]]&lt;br /&gt;
*[[CameraStartRotatingCW]]&lt;br /&gt;
*[[CameraStopPitchingDown]]&lt;br /&gt;
*[[CameraStopPitchingUp]]&lt;br /&gt;
*[[CameraStopRotatingCCW]]&lt;br /&gt;
*[[CameraStopRotatingCW]]&lt;br /&gt;
*[[CameraViewChanged]]&lt;br /&gt;
*[[DragCamera]]&lt;br /&gt;
*[[SerialEventCameraBack]]&lt;br /&gt;
*[[SerialEventCameraForward]]&lt;br /&gt;
*[[SerialEventCameraIn]]&lt;br /&gt;
*[[SerialEventCameraLeft]]&lt;br /&gt;
*[[SerialEventCameraOut]]&lt;br /&gt;
*[[SerialEventCameraRight]]&lt;br /&gt;
*[[SerialEventCameraSetCenterAndZoom]]&lt;br /&gt;
*[[SerialEventCameraStartMovingBack]]&lt;br /&gt;
*[[SerialEventCameraStartMovingForward]]&lt;br /&gt;
*[[SerialEventCameraStartMovingLeft]]&lt;br /&gt;
*[[SerialEventCameraStartMovingRight]]&lt;br /&gt;
*[[SerialEventCameraStopMovingBack]]&lt;br /&gt;
*[[SerialEventCameraStopMovingForward]]&lt;br /&gt;
*[[SerialEventCameraStopMovingLeft]]&lt;br /&gt;
*[[SerialEventCameraStopMovingRight]]&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
*[[ConnectedToNetworkHost]]&lt;br /&gt;
*[[MultiplayerConnectionComplete]]&lt;br /&gt;
*[[MultiplayerConnectionFailed]]&lt;br /&gt;
*[[MultiplayerGameAbandoned]]&lt;br /&gt;
*[[MultiplayerGameLaunched]]&lt;br /&gt;
*[[MultiplayerGameListClear]]&lt;br /&gt;
*[[MultiplayerGameListComplete]]&lt;br /&gt;
*[[MultiplayerGameListUpdated]]&lt;br /&gt;
*[[MultiplayerGamePlayerDisconnected]]&lt;br /&gt;
*[[MultiplayerGamePlayerUpdated]]&lt;br /&gt;
*[[MultiplayerJoinRoomAttempt]]&lt;br /&gt;
*[[MultiplayerJoinRoomComplete]]&lt;br /&gt;
*[[MultiplayerJoinRoomFailed]]&lt;br /&gt;
*[[MultiplayerProfileDisconnected]]&lt;br /&gt;
*[[MultiplayerProfileFailed]]&lt;br /&gt;
*[[RemotePlayerTurnEnd]]&lt;br /&gt;
&lt;br /&gt;
==Other (unsorted)==&lt;br /&gt;
*[[AppInitComplete]]&lt;br /&gt;
*[[AILeaderMessage]]&lt;br /&gt;
*[[BuildingLibrarySwap]]&lt;br /&gt;
*[[DisplayMovementIndicator]]&lt;br /&gt;
*[[DontRecordCommandStreams]]&lt;br /&gt;
*[[EndTurnTimerUpdate]]&lt;br /&gt;
*[[GenericWorldAnchor]]&lt;br /&gt;
*[[GraphicsOptionsChanged]]&lt;br /&gt;
*[[InterfaceModeChanged]]&lt;br /&gt;
*[[KeyUpEvent]]&lt;br /&gt;
*[[LandmarkLibrarySwap]]&lt;br /&gt;
*[[LanguageChanging]]&lt;br /&gt;
*[[LeavingLeaderViewMode]]&lt;br /&gt;
*[[LocalMachineAppUpdate]]&lt;br /&gt;
*[[MinimapTextureBroadcastEvent]]&lt;br /&gt;
*[[RecordCommandStreams]]&lt;br /&gt;
*[[RequestYieldDisplay]]&lt;br /&gt;
*[[SearchForPediaEntry GoToPediaHomePage]]&lt;br /&gt;
*[[SerialEventBuildingSizeChanged]]&lt;br /&gt;
*[[SerialEventLeaderToggleDebugCam]]&lt;br /&gt;
*[[SerialEventRawResourceCreated]]&lt;br /&gt;
*[[SerialEventRawResourceDestroyed]]&lt;br /&gt;
*[[SerialEventRawResourceIconCreated]]&lt;br /&gt;
*[[SerialEventRawResourceIconDestroyed]]&lt;br /&gt;
*[[SerialEventScreenShot]]&lt;br /&gt;
*[[SerialEventTerrainDecalCreated]]&lt;br /&gt;
*[[SerialEventTerrainOverlayMod]]&lt;br /&gt;
*[[SerialEventTest]]&lt;br /&gt;
*[[SerialEventTurnTimerDirty]]&lt;br /&gt;
*[[ShowAttackTargets]]&lt;br /&gt;
*[[ShowMovementRange]]&lt;br /&gt;
*[[StateMachineDumpStates]]&lt;br /&gt;
*[[StateMachineRequestStates]]&lt;br /&gt;
*[[StrategicViewStateChanged]]&lt;br /&gt;
*[[SystemUpdateUI]]&lt;br /&gt;
*[[TaskListUpdate]]&lt;br /&gt;
*[[UIPathFinderUpdate]]&lt;br /&gt;
*[[UserRequestClose]]&lt;br /&gt;
*[[VisibilityUpdated]]&lt;br /&gt;
*[[WonderStateChanged]]&lt;br /&gt;
*[[WonderTogglePlacement]]&lt;br /&gt;
*[[WonderTypeChanged]]&lt;br /&gt;
*[[WorldMouseOver]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9408</id>
		<title>SetPopulation</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9408"/>
		<updated>2012-02-16T08:51:37Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Sets the size of population in a subject city.&lt;br /&gt;
&lt;br /&gt;
The second parameter should be &#039;&#039;true&#039;&#039;. Otherwise, number of citizens would not be changed, whereas city size and corresponding food consumption etc would be increased.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function movePopulation(fromPlayer, fromCity, toPlayer)&lt;br /&gt;
    fromCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(fromCity:GetPopulation() - 1, true);	--decrease population in a source city&lt;br /&gt;
    local toCity = getCityByIndex(toPlayer, Map.Rand(toPlayer:GetNumCities(), &amp;quot;Random city to emigrate to - Lua&amp;quot;));&lt;br /&gt;
    if toCity == nil then return end;&lt;br /&gt;
    toCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(toCity:GetPopulation() + 1, true);	--increase population in a destination city&lt;br /&gt;
    &amp;lt;...&amp;gt;&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
  function getCityByIndex(player, N)&lt;br /&gt;
    local n = 0;&lt;br /&gt;
    for city in player:Cities() do&lt;br /&gt;
      if (n == N) then&lt;br /&gt;
        return city;&lt;br /&gt;
      end&lt;br /&gt;
      n = n + 1;&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9407</id>
		<title>SetPopulation</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9407"/>
		<updated>2012-02-16T08:51:19Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Sets the size of population in a subject city.&lt;br /&gt;
&lt;br /&gt;
The second parameter should be &#039;&#039;true&#039;&#039;. Otherwise, number of citizens would not be changed, whereas city size and corresponding food consumption etc would be increased.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function movePopulation(fromPlayer, fromCity, toPlayer, toCity)&lt;br /&gt;
    fromCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(fromCity:GetPopulation() - 1, true);	--decrease population in a source city&lt;br /&gt;
    local toCity = getCityByIndex(toPlayer, Map.Rand(toPlayer:GetNumCities(), &amp;quot;Random city to emigrate to - Lua&amp;quot;));&lt;br /&gt;
    if toCity == nil then return end;&lt;br /&gt;
    toCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(toCity:GetPopulation() + 1, true);	--increase population in a destination city&lt;br /&gt;
    &amp;lt;...&amp;gt;&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
  function getCityByIndex(player, N)&lt;br /&gt;
    local n = 0;&lt;br /&gt;
    for city in player:Cities() do&lt;br /&gt;
      if (n == N) then&lt;br /&gt;
        return city;&lt;br /&gt;
      end&lt;br /&gt;
      n = n + 1;&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9406</id>
		<title>SetPopulation</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9406"/>
		<updated>2012-02-16T08:50:21Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Sets the size of population in a subject city.&lt;br /&gt;
&lt;br /&gt;
The second parameter should be &#039;&#039;true&#039;&#039;. Otherwise, number of citizens would not be changed, whereas city size and corresponding food consumption etc would be increased.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function movePopulation(fromPlayer, fromCity, toCity)&lt;br /&gt;
    fromCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(fromCity:GetPopulation() - 1, true);	--decrease population in a source city&lt;br /&gt;
    local toCity = getCityByIndex(toPlayer, Map.Rand(toPlayer:GetNumCities(), &amp;quot;Random city to emigrate to - Lua&amp;quot;));&lt;br /&gt;
    if toCity == nil then return end;&lt;br /&gt;
    toCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(toCity:GetPopulation() + 1, true);	--increase population in a destination city&lt;br /&gt;
    &amp;lt;...&amp;gt;&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
  function getCityByIndex(player, N)&lt;br /&gt;
    local n = 0;&lt;br /&gt;
    for city in player:Cities() do&lt;br /&gt;
      if (n == N) then&lt;br /&gt;
        return city;&lt;br /&gt;
      end&lt;br /&gt;
      n = n + 1;&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9405</id>
		<title>SetPopulation</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9405"/>
		<updated>2012-02-16T08:49:55Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Sets the size of population in a subject city.&lt;br /&gt;
&lt;br /&gt;
The second parameter should be &#039;&#039;true&#039;&#039;. Otherwise, number of citizens would not be changed, whereas city size and corresponding food consumption etc would be increased.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function movePopulation(fromPlayer, fromCity, toPlayer)&lt;br /&gt;
    fromCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(fromCity:GetPopulation() - 1, true);	--decrease population in a source city&lt;br /&gt;
    local toCity = getCityByIndex(toPlayer, Map.Rand(toPlayer:GetNumCities(), &amp;quot;Random city to emigrate to - Lua&amp;quot;));&lt;br /&gt;
    if toCity == nil then return end;&lt;br /&gt;
    toCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(toCity:GetPopulation() + 1, true);	--increase population in a destination city&lt;br /&gt;
    &amp;lt;...&amp;gt;&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
  function getCityByIndex(player, N)&lt;br /&gt;
    local n = 0;&lt;br /&gt;
    for city in player:Cities() do&lt;br /&gt;
      if (n == N) then&lt;br /&gt;
        return city;&lt;br /&gt;
      end&lt;br /&gt;
      n = n + 1;&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9404</id>
		<title>SetPopulation</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=SetPopulation&amp;diff=9404"/>
		<updated>2012-02-16T08:49:26Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: Created page with &amp;quot;==Description== Sets the size of population in a subject city.  The second parameter should be &amp;#039;&amp;#039;true&amp;#039;&amp;#039;. Otherwise, number of citizens would not be changed, whereas city size and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Sets the size of population in a subject city.&lt;br /&gt;
&lt;br /&gt;
The second parameter should be &#039;&#039;true&#039;&#039;. Otherwise, number of citizens would not be changed, whereas city size and corresponding food consumption etc would be increased.&lt;br /&gt;
==Example==&lt;br /&gt;
(from Emigration v.2 mod)&lt;br /&gt;
  function movePopulation(fromPlayer, fromCity, toPlayer)&lt;br /&gt;
    fromCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(fromCity:GetPopulation() - 1, true);	--decrease population in a source city&lt;br /&gt;
    local toCity = getCityByIndex(toPlayer, Map.Rand(toPlayer:GetNumCities(), &amp;quot;Random city to emigrate to - Lua&amp;quot;));&lt;br /&gt;
    if toCity == nil then return end;&lt;br /&gt;
    toCity:&#039;&#039;&#039;&#039;&#039;SetPopulation&#039;&#039;&#039;&#039;&#039;(toCity:GetPopulation() + 1, true);	--increase population in a destination city	(maybe we can use ChangePopulation(+1) instead?)&lt;br /&gt;
    &amp;lt;...&amp;gt;&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
  function getCityByIndex(player, N)&lt;br /&gt;
    local n = 0;&lt;br /&gt;
    for city in player:Cities() do&lt;br /&gt;
      if (n == N) then&lt;br /&gt;
        return city;&lt;br /&gt;
      end&lt;br /&gt;
      n = n + 1;&lt;br /&gt;
    end&lt;br /&gt;
  end&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9402</id>
		<title>Lua Game Objects/City</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9402"/>
		<updated>2012-02-16T07:56:18Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the related events, see [[Lua Game Events#City|Lua Game Events (City)]]&lt;br /&gt;
&lt;br /&gt;
Methods:&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
*[[GetOriginalOwner]]&lt;br /&gt;
*[[GetOwner]]&lt;br /&gt;
*[[GetPreviousOwner]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsEverOwned]]&lt;br /&gt;
*[[IsNeverLost]]&lt;br /&gt;
*[[SetNeverLost]]&lt;br /&gt;
&lt;br /&gt;
==State==&lt;br /&gt;
*[[IsOccupied]]&lt;br /&gt;
*[[IsPuppet]]&lt;br /&gt;
*[[SetOccupied]]&lt;br /&gt;
*[[SetPuppet]]&lt;br /&gt;
===Razing===&lt;br /&gt;
*[[ChangeRazingTurns]]&lt;br /&gt;
*[[GetRazingTurns]]&lt;br /&gt;
*[[IsRazing]]&lt;br /&gt;
===Resistance===&lt;br /&gt;
*[[ChangeResistanceTurns]]&lt;br /&gt;
*[[GetResistanceTurns]]&lt;br /&gt;
*[[IsResistance]]&lt;br /&gt;
===We Love The King Day===&lt;br /&gt;
*[[GetWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[ChangeWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[SetWeLoveTheKingDayCounter]]&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetFocusType]]&lt;br /&gt;
*[[GetGameTurnAcquired]]&lt;br /&gt;
*[[GetGameTurnFounded]]&lt;br /&gt;
*[[GetGameTurnLastExpanded]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsBlockaded]]&lt;br /&gt;
*[[IsCapital]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsNoOccupiedUnhappiness]]&lt;br /&gt;
*[[IsRevealed]](TeamTypes eIndex, boolean bDebug)&lt;br /&gt;
*[[IsVisible]](TeamTypes eTeam, boolean bDebug)&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Kill]]&lt;br /&gt;
*[[SetFocusType]]&lt;br /&gt;
*[[SetName]]&lt;br /&gt;
*[[SetRevealed]](TeamTypes eIndex, boolean bNewValue)&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindPopulationRank]]&lt;br /&gt;
*[[GetHighestPopulation]]&lt;br /&gt;
*[[GetPopulation]]()&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangePopulation]]&lt;br /&gt;
*[[SetHighestPopulation]]&lt;br /&gt;
*[[SetPopulation]](int iNewValue, bool flag)&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Wonders/Projects===&lt;br /&gt;
*[[CanCreate]](int iProject, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
*[[CreateApolloProgram]]&lt;br /&gt;
*[[GetNumNationalWonders]]&lt;br /&gt;
*[[GetNumTeamWonders]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsNationalWondersMaxed]]&lt;br /&gt;
*[[IsTeamWondersMaxed]]&lt;br /&gt;
*[[IsWorldWondersMaxed]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanConstruct]](int iBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
*[[CanConstructTooltip]]&lt;br /&gt;
*[[GetBuildingDefense]]&lt;br /&gt;
*[[GetBuildingOriginalOwner]]&lt;br /&gt;
*[[GetBuildingOriginalTime]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetNumActiveBuilding]]&lt;br /&gt;
*[[GetNumBuilding]]&lt;br /&gt;
*[[GetNumBuildings]]&lt;br /&gt;
*[[GetNumFreeBuilding]]&lt;br /&gt;
*[[GetNumRealBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetSellBuildingRefund]]&lt;br /&gt;
*[[GetTotalBaseBuildingMaintenance]]&lt;br /&gt;
*[[IsBuildingLocalResourceValid]]&lt;br /&gt;
*[[IsBuildingSellable]]&lt;br /&gt;
*[[IsBuildingsMaxed]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsHasBuilding]](buildingID) - returns true if a subject city has a building with a specified ID &lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetNumRealBuilding]]&lt;br /&gt;
&lt;br /&gt;
==Yields==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindBaseYieldRateRank]]&lt;br /&gt;
*[[FindYieldRateRank]]&lt;br /&gt;
*[[GetBaseYieldRate]]&lt;br /&gt;
*[[GetBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[GetBaseYieldRateFromMisc]]&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[GetBaseYieldRateModifier]]&lt;br /&gt;
*[[GetBuildingYieldChange]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetResourceYieldRateModifier]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
*[[GetYieldModifierTooltip]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
*[[GetYieldRate]]&lt;br /&gt;
*[[GetYieldRateModifier]]&lt;br /&gt;
*[[GetYieldRateTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromMisc]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[SetBuildingYieldChange]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
===Growth===&lt;br /&gt;
*[[GrowthThreshold]]&lt;br /&gt;
*[[IsForcedAvoidGrowth]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FoodConsumption]]&lt;br /&gt;
*[[FoodDifference]]&lt;br /&gt;
*[[FoodDifferenceTimes100]]&lt;br /&gt;
*[[GetFood]]&lt;br /&gt;
*[[GetFoodKept]]&lt;br /&gt;
*[[GetFoodTimes100]]&lt;br /&gt;
*[[GetFoodTurnsLeft]]&lt;br /&gt;
*[[GetMaxFoodKeptPercent]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeFood]]&lt;br /&gt;
*[[SetFood]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[CanMaintain]](int iProcess, boolean bContinue)&lt;br /&gt;
===Modifiers===&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
===Production Queue===&lt;br /&gt;
*[[GetFirstBuildingOrder]]&lt;br /&gt;
*[[GetFirstProjectOrder]]&lt;br /&gt;
*[[GetFirstSpecialistOrder]]&lt;br /&gt;
*[[GetFirstUnitOrder]]&lt;br /&gt;
*[[GetOrderFromQueue]]&lt;br /&gt;
*[[GetOrderQueueLength]]&lt;br /&gt;
*[[ClearOrderQueue]]&lt;br /&gt;
*[[PopOrder]]&lt;br /&gt;
*[[PushOrder]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContinueProduction]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetCurrentProductionDifference]]&lt;br /&gt;
*[[GetCurrentProductionDifferenceTimes100]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetExtraProductionDifference]]&lt;br /&gt;
*[[GetFeatureProduction]]&lt;br /&gt;
*[[GetGeneralProductionTurnsLeft]]&lt;br /&gt;
*[[GetLocalResourceWonderProductionMod]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetOverflowProduction]]&lt;br /&gt;
*[[GetProduction]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetProductionExperience]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProductionNameKey]]&lt;br /&gt;
*[[GetProductionNeeded]]&lt;br /&gt;
*[[GetProductionProcess]]&lt;br /&gt;
*[[GetProductionProject]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetProductionTimes100]]&lt;br /&gt;
*[[GetProductionTurnsLeft]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetProjectProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsProduction]]&lt;br /&gt;
*[[IsProductionAutomated]]&lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
*[[IsProductionLimited]]&lt;br /&gt;
*[[IsProductionProcess]]&lt;br /&gt;
*[[IsProductionProject]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
*[[ProductionLeft]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddProductionExperience]]&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[ChangeProduction]]&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[ChooseProduction]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetFeatureProduction]]&lt;br /&gt;
*[[SetOverflowProduction]]&lt;br /&gt;
*[[SetProduction]]&lt;br /&gt;
*[[SetProductionAutomated]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
&lt;br /&gt;
==Purchase==&lt;br /&gt;
*[[GetBuildingPurchaseCost]]&lt;br /&gt;
*[[GetPurchaseBuildingTooltip]]&lt;br /&gt;
*[[GetPurchaseUnitTooltip]]&lt;br /&gt;
*[[GetProjectPurchaseCost]]&lt;br /&gt;
*[[GetUnitPurchaseCost]]&lt;br /&gt;
*[[IsCanPurchase]]&lt;br /&gt;
&lt;br /&gt;
==Hurry==&lt;br /&gt;
*[[CanHurry]](HurryTypes iHurry, boolean bTestVisible)&lt;br /&gt;
*[[Hurry]]&lt;br /&gt;
*[[HurryCost]]&lt;br /&gt;
*[[HurryGold]]&lt;br /&gt;
*[[HurryPopulation]]&lt;br /&gt;
*[[HurryProduction]]&lt;br /&gt;
*[[MaxHurryPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseJONSCulturePerTurn]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetCultureRateModifier]]&lt;br /&gt;
*[[GetCultureUpdateTimer]]&lt;br /&gt;
*[[GetJONSCultureLevel]]&lt;br /&gt;
*[[GetJONSCulturePerTurn]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTraits]]&lt;br /&gt;
*[[GetJONSCultureStored]]&lt;br /&gt;
*[[GetJONSCultureThreshold]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeCultureRateModifier]]&lt;br /&gt;
*[[ChangeCultureUpdateTimer]]&lt;br /&gt;
*[[ChangeJONSCultureLevel]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[ChangeJONSCultureStored]]&lt;br /&gt;
*[[DoJONSCultureLevelIncrease]]&lt;br /&gt;
*[[SetJONSCultureLevel]]&lt;br /&gt;
*[[SetJONSCultureStored]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Location===&lt;br /&gt;
*[[Area]]&lt;br /&gt;
*[[At]](int iX, int iY)&lt;br /&gt;
*[[AtPlot]](pPlot) - returns boolean.&lt;br /&gt;
*[[GetCityIndexPlot]](int iIndex)&lt;br /&gt;
*[[GetCityPlotIndex]]&lt;br /&gt;
*[[GetX]]&lt;br /&gt;
*[[GetY]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[Plot]]&lt;br /&gt;
*[[WaterArea]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanBuyAnyPlot]]&lt;br /&gt;
*[[CanBuyPlot]]&lt;br /&gt;
*[[CanBuyPlotAt]]&lt;br /&gt;
*[[CanWork]](pPlot)&lt;br /&gt;
*[[CountNumImprovedPlots]]&lt;br /&gt;
*[[CountNumRiverPlots]]&lt;br /&gt;
*[[CountNumWaterPlots]]&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetNextBuyablePlot]]&lt;br /&gt;
*[[GetNumCityPlots]]&lt;br /&gt;
*[[GetNumForcedWorkingPlots]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[IsForcedWorkingPlot]]&lt;br /&gt;
*[[IsPlotBlockaded]]&lt;br /&gt;
*[[IsWorkingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AlterWorkingPlot]]&lt;br /&gt;
*[[DoReallocateCitizens]]()&lt;br /&gt;
*[[DoVerifyWorkingPlots]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[DoPickResourceDemanded]]&lt;br /&gt;
*[[GetResourceDemanded]]&lt;br /&gt;
*[[IsHasResourceLocal]]&lt;br /&gt;
*[[SetResourceDemanded]]&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
*[[CanPrepare]](int iSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetSpecialistCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpecialistUpgradeThreshold]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsNoAutoAssignSpecialists]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleProgress]]&lt;br /&gt;
*[[GetGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleUnitProgress]]&lt;br /&gt;
*[[GetGreatPeopleUnitRate]]&lt;br /&gt;
*[[GetNumGreatPeople]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetTotalGreatPeopleRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseGreatPeopleRate]]&lt;br /&gt;
*[[ChangeGreatPeopleProgress]]&lt;br /&gt;
*[[ChangeGreatPeopleUnitProgress]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[SetGreatPeopleUnitProgress]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](int iUnit, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost, boolean bIgnoreUpgrades)&lt;br /&gt;
*[[CanTrainTooltip]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[AllUpgradesAvailable]](UnitTypes eUnit, int iUpgradeCount = 0)&lt;br /&gt;
*[[GetGarrisonedUnit]]&lt;br /&gt;
*[[GetNumTrainUnitAI]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetDomainFreeExperience]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetFreePromotionCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetUnitCombatFreeExperience]]&lt;br /&gt;
*[[IsFreePromotion]]&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
*[[GetAirModifier]]&lt;br /&gt;
*[[GetNukeModifier]]&lt;br /&gt;
*[[GetStrengthValue]]&lt;br /&gt;
*[[UpdateStrengthValue]]&lt;br /&gt;
===Ranged Strike===&lt;br /&gt;
*[[CanRangeStrike]]&lt;br /&gt;
*[[CanRangeStrikeAt]](int x, int y)&lt;br /&gt;
*[[CanRangeStrikeNow]]&lt;br /&gt;
*[[HasPerformedRangedStrikeThisTurn]]&lt;br /&gt;
===Hit Points===&lt;br /&gt;
*[[ChangeDamage]]&lt;br /&gt;
*[[ChangeHealRate]]&lt;br /&gt;
*[[GetDamage]]&lt;br /&gt;
*[[SetDamage]]&lt;br /&gt;
&lt;br /&gt;
==Air Lift==&lt;br /&gt;
*[[GetCurrAirlift]]&lt;br /&gt;
*[[GetMaxAirlift]]&lt;br /&gt;
*[[IsAirliftTargeted]]&lt;br /&gt;
*[[SetAirliftTargeted]]&lt;br /&gt;
&lt;br /&gt;
==Conscription==&lt;br /&gt;
*[[CanConscript]]&lt;br /&gt;
*[[Conscript]]&lt;br /&gt;
*[[ConscriptMinCityPopulation]]&lt;br /&gt;
*[[GetConscriptPopulation]]&lt;br /&gt;
*[[GetConscriptUnit]]&lt;br /&gt;
*[[IsDrafted]]&lt;br /&gt;
*[[SetDrafted]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CanJoin]]&lt;br /&gt;
*[[ClearWorkingOverride]](int iIndex)&lt;br /&gt;
*[[DoTask]](TaskTypes eTask, int iData1, int iData2, boolean bOption)&lt;br /&gt;
*[[GetCitySizeType]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[IsNone]]&lt;br /&gt;
*[[SetCitySizeBoost]](int iBoost)&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9401</id>
		<title>Lua Game Objects/City</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9401"/>
		<updated>2012-02-16T07:56:00Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For the related events, see [[Lua Game Events#City|Lua Game Events (City)]]&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
*[[GetOriginalOwner]]&lt;br /&gt;
*[[GetOwner]]&lt;br /&gt;
*[[GetPreviousOwner]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsEverOwned]]&lt;br /&gt;
*[[IsNeverLost]]&lt;br /&gt;
*[[SetNeverLost]]&lt;br /&gt;
&lt;br /&gt;
==State==&lt;br /&gt;
*[[IsOccupied]]&lt;br /&gt;
*[[IsPuppet]]&lt;br /&gt;
*[[SetOccupied]]&lt;br /&gt;
*[[SetPuppet]]&lt;br /&gt;
===Razing===&lt;br /&gt;
*[[ChangeRazingTurns]]&lt;br /&gt;
*[[GetRazingTurns]]&lt;br /&gt;
*[[IsRazing]]&lt;br /&gt;
===Resistance===&lt;br /&gt;
*[[ChangeResistanceTurns]]&lt;br /&gt;
*[[GetResistanceTurns]]&lt;br /&gt;
*[[IsResistance]]&lt;br /&gt;
===We Love The King Day===&lt;br /&gt;
*[[GetWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[ChangeWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[SetWeLoveTheKingDayCounter]]&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetFocusType]]&lt;br /&gt;
*[[GetGameTurnAcquired]]&lt;br /&gt;
*[[GetGameTurnFounded]]&lt;br /&gt;
*[[GetGameTurnLastExpanded]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsBlockaded]]&lt;br /&gt;
*[[IsCapital]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsNoOccupiedUnhappiness]]&lt;br /&gt;
*[[IsRevealed]](TeamTypes eIndex, boolean bDebug)&lt;br /&gt;
*[[IsVisible]](TeamTypes eTeam, boolean bDebug)&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Kill]]&lt;br /&gt;
*[[SetFocusType]]&lt;br /&gt;
*[[SetName]]&lt;br /&gt;
*[[SetRevealed]](TeamTypes eIndex, boolean bNewValue)&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindPopulationRank]]&lt;br /&gt;
*[[GetHighestPopulation]]&lt;br /&gt;
*[[GetPopulation]]()&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangePopulation]]&lt;br /&gt;
*[[SetHighestPopulation]]&lt;br /&gt;
*[[SetPopulation]](int iNewValue, bool flag)&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Wonders/Projects===&lt;br /&gt;
*[[CanCreate]](int iProject, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
*[[CreateApolloProgram]]&lt;br /&gt;
*[[GetNumNationalWonders]]&lt;br /&gt;
*[[GetNumTeamWonders]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsNationalWondersMaxed]]&lt;br /&gt;
*[[IsTeamWondersMaxed]]&lt;br /&gt;
*[[IsWorldWondersMaxed]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanConstruct]](int iBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
*[[CanConstructTooltip]]&lt;br /&gt;
*[[GetBuildingDefense]]&lt;br /&gt;
*[[GetBuildingOriginalOwner]]&lt;br /&gt;
*[[GetBuildingOriginalTime]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetNumActiveBuilding]]&lt;br /&gt;
*[[GetNumBuilding]]&lt;br /&gt;
*[[GetNumBuildings]]&lt;br /&gt;
*[[GetNumFreeBuilding]]&lt;br /&gt;
*[[GetNumRealBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetSellBuildingRefund]]&lt;br /&gt;
*[[GetTotalBaseBuildingMaintenance]]&lt;br /&gt;
*[[IsBuildingLocalResourceValid]]&lt;br /&gt;
*[[IsBuildingSellable]]&lt;br /&gt;
*[[IsBuildingsMaxed]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsHasBuilding]](buildingID) - returns true if a subject city has a building with a specified ID &lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetNumRealBuilding]]&lt;br /&gt;
&lt;br /&gt;
==Yields==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindBaseYieldRateRank]]&lt;br /&gt;
*[[FindYieldRateRank]]&lt;br /&gt;
*[[GetBaseYieldRate]]&lt;br /&gt;
*[[GetBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[GetBaseYieldRateFromMisc]]&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[GetBaseYieldRateModifier]]&lt;br /&gt;
*[[GetBuildingYieldChange]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetResourceYieldRateModifier]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
*[[GetYieldModifierTooltip]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
*[[GetYieldRate]]&lt;br /&gt;
*[[GetYieldRateModifier]]&lt;br /&gt;
*[[GetYieldRateTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromMisc]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[SetBuildingYieldChange]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
===Growth===&lt;br /&gt;
*[[GrowthThreshold]]&lt;br /&gt;
*[[IsForcedAvoidGrowth]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FoodConsumption]]&lt;br /&gt;
*[[FoodDifference]]&lt;br /&gt;
*[[FoodDifferenceTimes100]]&lt;br /&gt;
*[[GetFood]]&lt;br /&gt;
*[[GetFoodKept]]&lt;br /&gt;
*[[GetFoodTimes100]]&lt;br /&gt;
*[[GetFoodTurnsLeft]]&lt;br /&gt;
*[[GetMaxFoodKeptPercent]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeFood]]&lt;br /&gt;
*[[SetFood]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[CanMaintain]](int iProcess, boolean bContinue)&lt;br /&gt;
===Modifiers===&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
===Production Queue===&lt;br /&gt;
*[[GetFirstBuildingOrder]]&lt;br /&gt;
*[[GetFirstProjectOrder]]&lt;br /&gt;
*[[GetFirstSpecialistOrder]]&lt;br /&gt;
*[[GetFirstUnitOrder]]&lt;br /&gt;
*[[GetOrderFromQueue]]&lt;br /&gt;
*[[GetOrderQueueLength]]&lt;br /&gt;
*[[ClearOrderQueue]]&lt;br /&gt;
*[[PopOrder]]&lt;br /&gt;
*[[PushOrder]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContinueProduction]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetCurrentProductionDifference]]&lt;br /&gt;
*[[GetCurrentProductionDifferenceTimes100]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetExtraProductionDifference]]&lt;br /&gt;
*[[GetFeatureProduction]]&lt;br /&gt;
*[[GetGeneralProductionTurnsLeft]]&lt;br /&gt;
*[[GetLocalResourceWonderProductionMod]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetOverflowProduction]]&lt;br /&gt;
*[[GetProduction]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetProductionExperience]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProductionNameKey]]&lt;br /&gt;
*[[GetProductionNeeded]]&lt;br /&gt;
*[[GetProductionProcess]]&lt;br /&gt;
*[[GetProductionProject]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetProductionTimes100]]&lt;br /&gt;
*[[GetProductionTurnsLeft]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetProjectProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsProduction]]&lt;br /&gt;
*[[IsProductionAutomated]]&lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
*[[IsProductionLimited]]&lt;br /&gt;
*[[IsProductionProcess]]&lt;br /&gt;
*[[IsProductionProject]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
*[[ProductionLeft]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddProductionExperience]]&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[ChangeProduction]]&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[ChooseProduction]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetFeatureProduction]]&lt;br /&gt;
*[[SetOverflowProduction]]&lt;br /&gt;
*[[SetProduction]]&lt;br /&gt;
*[[SetProductionAutomated]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
&lt;br /&gt;
==Purchase==&lt;br /&gt;
*[[GetBuildingPurchaseCost]]&lt;br /&gt;
*[[GetPurchaseBuildingTooltip]]&lt;br /&gt;
*[[GetPurchaseUnitTooltip]]&lt;br /&gt;
*[[GetProjectPurchaseCost]]&lt;br /&gt;
*[[GetUnitPurchaseCost]]&lt;br /&gt;
*[[IsCanPurchase]]&lt;br /&gt;
&lt;br /&gt;
==Hurry==&lt;br /&gt;
*[[CanHurry]](HurryTypes iHurry, boolean bTestVisible)&lt;br /&gt;
*[[Hurry]]&lt;br /&gt;
*[[HurryCost]]&lt;br /&gt;
*[[HurryGold]]&lt;br /&gt;
*[[HurryPopulation]]&lt;br /&gt;
*[[HurryProduction]]&lt;br /&gt;
*[[MaxHurryPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseJONSCulturePerTurn]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetCultureRateModifier]]&lt;br /&gt;
*[[GetCultureUpdateTimer]]&lt;br /&gt;
*[[GetJONSCultureLevel]]&lt;br /&gt;
*[[GetJONSCulturePerTurn]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTraits]]&lt;br /&gt;
*[[GetJONSCultureStored]]&lt;br /&gt;
*[[GetJONSCultureThreshold]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeCultureRateModifier]]&lt;br /&gt;
*[[ChangeCultureUpdateTimer]]&lt;br /&gt;
*[[ChangeJONSCultureLevel]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[ChangeJONSCultureStored]]&lt;br /&gt;
*[[DoJONSCultureLevelIncrease]]&lt;br /&gt;
*[[SetJONSCultureLevel]]&lt;br /&gt;
*[[SetJONSCultureStored]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Location===&lt;br /&gt;
*[[Area]]&lt;br /&gt;
*[[At]](int iX, int iY)&lt;br /&gt;
*[[AtPlot]](pPlot) - returns boolean.&lt;br /&gt;
*[[GetCityIndexPlot]](int iIndex)&lt;br /&gt;
*[[GetCityPlotIndex]]&lt;br /&gt;
*[[GetX]]&lt;br /&gt;
*[[GetY]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[Plot]]&lt;br /&gt;
*[[WaterArea]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanBuyAnyPlot]]&lt;br /&gt;
*[[CanBuyPlot]]&lt;br /&gt;
*[[CanBuyPlotAt]]&lt;br /&gt;
*[[CanWork]](pPlot)&lt;br /&gt;
*[[CountNumImprovedPlots]]&lt;br /&gt;
*[[CountNumRiverPlots]]&lt;br /&gt;
*[[CountNumWaterPlots]]&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetNextBuyablePlot]]&lt;br /&gt;
*[[GetNumCityPlots]]&lt;br /&gt;
*[[GetNumForcedWorkingPlots]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[IsForcedWorkingPlot]]&lt;br /&gt;
*[[IsPlotBlockaded]]&lt;br /&gt;
*[[IsWorkingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AlterWorkingPlot]]&lt;br /&gt;
*[[DoReallocateCitizens]]()&lt;br /&gt;
*[[DoVerifyWorkingPlots]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[DoPickResourceDemanded]]&lt;br /&gt;
*[[GetResourceDemanded]]&lt;br /&gt;
*[[IsHasResourceLocal]]&lt;br /&gt;
*[[SetResourceDemanded]]&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
*[[CanPrepare]](int iSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetSpecialistCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpecialistUpgradeThreshold]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsNoAutoAssignSpecialists]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleProgress]]&lt;br /&gt;
*[[GetGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleUnitProgress]]&lt;br /&gt;
*[[GetGreatPeopleUnitRate]]&lt;br /&gt;
*[[GetNumGreatPeople]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetTotalGreatPeopleRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseGreatPeopleRate]]&lt;br /&gt;
*[[ChangeGreatPeopleProgress]]&lt;br /&gt;
*[[ChangeGreatPeopleUnitProgress]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[SetGreatPeopleUnitProgress]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](int iUnit, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost, boolean bIgnoreUpgrades)&lt;br /&gt;
*[[CanTrainTooltip]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[AllUpgradesAvailable]](UnitTypes eUnit, int iUpgradeCount = 0)&lt;br /&gt;
*[[GetGarrisonedUnit]]&lt;br /&gt;
*[[GetNumTrainUnitAI]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetDomainFreeExperience]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetFreePromotionCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetUnitCombatFreeExperience]]&lt;br /&gt;
*[[IsFreePromotion]]&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
*[[GetAirModifier]]&lt;br /&gt;
*[[GetNukeModifier]]&lt;br /&gt;
*[[GetStrengthValue]]&lt;br /&gt;
*[[UpdateStrengthValue]]&lt;br /&gt;
===Ranged Strike===&lt;br /&gt;
*[[CanRangeStrike]]&lt;br /&gt;
*[[CanRangeStrikeAt]](int x, int y)&lt;br /&gt;
*[[CanRangeStrikeNow]]&lt;br /&gt;
*[[HasPerformedRangedStrikeThisTurn]]&lt;br /&gt;
===Hit Points===&lt;br /&gt;
*[[ChangeDamage]]&lt;br /&gt;
*[[ChangeHealRate]]&lt;br /&gt;
*[[GetDamage]]&lt;br /&gt;
*[[SetDamage]]&lt;br /&gt;
&lt;br /&gt;
==Air Lift==&lt;br /&gt;
*[[GetCurrAirlift]]&lt;br /&gt;
*[[GetMaxAirlift]]&lt;br /&gt;
*[[IsAirliftTargeted]]&lt;br /&gt;
*[[SetAirliftTargeted]]&lt;br /&gt;
&lt;br /&gt;
==Conscription==&lt;br /&gt;
*[[CanConscript]]&lt;br /&gt;
*[[Conscript]]&lt;br /&gt;
*[[ConscriptMinCityPopulation]]&lt;br /&gt;
*[[GetConscriptPopulation]]&lt;br /&gt;
*[[GetConscriptUnit]]&lt;br /&gt;
*[[IsDrafted]]&lt;br /&gt;
*[[SetDrafted]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CanJoin]]&lt;br /&gt;
*[[ClearWorkingOverride]](int iIndex)&lt;br /&gt;
*[[DoTask]](TaskTypes eTask, int iData1, int iData2, boolean bOption)&lt;br /&gt;
*[[GetCitySizeType]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[IsNone]]&lt;br /&gt;
*[[SetCitySizeBoost]](int iBoost)&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9400</id>
		<title>Lua Game Objects/City</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9400"/>
		<updated>2012-02-16T07:54:31Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
*[[GetOriginalOwner]]&lt;br /&gt;
*[[GetOwner]]&lt;br /&gt;
*[[GetPreviousOwner]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsEverOwned]]&lt;br /&gt;
*[[IsNeverLost]]&lt;br /&gt;
*[[SetNeverLost]]&lt;br /&gt;
&lt;br /&gt;
==State==&lt;br /&gt;
*[[IsOccupied]]&lt;br /&gt;
*[[IsPuppet]]&lt;br /&gt;
*[[SetOccupied]]&lt;br /&gt;
*[[SetPuppet]]&lt;br /&gt;
===Razing===&lt;br /&gt;
*[[ChangeRazingTurns]]&lt;br /&gt;
*[[GetRazingTurns]]&lt;br /&gt;
*[[IsRazing]]&lt;br /&gt;
===Resistance===&lt;br /&gt;
*[[ChangeResistanceTurns]]&lt;br /&gt;
*[[GetResistanceTurns]]&lt;br /&gt;
*[[IsResistance]]&lt;br /&gt;
===We Love The King Day===&lt;br /&gt;
*[[GetWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[ChangeWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[SetWeLoveTheKingDayCounter]]&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetFocusType]]&lt;br /&gt;
*[[GetGameTurnAcquired]]&lt;br /&gt;
*[[GetGameTurnFounded]]&lt;br /&gt;
*[[GetGameTurnLastExpanded]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsBlockaded]]&lt;br /&gt;
*[[IsCapital]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsNoOccupiedUnhappiness]]&lt;br /&gt;
*[[IsRevealed]](TeamTypes eIndex, boolean bDebug)&lt;br /&gt;
*[[IsVisible]](TeamTypes eTeam, boolean bDebug)&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Kill]]&lt;br /&gt;
*[[SetFocusType]]&lt;br /&gt;
*[[SetName]]&lt;br /&gt;
*[[SetRevealed]](TeamTypes eIndex, boolean bNewValue)&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindPopulationRank]]&lt;br /&gt;
*[[GetHighestPopulation]]&lt;br /&gt;
*[[GetPopulation]]()&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangePopulation]]&lt;br /&gt;
*[[SetHighestPopulation]]&lt;br /&gt;
*[[SetPopulation]](int iNewValue, bool flag)&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Wonders/Projects===&lt;br /&gt;
*[[CanCreate]](int iProject, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
*[[CreateApolloProgram]]&lt;br /&gt;
*[[GetNumNationalWonders]]&lt;br /&gt;
*[[GetNumTeamWonders]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsNationalWondersMaxed]]&lt;br /&gt;
*[[IsTeamWondersMaxed]]&lt;br /&gt;
*[[IsWorldWondersMaxed]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanConstruct]](int iBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
*[[CanConstructTooltip]]&lt;br /&gt;
*[[GetBuildingDefense]]&lt;br /&gt;
*[[GetBuildingOriginalOwner]]&lt;br /&gt;
*[[GetBuildingOriginalTime]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetNumActiveBuilding]]&lt;br /&gt;
*[[GetNumBuilding]]&lt;br /&gt;
*[[GetNumBuildings]]&lt;br /&gt;
*[[GetNumFreeBuilding]]&lt;br /&gt;
*[[GetNumRealBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetSellBuildingRefund]]&lt;br /&gt;
*[[GetTotalBaseBuildingMaintenance]]&lt;br /&gt;
*[[IsBuildingLocalResourceValid]]&lt;br /&gt;
*[[IsBuildingSellable]]&lt;br /&gt;
*[[IsBuildingsMaxed]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsHasBuilding]](buildingID) - returns true if a subject city has a building with a specified ID &lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetNumRealBuilding]]&lt;br /&gt;
&lt;br /&gt;
==Yields==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindBaseYieldRateRank]]&lt;br /&gt;
*[[FindYieldRateRank]]&lt;br /&gt;
*[[GetBaseYieldRate]]&lt;br /&gt;
*[[GetBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[GetBaseYieldRateFromMisc]]&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[GetBaseYieldRateModifier]]&lt;br /&gt;
*[[GetBuildingYieldChange]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetResourceYieldRateModifier]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
*[[GetYieldModifierTooltip]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
*[[GetYieldRate]]&lt;br /&gt;
*[[GetYieldRateModifier]]&lt;br /&gt;
*[[GetYieldRateTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromMisc]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[SetBuildingYieldChange]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
===Growth===&lt;br /&gt;
*[[GrowthThreshold]]&lt;br /&gt;
*[[IsForcedAvoidGrowth]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FoodConsumption]]&lt;br /&gt;
*[[FoodDifference]]&lt;br /&gt;
*[[FoodDifferenceTimes100]]&lt;br /&gt;
*[[GetFood]]&lt;br /&gt;
*[[GetFoodKept]]&lt;br /&gt;
*[[GetFoodTimes100]]&lt;br /&gt;
*[[GetFoodTurnsLeft]]&lt;br /&gt;
*[[GetMaxFoodKeptPercent]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeFood]]&lt;br /&gt;
*[[SetFood]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[CanMaintain]](int iProcess, boolean bContinue)&lt;br /&gt;
===Modifiers===&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
===Production Queue===&lt;br /&gt;
*[[GetFirstBuildingOrder]]&lt;br /&gt;
*[[GetFirstProjectOrder]]&lt;br /&gt;
*[[GetFirstSpecialistOrder]]&lt;br /&gt;
*[[GetFirstUnitOrder]]&lt;br /&gt;
*[[GetOrderFromQueue]]&lt;br /&gt;
*[[GetOrderQueueLength]]&lt;br /&gt;
*[[ClearOrderQueue]]&lt;br /&gt;
*[[PopOrder]]&lt;br /&gt;
*[[PushOrder]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContinueProduction]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetCurrentProductionDifference]]&lt;br /&gt;
*[[GetCurrentProductionDifferenceTimes100]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetExtraProductionDifference]]&lt;br /&gt;
*[[GetFeatureProduction]]&lt;br /&gt;
*[[GetGeneralProductionTurnsLeft]]&lt;br /&gt;
*[[GetLocalResourceWonderProductionMod]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetOverflowProduction]]&lt;br /&gt;
*[[GetProduction]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetProductionExperience]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProductionNameKey]]&lt;br /&gt;
*[[GetProductionNeeded]]&lt;br /&gt;
*[[GetProductionProcess]]&lt;br /&gt;
*[[GetProductionProject]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetProductionTimes100]]&lt;br /&gt;
*[[GetProductionTurnsLeft]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetProjectProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsProduction]]&lt;br /&gt;
*[[IsProductionAutomated]]&lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
*[[IsProductionLimited]]&lt;br /&gt;
*[[IsProductionProcess]]&lt;br /&gt;
*[[IsProductionProject]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
*[[ProductionLeft]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddProductionExperience]]&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[ChangeProduction]]&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[ChooseProduction]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetFeatureProduction]]&lt;br /&gt;
*[[SetOverflowProduction]]&lt;br /&gt;
*[[SetProduction]]&lt;br /&gt;
*[[SetProductionAutomated]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
&lt;br /&gt;
==Purchase==&lt;br /&gt;
*[[GetBuildingPurchaseCost]]&lt;br /&gt;
*[[GetPurchaseBuildingTooltip]]&lt;br /&gt;
*[[GetPurchaseUnitTooltip]]&lt;br /&gt;
*[[GetProjectPurchaseCost]]&lt;br /&gt;
*[[GetUnitPurchaseCost]]&lt;br /&gt;
*[[IsCanPurchase]]&lt;br /&gt;
&lt;br /&gt;
==Hurry==&lt;br /&gt;
*[[CanHurry]](HurryTypes iHurry, boolean bTestVisible)&lt;br /&gt;
*[[Hurry]]&lt;br /&gt;
*[[HurryCost]]&lt;br /&gt;
*[[HurryGold]]&lt;br /&gt;
*[[HurryPopulation]]&lt;br /&gt;
*[[HurryProduction]]&lt;br /&gt;
*[[MaxHurryPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseJONSCulturePerTurn]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetCultureRateModifier]]&lt;br /&gt;
*[[GetCultureUpdateTimer]]&lt;br /&gt;
*[[GetJONSCultureLevel]]&lt;br /&gt;
*[[GetJONSCulturePerTurn]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTraits]]&lt;br /&gt;
*[[GetJONSCultureStored]]&lt;br /&gt;
*[[GetJONSCultureThreshold]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeCultureRateModifier]]&lt;br /&gt;
*[[ChangeCultureUpdateTimer]]&lt;br /&gt;
*[[ChangeJONSCultureLevel]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[ChangeJONSCultureStored]]&lt;br /&gt;
*[[DoJONSCultureLevelIncrease]]&lt;br /&gt;
*[[SetJONSCultureLevel]]&lt;br /&gt;
*[[SetJONSCultureStored]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Location===&lt;br /&gt;
*[[Area]]&lt;br /&gt;
*[[At]](int iX, int iY)&lt;br /&gt;
*[[AtPlot]](pPlot) - returns boolean.&lt;br /&gt;
*[[GetCityIndexPlot]](int iIndex)&lt;br /&gt;
*[[GetCityPlotIndex]]&lt;br /&gt;
*[[GetX]]&lt;br /&gt;
*[[GetY]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[Plot]]&lt;br /&gt;
*[[WaterArea]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanBuyAnyPlot]]&lt;br /&gt;
*[[CanBuyPlot]]&lt;br /&gt;
*[[CanBuyPlotAt]]&lt;br /&gt;
*[[CanWork]](pPlot)&lt;br /&gt;
*[[CountNumImprovedPlots]]&lt;br /&gt;
*[[CountNumRiverPlots]]&lt;br /&gt;
*[[CountNumWaterPlots]]&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetNextBuyablePlot]]&lt;br /&gt;
*[[GetNumCityPlots]]&lt;br /&gt;
*[[GetNumForcedWorkingPlots]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[IsForcedWorkingPlot]]&lt;br /&gt;
*[[IsPlotBlockaded]]&lt;br /&gt;
*[[IsWorkingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AlterWorkingPlot]]&lt;br /&gt;
*[[DoReallocateCitizens]]()&lt;br /&gt;
*[[DoVerifyWorkingPlots]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[DoPickResourceDemanded]]&lt;br /&gt;
*[[GetResourceDemanded]]&lt;br /&gt;
*[[IsHasResourceLocal]]&lt;br /&gt;
*[[SetResourceDemanded]]&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
*[[CanPrepare]](int iSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetSpecialistCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpecialistUpgradeThreshold]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsNoAutoAssignSpecialists]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleProgress]]&lt;br /&gt;
*[[GetGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleUnitProgress]]&lt;br /&gt;
*[[GetGreatPeopleUnitRate]]&lt;br /&gt;
*[[GetNumGreatPeople]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetTotalGreatPeopleRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseGreatPeopleRate]]&lt;br /&gt;
*[[ChangeGreatPeopleProgress]]&lt;br /&gt;
*[[ChangeGreatPeopleUnitProgress]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[SetGreatPeopleUnitProgress]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](int iUnit, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost, boolean bIgnoreUpgrades)&lt;br /&gt;
*[[CanTrainTooltip]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[AllUpgradesAvailable]](UnitTypes eUnit, int iUpgradeCount = 0)&lt;br /&gt;
*[[GetGarrisonedUnit]]&lt;br /&gt;
*[[GetNumTrainUnitAI]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetDomainFreeExperience]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetFreePromotionCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetUnitCombatFreeExperience]]&lt;br /&gt;
*[[IsFreePromotion]]&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
*[[GetAirModifier]]&lt;br /&gt;
*[[GetNukeModifier]]&lt;br /&gt;
*[[GetStrengthValue]]&lt;br /&gt;
*[[UpdateStrengthValue]]&lt;br /&gt;
===Ranged Strike===&lt;br /&gt;
*[[CanRangeStrike]]&lt;br /&gt;
*[[CanRangeStrikeAt]](int x, int y)&lt;br /&gt;
*[[CanRangeStrikeNow]]&lt;br /&gt;
*[[HasPerformedRangedStrikeThisTurn]]&lt;br /&gt;
===Hit Points===&lt;br /&gt;
*[[ChangeDamage]]&lt;br /&gt;
*[[ChangeHealRate]]&lt;br /&gt;
*[[GetDamage]]&lt;br /&gt;
*[[SetDamage]]&lt;br /&gt;
&lt;br /&gt;
==Air Lift==&lt;br /&gt;
*[[GetCurrAirlift]]&lt;br /&gt;
*[[GetMaxAirlift]]&lt;br /&gt;
*[[IsAirliftTargeted]]&lt;br /&gt;
*[[SetAirliftTargeted]]&lt;br /&gt;
&lt;br /&gt;
==Conscription==&lt;br /&gt;
*[[CanConscript]]&lt;br /&gt;
*[[Conscript]]&lt;br /&gt;
*[[ConscriptMinCityPopulation]]&lt;br /&gt;
*[[GetConscriptPopulation]]&lt;br /&gt;
*[[GetConscriptUnit]]&lt;br /&gt;
*[[IsDrafted]]&lt;br /&gt;
*[[SetDrafted]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CanJoin]]&lt;br /&gt;
*[[ClearWorkingOverride]](int iIndex)&lt;br /&gt;
*[[DoTask]](TaskTypes eTask, int iData1, int iData2, boolean bOption)&lt;br /&gt;
*[[GetCitySizeType]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[IsNone]]&lt;br /&gt;
*[[SetCitySizeBoost]](int iBoost)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#City|Lua Game Events (City)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9399</id>
		<title>Lua Game Objects/City</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9399"/>
		<updated>2012-02-16T07:53:34Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
*[[GetOriginalOwner]]&lt;br /&gt;
*[[GetOwner]]&lt;br /&gt;
*[[GetPreviousOwner]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsEverOwned]]&lt;br /&gt;
*[[IsNeverLost]]&lt;br /&gt;
*[[SetNeverLost]]&lt;br /&gt;
&lt;br /&gt;
==State==&lt;br /&gt;
*[[IsOccupied]]&lt;br /&gt;
*[[IsPuppet]]&lt;br /&gt;
*[[SetOccupied]]&lt;br /&gt;
*[[SetPuppet]]&lt;br /&gt;
===Razing===&lt;br /&gt;
*[[ChangeRazingTurns]]&lt;br /&gt;
*[[GetRazingTurns]]&lt;br /&gt;
*[[IsRazing]]&lt;br /&gt;
===Resistance===&lt;br /&gt;
*[[ChangeResistanceTurns]]&lt;br /&gt;
*[[GetResistanceTurns]]&lt;br /&gt;
*[[IsResistance]]&lt;br /&gt;
===We Love The King Day===&lt;br /&gt;
*[[GetWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[ChangeWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[SetWeLoveTheKingDayCounter]]&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetFocusType]]&lt;br /&gt;
*[[GetGameTurnAcquired]]&lt;br /&gt;
*[[GetGameTurnFounded]]&lt;br /&gt;
*[[GetGameTurnLastExpanded]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsBlockaded]]&lt;br /&gt;
*[[IsCapital]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsNoOccupiedUnhappiness]]&lt;br /&gt;
*[[IsRevealed]](TeamTypes eIndex, boolean bDebug)&lt;br /&gt;
*[[IsVisible]](TeamTypes eTeam, boolean bDebug)&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Kill]]&lt;br /&gt;
*[[SetFocusType]]&lt;br /&gt;
*[[SetName]]&lt;br /&gt;
*[[SetRevealed]](TeamTypes eIndex, boolean bNewValue)&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindPopulationRank]]&lt;br /&gt;
*[[GetHighestPopulation]]&lt;br /&gt;
*[[GetPopulation]]()&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangePopulation]]&lt;br /&gt;
*[[SetHighestPopulation]]&lt;br /&gt;
*[[SetPopulation]](int iNewValue, bool flag)&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Wonders/Projects===&lt;br /&gt;
*[[CanCreate]](int iProject, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
*[[CreateApolloProgram]]&lt;br /&gt;
*[[GetNumNationalWonders]]&lt;br /&gt;
*[[GetNumTeamWonders]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsNationalWondersMaxed]]&lt;br /&gt;
*[[IsTeamWondersMaxed]]&lt;br /&gt;
*[[IsWorldWondersMaxed]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanConstruct]](int iBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
*[[CanConstructTooltip]]&lt;br /&gt;
*[[GetBuildingDefense]]&lt;br /&gt;
*[[GetBuildingOriginalOwner]]&lt;br /&gt;
*[[GetBuildingOriginalTime]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetNumActiveBuilding]]&lt;br /&gt;
*[[GetNumBuilding]]&lt;br /&gt;
*[[GetNumBuildings]]&lt;br /&gt;
*[[GetNumFreeBuilding]]&lt;br /&gt;
*[[GetNumRealBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetSellBuildingRefund]]&lt;br /&gt;
*[[GetTotalBaseBuildingMaintenance]]&lt;br /&gt;
*[[IsBuildingLocalResourceValid]]&lt;br /&gt;
*[[IsBuildingSellable]]&lt;br /&gt;
*[[IsBuildingsMaxed]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsHasBuilding]](buildingID) - returns true if a subject city has a building with a specified ID &lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetNumRealBuilding]]&lt;br /&gt;
&lt;br /&gt;
==Yields==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindBaseYieldRateRank]]&lt;br /&gt;
*[[FindYieldRateRank]]&lt;br /&gt;
*[[GetBaseYieldRate]]&lt;br /&gt;
*[[GetBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[GetBaseYieldRateFromMisc]]&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[GetBaseYieldRateModifier]]&lt;br /&gt;
*[[GetBuildingYieldChange]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetResourceYieldRateModifier]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
*[[GetYieldModifierTooltip]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
*[[GetYieldRate]]&lt;br /&gt;
*[[GetYieldRateModifier]]&lt;br /&gt;
*[[GetYieldRateTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromMisc]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[SetBuildingYieldChange]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
===Growth===&lt;br /&gt;
*[[GrowthThreshold]]&lt;br /&gt;
*[[IsForcedAvoidGrowth]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FoodConsumption]]&lt;br /&gt;
*[[FoodDifference]]&lt;br /&gt;
*[[FoodDifferenceTimes100]]&lt;br /&gt;
*[[GetFood]]&lt;br /&gt;
*[[GetFoodKept]]&lt;br /&gt;
*[[GetFoodTimes100]]&lt;br /&gt;
*[[GetFoodTurnsLeft]]&lt;br /&gt;
*[[GetMaxFoodKeptPercent]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeFood]]&lt;br /&gt;
*[[SetFood]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[CanMaintain]](int iProcess, boolean bContinue)&lt;br /&gt;
===Modifiers===&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
===Production Queue===&lt;br /&gt;
*[[GetFirstBuildingOrder]]&lt;br /&gt;
*[[GetFirstProjectOrder]]&lt;br /&gt;
*[[GetFirstSpecialistOrder]]&lt;br /&gt;
*[[GetFirstUnitOrder]]&lt;br /&gt;
*[[GetOrderFromQueue]]&lt;br /&gt;
*[[GetOrderQueueLength]]&lt;br /&gt;
*[[ClearOrderQueue]]&lt;br /&gt;
*[[PopOrder]]&lt;br /&gt;
*[[PushOrder]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContinueProduction]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetCurrentProductionDifference]]&lt;br /&gt;
*[[GetCurrentProductionDifferenceTimes100]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetExtraProductionDifference]]&lt;br /&gt;
*[[GetFeatureProduction]]&lt;br /&gt;
*[[GetGeneralProductionTurnsLeft]]&lt;br /&gt;
*[[GetLocalResourceWonderProductionMod]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetOverflowProduction]]&lt;br /&gt;
*[[GetProduction]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetProductionExperience]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProductionNameKey]]&lt;br /&gt;
*[[GetProductionNeeded]]&lt;br /&gt;
*[[GetProductionProcess]]&lt;br /&gt;
*[[GetProductionProject]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetProductionTimes100]]&lt;br /&gt;
*[[GetProductionTurnsLeft]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetProjectProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsProduction]]&lt;br /&gt;
*[[IsProductionAutomated]]&lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
*[[IsProductionLimited]]&lt;br /&gt;
*[[IsProductionProcess]]&lt;br /&gt;
*[[IsProductionProject]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
*[[ProductionLeft]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddProductionExperience]]&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[ChangeProduction]]&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[ChooseProduction]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetFeatureProduction]]&lt;br /&gt;
*[[SetOverflowProduction]]&lt;br /&gt;
*[[SetProduction]]&lt;br /&gt;
*[[SetProductionAutomated]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
&lt;br /&gt;
==Purchase==&lt;br /&gt;
*[[GetBuildingPurchaseCost]]&lt;br /&gt;
*[[GetPurchaseBuildingTooltip]]&lt;br /&gt;
*[[GetPurchaseUnitTooltip]]&lt;br /&gt;
*[[GetProjectPurchaseCost]]&lt;br /&gt;
*[[GetUnitPurchaseCost]]&lt;br /&gt;
*[[IsCanPurchase]]&lt;br /&gt;
&lt;br /&gt;
==Hurry==&lt;br /&gt;
*[[CanHurry]](HurryTypes iHurry, boolean bTestVisible)&lt;br /&gt;
*[[Hurry]]&lt;br /&gt;
*[[HurryCost]]&lt;br /&gt;
*[[HurryGold]]&lt;br /&gt;
*[[HurryPopulation]]&lt;br /&gt;
*[[HurryProduction]]&lt;br /&gt;
*[[MaxHurryPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseJONSCulturePerTurn]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetCultureRateModifier]]&lt;br /&gt;
*[[GetCultureUpdateTimer]]&lt;br /&gt;
*[[GetJONSCultureLevel]]&lt;br /&gt;
*[[GetJONSCulturePerTurn]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTraits]]&lt;br /&gt;
*[[GetJONSCultureStored]]&lt;br /&gt;
*[[GetJONSCultureThreshold]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeCultureRateModifier]]&lt;br /&gt;
*[[ChangeCultureUpdateTimer]]&lt;br /&gt;
*[[ChangeJONSCultureLevel]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[ChangeJONSCultureStored]]&lt;br /&gt;
*[[DoJONSCultureLevelIncrease]]&lt;br /&gt;
*[[SetJONSCultureLevel]]&lt;br /&gt;
*[[SetJONSCultureStored]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Location===&lt;br /&gt;
*[[Area]]&lt;br /&gt;
*[[At]](int iX, int iY)&lt;br /&gt;
*[[AtPlot]](pPlot) - returns boolean.&lt;br /&gt;
*[[GetCityIndexPlot]](int iIndex)&lt;br /&gt;
*[[GetCityPlotIndex]]&lt;br /&gt;
*[[GetX]]&lt;br /&gt;
*[[GetY]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[Plot]]&lt;br /&gt;
*[[WaterArea]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanBuyAnyPlot]]&lt;br /&gt;
*[[CanBuyPlot]]&lt;br /&gt;
*[[CanBuyPlotAt]]&lt;br /&gt;
*[[CanWork]](pPlot)&lt;br /&gt;
*[[CountNumImprovedPlots]]&lt;br /&gt;
*[[CountNumRiverPlots]]&lt;br /&gt;
*[[CountNumWaterPlots]]&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetNextBuyablePlot]]&lt;br /&gt;
*[[GetNumCityPlots]]&lt;br /&gt;
*[[GetNumForcedWorkingPlots]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[IsForcedWorkingPlot]]&lt;br /&gt;
*[[IsPlotBlockaded]]&lt;br /&gt;
*[[IsWorkingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AlterWorkingPlot]]&lt;br /&gt;
*[[DoReallocateCitizens]]()&lt;br /&gt;
*[[DoVerifyWorkingPlots]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[DoPickResourceDemanded]]&lt;br /&gt;
*[[GetResourceDemanded]]&lt;br /&gt;
*[[IsHasResourceLocal]]&lt;br /&gt;
*[[SetResourceDemanded]]&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
*[[CanPrepare]](int iSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetSpecialistCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpecialistUpgradeThreshold]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsNoAutoAssignSpecialists]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleProgress]]&lt;br /&gt;
*[[GetGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleUnitProgress]]&lt;br /&gt;
*[[GetGreatPeopleUnitRate]]&lt;br /&gt;
*[[GetNumGreatPeople]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetTotalGreatPeopleRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseGreatPeopleRate]]&lt;br /&gt;
*[[ChangeGreatPeopleProgress]]&lt;br /&gt;
*[[ChangeGreatPeopleUnitProgress]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[SetGreatPeopleUnitProgress]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](int iUnit, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost, boolean bIgnoreUpgrades)&lt;br /&gt;
*[[CanTrainTooltip]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[AllUpgradesAvailable]](UnitTypes eUnit, int iUpgradeCount = 0)&lt;br /&gt;
*[[GetGarrisonedUnit]]&lt;br /&gt;
*[[GetNumTrainUnitAI]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetDomainFreeExperience]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetFreePromotionCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetUnitCombatFreeExperience]]&lt;br /&gt;
*[[IsFreePromotion]]&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
*[[GetAirModifier]]&lt;br /&gt;
*[[GetNukeModifier]]&lt;br /&gt;
*[[GetStrengthValue]]&lt;br /&gt;
*[[UpdateStrengthValue]]&lt;br /&gt;
===Ranged Strike===&lt;br /&gt;
*[[CanRangeStrike]]&lt;br /&gt;
*[[CanRangeStrikeAt]](int x, int y)&lt;br /&gt;
*[[CanRangeStrikeNow]]&lt;br /&gt;
*[[HasPerformedRangedStrikeThisTurn]]&lt;br /&gt;
===Hit Points===&lt;br /&gt;
*[[ChangeDamage]]&lt;br /&gt;
*[[ChangeHealRate]]&lt;br /&gt;
*[[GetDamage]]&lt;br /&gt;
*[[SetDamage]]&lt;br /&gt;
&lt;br /&gt;
==Air Lift==&lt;br /&gt;
*[[GetCurrAirlift]]&lt;br /&gt;
*[[GetMaxAirlift]]&lt;br /&gt;
*[[IsAirliftTargeted]]&lt;br /&gt;
*[[SetAirliftTargeted]]&lt;br /&gt;
&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[CanConscript]]&lt;br /&gt;
*[[Conscript]]&lt;br /&gt;
*[[ConscriptMinCityPopulation]]&lt;br /&gt;
*[[GetConscriptPopulation]]&lt;br /&gt;
*[[GetConscriptUnit]]&lt;br /&gt;
*[[IsDrafted]]&lt;br /&gt;
*[[SetDrafted]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CanJoin]]&lt;br /&gt;
*[[ClearWorkingOverride]](int iIndex)&lt;br /&gt;
*[[DoTask]](TaskTypes eTask, int iData1, int iData2, boolean bOption)&lt;br /&gt;
*[[GetCitySizeType]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[IsNone]]&lt;br /&gt;
*[[SetCitySizeBoost]](int iBoost)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#City|Lua Game Events (City)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9398</id>
		<title>Lua Game Objects/City</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9398"/>
		<updated>2012-02-16T07:52:30Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
*[[GetOriginalOwner]]&lt;br /&gt;
*[[GetOwner]]&lt;br /&gt;
*[[GetPreviousOwner]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsEverOwned]]&lt;br /&gt;
*[[IsNeverLost]]&lt;br /&gt;
*[[SetNeverLost]]&lt;br /&gt;
&lt;br /&gt;
==State==&lt;br /&gt;
*[[IsOccupied]]&lt;br /&gt;
*[[IsPuppet]]&lt;br /&gt;
*[[SetOccupied]]&lt;br /&gt;
*[[SetPuppet]]&lt;br /&gt;
===Razing===&lt;br /&gt;
*[[ChangeRazingTurns]]&lt;br /&gt;
*[[GetRazingTurns]]&lt;br /&gt;
*[[IsRazing]]&lt;br /&gt;
===Resistance===&lt;br /&gt;
*[[ChangeResistanceTurns]]&lt;br /&gt;
*[[GetResistanceTurns]]&lt;br /&gt;
*[[IsResistance]]&lt;br /&gt;
===We Love The King Day===&lt;br /&gt;
*[[GetWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[ChangeWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[SetWeLoveTheKingDayCounter]]&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetFocusType]]&lt;br /&gt;
*[[GetGameTurnAcquired]]&lt;br /&gt;
*[[GetGameTurnFounded]]&lt;br /&gt;
*[[GetGameTurnLastExpanded]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsBlockaded]]&lt;br /&gt;
*[[IsCapital]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsNoOccupiedUnhappiness]]&lt;br /&gt;
*[[IsRevealed]](TeamTypes eIndex, boolean bDebug)&lt;br /&gt;
*[[IsVisible]](TeamTypes eTeam, boolean bDebug)&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Kill]]&lt;br /&gt;
*[[SetFocusType]]&lt;br /&gt;
*[[SetName]]&lt;br /&gt;
*[[SetRevealed]](TeamTypes eIndex, boolean bNewValue)&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindPopulationRank]]&lt;br /&gt;
*[[GetHighestPopulation]]&lt;br /&gt;
*[[GetPopulation]]()&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangePopulation]]&lt;br /&gt;
*[[SetHighestPopulation]]&lt;br /&gt;
*[[SetPopulation]](int iNewValue, bool flag)&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Wonders/Projects===&lt;br /&gt;
*[[CanCreate]](int iProject, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
*[[CreateApolloProgram]]&lt;br /&gt;
*[[GetNumNationalWonders]]&lt;br /&gt;
*[[GetNumTeamWonders]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsNationalWondersMaxed]]&lt;br /&gt;
*[[IsTeamWondersMaxed]]&lt;br /&gt;
*[[IsWorldWondersMaxed]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanConstruct]](int iBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
*[[CanConstructTooltip]]&lt;br /&gt;
*[[GetBuildingDefense]]&lt;br /&gt;
*[[GetBuildingOriginalOwner]]&lt;br /&gt;
*[[GetBuildingOriginalTime]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetNumActiveBuilding]]&lt;br /&gt;
*[[GetNumBuilding]]&lt;br /&gt;
*[[GetNumBuildings]]&lt;br /&gt;
*[[GetNumFreeBuilding]]&lt;br /&gt;
*[[GetNumRealBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetSellBuildingRefund]]&lt;br /&gt;
*[[GetTotalBaseBuildingMaintenance]]&lt;br /&gt;
*[[IsBuildingLocalResourceValid]]&lt;br /&gt;
*[[IsBuildingSellable]]&lt;br /&gt;
*[[IsBuildingsMaxed]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsHasBuilding]](buildingID) - returns true if a subject city has a building with a specified ID &lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetNumRealBuilding]]&lt;br /&gt;
&lt;br /&gt;
==Yields==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindBaseYieldRateRank]]&lt;br /&gt;
*[[FindYieldRateRank]]&lt;br /&gt;
*[[GetBaseYieldRate]]&lt;br /&gt;
*[[GetBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[GetBaseYieldRateFromMisc]]&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[GetBaseYieldRateModifier]]&lt;br /&gt;
*[[GetBuildingYieldChange]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetResourceYieldRateModifier]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
*[[GetYieldModifierTooltip]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
*[[GetYieldRate]]&lt;br /&gt;
*[[GetYieldRateModifier]]&lt;br /&gt;
*[[GetYieldRateTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromMisc]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[SetBuildingYieldChange]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
===Growth===&lt;br /&gt;
*[[GrowthThreshold]]&lt;br /&gt;
*[[IsForcedAvoidGrowth]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FoodConsumption]]&lt;br /&gt;
*[[FoodDifference]]&lt;br /&gt;
*[[FoodDifferenceTimes100]]&lt;br /&gt;
*[[GetFood]]&lt;br /&gt;
*[[GetFoodKept]]&lt;br /&gt;
*[[GetFoodTimes100]]&lt;br /&gt;
*[[GetFoodTurnsLeft]]&lt;br /&gt;
*[[GetMaxFoodKeptPercent]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeFood]]&lt;br /&gt;
*[[SetFood]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[CanMaintain]](int iProcess, boolean bContinue)&lt;br /&gt;
===Modifiers===&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
===Production Queue===&lt;br /&gt;
*[[GetFirstBuildingOrder]]&lt;br /&gt;
*[[GetFirstProjectOrder]]&lt;br /&gt;
*[[GetFirstSpecialistOrder]]&lt;br /&gt;
*[[GetFirstUnitOrder]]&lt;br /&gt;
*[[GetOrderFromQueue]]&lt;br /&gt;
*[[GetOrderQueueLength]]&lt;br /&gt;
*[[ClearOrderQueue]]&lt;br /&gt;
*[[PopOrder]]&lt;br /&gt;
*[[PushOrder]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContinueProduction]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetCurrentProductionDifference]]&lt;br /&gt;
*[[GetCurrentProductionDifferenceTimes100]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetExtraProductionDifference]]&lt;br /&gt;
*[[GetFeatureProduction]]&lt;br /&gt;
*[[GetGeneralProductionTurnsLeft]]&lt;br /&gt;
*[[GetLocalResourceWonderProductionMod]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetOverflowProduction]]&lt;br /&gt;
*[[GetProduction]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetProductionExperience]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProductionNameKey]]&lt;br /&gt;
*[[GetProductionNeeded]]&lt;br /&gt;
*[[GetProductionProcess]]&lt;br /&gt;
*[[GetProductionProject]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetProductionTimes100]]&lt;br /&gt;
*[[GetProductionTurnsLeft]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetProjectProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsProduction]]&lt;br /&gt;
*[[IsProductionAutomated]]&lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
*[[IsProductionLimited]]&lt;br /&gt;
*[[IsProductionProcess]]&lt;br /&gt;
*[[IsProductionProject]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
*[[ProductionLeft]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddProductionExperience]]&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[ChangeProduction]]&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[ChooseProduction]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetFeatureProduction]]&lt;br /&gt;
*[[SetOverflowProduction]]&lt;br /&gt;
*[[SetProduction]]&lt;br /&gt;
*[[SetProductionAutomated]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
&lt;br /&gt;
==Purchase==&lt;br /&gt;
*[[GetBuildingPurchaseCost]]&lt;br /&gt;
*[[GetPurchaseBuildingTooltip]]&lt;br /&gt;
*[[GetPurchaseUnitTooltip]]&lt;br /&gt;
*[[GetProjectPurchaseCost]]&lt;br /&gt;
*[[GetUnitPurchaseCost]]&lt;br /&gt;
*[[IsCanPurchase]]&lt;br /&gt;
&lt;br /&gt;
==Hurry==&lt;br /&gt;
*[[CanHurry]](HurryTypes iHurry, boolean bTestVisible)&lt;br /&gt;
*[[Hurry]]&lt;br /&gt;
*[[HurryCost]]&lt;br /&gt;
*[[HurryGold]]&lt;br /&gt;
*[[HurryPopulation]]&lt;br /&gt;
*[[HurryProduction]]&lt;br /&gt;
*[[MaxHurryPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseJONSCulturePerTurn]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetCultureRateModifier]]&lt;br /&gt;
*[[GetCultureUpdateTimer]]&lt;br /&gt;
*[[GetJONSCultureLevel]]&lt;br /&gt;
*[[GetJONSCulturePerTurn]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTraits]]&lt;br /&gt;
*[[GetJONSCultureStored]]&lt;br /&gt;
*[[GetJONSCultureThreshold]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeCultureRateModifier]]&lt;br /&gt;
*[[ChangeCultureUpdateTimer]]&lt;br /&gt;
*[[ChangeJONSCultureLevel]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[ChangeJONSCultureStored]]&lt;br /&gt;
*[[DoJONSCultureLevelIncrease]]&lt;br /&gt;
*[[SetJONSCultureLevel]]&lt;br /&gt;
*[[SetJONSCultureStored]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Unknown===&lt;br /&gt;
*[[GetCityIndexPlot]](int iIndex)&lt;br /&gt;
===Location===&lt;br /&gt;
*[[Area]]&lt;br /&gt;
*[[At]](int iX, int iY)&lt;br /&gt;
*[[AtPlot]](pPlot) - returns boolean.&lt;br /&gt;
*[[GetCityPlotIndex]]&lt;br /&gt;
*[[GetX]]&lt;br /&gt;
*[[GetY]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[Plot]]&lt;br /&gt;
*[[WaterArea]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanBuyAnyPlot]]&lt;br /&gt;
*[[CanBuyPlot]]&lt;br /&gt;
*[[CanBuyPlotAt]]&lt;br /&gt;
*[[CanWork]](pPlot)&lt;br /&gt;
*[[CountNumImprovedPlots]]&lt;br /&gt;
*[[CountNumRiverPlots]]&lt;br /&gt;
*[[CountNumWaterPlots]]&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetNextBuyablePlot]]&lt;br /&gt;
*[[GetNumCityPlots]]&lt;br /&gt;
*[[GetNumForcedWorkingPlots]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[IsForcedWorkingPlot]]&lt;br /&gt;
*[[IsPlotBlockaded]]&lt;br /&gt;
*[[IsWorkingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AlterWorkingPlot]]&lt;br /&gt;
*[[DoReallocateCitizens]]()&lt;br /&gt;
*[[DoVerifyWorkingPlots]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[DoPickResourceDemanded]]&lt;br /&gt;
*[[GetResourceDemanded]]&lt;br /&gt;
*[[IsHasResourceLocal]]&lt;br /&gt;
*[[SetResourceDemanded]]&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
*[[CanPrepare]](int iSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetSpecialistCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpecialistUpgradeThreshold]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsNoAutoAssignSpecialists]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleProgress]]&lt;br /&gt;
*[[GetGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleUnitProgress]]&lt;br /&gt;
*[[GetGreatPeopleUnitRate]]&lt;br /&gt;
*[[GetNumGreatPeople]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetTotalGreatPeopleRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseGreatPeopleRate]]&lt;br /&gt;
*[[ChangeGreatPeopleProgress]]&lt;br /&gt;
*[[ChangeGreatPeopleUnitProgress]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[SetGreatPeopleUnitProgress]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](int iUnit, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost, boolean bIgnoreUpgrades)&lt;br /&gt;
*[[CanTrainTooltip]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[AllUpgradesAvailable]](UnitTypes eUnit, int iUpgradeCount = 0)&lt;br /&gt;
*[[GetGarrisonedUnit]]&lt;br /&gt;
*[[GetNumTrainUnitAI]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetDomainFreeExperience]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetFreePromotionCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetUnitCombatFreeExperience]]&lt;br /&gt;
*[[IsFreePromotion]]&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
*[[GetAirModifier]]&lt;br /&gt;
*[[GetNukeModifier]]&lt;br /&gt;
*[[GetStrengthValue]]&lt;br /&gt;
*[[UpdateStrengthValue]]&lt;br /&gt;
===Ranged Strike===&lt;br /&gt;
*[[CanRangeStrike]]&lt;br /&gt;
*[[CanRangeStrikeAt]](int x, int y)&lt;br /&gt;
*[[CanRangeStrikeNow]]&lt;br /&gt;
*[[HasPerformedRangedStrikeThisTurn]]&lt;br /&gt;
===Hit Points===&lt;br /&gt;
*[[ChangeDamage]]&lt;br /&gt;
*[[ChangeHealRate]]&lt;br /&gt;
*[[GetDamage]]&lt;br /&gt;
*[[SetDamage]]&lt;br /&gt;
&lt;br /&gt;
==Air Lift==&lt;br /&gt;
*[[GetCurrAirlift]]&lt;br /&gt;
*[[GetMaxAirlift]]&lt;br /&gt;
*[[IsAirliftTargeted]]&lt;br /&gt;
*[[SetAirliftTargeted]]&lt;br /&gt;
&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[CanConscript]]&lt;br /&gt;
*[[Conscript]]&lt;br /&gt;
*[[ConscriptMinCityPopulation]]&lt;br /&gt;
*[[GetConscriptPopulation]]&lt;br /&gt;
*[[GetConscriptUnit]]&lt;br /&gt;
*[[IsDrafted]]&lt;br /&gt;
*[[SetDrafted]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CanJoin]]&lt;br /&gt;
*[[ClearWorkingOverride]](int iIndex)&lt;br /&gt;
*[[DoTask]](TaskTypes eTask, int iData1, int iData2, boolean bOption)&lt;br /&gt;
*[[GetCitySizeType]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[IsNone]]&lt;br /&gt;
*[[SetCitySizeBoost]](int iBoost)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#City|Lua Game Events (City)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9397</id>
		<title>Lua Game Objects/City</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9397"/>
		<updated>2012-02-16T07:48:35Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Ownership==&lt;br /&gt;
*[[GetOriginalOwner]]&lt;br /&gt;
*[[GetOwner]]&lt;br /&gt;
*[[GetPreviousOwner]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsEverOwned]]&lt;br /&gt;
*[[IsNeverLost]]&lt;br /&gt;
*[[SetNeverLost]]&lt;br /&gt;
&lt;br /&gt;
==State==&lt;br /&gt;
*[[IsOccupied]]&lt;br /&gt;
*[[IsPuppet]]&lt;br /&gt;
*[[SetOccupied]]&lt;br /&gt;
*[[SetPuppet]]&lt;br /&gt;
===Razing===&lt;br /&gt;
*[[ChangeRazingTurns]]&lt;br /&gt;
*[[GetRazingTurns]]&lt;br /&gt;
*[[IsRazing]]&lt;br /&gt;
===Resistance===&lt;br /&gt;
*[[ChangeResistanceTurns]]&lt;br /&gt;
*[[GetResistanceTurns]]&lt;br /&gt;
*[[IsResistance]]&lt;br /&gt;
===We Love The King Day===&lt;br /&gt;
*[[GetWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[ChangeWeLoveTheKingDayCounter]]&lt;br /&gt;
*[[SetWeLoveTheKingDayCounter]]&lt;br /&gt;
&lt;br /&gt;
==Misc==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetFocusType]]&lt;br /&gt;
*[[GetGameTurnAcquired]]&lt;br /&gt;
*[[GetGameTurnFounded]]&lt;br /&gt;
*[[GetGameTurnLastExpanded]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsBlockaded]]&lt;br /&gt;
*[[IsCapital]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsNoOccupiedUnhappiness]]&lt;br /&gt;
*[[IsRevealed]](TeamTypes eIndex, boolean bDebug)&lt;br /&gt;
*[[IsVisible]](TeamTypes eTeam, boolean bDebug)&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Kill]]&lt;br /&gt;
*[[SetFocusType]]&lt;br /&gt;
*[[SetName]]&lt;br /&gt;
*[[SetRevealed]](TeamTypes eIndex, boolean bNewValue)&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindPopulationRank]]&lt;br /&gt;
*[[GetHighestPopulation]]&lt;br /&gt;
*[[GetPopulation]]()&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangePopulation]]&lt;br /&gt;
*[[SetHighestPopulation]]&lt;br /&gt;
*[[SetPopulation]](int iNewValue, bool flag)&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
===Wonders/Projects===&lt;br /&gt;
*[[CanCreate]](int iProject, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
*[[CreateApolloProgram]]&lt;br /&gt;
*[[GetNumNationalWonders]]&lt;br /&gt;
*[[GetNumTeamWonders]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsNationalWondersMaxed]]&lt;br /&gt;
*[[IsTeamWondersMaxed]]&lt;br /&gt;
*[[IsWorldWondersMaxed]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanConstruct]](int iBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
*[[CanConstructTooltip]]&lt;br /&gt;
*[[GetBuildingDefense]]&lt;br /&gt;
*[[GetBuildingOriginalOwner]]&lt;br /&gt;
*[[GetBuildingOriginalTime]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetNumActiveBuilding]]&lt;br /&gt;
*[[GetNumBuilding]]&lt;br /&gt;
*[[GetNumBuildings]]&lt;br /&gt;
*[[GetNumFreeBuilding]]&lt;br /&gt;
*[[GetNumRealBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetSellBuildingRefund]]&lt;br /&gt;
*[[GetTotalBaseBuildingMaintenance]]&lt;br /&gt;
*[[IsBuildingLocalResourceValid]]&lt;br /&gt;
*[[IsBuildingSellable]]&lt;br /&gt;
*[[IsBuildingsMaxed]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsHasBuilding]](buildingID) - returns true if a subject city has a building with a specified ID &lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetNumRealBuilding]]&lt;br /&gt;
&lt;br /&gt;
==Yields==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FindBaseYieldRateRank]]&lt;br /&gt;
*[[FindYieldRateRank]]&lt;br /&gt;
*[[GetBaseYieldRate]]&lt;br /&gt;
*[[GetBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[GetBaseYieldRateFromMisc]]&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[GetBaseYieldRateModifier]]&lt;br /&gt;
*[[GetBuildingYieldChange]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetResourceYieldRateModifier]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
*[[GetYieldModifierTooltip]]&lt;br /&gt;
*[[GetYieldPerPopTimes100]]&lt;br /&gt;
*[[GetYieldRate]]&lt;br /&gt;
*[[GetYieldRateModifier]]&lt;br /&gt;
*[[GetYieldRateTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromBuildings]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromMisc]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeBaseYieldRateFromTerrain]]&lt;br /&gt;
*[[SetBuildingYieldChange]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
===Growth===&lt;br /&gt;
*[[GrowthThreshold]]&lt;br /&gt;
*[[IsForcedAvoidGrowth]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[FoodConsumption]]&lt;br /&gt;
*[[FoodDifference]]&lt;br /&gt;
*[[FoodDifferenceTimes100]]&lt;br /&gt;
*[[GetFood]]&lt;br /&gt;
*[[GetFoodKept]]&lt;br /&gt;
*[[GetFoodTimes100]]&lt;br /&gt;
*[[GetFoodTurnsLeft]]&lt;br /&gt;
*[[GetMaxFoodKeptPercent]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeFood]]&lt;br /&gt;
*[[SetFood]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[CanMaintain]](int iProcess, boolean bContinue)&lt;br /&gt;
===Modifiers===&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
===Production Queue===&lt;br /&gt;
*[[GetFirstBuildingOrder]]&lt;br /&gt;
*[[GetFirstProjectOrder]]&lt;br /&gt;
*[[GetFirstSpecialistOrder]]&lt;br /&gt;
*[[GetFirstUnitOrder]]&lt;br /&gt;
*[[GetOrderFromQueue]]&lt;br /&gt;
*[[GetOrderQueueLength]]&lt;br /&gt;
*[[ClearOrderQueue]]&lt;br /&gt;
*[[PopOrder]]&lt;br /&gt;
*[[PushOrder]]&lt;br /&gt;
==Get==&lt;br /&gt;
*[[CanContinueProduction]]&lt;br /&gt;
*[[GetBuildingProduction]]&lt;br /&gt;
*[[GetBuildingProductionModifier]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetBuildingProductionTime]]&lt;br /&gt;
*[[GetBuildingProductionTurnsLeft]]&lt;br /&gt;
*[[GetCurrentProductionDifference]]&lt;br /&gt;
*[[GetCurrentProductionDifferenceTimes100]]&lt;br /&gt;
*[[GetDomainProductionModifier]]&lt;br /&gt;
*[[GetExtraProductionDifference]]&lt;br /&gt;
*[[GetFeatureProduction]]&lt;br /&gt;
*[[GetGeneralProductionTurnsLeft]]&lt;br /&gt;
*[[GetLocalResourceWonderProductionMod]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetOverflowProduction]]&lt;br /&gt;
*[[GetProduction]]&lt;br /&gt;
*[[GetProductionBuilding]]&lt;br /&gt;
*[[GetProductionExperience]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProductionNameKey]]&lt;br /&gt;
*[[GetProductionNeeded]]&lt;br /&gt;
*[[GetProductionProcess]]&lt;br /&gt;
*[[GetProductionProject]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetProductionTimes100]]&lt;br /&gt;
*[[GetProductionTurnsLeft]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetProjectProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetProjectProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsFoodProduction]]&lt;br /&gt;
*[[IsProduction]]&lt;br /&gt;
*[[IsProductionAutomated]]&lt;br /&gt;
*[[IsProductionBuilding]]&lt;br /&gt;
*[[IsProductionLimited]]&lt;br /&gt;
*[[IsProductionProcess]]&lt;br /&gt;
*[[IsProductionProject]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
*[[ProductionLeft]]&lt;br /&gt;
==Set==&lt;br /&gt;
*[[AddProductionExperience]]&lt;br /&gt;
*[[ChangeBuildingProduction]]&lt;br /&gt;
*[[ChangeBuildingProductionTime]]&lt;br /&gt;
*[[ChangeProduction]]&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[ChangeWonderProductionModifier]]&lt;br /&gt;
*[[ChooseProduction]]&lt;br /&gt;
*[[SetBuildingProduction]]&lt;br /&gt;
*[[SetBuildingProductionTime]]&lt;br /&gt;
*[[SetFeatureProduction]]&lt;br /&gt;
*[[SetOverflowProduction]]&lt;br /&gt;
*[[SetProduction]]&lt;br /&gt;
*[[SetProductionAutomated]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
&lt;br /&gt;
==Purchase==&lt;br /&gt;
*[[GetBuildingPurchaseCost]]&lt;br /&gt;
*[[GetPurchaseBuildingTooltip]]&lt;br /&gt;
*[[GetPurchaseUnitTooltip]]&lt;br /&gt;
*[[GetProjectPurchaseCost]]&lt;br /&gt;
*[[GetUnitPurchaseCost]]&lt;br /&gt;
*[[IsCanPurchase]]&lt;br /&gt;
&lt;br /&gt;
==Hurry==&lt;br /&gt;
*[[CanHurry]](HurryTypes iHurry, boolean bTestVisible)&lt;br /&gt;
*[[Hurry]]&lt;br /&gt;
*[[HurryCost]]&lt;br /&gt;
*[[HurryGold]]&lt;br /&gt;
*[[HurryPopulation]]&lt;br /&gt;
*[[HurryProduction]]&lt;br /&gt;
*[[MaxHurryPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseJONSCulturePerTurn]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetCultureRateModifier]]&lt;br /&gt;
*[[GetCultureUpdateTimer]]&lt;br /&gt;
*[[GetJONSCultureLevel]]&lt;br /&gt;
*[[GetJONSCulturePerTurn]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromTraits]]&lt;br /&gt;
*[[GetJONSCultureStored]]&lt;br /&gt;
*[[GetJONSCultureThreshold]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeCultureRateModifier]]&lt;br /&gt;
*[[ChangeCultureUpdateTimer]]&lt;br /&gt;
*[[ChangeJONSCultureLevel]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromBuildings]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromPolicies]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromTerrain]]&lt;br /&gt;
*[[ChangeJONSCultureStored]]&lt;br /&gt;
*[[DoJONSCultureLevelIncrease]]&lt;br /&gt;
*[[SetJONSCultureLevel]]&lt;br /&gt;
*[[SetJONSCultureStored]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Unknown===&lt;br /&gt;
*[[GetCityIndexPlot]](int iIndex)&lt;br /&gt;
===Location===&lt;br /&gt;
*[[Area]]&lt;br /&gt;
*[[At]](int iX, int iY)&lt;br /&gt;
*[[AtPlot]](pPlot) - returns boolean.&lt;br /&gt;
*[[GetCityPlotIndex]]&lt;br /&gt;
*[[GetX]]&lt;br /&gt;
*[[GetY]]&lt;br /&gt;
*[[IsCoastal]]&lt;br /&gt;
*[[Plot]]&lt;br /&gt;
*[[WaterArea]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanBuyAnyPlot]]&lt;br /&gt;
*[[CanBuyPlot]]&lt;br /&gt;
*[[CanBuyPlotAt]]&lt;br /&gt;
*[[CanWork]](pPlot)&lt;br /&gt;
*[[CountNumImprovedPlots]]&lt;br /&gt;
*[[CountNumRiverPlots]]&lt;br /&gt;
*[[CountNumWaterPlots]]&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetLakePlotYield]]&lt;br /&gt;
*[[GetNextBuyablePlot]]&lt;br /&gt;
*[[GetNumCityPlots]]&lt;br /&gt;
*[[GetNumForcedWorkingPlots]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[GetRiverPlotYield]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[IsForcedWorkingPlot]]&lt;br /&gt;
*[[IsPlotBlockaded]]&lt;br /&gt;
*[[IsWorkingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AlterWorkingPlot]]&lt;br /&gt;
*[[DoReallocateCitizens]]()&lt;br /&gt;
*[[DoVerifyWorkingPlots]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[DoPickResourceDemanded]]&lt;br /&gt;
*[[GetResourceDemanded]]&lt;br /&gt;
*[[IsHasResourceLocal]]&lt;br /&gt;
*[[SetResourceDemanded]]&lt;br /&gt;
&lt;br /&gt;
==Specialists==&lt;br /&gt;
*[[CanPrepare]](int iSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[GetCultureFromSpecialist]]&lt;br /&gt;
*[[GetExtraSpecialistYield]]&lt;br /&gt;
*[[GetExtraSpecialistYieldOfType]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[GetNumSpecialistsAllowedByBuilding]]&lt;br /&gt;
*[[GetNumSpecialistsInBuilding]]&lt;br /&gt;
*[[GetProductionSpecialist]]&lt;br /&gt;
*[[GetSpecialistCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetSpecialistProductionModifier]]&lt;br /&gt;
*[[GetSpecialistProductionTurnsLeft]]&lt;br /&gt;
*[[GetSpecialistUpgradeThreshold]]&lt;br /&gt;
*[[GetSpecialistYield]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseYieldRateFromSpecialists]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromSpecialists]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[IsCanAddSpecialistToBuilding]]&lt;br /&gt;
*[[IsNoAutoAssignSpecialists]]&lt;br /&gt;
*[[IsProductionSpecialist]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBaseGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleProgress]]&lt;br /&gt;
*[[GetGreatPeopleRate]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleUnitProgress]]&lt;br /&gt;
*[[GetGreatPeopleUnitRate]]&lt;br /&gt;
*[[GetNumGreatPeople]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgress]]&lt;br /&gt;
*[[GetSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[GetTotalGreatPeopleRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseGreatPeopleRate]]&lt;br /&gt;
*[[ChangeGreatPeopleProgress]]&lt;br /&gt;
*[[ChangeGreatPeopleUnitProgress]]&lt;br /&gt;
*[[ChangeSpecialistGreatPersonProgressTimes100]]&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[SetGreatPeopleUnitProgress]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](int iUnit, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost, boolean bIgnoreUpgrades)&lt;br /&gt;
*[[CanTrainTooltip]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[AllUpgradesAvailable]](UnitTypes eUnit, int iUpgradeCount = 0)&lt;br /&gt;
*[[GetGarrisonedUnit]]&lt;br /&gt;
*[[GetNumTrainUnitAI]]&lt;br /&gt;
*[[GetProductionUnit]]&lt;br /&gt;
*[[GetProductionUnitAI]]&lt;br /&gt;
*[[GetUnitProduction]]&lt;br /&gt;
*[[GetUnitProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetUnitProductionTurnsLeft]]&lt;br /&gt;
*[[GetRallyPlot]]&lt;br /&gt;
*[[IsProductionUnit]]&lt;br /&gt;
*[[IsUnitFoodProduction]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeUnitProduction]]&lt;br /&gt;
*[[SetUnitProduction]]&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetDomainFreeExperience]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetFreePromotionCount]]&lt;br /&gt;
*[[GetSpecialistFreeExperience]]&lt;br /&gt;
*[[GetUnitCombatFreeExperience]]&lt;br /&gt;
*[[IsFreePromotion]]&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
*[[GetAirModifier]]&lt;br /&gt;
*[[GetNukeModifier]]&lt;br /&gt;
*[[GetStrengthValue]]&lt;br /&gt;
*[[UpdateStrengthValue]]&lt;br /&gt;
===Ranged Strike===&lt;br /&gt;
*[[CanRangeStrike]]&lt;br /&gt;
*[[CanRangeStrikeAt]](int x, int y)&lt;br /&gt;
*[[CanRangeStrikeNow]]&lt;br /&gt;
*[[HasPerformedRangedStrikeThisTurn]]&lt;br /&gt;
===Hit Points===&lt;br /&gt;
*[[ChangeDamage]]&lt;br /&gt;
*[[ChangeHealRate]]&lt;br /&gt;
*[[GetDamage]]&lt;br /&gt;
*[[SetDamage]]&lt;br /&gt;
&lt;br /&gt;
==Air Lift==&lt;br /&gt;
*[[GetCurrAirlift]]&lt;br /&gt;
*[[GetMaxAirlift]]&lt;br /&gt;
*[[IsAirliftTargeted]]&lt;br /&gt;
*[[SetAirliftTargeted]]&lt;br /&gt;
&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[CanConscript]]&lt;br /&gt;
*[[Conscript]]&lt;br /&gt;
*[[ConscriptMinCityPopulation]]&lt;br /&gt;
*[[GetConscriptPopulation]]&lt;br /&gt;
*[[GetConscriptUnit]]&lt;br /&gt;
*[[IsDrafted]]&lt;br /&gt;
*[[SetDrafted]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CanJoin]]&lt;br /&gt;
*[[ClearWorkingOverride]](int iIndex)&lt;br /&gt;
*[[DoTask]](TaskTypes eTask, int iData1, int iData2, boolean bOption)&lt;br /&gt;
*[[GetCitySizeType]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[IsNone]]&lt;br /&gt;
*[[SetCitySizeBoost]](int iBoost)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#City|Lua Game Events (City)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9395</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9395"/>
		<updated>2012-02-15T14:46:37Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Modifiers/Yields===&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]]&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9394</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9394"/>
		<updated>2012-02-15T14:44:39Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
===Modifiers/Yields===&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]]&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9393</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9393"/>
		<updated>2012-02-15T14:43:25Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Player Info==&lt;br /&gt;
===Combat Experience===&lt;br /&gt;
*[[ChangeCombatExperience]]&lt;br /&gt;
*[[GetCombatExperience]]&lt;br /&gt;
*[[SetCombatExperience]](int iExperience)&lt;br /&gt;
===Script Data===&lt;br /&gt;
*[[GetScriptData]]&lt;br /&gt;
*[[SetScriptData]]&lt;br /&gt;
===Modifiers/Yields===&lt;br /&gt;
*[[GetExtraYieldThreshold]](YieldTypes eIndex)&lt;br /&gt;
*[[GetSpecialistExtraYield]]&lt;br /&gt;
*[[GetWorkerSpeedModifier]]&lt;br /&gt;
*[[GetYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[SpecialistYield]](eSpecialist, eYield)&lt;br /&gt;
===Self===&lt;br /&gt;
*[[GetCivilizationType]]&lt;br /&gt;
*[[GetID]]&lt;br /&gt;
*[[GetLeaderType]]&lt;br /&gt;
*[[GetPersonality]]&lt;br /&gt;
*[[GetPersonalityType]]&lt;br /&gt;
*[[GetQueuePosition]]&lt;br /&gt;
*[[GetTeam]]&lt;br /&gt;
*[[IsAlive]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
*[[IsEverAlive]]&lt;br /&gt;
*[[IsHuman]]&lt;br /&gt;
*[[IsPlayable]]&lt;br /&gt;
*[[SetPersonalityType]]&lt;br /&gt;
*[[SetPlayable]]&lt;br /&gt;
===Score===&lt;br /&gt;
*[[GetLandScore]]&lt;br /&gt;
*[[GetPopScore]]&lt;br /&gt;
*[[GetScore]]&lt;br /&gt;
*[[GetScoreFromCities]]&lt;br /&gt;
*[[GetScoreFromFutureTech]]&lt;br /&gt;
*[[GetScoreFromLand]]&lt;br /&gt;
*[[GetScoreFromPopulation]]&lt;br /&gt;
*[[GetScoreFromTechs]]&lt;br /&gt;
*[[GetScoreFromWonders]]&lt;br /&gt;
*[[GetScoreHistory]]&lt;br /&gt;
*[[GetTechScore]]&lt;br /&gt;
*[[GetTotalLandScored]]&lt;br /&gt;
*[[GetWondersScore]]&lt;br /&gt;
===Demographics===&lt;br /&gt;
*[[GetEconomyHistory]]&lt;br /&gt;
*[[GetIndustryHistory]]&lt;br /&gt;
*[[GetMilitaryMight]]&lt;br /&gt;
*[[GetPower]]&lt;br /&gt;
*[[GetPowerHistory]]&lt;br /&gt;
*[[GetTotalLand]]&lt;br /&gt;
===Misc===&lt;br /&gt;
*[[CalculateTotalYield]](eYield)&lt;br /&gt;
*[[GetCurrentEra]]&lt;br /&gt;
*[[GetTotalTimePlayed]]&lt;br /&gt;
*[[IsFoundedFirstCity]]&lt;br /&gt;
*[[IsHasLostCapital]]&lt;br /&gt;
&lt;br /&gt;
==Other Players / Diplomacy==&lt;br /&gt;
===City States===&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[ChangeMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[DoMinorLiberationByMajor]]&lt;br /&gt;
*[[GetAlly]]&lt;br /&gt;
*[[GetCurrentSpawnEstimate]] - military units spawning.&lt;br /&gt;
*[[GetFriendshipChangePerTurnTimes100]]&lt;br /&gt;
*[[GetFriendshipFromGoldGift]]&lt;br /&gt;
*[[GetFriendshipNeededForNextLevel]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivFavoriteMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipLevelWithMajor]]&lt;br /&gt;
*[[GetMinorCivFriendshipWithMajor]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetMinorCivTrait]]&lt;br /&gt;
*[[GetMinorCivType]]&lt;br /&gt;
*[[GetMinorWarQuestWithMajorRemainingCount]]&lt;br /&gt;
*[[GetNumMinorCivsMet]]&lt;br /&gt;
*[[GetOtherPlayerNumProtectedMinorsKilled]]&lt;br /&gt;
*[[GetQuestData1]]&lt;br /&gt;
*[[GetQuestData2]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[IsAllies]]&lt;br /&gt;
*[[IsFriends]]&lt;br /&gt;
*[[IsMinorCiv]]&lt;br /&gt;
*[[IsMinorCivRouteEstablishedWithMajor]]&lt;br /&gt;
*[[IsMinorCivUnitSpawningDisabled]]&lt;br /&gt;
*[[IsMinorPermanentWar]]&lt;br /&gt;
*[[IsMinorWarQuestWithMajorActive]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsProtectingMinor]]&lt;br /&gt;
===Dispute level===&lt;br /&gt;
*[[GetLandDisputeLevel]]&lt;br /&gt;
*[[GetMinorCivDisputeLevel]]&lt;br /&gt;
*[[GetVictoryDisputeLevel]]&lt;br /&gt;
*[[GetWonderDisputeLevel]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanContact]]&lt;br /&gt;
*[[CanStopTradingWithTeam]]&lt;br /&gt;
*[[CanTradeWith]]&lt;br /&gt;
*[[GetApproachTowardsUsGuess]](PlayerTypes ePlayer)&lt;br /&gt;
*[[GetCoopWarAcceptedState]]&lt;br /&gt;
*[[GetNumCiviliansReturned]]&lt;br /&gt;
*[[GetProximityToPlayer]]&lt;br /&gt;
*[[GetVotes]]&lt;br /&gt;
*[[GetWarmongerThreat]]&lt;br /&gt;
*[[GetWorstEnemyName]]&lt;br /&gt;
*[[IsDemandEverMade]]&lt;br /&gt;
*[[IsDenouncedPlayer]]&lt;br /&gt;
*[[IsDontSettleMessageTooSoon]]&lt;br /&gt;
*[[IsPeaceBlocked]]&lt;br /&gt;
*[[IsPlayerBrokenBorderPromise]]&lt;br /&gt;
*[[IsPlayerBrokenCityStatePromise]]&lt;br /&gt;
*[[IsPlayerBrokenCoopWarPromise]]&lt;br /&gt;
*[[IsPlayerBrokenExpansionPromise]]&lt;br /&gt;
*[[IsPlayerBrokenMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerHasOpenBorders]]&lt;br /&gt;
*[[IsPlayerHasOpenBordersAutomatically]]&lt;br /&gt;
*[[IsPlayerIgnoredBorderPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredCityStatePromise]]&lt;br /&gt;
*[[IsPlayerIgnoredExpansionPromise]]&lt;br /&gt;
*[[IsPlayerIgnoredMilitaryPromise]]&lt;br /&gt;
*[[IsPlayerNoSettleRequestEverAsked]]&lt;br /&gt;
*[[IsPlayerRecklessExpander]]&lt;br /&gt;
*[[IsWhiteFlag]]&lt;br /&gt;
*[[IsWillAcceptPeaceWithPlayer]]&lt;br /&gt;
*[[IsWorkingAgainstPlayerAccepted]]&lt;br /&gt;
*[[IsWorkingWithPlayer]]&lt;br /&gt;
*[[IsWorkingWithPlayerMessageTooSoon]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[Contact]]&lt;br /&gt;
*[[DoBeginDiploWithHuman]]&lt;br /&gt;
*[[DoForceDenounce]]&lt;br /&gt;
*[[DoForceDoF]]&lt;br /&gt;
*[[DoTradeScreenClosed]]&lt;br /&gt;
*[[DoTradeScreenOpened]]&lt;br /&gt;
*[[ForcePeace]](int iPlayer)&lt;br /&gt;
*[[StopTradingWithTeam]]&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
*[[CanTrain]](eUnit, boolean bContinue, boolean bTestVisible)&lt;br /&gt;
===Experience===&lt;br /&gt;
*[[GetExpInBorderModifier]]&lt;br /&gt;
*[[GetFreeExperience]]&lt;br /&gt;
*[[GetHighestUnitLevel]]&lt;br /&gt;
===Cost/Supply===&lt;br /&gt;
*[[CalculateUnitCost]]&lt;br /&gt;
*[[CalculateUnitSupply]]&lt;br /&gt;
*[[GetExtraUnitCost]]&lt;br /&gt;
*[[GetNumMaintenanceFreeUnits]]&lt;br /&gt;
*[[GetNumUnitsOutOfSupply]]&lt;br /&gt;
*[[GetNumUnitsSupplied]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByCities]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByHandicap]]&lt;br /&gt;
*[[GetNumUnitsSuppliedByPopulation]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
===Combat===&lt;br /&gt;
*[[GetAttackBonusTurns]]&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTraitCityStateCombatModifier]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
===Numbers===&lt;br /&gt;
*[[GetNumMilitaryUnits]]&lt;br /&gt;
*[[GetNumNukeUnits]]&lt;br /&gt;
*[[GetNumOutsideUnits]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetNumUnits]]&lt;br /&gt;
*[[GetUnitClassCount]]&lt;br /&gt;
*[[GetUnitClassCountPlusMaking]]&lt;br /&gt;
*[[GetUnitClassMaking]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetFirstReadyUnit]]&lt;br /&gt;
*[[GetFirstReadyUnitPlot]]&lt;br /&gt;
*[[GetUnitByID]]&lt;br /&gt;
*[[GetUnitProductionNeeded]](iUnitTypeUpgrade)&lt;br /&gt;
*[[HasBusyMovingUnit]]&lt;br /&gt;
*[[HasBusyUnit]]&lt;br /&gt;
*[[HasReadyUnit]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
*[[IsUnitClassMaxedOut]]&lt;br /&gt;
*[[Units]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddFreeUnit]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[DisbandUnit]]&lt;br /&gt;
*[[InitUnit]]&lt;br /&gt;
*[[KillUnits]]&lt;br /&gt;
&lt;br /&gt;
==Cities==&lt;br /&gt;
*[[CanMaintain]](eProcess, boolean bContinue)&lt;br /&gt;
*[[CanPrepare]](eSpecialist, boolean bContinue)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanFound]](int iX, int iY)&lt;br /&gt;
*[[CanRaze]](pCity)&lt;br /&gt;
*[[Cities]]&lt;br /&gt;
*[[CountCityFeatures]]&lt;br /&gt;
*[[GetCapitalCity]]&lt;br /&gt;
*[[GetCapitalYieldRateModifier]](YieldTypes eIndex)&lt;br /&gt;
*[[GetCitiesLost]]&lt;br /&gt;
*[[GetCityByID]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetCityDefenseModifier]]&lt;br /&gt;
*[[GetCityName]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[GetNewCityName]]&lt;br /&gt;
*[[GetNextCity]]&lt;br /&gt;
*[[GetNumCities]]&lt;br /&gt;
*[[GetNumCityNames]]&lt;br /&gt;
*[[GetPrevCity]]&lt;br /&gt;
*[[IsCapitalConnectedToCity]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AcquireCity]]&lt;br /&gt;
*[[AddCityName]]&lt;br /&gt;
*[[Disband]](pCity)&lt;br /&gt;
*[[FindNewCapital]]&lt;br /&gt;
*[[InitCity]]&lt;br /&gt;
*[[KillCities]]&lt;br /&gt;
*[[Raze]](pCity)&lt;br /&gt;
&lt;br /&gt;
==Population==&lt;br /&gt;
*[[GetAveragePopulation]]&lt;br /&gt;
*[[GetRealPopulation]]&lt;br /&gt;
*[[GetTotalPopulation]]&lt;br /&gt;
&lt;br /&gt;
==Buildings==&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanConstruct]](BuildingTypes eBuilding, boolean bContinue, boolean bTestVisible, boolean bIgnoreCost)&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CountNumBuildings]](eBuilding)&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetBuildingClassCount]]&lt;br /&gt;
*[[GetBuildingClassCountPlusMaking]]&lt;br /&gt;
*[[GetBuildingClassMaking]]&lt;br /&gt;
*[[GetBuildingClassPrereqBuilding]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetNumWorldWonders]]&lt;br /&gt;
*[[IsBuildBlockedByFeature]](eBuild, FeatureTypes eFeature)&lt;br /&gt;
*[[IsBuildingClassMaxedOut]]&lt;br /&gt;
*[[IsBuildingFree]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[RemoveBuildingClass]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
&lt;br /&gt;
==Food==&lt;br /&gt;
*[[GetCurrentCapitalFoodBonus]]&lt;br /&gt;
*[[GetCurrentOtherCityFoodBonus]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
&lt;br /&gt;
==Production==&lt;br /&gt;
*[[GetBuildingProductionNeeded]]&lt;br /&gt;
*[[GetFeatureProductionModifier]]&lt;br /&gt;
*[[GetMaxGlobalBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxPlayerBuildingProductionModifier]]&lt;br /&gt;
*[[GetMaxTeamBuildingProductionModifier]]&lt;br /&gt;
*[[GetMilitaryProductionModifier]]&lt;br /&gt;
*[[GetProductionModifier]]&lt;br /&gt;
*[[GetProjectProductionNeeded]]&lt;br /&gt;
*[[GetSettlerProductionModifier]]&lt;br /&gt;
*[[GetSpaceProductionModifier]]&lt;br /&gt;
*[[GetUnitProductionMaintenanceMod]]&lt;br /&gt;
*[[GetUnitProductionNeeded]]&lt;br /&gt;
*[[GetWonderProductionModifier]]&lt;br /&gt;
*[[IsMilitaryFoodProduction]]&lt;br /&gt;
*[[IsProductionMaxedBuildingClass]]&lt;br /&gt;
*[[IsProductionMaxedProject]]&lt;br /&gt;
*[[IsProductionMaxedUnitClass]]&lt;br /&gt;
&lt;br /&gt;
==Gold==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateGoldRate]]&lt;br /&gt;
*[[CalculateGoldRateTimes100]]&lt;br /&gt;
*[[CalculateGrossGold]]&lt;br /&gt;
*[[CalculateGrossGoldTimes100]]&lt;br /&gt;
*[[GetBuildingGoldMaintenance]]&lt;br /&gt;
*[[GetCityConnectionGold]]&lt;br /&gt;
*[[GetCityConnectionGoldTimes100]]&lt;br /&gt;
*[[GetGold]]&lt;br /&gt;
*[[GetGoldFromCitiesTimes100]]&lt;br /&gt;
*[[GetGoldPerMilitaryUnit]]&lt;br /&gt;
*[[GetGoldPerTurnFromDiplomacy]]&lt;br /&gt;
*[[GetGoldPerUnit]]&lt;br /&gt;
*[[GetHurryGoldCost]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetRouteGoldTimes100]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[ChangeGold]]&lt;br /&gt;
*[[ChangeGoldPerUnitTimes100]]&lt;br /&gt;
*[[SetBaseBuildingGoldMaintenance]]&lt;br /&gt;
*[[SetGold]]&lt;br /&gt;
&lt;br /&gt;
==Science==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CalculateResearchModifier]]&lt;br /&gt;
*[[CanEverResearch]]&lt;br /&gt;
*[[CanResearch]]&lt;br /&gt;
*[[FindPathLength]](eTech, boolean bCost)&lt;br /&gt;
*[[GetCurrentResearch]]&lt;br /&gt;
*[[GetCurrentScienceFriendshipBonusTimes100]] - science from city states.&lt;br /&gt;
*[[GetLengthResearchQueue]]&lt;br /&gt;
*[[GetMinorCivScienceFriendshipBonus]]&lt;br /&gt;
*[[GetNumFreeTechs]]&lt;br /&gt;
*[[GetOverflowResearch]]&lt;br /&gt;
*[[GetResearchTurnsLeft]]&lt;br /&gt;
*[[GetScience]]&lt;br /&gt;
*[[GetScienceFromBudgetDeficitTimes100]]&lt;br /&gt;
*[[GetScienceFromCitiesTimes100]]&lt;br /&gt;
*[[GetScienceFromHappinessTimes100]]&lt;br /&gt;
*[[GetScienceFromOtherPlayersTimes100]]&lt;br /&gt;
*[[GetScienceFromResearchAgreementsTimes100]]&lt;br /&gt;
*[[GetScienceTimes100]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
*[[IsCurrentResearchRepeat]]&lt;br /&gt;
*[[IsNoResearchAvailable]]&lt;br /&gt;
*[[IsResearch]]&lt;br /&gt;
*[[IsResearchingTech]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChooseTech]]&lt;br /&gt;
*[[ClearResearchQueue]]&lt;br /&gt;
*[[PopResearch]]&lt;br /&gt;
*[[PushResearch]]&lt;br /&gt;
*[[SetNumFreeTechs]]&lt;br /&gt;
*[[SetResearchingTech]]&lt;br /&gt;
&lt;br /&gt;
==Culture==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCultureBombTimer]]&lt;br /&gt;
*[[GetCultureCityModifier]]&lt;br /&gt;
*[[GetCultureWonderMultiplier]]&lt;br /&gt;
*[[GetCurrentCultureBonus]]&lt;br /&gt;
*[[GetJONSCulture]]&lt;br /&gt;
*[[GetJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromCities]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromExcessHappiness]]&lt;br /&gt;
*[[GetJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[GetMinorCivCultureFriendshipBonus]]&lt;br /&gt;
*[[GetNumTimesCultureBombed]]&lt;br /&gt;
*[[GetTotalJONSCulturePerTurn]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeJONSCulture]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnForFree]]&lt;br /&gt;
*[[ChangeJONSCulturePerTurnFromMinorCivs]]&lt;br /&gt;
*[[SetJONSCulture]]&lt;br /&gt;
&lt;br /&gt;
==Policies==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[CanAdoptPolicy]]&lt;br /&gt;
*[[CanUnlockPolicyBranch]]&lt;br /&gt;
*[[ChangeNumFreePolicies]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetNextPolicyCost]]&lt;br /&gt;
*[[GetNumFreePolicies]]&lt;br /&gt;
*[[GetNumPolicies]]&lt;br /&gt;
*[[GetNumPolicyBranchesAllowed]]&lt;br /&gt;
*[[GetNumPolicyBranchesFinished]]&lt;br /&gt;
*[[GetNumPolicyBranchesUnlocked]]&lt;br /&gt;
*[[GetPolicyBranchChosen]]&lt;br /&gt;
*[[HasPolicy]]&lt;br /&gt;
*[[IsPolicyBlocked]]&lt;br /&gt;
*[[IsPolicyBranchBlocked]]&lt;br /&gt;
*[[IsPolicyBranchFinished]]&lt;br /&gt;
*[[IsPolicyBranchUnlocked]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[DoAdoptPolicy]]&lt;br /&gt;
*[[SetHasPolicy]]&lt;br /&gt;
*[[SetNumFreePolicies]]&lt;br /&gt;
*[[SetPolicyBranchUnlocked]]&lt;br /&gt;
&lt;br /&gt;
==Happiness==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetCapitalUnhappinessMod]]&lt;br /&gt;
*[[GetCityCountUnhappinessMod]]&lt;br /&gt;
*[[GetExcessHappiness]]&lt;br /&gt;
*[[GetExtraHappinessPerCity]]&lt;br /&gt;
*[[GetExtraHappinessPerLuxury]]&lt;br /&gt;
*[[GetHappiness]]&lt;br /&gt;
*[[GetHappinessFromBuildings]]&lt;br /&gt;
*[[GetHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[GetHappinessFromMinor]]&lt;br /&gt;
*[[GetHappinessFromNaturalWonders]]&lt;br /&gt;
*[[GetHappinessFromPolicies]]&lt;br /&gt;
*[[GetHappinessFromReligion]]&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetHappinessFromTradeRoutes]]&lt;br /&gt;
*[[GetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[GetHappinessPerTradeRoute]]&lt;br /&gt;
*[[GetHappyPerMilitaryUnit]]&lt;br /&gt;
*[[GetMinorCivHappinessFriendshipBonus]]&lt;br /&gt;
*[[GetOccupiedPopulationUnhappinessMod]]&lt;br /&gt;
*[[GetTraitCityUnhappinessMod]]&lt;br /&gt;
*[[GetTraitPopUnhappinessMod]]&lt;br /&gt;
*[[GetUnhappiness]]&lt;br /&gt;
*[[GetUnhappinessForecast]]&lt;br /&gt;
*[[GetUnhappinessFromCapturedCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityCount]]&lt;br /&gt;
*[[GetUnhappinessFromCityForUI]]&lt;br /&gt;
*[[GetUnhappinessFromCityPopulation]]&lt;br /&gt;
*[[GetUnhappinessFromOccupiedCities]]&lt;br /&gt;
*[[GetUnhappinessFromUnits]]&lt;br /&gt;
*[[GetUnhappinessMod]]&lt;br /&gt;
*[[IsEmpireUnhappy]]&lt;br /&gt;
*[[IsEmpireVeryUnhappy]]&lt;br /&gt;
*[[IsHalfSpecialistUnhappiness]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeExtraHappinessPerCity]]&lt;br /&gt;
*[[ChangeHappinessFromBuildings]]&lt;br /&gt;
*[[ChangeHappinessFromGarrisonedUnits]]&lt;br /&gt;
*[[ChangeHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[ChangeHappinessPerTradeRoute]]&lt;br /&gt;
*[[ChangeUnhappinessFromUnits]]&lt;br /&gt;
*[[SetHappiness]](iHappiness) - supposed to set player&#039;s happiness, but &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
*[[SetHappinessPerGarrisonedUnit]]&lt;br /&gt;
*[[SetHappinessPerTradeRoute]]&lt;br /&gt;
&lt;br /&gt;
==GoldenAge==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGoldenAgeLength]]&lt;br /&gt;
*[[GetGoldenAgeModifier]]&lt;br /&gt;
*[[GetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[GetGoldenAgeProgressThreshold]]&lt;br /&gt;
*[[GetGoldenAgeTurns]]&lt;br /&gt;
*[[GetNumGoldenAges]]&lt;br /&gt;
*[[GetNumUnitGoldenAges]]&lt;br /&gt;
*[[GetTraitGoldenAgeCombatModifier]]&lt;br /&gt;
*[[IsGoldenAge]]&lt;br /&gt;
*[[UnitsGoldenAgeCapable]]&lt;br /&gt;
*[[UnitsGoldenAgeReady]]&lt;br /&gt;
*[[UnitsRequiredForGoldenAge]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeGoldenAgeProgressMeter]]&lt;br /&gt;
*[[ChangeGoldenAgeTurns]]&lt;br /&gt;
*[[ChangeNumGoldenAges]]&lt;br /&gt;
*[[ChangeNumUnitGoldenAges]]&lt;br /&gt;
*[[SetGoldenAgeProgressMeter]]&lt;br /&gt;
*[[SetNumGoldenAges]]&lt;br /&gt;
&lt;br /&gt;
==Great People==&lt;br /&gt;
===Great General===&lt;br /&gt;
*[[GetDomesticGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralRateModifier]]&lt;br /&gt;
*[[GetGreatGeneralsCreated]]&lt;br /&gt;
*[[GetGreatGeneralsThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatGeneralExtraBonus]]&lt;br /&gt;
*[[GreatGeneralThreshold]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetGreatPeopleCreated]]&lt;br /&gt;
*[[GetGreatPeopleRateModifier]]&lt;br /&gt;
*[[GetGreatPeopleThresholdModifier]]&lt;br /&gt;
*[[GetTraitGreatScientistRateModifier]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[CreateGreatGeneral]]&lt;br /&gt;
*[[DoGreatPersonChoice]]&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetHappinessFromResources]]&lt;br /&gt;
*[[GetHappinessFromResourceVariety]]&lt;br /&gt;
*[[GetNumResourceAvailable]]&lt;br /&gt;
*[[GetNumResourceTotal]]&lt;br /&gt;
*[[GetNumResourceUsed]]&lt;br /&gt;
*[[GetNumTradeResourceImports]]&lt;br /&gt;
*[[GetResourceExport]]&lt;br /&gt;
*[[GetResourceFromMinors]]&lt;br /&gt;
*[[GetResourceImport]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumResourceTotal]]&lt;br /&gt;
&lt;br /&gt;
==Improvements==&lt;br /&gt;
*[[GetImprovementCount]]&lt;br /&gt;
*[[GetImprovementGoldMaintenance]]&lt;br /&gt;
*[[GetImprovementUpgradeRate]]&lt;br /&gt;
*[[GetImprovementUpgradeRateModifier]]&lt;br /&gt;
*[[GetUnimprovedAvailableLuxuryResource]]&lt;br /&gt;
*[[IsAnyPlotImproved]]&lt;br /&gt;
&lt;br /&gt;
==Plots==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBuyPlotCost]]&lt;br /&gt;
*[[GetNumPlots]]&lt;br /&gt;
*[[GetNumPlotsBought]]&lt;br /&gt;
*[[GetPlotDanger]]&lt;br /&gt;
*[[GetPlotHasOrder]]&lt;br /&gt;
*[[GetRecommendedFoundCityPlots]]&lt;br /&gt;
*[[GetRecommendedWorkerPlots]]&lt;br /&gt;
*[[GetSeaPlotYield]]&lt;br /&gt;
*[[GetStartingPlot]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeNumPlotsBought]]&lt;br /&gt;
*[[SetNumPlotsBought]]&lt;br /&gt;
*[[SetStartingPlot]]&lt;br /&gt;
&lt;br /&gt;
==Barbarians==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetBarbarianCombatBonus]]&lt;br /&gt;
*[[GetTurnsSinceThreatenedByBarbarians]]&lt;br /&gt;
*[[IsAlwaysSeeBarbCamps]]&lt;br /&gt;
*[[IsBarbarian]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[ChangeBarbarianCombatBonus]]&lt;br /&gt;
*[[SetAlwaysSeeBarbCampsCount]]&lt;br /&gt;
*[[SetBarbarianCombatBonus]]&lt;br /&gt;
&lt;br /&gt;
==Goodies==&lt;br /&gt;
*[[CanReceiveGoody]]&lt;br /&gt;
*[[DoGoody]](pPlot, pUnit)&lt;br /&gt;
*[[GetClosestGoodyPlot]]&lt;br /&gt;
*[[GetEverPoppedGoody]]&lt;br /&gt;
*[[IsAnyGoodyPlotAccessible]]&lt;br /&gt;
*[[ReceiveGoody]]&lt;br /&gt;
&lt;br /&gt;
==UI==&lt;br /&gt;
===Text===&lt;br /&gt;
*[[GetCivilizationAdjective]]&lt;br /&gt;
*[[GetCivilizationAdjectiveKey]]&lt;br /&gt;
*[[GetCivilizationDescription]]&lt;br /&gt;
*[[GetCivilizationDescriptionKey]]&lt;br /&gt;
*[[GetCivilizationShortDescription]]&lt;br /&gt;
*[[GetCivilizationShortDescriptionKey]]&lt;br /&gt;
*[[GetDominantPolicyBranchForTitle]]&lt;br /&gt;
*[[GetName]]&lt;br /&gt;
*[[GetNameKey]]&lt;br /&gt;
*[[GetNickName]]&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetArtStyleType]]&lt;br /&gt;
*[[GetEndTurnBlockingNotificationIndex]]&lt;br /&gt;
*[[GetEndTurnBlockingType]]&lt;br /&gt;
*[[GetNotificationDismissed]]&lt;br /&gt;
*[[GetNotificationIndex]]&lt;br /&gt;
*[[GetNotificationStr]]&lt;br /&gt;
*[[GetNotificationSummaryStr]]&lt;br /&gt;
*[[GetNotificationTurn]]&lt;br /&gt;
*[[GetNumNotifications]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[AddNotification]]&lt;br /&gt;
&lt;br /&gt;
==AI==&lt;br /&gt;
*[[AI_foundValue]]&lt;br /&gt;
*[[AI_updateFoundValues]]&lt;br /&gt;
&lt;br /&gt;
==AdvancedStart==&lt;br /&gt;
===Get===&lt;br /&gt;
*[[GetAdvancedStartBuildingCost]]&lt;br /&gt;
*[[GetAdvancedStartCityCost]]&lt;br /&gt;
*[[GetAdvancedStartPoints]]&lt;br /&gt;
*[[GetAdvancedStartPopCost]]&lt;br /&gt;
*[[GetAdvancedStartRouteCost]]&lt;br /&gt;
*[[GetAdvancedStartTechCost]]&lt;br /&gt;
*[[GetAdvancedStartUnitCost]]&lt;br /&gt;
*[[GetAdvancedStartVisibilityCost]]&lt;br /&gt;
===Set===&lt;br /&gt;
*[[ChangeAdvancedStartPoints]]&lt;br /&gt;
*[[SetAdvancedStartPoints]]&lt;br /&gt;
&lt;br /&gt;
==Unsorted==&lt;br /&gt;
*[[CalculateInflatedCosts]]&lt;br /&gt;
*[[CanBuild]]&lt;br /&gt;
*[[CanCreate]]&lt;br /&gt;
*[[Found]](int iX, int iY)&lt;br /&gt;
*[[GetBestRoute]](pPlot)&lt;br /&gt;
*[[GetBranchPicked1]]&lt;br /&gt;
*[[GetBranchPicked2]]&lt;br /&gt;
*[[GetBranchPicked3]]&lt;br /&gt;
*[[GetConversionTimer]]&lt;br /&gt;
*[[GetEverTrainedBuilder]]&lt;br /&gt;
*[[GetHandicapType]]&lt;br /&gt;
*[[HasReceivedNetTurnComplete]]&lt;br /&gt;
*[[IsExtendedGame]]&lt;br /&gt;
*[[IsOption]]&lt;br /&gt;
*[[IsTurnActive]]&lt;br /&gt;
*[[SetOption]]&lt;br /&gt;
&lt;br /&gt;
==Unused==&lt;br /&gt;
===Conscription===&lt;br /&gt;
*[[ChangeConscriptCount]]&lt;br /&gt;
*[[GetConscriptCount]]&lt;br /&gt;
*[[GetMaxConscript]]&lt;br /&gt;
*[[SetConscriptCount]]&lt;br /&gt;
===Hurry===&lt;br /&gt;
*[[GetHurryCount]](eIndex)&lt;br /&gt;
*[[GetHurryModifier]]&lt;br /&gt;
*[[IsCanHurry]]&lt;br /&gt;
*[[IsHasAccessToHurry]]&lt;br /&gt;
===Anarchy===&lt;br /&gt;
*[[ChangeAnarchyNumTurns]]&lt;br /&gt;
*[[GetAnarchyNumTurns]]&lt;br /&gt;
*[[IsAnarchy]]&lt;br /&gt;
*[[SetAnarchyNumTurns]]&lt;br /&gt;
===Religion===&lt;br /&gt;
*[[GetStateReligionKey]]&lt;br /&gt;
*[[GetStateReligionName]]&lt;br /&gt;
===Strike===&lt;br /&gt;
*[[GetStrikeTurns]]&lt;br /&gt;
*[[IsStrike]]&lt;br /&gt;
===UN/AP Resolutions===&lt;br /&gt;
*[[IsFullMember]]&lt;br /&gt;
*[[IsLoyalMember]]&lt;br /&gt;
*[[IsVotingMember]]&lt;br /&gt;
*[[SetLoyalMember]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
List on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player (parameters are listed for many methods).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=SpecificCityInfoDirty&amp;diff=9392</id>
		<title>SpecificCityInfoDirty</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=SpecificCityInfoDirty&amp;diff=9392"/>
		<updated>2012-02-15T10:04:52Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Events]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
Fired when something in a particular [[Lua Game Objects/City|city]] was changed.&lt;br /&gt;
E.g. building created/sold, specialists reallocated, and some other things.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
(from SmoothCityBanner v.2 mod):&lt;br /&gt;
&lt;br /&gt;
  function OnSpecificCityInfoDirty(iPlayerID, iCityID, eUpdateType)&lt;br /&gt;
      if (eUpdateType == [[Lua Game Objects/CityUpdateTypes|CityUpdateTypes]].CITY_UPDATE_TYPE_BANNER) then&lt;br /&gt;
          local playerTable = Instances[ iPlayerID ];&lt;br /&gt;
          if playerTable == nil then&lt;br /&gt;
              return;&lt;br /&gt;
          end&lt;br /&gt;
          local instance = playerTable[ iCityID ];&lt;br /&gt;
          if instance == nil then&lt;br /&gt;
              return;&lt;br /&gt;
          end&lt;br /&gt;
      RefreshCityBanner(instance);&lt;br /&gt;
      end&lt;br /&gt;
  end&lt;br /&gt;
  Events.SpecificCityInfoDirty.Add(OnSpecificCityInfoDirty);&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GameEvents.PlayerCanConstruct(playerID,_buildingTypeID)&amp;diff=9391</id>
		<title>GameEvents.PlayerCanConstruct(playerID, buildingTypeID)</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GameEvents.PlayerCanConstruct(playerID,_buildingTypeID)&amp;diff=9391"/>
		<updated>2012-02-15T09:24:40Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Fired when it is determined wherever a player can build a specific building or not.&lt;br /&gt;
Returning &#039;&#039;false&#039;&#039; from the listener function would make a building not buildable.&lt;br /&gt;
==Example==&lt;br /&gt;
([http://forums.civfanatics.com/showthread.php?t=449431 by Pazyryk])&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want a simple policy prerequisite to build a building (there isn&#039;t one in the base game).&lt;br /&gt;
You can add columns to existing core tables via SQL. Here&#039;s the code you need in an SQL file:&lt;br /&gt;
  ALTER TABLE Buildings ADD COLUMN &#039;PrereqPolicy&#039; TEXT DEFAULT NULL;&lt;br /&gt;
SQL is added exactly as you add XML files (as an OnModActivated). Just make sure that the above file runs before your XML where you are using the new &amp;quot;PrereqPolicy&amp;quot; tag.&lt;br /&gt;
Now you need to add some Lua code to tell the dll what to do with this new table column:&lt;br /&gt;
  GameEvents.PlayerCanConstruct.Add(&lt;br /&gt;
  function(iPlayer, buildingTypeID)&lt;br /&gt;
    local prereqPolicy = GameInfo.Buildings[buildingTypeID].PrereqPolicy&lt;br /&gt;
    if prereqPolicy then&lt;br /&gt;
      local player = Players[iPlayer]&lt;br /&gt;
      local policyID = GameInfo.Policies[prereqPolicy].ID&lt;br /&gt;
      if not player:HasPolicy(policyID) then&lt;br /&gt;
        return false&lt;br /&gt;
      end&lt;br /&gt;
    end&lt;br /&gt;
    return true&lt;br /&gt;
  end)&lt;br /&gt;
That&#039;s it! You can now use this new tag to make any building construction dependent on having any particular policy, just like you use any other xml tag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the example above, you should be able to add PolicyPrereq tags to Units and Techs in a similar way using these GameEvents:&lt;br /&gt;
  GameEvents.PlayerCanTrain.Add(function(iPlayer, unitTypeID) ... end)&lt;br /&gt;
  GameEvents.PlayerCanResearch.Add(function(iPlayer, techTypeID) ... end)&lt;br /&gt;
&lt;br /&gt;
One suggestion: I actually add the above tag as &amp;quot;PrereqPolicy_paz&amp;quot;. This is so that there are no problems down the road if the developers add a tag with this exact name (or perhaps a dll modder, once that is possible).&lt;br /&gt;
&lt;br /&gt;
Also note that the above prereq will not be added to the pedia. You&#039;ll have to do that yourself. Otherwise, there will be no indication in the game why the building cannot be built.&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GameEvents.PlayerCanConstruct(playerID,_buildingTypeID)&amp;diff=9390</id>
		<title>GameEvents.PlayerCanConstruct(playerID, buildingTypeID)</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GameEvents.PlayerCanConstruct(playerID,_buildingTypeID)&amp;diff=9390"/>
		<updated>2012-02-15T09:24:31Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Fired when it is determined wherever a player can build a specific building or not.&lt;br /&gt;
Returning &#039;&#039;false&#039;&#039; from the listener function would make a building not buildable.&lt;br /&gt;
==Example==&lt;br /&gt;
([http://forums.civfanatics.com/showthread.php?t=449431 by Pazyryk])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Let&#039;s say you want a simple policy prerequisite to build a building (there isn&#039;t one in the base game).&lt;br /&gt;
You can add columns to existing core tables via SQL. Here&#039;s the code you need in an SQL file:&lt;br /&gt;
  ALTER TABLE Buildings ADD COLUMN &#039;PrereqPolicy&#039; TEXT DEFAULT NULL;&lt;br /&gt;
SQL is added exactly as you add XML files (as an OnModActivated). Just make sure that the above file runs before your XML where you are using the new &amp;quot;PrereqPolicy&amp;quot; tag.&lt;br /&gt;
Now you need to add some Lua code to tell the dll what to do with this new table column:&lt;br /&gt;
  GameEvents.PlayerCanConstruct.Add(&lt;br /&gt;
  function(iPlayer, buildingTypeID)&lt;br /&gt;
    local prereqPolicy = GameInfo.Buildings[buildingTypeID].PrereqPolicy&lt;br /&gt;
    if prereqPolicy then&lt;br /&gt;
      local player = Players[iPlayer]&lt;br /&gt;
      local policyID = GameInfo.Policies[prereqPolicy].ID&lt;br /&gt;
      if not player:HasPolicy(policyID) then&lt;br /&gt;
        return false&lt;br /&gt;
      end&lt;br /&gt;
    end&lt;br /&gt;
    return true&lt;br /&gt;
  end)&lt;br /&gt;
That&#039;s it! You can now use this new tag to make any building construction dependent on having any particular policy, just like you use any other xml tag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the example above, you should be able to add PolicyPrereq tags to Units and Techs in a similar way using these GameEvents:&lt;br /&gt;
  GameEvents.PlayerCanTrain.Add(function(iPlayer, unitTypeID) ... end)&lt;br /&gt;
  GameEvents.PlayerCanResearch.Add(function(iPlayer, techTypeID) ... end)&lt;br /&gt;
&lt;br /&gt;
One suggestion: I actually add the above tag as &amp;quot;PrereqPolicy_paz&amp;quot;. This is so that there are no problems down the road if the developers add a tag with this exact name (or perhaps a dll modder, once that is possible).&lt;br /&gt;
&lt;br /&gt;
Also note that the above prereq will not be added to the pedia. You&#039;ll have to do that yourself. Otherwise, there will be no indication in the game why the building cannot be built.&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=GameEvents.PlayerCanConstruct(playerID,_buildingTypeID)&amp;diff=9389</id>
		<title>GameEvents.PlayerCanConstruct(playerID, buildingTypeID)</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=GameEvents.PlayerCanConstruct(playerID,_buildingTypeID)&amp;diff=9389"/>
		<updated>2012-02-15T09:24:13Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: Created page with &amp;quot;==Description== Fired when it is determined wherever a player can build a specific building or not. Returning &amp;#039;&amp;#039;false&amp;#039;&amp;#039; from the listener function would make a building not build...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Description==&lt;br /&gt;
Fired when it is determined wherever a player can build a specific building or not.&lt;br /&gt;
Returning &#039;&#039;false&#039;&#039; from the listener function would make a building not buildable.&lt;br /&gt;
==Example==&lt;br /&gt;
([http://forums.civfanatics.com/showthread.php?t=449431 by Pazyryk])&lt;br /&gt;
Let&#039;s say you want a simple policy prerequisite to build a building (there isn&#039;t one in the base game).&lt;br /&gt;
You can add columns to existing core tables via SQL. Here&#039;s the code you need in an SQL file:&lt;br /&gt;
  ALTER TABLE Buildings ADD COLUMN &#039;PrereqPolicy&#039; TEXT DEFAULT NULL;&lt;br /&gt;
SQL is added exactly as you add XML files (as an OnModActivated). Just make sure that the above file runs before your XML where you are using the new &amp;quot;PrereqPolicy&amp;quot; tag.&lt;br /&gt;
Now you need to add some Lua code to tell the dll what to do with this new table column:&lt;br /&gt;
  GameEvents.PlayerCanConstruct.Add(&lt;br /&gt;
  function(iPlayer, buildingTypeID)&lt;br /&gt;
    local prereqPolicy = GameInfo.Buildings[buildingTypeID].PrereqPolicy&lt;br /&gt;
    if prereqPolicy then&lt;br /&gt;
      local player = Players[iPlayer]&lt;br /&gt;
      local policyID = GameInfo.Policies[prereqPolicy].ID&lt;br /&gt;
      if not player:HasPolicy(policyID) then&lt;br /&gt;
        return false&lt;br /&gt;
      end&lt;br /&gt;
    end&lt;br /&gt;
    return true&lt;br /&gt;
  end)&lt;br /&gt;
That&#039;s it! You can now use this new tag to make any building construction dependent on having any particular policy, just like you use any other xml tag.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Following the example above, you should be able to add PolicyPrereq tags to Units and Techs in a similar way using these GameEvents:&lt;br /&gt;
  GameEvents.PlayerCanTrain.Add(function(iPlayer, unitTypeID) ... end)&lt;br /&gt;
  GameEvents.PlayerCanResearch.Add(function(iPlayer, techTypeID) ... end)&lt;br /&gt;
&lt;br /&gt;
One suggestion: I actually add the above tag as &amp;quot;PrereqPolicy_paz&amp;quot;. This is so that there are no problems down the road if the developers add a tag with this exact name (or perhaps a dll modder, once that is possible).&lt;br /&gt;
&lt;br /&gt;
Also note that the above prereq will not be added to the pedia. You&#039;ll have to do that yourself. Otherwise, there will be no indication in the game why the building cannot be built.&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9388</id>
		<title>Lua Game Objects/City</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/City&amp;diff=9388"/>
		<updated>2012-02-15T09:17:10Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
*[[IsHasBuilding|IsHasBuilding ( buildingID )]] - returns true if a subject city has a building with a specified ID &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#City|Lua Game Events (City)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9387</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9387"/>
		<updated>2012-02-15T09:16:17Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
*[[SetHappiness|SetHappiness ( iHappiness )]] - supposed to set player&#039;s happiness, &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Complete list on the official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9386</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9386"/>
		<updated>2012-02-15T09:15:50Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
*[[SetHappiness|SetHappiness ( iHappiness )]] - supposed to set player&#039;s happiness, &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Complete list in official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player|Lua Game Events (Player)]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9385</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9385"/>
		<updated>2012-02-15T09:15:16Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
*[[SetHappiness|SetHappiness ( iHappiness )]] - supposed to set player&#039;s happiness, &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Complete list in official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events#Player]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9384</id>
		<title>Lua Game Objects/Player</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Objects/Player&amp;diff=9384"/>
		<updated>2012-02-15T09:14:22Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua Game Objects]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Methods==&lt;br /&gt;
*[[SetHappiness|SetHappiness ( iHappiness )]] - supposed to set player&#039;s happiness, &#039;&#039;&#039;does not work&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Complete list in official wiki: http://wiki.2kgames.com/civ5/index.php/Lua_Game_Objects/Player&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Related Events==&lt;br /&gt;
&lt;br /&gt;
See [[Lua Game Events]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
	<entry>
		<id>https://modiki.civfanatics.com/index.php?title=Lua_Game_Events&amp;diff=9383</id>
		<title>Lua Game Events</title>
		<link rel="alternate" type="text/html" href="https://modiki.civfanatics.com/index.php?title=Lua_Game_Events&amp;diff=9383"/>
		<updated>2012-02-15T09:04:51Z</updated>

		<summary type="html">&lt;p&gt;Killmeplease: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Up: [[Lua and UI Reference]]&lt;br /&gt;
&lt;br /&gt;
[http://forums.civfanatics.com/showthread.php?t=385612 Lua Events List] or the same [http://wiki.2kgames.com/civ5/index.php/Lua_Game_Events in the official wiki]&lt;br /&gt;
&lt;br /&gt;
==Player==&lt;br /&gt;
*[[ActivePlayerTurnEnd]]&lt;br /&gt;
*[[ActivePlayerTurnStart]] - fired on the start of the human player&#039;s turn (not fired for AIs).&lt;br /&gt;
*[[EventPoliciesDirty]]&lt;br /&gt;
*[[GameplaySetActivePlayer]]&lt;br /&gt;
*[[SerialEventEraChanged]]&lt;br /&gt;
*[[SerialEventResearchDirty]]&lt;br /&gt;
*[[SerialEventScoreDirty]]&lt;br /&gt;
*[[TeamMet]]&lt;br /&gt;
*[[TechAcquired]]&lt;br /&gt;
*[[WarStateChanged]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GameEvents (from patch 1.0.1.332):&lt;br /&gt;
*[[GameEvents.PlayerAdoptPolicy(playerID, policyTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerAdoptPolicyBranch(playerID, policyBranchTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanAdoptPolicy(playerID, policyTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanAdoptPolicyBranch(playerID, policyBranchTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanConstruct(playerID, buildingTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanCreate(playerID, projectTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanEverReseearch(playerID, techtypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanMaintain(playerID, processTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanPrepare(playerID, specialistTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanResearch(playerID, techTypeID)]]&lt;br /&gt;
*[[GameEvents.PlayerCanTrain(playerID, unitTypeID)]]&lt;br /&gt;
*[[GameEvents.TeamSetHasTech(teamID, techID)]]&lt;br /&gt;
&lt;br /&gt;
==City==&lt;br /&gt;
*[[CityHandleCreated]]&lt;br /&gt;
*[[CityRuinsCreated]]&lt;br /&gt;
*[[InitCityRangeStrike]]&lt;br /&gt;
*[[SerialEventCityCaptured]] - fired when city is captured &#039;&#039;&#039;or traded to an another civ&#039;&#039;&#039;.&lt;br /&gt;
*[[SerialEventCityContinentChanged]]&lt;br /&gt;
*[[SerialEventCityCreated]] - fired when city is created.&lt;br /&gt;
*[[SerialEventCityCultureChanged]]&lt;br /&gt;
*[[SerialEventCityDestroyed]] - fired when city is destroyed.&lt;br /&gt;
*[[SerialEventCityHexHighlightDirty]]&lt;br /&gt;
*[[SerialEventCityInfoDirty]]&lt;br /&gt;
*[[SerialEventCityPopulationChanged]] - fired when a population of a particular city was changed.&lt;br /&gt;
*[[SerialEventCityScreenDirty]]&lt;br /&gt;
*[[SerialEventCitySetDamage]]&lt;br /&gt;
*[[SerialEventEnterCityScreen]]&lt;br /&gt;
*[[SerialEventExitCityScreen]]&lt;br /&gt;
*[[SpecificCityInfoDirty]] - fired when something in a particular city was changed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
GameEvents (from patch 1.0.1.332):&lt;br /&gt;
*[[GameEvents.CityCanBuyAnyPlot(ownerID, cityID)]]&lt;br /&gt;
*[[GameEvents.CityCanBuyPlot(ownerID, cityID, plotX, plotY)]]&lt;br /&gt;
*[[GameEvents.CityCanCreate(ownerID, cityID, projectTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanMaintain(ownerID, cityID, processTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanPrepare(ownerID, cityID, specialistTypeID)]]&lt;br /&gt;
*[[GameEvents.CityCanTrain(ownerID, cityID, unitTypeID)]]&lt;br /&gt;
&lt;br /&gt;
==Unit==&lt;br /&gt;
*[[AddUnitMoveHexRangeHex]]&lt;br /&gt;
*[[ClearUnitMoveHexRange]]&lt;br /&gt;
*[[EndUnitMoveHexRange]]&lt;br /&gt;
*[[GlobalUnitScale]]&lt;br /&gt;
*[[LocalMachineUnitPositionChanged]]&lt;br /&gt;
*[[SerialEventUnitCreated]]&lt;br /&gt;
*[[SerialEventUnitDestroyed]]&lt;br /&gt;
*[[SerialEventUnitFacingChanged]]&lt;br /&gt;
*[[SerialEventUnitFlagSelected]]&lt;br /&gt;
*[[SerialEventUnitInfoDirty]]&lt;br /&gt;
*[[SerialEventUnitMove]]&lt;br /&gt;
*[[SerialEventUnitMoveToHexes]]&lt;br /&gt;
*[[SerialEventUnitSetDamage]]&lt;br /&gt;
*[[SerialEventUnitTeleportedToHex]]&lt;br /&gt;
*[[StartUnitMoveHexRange]]&lt;br /&gt;
*[[ToggleDisplayUnits]]&lt;br /&gt;
*[[UnitActionChanged]]&lt;br /&gt;
*[[UnitDataEdited]]&lt;br /&gt;
*[[UnitDataRequested]]&lt;br /&gt;
*[[UnitDebugFSM]]&lt;br /&gt;
*[[UnitEmbark]]&lt;br /&gt;
*[[UnitFlagUpdated]]&lt;br /&gt;
*[[UnitGarrison]]&lt;br /&gt;
*[[UnitHandleCreated]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitLibrarySwap]]&lt;br /&gt;
*[[UnitMarkThreatening]]&lt;br /&gt;
*[[UnitMemberCombatStateChanged]]&lt;br /&gt;
*[[UnitMemberCombatTargetChanged]]&lt;br /&gt;
*[[UnitMemberOverlayAdd]]&lt;br /&gt;
*[[UnitMemberOverlayMessage]]&lt;br /&gt;
*[[UnitMemberOverlayRemove]]&lt;br /&gt;
*[[UnitMemberOverlayShowHide]]&lt;br /&gt;
*[[UnitMemberOverlayTargetColor]]&lt;br /&gt;
*[[UnitMemberPositionChanged]]&lt;br /&gt;
*[[UnitMoveQueueChanged]]&lt;br /&gt;
*[[UnitSelectionChanged]]&lt;br /&gt;
*[[UnitSelectionCleared]]&lt;br /&gt;
*[[UnitShouldDimFlag]]&lt;br /&gt;
*[[UnitStateChangeDetected]]&lt;br /&gt;
*[[UnitTypeChanged]]&lt;br /&gt;
*[[UnitVisibilityChanged]]&lt;br /&gt;
===CombatSim===&lt;br /&gt;
*[[RunCombatSim]]&lt;br /&gt;
*[[EndCombatSim]]&lt;br /&gt;
&lt;br /&gt;
==Map objects==&lt;br /&gt;
*[[NaturalWonderRevealed]]&lt;br /&gt;
===Improvements===&lt;br /&gt;
*[[SerialEventImprovementCreated]]&lt;br /&gt;
*[[SerialEventImprovementDestroyed]]&lt;br /&gt;
*[[SerialEventImprovementIconCreated]]&lt;br /&gt;
*[[SerialEventImprovementIconDestroyed]]&lt;br /&gt;
*[[SerialEventRoadCreated]]&lt;br /&gt;
*[[SerialEventRoadDestroyed]]&lt;br /&gt;
===Features===&lt;br /&gt;
*[[SerialEventFeatureCreated]]&lt;br /&gt;
*[[SerialEventFeatureDestroyed]]&lt;br /&gt;
*[[SerialEventForestCreated]]&lt;br /&gt;
*[[SerialEventForestRemoved]]&lt;br /&gt;
*[[SerialEventJungleCreated]]&lt;br /&gt;
*[[SerialEventJungleRemoved]]&lt;br /&gt;
&lt;br /&gt;
==Hex==&lt;br /&gt;
*[[AddUnitMoveHexRangeHex]]&lt;br /&gt;
*[[ClearHexHighlights]]&lt;br /&gt;
*[[ClearHexHighlightStyle]]&lt;br /&gt;
*[[ClearUnitMoveHexRange]]&lt;br /&gt;
*[[EndUnitMoveHexRange]]&lt;br /&gt;
*[[HexFOWStateChanged]]&lt;br /&gt;
*[[HexYieldMightHaveChanged]]&lt;br /&gt;
*[[SerialEventCityHexHighlightDirty]]&lt;br /&gt;
*[[SerialEventHexCultureChanged]]&lt;br /&gt;
*[[SerialEventHexDeSelected]]&lt;br /&gt;
*[[SerialEventHexGridOff]]&lt;br /&gt;
*[[SerialEventHexGridOn]]&lt;br /&gt;
*[[SerialEventHexHighlight]]&lt;br /&gt;
*[[SerialEventHexSelected]]&lt;br /&gt;
*[[SerialEventMouseOverHex]]&lt;br /&gt;
*[[SerialEventUnitMoveToHexes]]&lt;br /&gt;
*[[SerialEventUnitTeleportedToHex]]&lt;br /&gt;
*[[ShowHexYield]]&lt;br /&gt;
*[[StartUnitMoveHexRange]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
*[[UnitHexHighlight]]&lt;br /&gt;
&lt;br /&gt;
==Game==&lt;br /&gt;
*[[LoadScreenClose]]&lt;br /&gt;
*[[PreGameDirty]]&lt;br /&gt;
*[[SerialEventEndTurnDirty]]&lt;br /&gt;
*[[SequenceGameInitComplete]]&lt;br /&gt;
*[[SerialEventGameDataDirty]]&lt;br /&gt;
*[[SerialEventStartGame]]&lt;br /&gt;
===Mods===&lt;br /&gt;
*[[AfterModsActivate]]&lt;br /&gt;
*[[AfterModsDeactivate]]&lt;br /&gt;
*[[BeforeModsActivate]]&lt;br /&gt;
*[[BeforeModsDeactivate]]&lt;br /&gt;
*[[InstalledModsUpdated]]&lt;br /&gt;
*[[ModDownloadComplete]]&lt;br /&gt;
*[[ModDownloadStarted]]&lt;br /&gt;
&lt;br /&gt;
==Interface==&lt;br /&gt;
*[[AddPopupTextEvent]]&lt;br /&gt;
*[[FrontEndPopup]]&lt;br /&gt;
*[[MinimapClickedEvent]]&lt;br /&gt;
*[[OpenInfoCorner]]&lt;br /&gt;
*[[SerialEventGameMessagePopup]]&lt;br /&gt;
*[[SerialEventGameMessagePopupProcessed]]&lt;br /&gt;
*[[SerialEventGameMessagePopupShown]]&lt;br /&gt;
*[[SerialEventInfoPaneDirty]]&lt;br /&gt;
*[[ToolTipEvent]]&lt;br /&gt;
===Advisor===&lt;br /&gt;
*[[AdvisorDisplayHide]]&lt;br /&gt;
*[[AdvisorDisplayShow]]&lt;br /&gt;
===Dawn of Man===&lt;br /&gt;
*[[SerialEventDawnOfManHide]]&lt;br /&gt;
*[[SerialEventDawnOfManShow]]&lt;br /&gt;
===Diplomacy===&lt;br /&gt;
*[[ClearDiplomacyTradeTable]]&lt;br /&gt;
*[[OpenPlayerDealScreenEvent]]&lt;br /&gt;
===Menus===&lt;br /&gt;
*[[EventOpenOptionsScreen]]&lt;br /&gt;
*[[ExitToMainMenu]]&lt;br /&gt;
*[[PlayerChoseToLoadGame]]&lt;br /&gt;
*[[PlayerChoseToLoadMap]]&lt;br /&gt;
===Notifications===&lt;br /&gt;
*[[NotificationActivated]]&lt;br /&gt;
*[[NotificationAdded]]&lt;br /&gt;
*[[NotificationRemoved]]&lt;br /&gt;
&lt;br /&gt;
==Game Systems==&lt;br /&gt;
===Animation===&lt;br /&gt;
*[[AnimationSamplingChanged]]&lt;br /&gt;
*[[ParticleEffectReloadRequested]]&lt;br /&gt;
*[[ParticleEffectStatsRequested]]&lt;br /&gt;
*[[ParticleEffectStatsResponse]]&lt;br /&gt;
*[[RemoveAllArrowsEvent]]&lt;br /&gt;
*[[SerialEventTestAnimations]]&lt;br /&gt;
*[[SpawnArrowEvent]]&lt;br /&gt;
===Audio===&lt;br /&gt;
*[[AudioDebugChangeMusic]]&lt;br /&gt;
*[[AudioPlay2DSound]]&lt;br /&gt;
*[[AudioVolumeChanged]]&lt;br /&gt;
===Camera===&lt;br /&gt;
*[[CameraProjectionChanged]]&lt;br /&gt;
*[[CameraStartPitchingDown]]&lt;br /&gt;
*[[CameraStartPitchingUp]]&lt;br /&gt;
*[[CameraStartRotatingCCW]]&lt;br /&gt;
*[[CameraStartRotatingCW]]&lt;br /&gt;
*[[CameraStopPitchingDown]]&lt;br /&gt;
*[[CameraStopPitchingUp]]&lt;br /&gt;
*[[CameraStopRotatingCCW]]&lt;br /&gt;
*[[CameraStopRotatingCW]]&lt;br /&gt;
*[[CameraViewChanged]]&lt;br /&gt;
*[[DragCamera]]&lt;br /&gt;
*[[SerialEventCameraBack]]&lt;br /&gt;
*[[SerialEventCameraForward]]&lt;br /&gt;
*[[SerialEventCameraIn]]&lt;br /&gt;
*[[SerialEventCameraLeft]]&lt;br /&gt;
*[[SerialEventCameraOut]]&lt;br /&gt;
*[[SerialEventCameraRight]]&lt;br /&gt;
*[[SerialEventCameraSetCenterAndZoom]]&lt;br /&gt;
*[[SerialEventCameraStartMovingBack]]&lt;br /&gt;
*[[SerialEventCameraStartMovingForward]]&lt;br /&gt;
*[[SerialEventCameraStartMovingLeft]]&lt;br /&gt;
*[[SerialEventCameraStartMovingRight]]&lt;br /&gt;
*[[SerialEventCameraStopMovingBack]]&lt;br /&gt;
*[[SerialEventCameraStopMovingForward]]&lt;br /&gt;
*[[SerialEventCameraStopMovingLeft]]&lt;br /&gt;
*[[SerialEventCameraStopMovingRight]]&lt;br /&gt;
===Multiplayer===&lt;br /&gt;
*[[ConnectedToNetworkHost]]&lt;br /&gt;
*[[MultiplayerConnectionComplete]]&lt;br /&gt;
*[[MultiplayerConnectionFailed]]&lt;br /&gt;
*[[MultiplayerGameAbandoned]]&lt;br /&gt;
*[[MultiplayerGameLaunched]]&lt;br /&gt;
*[[MultiplayerGameListClear]]&lt;br /&gt;
*[[MultiplayerGameListComplete]]&lt;br /&gt;
*[[MultiplayerGameListUpdated]]&lt;br /&gt;
*[[MultiplayerGamePlayerDisconnected]]&lt;br /&gt;
*[[MultiplayerGamePlayerUpdated]]&lt;br /&gt;
*[[MultiplayerJoinRoomAttempt]]&lt;br /&gt;
*[[MultiplayerJoinRoomComplete]]&lt;br /&gt;
*[[MultiplayerJoinRoomFailed]]&lt;br /&gt;
*[[MultiplayerProfileDisconnected]]&lt;br /&gt;
*[[MultiplayerProfileFailed]]&lt;br /&gt;
*[[RemotePlayerTurnEnd]]&lt;br /&gt;
&lt;br /&gt;
==Other (unsorted)==&lt;br /&gt;
*[[AppInitComplete]]&lt;br /&gt;
*[[AILeaderMessage]]&lt;br /&gt;
*[[BuildingLibrarySwap]]&lt;br /&gt;
*[[DisplayMovementIndicator]]&lt;br /&gt;
*[[DontRecordCommandStreams]]&lt;br /&gt;
*[[EndTurnTimerUpdate]]&lt;br /&gt;
*[[GenericWorldAnchor]]&lt;br /&gt;
*[[GraphicsOptionsChanged]]&lt;br /&gt;
*[[InterfaceModeChanged]]&lt;br /&gt;
*[[KeyUpEvent]]&lt;br /&gt;
*[[LandmarkLibrarySwap]]&lt;br /&gt;
*[[LanguageChanging]]&lt;br /&gt;
*[[LeavingLeaderViewMode]]&lt;br /&gt;
*[[LocalMachineAppUpdate]]&lt;br /&gt;
*[[MinimapTextureBroadcastEvent]]&lt;br /&gt;
*[[RecordCommandStreams]]&lt;br /&gt;
*[[RequestYieldDisplay]]&lt;br /&gt;
*[[SearchForPediaEntry GoToPediaHomePage]]&lt;br /&gt;
*[[SerialEventBuildingSizeChanged]]&lt;br /&gt;
*[[SerialEventLeaderToggleDebugCam]]&lt;br /&gt;
*[[SerialEventRawResourceCreated]]&lt;br /&gt;
*[[SerialEventRawResourceDestroyed]]&lt;br /&gt;
*[[SerialEventRawResourceIconCreated]]&lt;br /&gt;
*[[SerialEventRawResourceIconDestroyed]]&lt;br /&gt;
*[[SerialEventScreenShot]]&lt;br /&gt;
*[[SerialEventTerrainDecalCreated]]&lt;br /&gt;
*[[SerialEventTerrainOverlayMod]]&lt;br /&gt;
*[[SerialEventTest]]&lt;br /&gt;
*[[SerialEventTurnTimerDirty]]&lt;br /&gt;
*[[ShowAttackTargets]]&lt;br /&gt;
*[[ShowMovementRange]]&lt;br /&gt;
*[[StateMachineDumpStates]]&lt;br /&gt;
*[[StateMachineRequestStates]]&lt;br /&gt;
*[[StrategicViewStateChanged]]&lt;br /&gt;
*[[SystemUpdateUI]]&lt;br /&gt;
*[[TaskListUpdate]]&lt;br /&gt;
*[[UIPathFinderUpdate]]&lt;br /&gt;
*[[UserRequestClose]]&lt;br /&gt;
*[[VisibilityUpdated]]&lt;br /&gt;
*[[WonderStateChanged]]&lt;br /&gt;
*[[WonderTogglePlacement]]&lt;br /&gt;
*[[WonderTypeChanged]]&lt;br /&gt;
*[[WorldMouseOver]]&lt;/div&gt;</summary>
		<author><name>Killmeplease</name></author>
	</entry>
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