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Game triggers

Posted: Sat Sep 12, 2015 4:14 am
by Bam8311
Where do I find a list of game triggers and what each of them mean and do and what needs to be done to fulfill them for both sides. I have gone through the game manual and i know what most of them are just want to check and research them all again

thank you Brian

Posted: Sat Sep 12, 2015 4:36 am
by Durk
The deal is (and something I love about the game) there is no list of triggers. You only discover these by creating the situation in which they fire. Some will become familiar very quick, but some will depend upon your plans, moves and consequences. Part of the fun of the game.

Posted: Sat Sep 12, 2015 4:43 am
by DrPostman
Probably in the events files.

Posted: Sat Sep 12, 2015 5:35 am
by Bam8311
I understand and there can't be an infinite number of triggers. so the list of them all at what it means to each side has had to have been mapped i played CIVI 1 for 3 years and now CIV 2 for going on what i'm guessing is 2 years and I can;t belive no one has mapped them all. Very interesting

Posted: Sat Sep 12, 2015 5:41 am
by Durk
Follow DrPostman's suggestion, is in the events files.

Posted: Sat Sep 12, 2015 4:36 pm
by Captain_Orso
If I understand what you mean by 'trigger' (capturing a specific region causing, for example, specific units to appear) there are very few of these. Capturing objective and strategic cities will give the capturing faction some NM, and VP's I believe, and cause the faction losing these to lose some NM and VP's, but this is controlled by the game engine and not events.

The ones I can think of would be:

- Capturing a fort will generally cause a fort garrison unit to be generated. Works for both sides IIRC and may depend on having CC's in the line infantry replacement pool.
- When the South captures Norfolk the Virginia and Monitor will start construction in Norfolk and New York City respectively and several other Confederate ironclads around the Mississippi.
- When Kentucky loses neutrality, depending on whether per chance (event) or one or both factions invading, it will influence which Kentucky militia and garrison units are created for each side and change ownership and loyalty of most Kentucky regions.

Other than those the only thing I can think of which might be considered triggers would be when long-term events are in play which allow for satisfying them within a specific time frame. The requirements being fulfilled or the end of the time frame being reached without the event being fulfilled could also be considered a trigger.

There are a number of such events, but when they fire each player will get a message stating this. There is unfortunately no game mechanism to check if such an event is active after the fact, although some of the events will generate 'nag' messages stating that time is running out or some such message.

Posted: Sat Sep 12, 2015 7:30 pm
by DrPostman
I believe the poster is seeking a list of all events, like the Sioux uprising and
Sam Houston taking Dallas for the Union. I can understand wanting to have
those but for me it does kind of spoil the game a little bit. Play it enough times
and you get to know them pretty well though.

Posted: Mon Sep 14, 2015 3:14 pm
by Rod Smart
A general understanding of history helps. A knowledge of things like the Sioux uprising, Quantrill's raiders, the Alabama, etc will prepare you for those events.