Sat Sep 12, 2015 4:36 pm
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.
