| int |
GetActiveSpyYieldMod(YieldType iYield) |
What is the yield modifier in the city due to the player having active spies? |
| int |
GetAdditionalFood() |
Returns the food cost reduction per citizen set by Lua. See SetAdditionalFood. |
| int |
GetAutomatons() |
The number of automaton workers in a city. |
| int |
GetBaseYieldRateFromCSAlliance(YieldType iYieldType) |
Yields from having city state friends and allies. |
| int |
GetBaseYieldRateFromGreatWorks(YieldType iYieldType) |
|
| int |
GetBaseYieldRateFromLeague(YieldType iYieldType) |
|
| int |
GetBaseYieldRateFromProcess(YieldType iYieldType) |
|
| int |
GetBaseYieldRateFromTradeRoutes(YieldType iYieldType) |
|
| int, bool |
GetBombardRange() |
Returns both the range, and whether indirect fire is allowed. |
| int |
GetBuildingClassCultureChange(BuildingClassType iBuildingClass) |
Deprecated. |
| int |
GetBuildingConversionModifier(BuildingType iBuildingType) |
|
| int |
GetBuildingGlobalConversionModifier(BuildingType iBuildingType) |
|
| int |
GetBuildingInvestment(BuildingTypes iBuildingType) |
Returns the discounted cost of a building after investment, if the building has been invested. Otherwise returns 0. |
| int |
GetBuildingYieldChangeFromCorporationFranchises(BuildingClassType iBuildingClass, YieldType iYield) |
How much yields does the building class get from franchises of the player's corporation? |
| int |
GetBuyPlotDistance() |
How far out this city may buy plots. |
| int |
GetCityAutomatonWorkersChange() |
What are the changes to the number of automaton workers in the city? Includes from the city, player, and team levels. |
| int |
GetCityBuildingRangeStrikeModifier() |
Returns the change to city bombard range due to buildings in the city. |
| int |
GetCityEventChoiceCooldown(CityEventChoiceType iChoice) |
Returns the number of turns before the specified event choice can be selected again. |
| int |
GetCityEventCooldown(CityEventType iEvent) |
Returns the number of turns before the specified city event can activate again. Returns -1 for one shot events which have already activated before. |
| string |
GetCityUnhappinessBreakdown(opt bool bIncludeMedian = false, opt bool bFlavor = false) |
Builds and returns text breaking down the unhappiness situation in the city. |
| int |
GetCityWorkingChange() |
What is the change in plot working range due to local buildings? |
| int |
GetCityYieldModFromMonopoly(YieldType iYield) |
Returns the yield modifier due to the player's resource monopolies. |
| int |
GetCounterSpy() |
Returns the ID of the counter spy in the city. If none exists, returns -1. |
| int |
GetCultureModFromCarnaval() |
What is the culture modifier due to the city celebrating 'We Love The King Day'? This is for the column WLTKDCultureBoost in the database table Traits. If the city is not currently celebrating, returns a 0. Note the typo 'Carnaval' in the method name. |
| int |
GetDisloyaltyCounter() |
Method for JFDLC. |
| string |
GetDisabledTooltip(CityEventChoiceType iChoice) |
Generates the tooltip explaining why a city event choice is disabled. |
| int |
getEmpireSizeMod() |
What is the multiplier for happiness needs due to the player's number of non-puppet cities? |
| int |
GetEventBuildingClassYield(BuildingClassType iBuildingClass, YieldType iYield) |
What is the yield change for the building class due to events? |
| int |
GetEventBuildingClassModifier(BuildingClassType iBuildingClass, YieldType iYield) |
What is the yield modifier for the building class due to events? |
| int |
GetEventCityYield(YieldType iYield) |
What is the yield in the city due to events? |
| int |
GetGreatWorkYieldMod(YieldType iYield) |
What is the yield modifier due to the number of great works? |
| int |
GetGPRateModifierPerXFranchises() |
Returns the great person rate modifier per x number of franchises for the city. |
| int |
getHappinessDelta() |
Returns the excess happiness in the city. |
| int |
getHappinessThresholdMod(YieldType iYield) |
What is the happiness threshold modifier in the city for the specified yield? |
| int |
GetLocalBuildingClassYield(BuildingClassType iBuildingClass, YieldType iYield) |
What is the change in yield for the building class due to other buildings in the city? |
| int |
GetLoyaltyCounter() |
Method for JFDLC. |
| LoyaltyStateType |
GetLoyaltyState() |
Method for JFDLC. |
| int |
GetModFromGoldenAge(YieldType iYield) |
Returns the golden age yield modifier for the city. If the player is not currently in a golden age, returns 0. |
| int |
GetModFromWLTKD(YieldType iYield) |
Returns the yield modifier in the city when celebrating 'We Love The King Day'. If the city is not currently celebrating, returns 0. |
| int |
GetNumAvailableGreatWorkSlots(GreatWorkSlotType iSlot) |
How many unfilled great work slots of the specified type does the city have? |
| int |
GetNumBuildingClass(BuildingClassType iBuildingClassType) |
How many buildings belonging to building class type does the city have? |
| int |
GetNumGreatWorksFilled(GreatWorkSlotType iSlot) |
How many great work slots of the specified type have been filled? |
| int |
GetNumPoliciesNeeded(BuildingTypes iBuilding) |
How many policies does the player need to have for the building to be unlocked? |
| int |
GetNumTimesOwned(PlayerID iPlayer) |
How many times has this player owned this city? |
| int |
GetNumTotalBuildings(opt bool bSkipDummy = true, opt bool bSkipWorldWonder = true, opt bool bSkipNationalWonder = true) |
Counts the total number of buildings in the city. Can be toggled to include dummy buildings, world wonders, and national wonders. |
| int |
GetOrganizedCrime() |
Method for JFDLC. |
| int |
GetPlagueCounter() |
Method for JFDLC. |
| int |
GetPlagueTurns() |
Method for JFDLC. |
| int |
GetPlagueType() |
Method for JFDLC. |
| int |
getPopThresholdMod() |
Returns the population of the city multiplied by BALANCE_HAPPINESS_POP_MULTIPLIER in defines divided by 100. |
| int |
getPotentialUnhappinessWithGrowth() |
If the city's population increases by 1, what is the potential increase in unhappiness? |
| int |
GetProcessProductionTurnsLeft(ProcessTypes iProcess, int iNum) |
Used for the stockpile process mod. iNum can be any value. |
| int |
GetProvinceLevel() |
Method for JFDLC. |
| int |
GetReligionBuildingYieldRateModifier(BuildingClassType iBuildingClass, YieldType iYield) |
Yield modifier to the specified building class due to religion. |
| int |
GetReligionYieldRateModifier(YieldType iYield) |
What is the modifier for the specified type due to religion? |
| int |
GetRemainingFreeSpecialists() |
Returns the number of specialists that still can be assigned without causing unhappiness. |
| int |
GetResistanceCounter() |
Method for JFDLC. |
| int |
GetResourceQuantityPerXFranchises(ResourceType iResource) |
Returns the number of resources per x number of franchises for the city. |
| string |
GetScaledEventChoiceValue(CityEventChoiceType iChoice, bool bYieldsOnly) |
Generates the tooltip showing the event choice yields after era scaling. |
| int |
GetSpecialistCityModifier(SpecialistType iSpecialist) |
Returns the great person rate modifier for the specific great person type. |
| int |
GetSpecialistYieldChange(SpecialistType iSpecialist, YieldType iYield) |
What is the change in specialist yields in the city due to religion and events? |
| int |
GetStaticTechDeviation() |
Returns the increase in needs to prevent unhappiness due to the global technology level. |
| int |
GetTheoreticalUnhappinessDecrease(BuildingType iBuilding) |
Calculate the theoretical decrease in unhappiness if the building is built in the city. If the building cannot be built in the city, returns 0. |
| int |
getThresholdAdditions(YieldType iYield) |
Happiness mod related. |
| int |
getThresholdSubtractions(YieldType iYield) |
Happiness mod related. |
| int |
GetTotalSpecialistCount() |
What is the total number of worked specialists in the city? |
| int |
GetTourismRateModifier() |
|
| int |
GetTradeRouteCityMod(YieldType iYield) |
Get the yield modifier due to the city being connected to another city with the player's corporate franchise. |
| int |
getUnhappinessAggregated() |
Calculates the total unhappiness due to various sources. |
| int |
GetUnhappinessFromCulture() |
Calculates the unhappiness due to a deficit of culture, after applying a hierarchy of needs. |
| int |
GetUnhappinessFromCultureDeficit() |
Calculates the additional culture per citizen required before eliminating unhappiness due to culture. |
| int |
GetUnhappinessFromCultureNeeded() |
Calculates the culture per citizen needed to eliminate unhappiness due to culture. |
| int |
GetUnhappinessFromCultureYield() |
Calculates the culture per citizen. |
| int |
GetUnhappinessFromDefense() |
Calculates the unhappiness due to a deficit of defense, after applying a hierarchy of needs. |
| int |
GetUnhappinessFromDefenseDeficit() |
Calculates the additional defense per citizen required before eliminating unhappiness due to defense. |
| int |
GetUnhappinessFromDefenseNeeded() |
Calculates the defense per citizen needed to eliminate unhappiness due to defense. |
| int |
GetUnhappinessFromDefenseYield() |
Calculates the defense per citizen. |
| int |
GetUnhappinessFromConnection() |
What is the unhappiness in the city due to not being connected to the capital? |
| int |
GetUnhappinessFromGold() |
Calculates the unhappiness due to a deficit of gold, after applying a hierarchy of needs. |
| int |
GetUnhappinessFromGoldDeficit() |
Calculates the additional gold per citizen required before eliminating unhappiness due to gold. |
| int |
GetUnhappinessFromGoldNeeded() |
Calculates the gold per citizen needed to eliminate unhappiness due to gold. |
| int |
GetUnhappinessFromGoldYield() |
Calculates the gold per citizen. |
| int |
GetUnhappinessFromMinority() |
What is the unhappiness in the city due to religious conflict? |
| int |
GetUnhappinessFromPillaged() |
What is the unhappiness in the city due to having pillage tiles? |
| int |
GetUnhappinessFromScience() |
Calculates the unhappiness due to a deficit of science, after applying a hierarchy of needs. |
| int |
GetUnhappinessFromScienceDeficit() |
Calculates the additional science per citizen required before eliminating unhappiness due to science. |
| int |
GetUnhappinessFromScienceNeeded() |
Calculates the science per citizen needed to eliminate unhappiness due to science. |
| int |
GetUnhappinessFromScienceYield() |
Calculates the science per citizen. |
| int |
getUnhappinessFromSpecialists() |
What is the unhappiness in the city due to the number of specialists worked? |
| int |
GetUnhappinessFromStarving() |
What is the unhappiness in the city due to starvation? |
| int |
GetUnhappinessFromYieldRaw(YieldType iYield) |
Calculates the raw unhappiness due to a deficit for the specified yield type. |
| int |
GetUnitInvestment(UnitClassType iUnitClass) |
Returns the discounted cost of a unit class after investment, if the it has been invested in. Otherwise returns 0. |
| int |
GetWorkPlotDistance() |
How far out this city may work plots. |
| int |
GetWorldWonderCost(BuildingTypes iBuilding) |
Returns the percent increase to world wonder cost due to the player having already built world wonders. iBuilding needs to be a world wonder for the method to work, though it doesn't matter which one. |
| int |
GetYieldChangeFromCorporationFranchises(YieldType iYield) |
How much yields do the buildings in the city get from corporate franchises? |
| int |
GetYieldChangeTradeRoute(YieldType iYield) |
Returns the yields in the city due to being connected to the capital. Only includes the yields due to policies, rather than traits. |
| int |
GetYieldFromCityYield(YieldType iYield) |
What is the yield for the specified type due to yields of other types? Related to the database table Building_YieldFromYieldPercent. |
| int |
GetYieldFromCrime(YieldType iYield) |
Method for JFDLC. |
| int |
GetYieldFromDevelopment(YieldType iYield) |
Method for JFDLC. |
| int |
GetYieldFromHappiness(YieldType iYield) |
Method for JFDLC. |
| int |
GetYieldFromHealth(YieldType iYield) |
Method for JFDLC. |
| int |
GetYieldFromUnitsInCity(YieldType iYield) |
Returns the yields in the city due to units on the city plot. |
| int |
GetYieldModifierFromCrime(YieldType iYield) |
Method for JFDLC. |
| int |
GetYieldModifierFromDevelopment(YieldType iYield) |
Method for JFDLC. |
| int |
GetYieldModifierFromHappiness(YieldType iYield) |
Method for JFDLC. |
| int |
GetYieldModifierFromHealth(YieldType iYield) |
Method for JFDLC. |
| int |
GetYieldPerPopInEmpireTimes100(YieldType iYield) |
Related to the database table Building_YieldChangesPerPopInEmpire. |
| int |
GetYieldPerTurnFromMinors(YieldType iYield) |
Returns the yields in the city due to city state alliances. |
| int |
GetYieldPerTurnFromTraits(YieldType iYield) |
Returns the yields in the city due to the player's civilization traits. |