The Political Process

The Political Process

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Event Tool Documentation
By js29095
A copy and paste of the event tool documentation in-game, easily accessible via steam.
   
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Overview
Introduction

The Custom Event Tool allows you to create, export, and import custom events, which allows additional content to be added to the game.

Create New Event

Clicking this button will generate a generic event template and open a new menu to adjust every aspect of the custom event. See the Tool Basics section for details about how to get started with creating an event.

Load/Edit Event

Clicking this button will show a list of all custom events, including events that you have imported. Once you have clicked an event, you can choose to load it or delete it, using the corresponding buttons. If you load an event, it will immediately open the custom event editing menu.

Export Events

There are two ways you can export an event (or a group of events): as a desktop file or as a text output. In both cases, you will select the events you want to export from a list of all custom events. If you export to a desktop file, you will be prompted to enter a file name. When you click the Export button, the file will automatically be generated and placed on your desktop. This file can be shared and imported using the Import from Desktop method. If you export as a text output, the event will be displayed as a long string of text. This text can be shared and imported using the Import by Textfield method.

Import Events

Only import events from trusted sources. There are two ways to import events: from a desktop file or from a text input. If you are importing from a desktop file, the file must be located on your desktop. The file type will be a .json file. The import menu will show you a list of all json files on your desktop. Select the correct file and click the Import button. This will automatically add all of the events to your list of custom events. If there are any duplicates, they will not be overwritten. You can delete events at any time from the Load Custom Events menu. You can specify events as active or inactive from the Active/Inactive Events Menu. If you import by text field, copy and paste the exported text into the text field and then click the Import button. Correctly formated exported text will start with a bracket ({) followed by the word "version", then it will display the version number and the word "events", and then a set of brackets containing all of the event details. It should look something like this: {"version":0.26,"events":[

Active/Inactive Events

All custom events can be turned on or off in the Active/Inactive Events menu. This allows you to specify which events you want to allow for a specific play-through. Clicking on an event will activate/inactivate it. If it is blue, it is active and will appear in the game. If it is gray, it is inactive and will not appear in the game. Only primary events appear in this menu. Secondary events are active/inactive in virtue of their corresponding primary events being active or inactive. If a primary event is active, its secondary events will be active. If a primary event is inactive, its secondary events will be inactive. Technically, secondary events are always active, but they require a primary event to be triggered. If the primary event is inactive, the secondary event will not be triggered (and thus is effectively inactive).
Tool Basics
Introduction

Every event contains an event synopsis, event class, event ID, event categories, event type, evaluation triggers, and event triggers. Some events contain event effects. Read each sub-section below to learn more.

Event Synopsis

The event synopsis is a way for you to remind yourself (or others) about the content of the event. This is not seen during the game, but only during the event creation/activation process. When you load an event to edit it, the event synopsis will be displayed so you can easily determine which event you want to edit. When a player selects which events they want to be active during the game, they will be shown the event synopsis so they can decide if the event is appropriate. As a general rule, you may want to keep the event synopsis vague. You do not want to give away too much information about the event, as it may decrease the impactfulness for the player.

Event Class

The event class specifies whether the event is a primary event or a secondary event. If you are creating a single event, it will be a primary event. If you are creating a multi-part event/scenario, the first event will be the primary event. Every other event will be secondary. A secondary event must be triggered by a primary event (or by another secondary event).

Event ID

The Event ID is a unique identifier for your event. This is how the game will identify your event as distinct from other events. The event ID is most important when used with secondary events. When triggering a secondary event, you will have to reference its Event ID. If two events have the same id, the game may trigger the incorrect event.

By default, every custom event starts with the letters "cE" - to symbolize that it is a custom Event. This cannot be removed. The purpose is to prevent the game from overwriting default game events with custom events (in an unlikely scenario where they both have the same ID). By using the "cE" value at the start of the event, it will be impossible for the game to overwrite any default events.

You can use the event ID to help categorize the event into a specific scenario that you are creating, or to identify you as the creator of the event (if you intend to share it with others). For example, if you were creating an event about the future, you might identify it as "cEFuture1", or if your initials are "AB", you might identify the event as "cEABfuture1. This type of naming convention can also apply to secondary events. If the primary event ID is "cEFuture1", then the secondary event connected to the primary event might have an ID of "cEFuture1A". You can use whatever naming convention that you want, but some sort of naming system may be valuable for organizational purposes if you intend to create a lot of events.

Event Categories

The main purpose of the Event Categories is to allow the player to exclude certain types of events if they are not appropriate for the type of scenario the player wants to experience. For example, if the player is playing a historical scenario, they will not want to include any events that reference the future. In this case, they can go to the advanced options and turn off future events. Any custom event that has been categorized as a future event will not be included in the game. As a courtesy to other players who may play your custom events, please make sure to select all of the categories that are appropriate for your event. Some events may not belong to any categories.

Event Type

The Event Type specifies the format of the event. Currently there are three main options: Player Schedule Events, Pop Up Options, and Trigger Effects.

The Player Schedule Event will appear in the player's schedule. It will include a Continue button which will trigger the event effects. If the Continue button is not clicked by the player, the Event Effects will not occur.

The Pop Up Options Event will create a pop up menu with a list of options for the player to select. Each option can have its own effects. This type of event is must be used as a secondary event that is triggered by a primary event (such as the Player Schedule Event).

The Trigger Effects Event will immediately trigger the effects of the event. Generally, this type of event does not involve player interaction, but is something that happens in the background.

Evaluation Triggers

Evaluation triggers are one of the main ways to specify what conditions will trigger an event. The game evaluates events at the beginning of every turn. If the conditions for the Evaluation Triggers are met, the game will move to the next step of the evaluation process (which is evaluating the Event Triggers). There must be at least one evaluation trigger for the event to work properly. Multiple evaluation triggers can be combined to get the desired effect. Learn more about the specific evaluation triggers in the Evaluation Triggers section.

Event Triggers

Event triggers are a secondary level of evaluating whether an event should occur. These are generally more specific than Evaluation Triggers. For efficiency purposes, event triggers are not evaluated unless all of the Evaluation Trigger conditions have been met. There must be at least one event trigger for the event to work properly. Multiple event triggers can be combined to get the desired effect. Learn more about the specific event triggers in the Event Triggers section.

Event Effects

When an event is triggered, it will create the specified effects. Learn more about each type of effect in the Event Effects section.
Evaluation Triggers
Always Allow

The event will be evaluated every turn. Whether the event is ultimately triggered will be determined by the Event Triggers.

Percentage

Use this evaluation to specify the likelihood of this event being evaluated on any given week. If a randomly generated number is less than the value (percentage) specified, this will evaluate as true.

Variables

  • Value: Any whole number that will be used to represent the likelihood of the event occurring.
  • Min: the minimum whole number used when generating a random number.
  • Max: the maximum whole number used when generating a random number.
Example

Value: 50, Min: 0, Max: 100

A random number will be generated between the 0 and 100 (the min and max). If that number is less than 50 (the value), then the event will be evaluated as true. Assuming that you always start the min value at 0, then you can get the likelihood of the event occurring by dividing the value by the max (in this case 50/100 is 50% chance of occurring every turn). If you want the likelihood to be less than 1%, increase the max value to something like 1000 (50/1000 = 0.5% chance of happening).

Week Number

When the current week number matches the value specified, this event will be evaluated.

Variables
  • Value: a whole number between 1 and 52. If the value is 5, the event will be evaluated on week 5.
  • Week Number (Range)
This event will be evaluated only if the current week number falls within a specific range of weeks.

Variables

  • Min: a whole number between 1 and 52 representing the minimum week number acceptable for evaluating this event.
  • Max: a whole number between 1 and 52 representing the maximum week number acceptable for evaluating this event.

Example Min: 5, Max: 10.

The event will be evaluated every week between week 5 and week 10.

Year

This event will be evaluated only if its value matches the current year. If you want to limit an event to occurring during a specific year, use this evaluation trigger.

Variables

Value: any whole number representing a year. If the value is 2025, the event will be evaluated every week during the year 2025. If this evaluation trigger is combined with the Week Number trigger, you can trigger an event on a specific week in a specific year.

Year (Range)
This event will be evaluated only if the current year falls within the range specified. If you want to limit an event to occurring between a specific year range, use this evaluation trigger.

Variables

  • Min: any whole number representing a year; must be less than the Max value.
  • Max: any whole number representing a year; must be greater than the Min value.

Example

Min:2025, Max:2030.

The event will be evaluated every year between 2025 and 2030. Combine with other evaluation triggers for a more specific evaluation.

Every X Years

This event will be evaluated every x years relative to a specified reference year. If there is a specific event that happens at a regular interval (every x years), use this evaluation trigger.

Variables

Value: any whole number representing the frequency the event occurs.
Reference: any whole number representing a year.

Example

Value: 4, Reference: 2020.

The event will be evaluated every 4 years relative to the year 2020. That means it will be evaluated in 2020, 2024, 2028, and so forth.

Government Approval

This event will be evaluated if the specified government approval matches the specified conditions.

Variables

  • Value: any whole number between 0 and 100 representing the government approval rating.
  • District: options include City, State, and Nation.
  • Condition: options include greater than, less than, equal to, greater than or equal to, and less than or equal to.

Example

Value: 80, District: Nation, Condition: Less Than.

If the national government approval rating is less than 80, this will evaluate as true.
Event Triggers I
Always Allow

The event will always be triggered, assuming that all of the evaluation triggers have evaluated as true. This event triggered should always be used alone, and not in combination with other event triggers.

Player Position

If the player holds the position specified, this event will be triggered. If the 'None' option is selected, the event will trigger whenever the player holds no position.

Player Not In Position

If the player does not hold the position specified, this event will be triggered. Example: if the specified position is 'City Council Member', then this event will trigger so long as the player is not a city council member. This trigger can be used multiple times to restrict multiple position types from triggering this event.

Player Political Points

If the player has the right number of political points, this event will be triggered.

Variables

  • Value: any whole number.
  • Condition: the method used to evaluate the specified value - options are greater than, less than, equal to, greater than or equal to, and less than or equal to.

Example

Value: 200, Condition: Greater Than.

If the player has greater than 200 political points, this event will be triggered. If the player has exactly 200 political points, the event will not be triggered.

Player Approval

If the player has the specified approval rating, this event will be triggered.

Variables

  • Value: any number between 0 and 100.
  • Party: specifies the political party being used for the evaluation. Options include: Democrat, Republican, Independent, Same, Opposite, All. The 'Same' option evaluates approval with the player's political party. The 'Opposite' option evaluates approval with opposition political party. If the player is a democrat, the opposition party would be republicans. The 'All' option will evaluate the player's approval with all voters.
  • Condition: the method used to evaluate the specified value - options are greater than, less than, equal to, greater than or equal to, and less than or equal to.

Example Value: 50, Party: Democrats, Condition: Greater Than.

If the player has greater than 50% approval with democratic voters, this event will be triggered.

Player Trait(s)

If the player has the specified trait(s), this event will be triggered.

Variables

  • Traits: a list of options will be displayed for selection.
  • Condition: options are 'Any' or 'All'. The 'Any' option will trigger the event if the player possesses any of the traits. The 'All' option will trigger the event only if the player possesses all of the traits.

Example Traits: [Charismatic, Intelligent], Condition: Any.

If the player has either the Charismatic trait OR the Intelligent trait, the event will trigger.

Player Does Not Have Trait(s)

If the player does not have the specified trait(s), this event will be triggered.

Variables

  • Traits: a list of options will be displayed for selection.
  • Condition: options are 'Any' or 'All'. The 'Any' option will trigger the event if the player does not possess any of the traits. The 'All' option will trigger the event if the player does not possess all of the traits.

Example Traits: [Charismatic, Intelligent], Condition: Any.

If the player does not have the Charismatic trait and does not have the Intelligent trait, the event will trigger. If the player does have any of those traits, the event will not trigger.

Part of Election

If the player is part of a specified election, this event will be triggered.

Variables

  • Election Type: a list of options will be displayed for selection. This represents the position for which the player is campaigning.
  • Election Category (Timeframe): options are 'Any', 'Primary', or 'General'. This refers to the time frame for the election. 'Primary' refers to any week before the primary election. 'General' refers to any week after the primary and before the general election.

Example

Election Type: City Council, Election Category (Timeframe): Primary.

If the player is running for City Council and the primary election has not occurred yet, this event will trigger.

Not Part of Election

If the player is not part of a specified election, this event will be triggered.

Variables

  • Election Type: a list of options will be displayed for selection. This represents the position for which the player is campaigning.
  • Election Category (Timeframe): options are 'Any', 'Primary', or 'General'. This refers to the time frame for the election. 'Primary' refers to any week before the primary election. 'General' refers to any week after the primary and before the general election.

Example

Election Type: City Council, Election Category (Timeframe): Primary.

If the player is NOT running for City Council or the primary election has ALREADY occurred, this event will trigger. Essentially, if the player is running for city council AND the primary has not occurred, this event will not trigger; otherwise, it will.

Legislative Majority

If the majority party of the specified legislature matches the specified political party, this event will be triggered. There are specific event triggers for each legislature (school board, city council, state house, state senate, U.S. house, and U.S. Senate).

Variables

Party: options include Democrat and Republican.

Example

Party: Democrat.

If the majority party of the specified legislature is Democrat, this event will be triggered.

Executive Party

There are three Event Triggers related to Executive Party - one for the Mayor, one for the Governor, and one for the President. If the political party of the specified executive branch matches the specified political party, this event will be triggered. For the 'Governor' option, you can specify the state of the governor you want to evaluate.

Character (Type) Approval

If the specified character type has the specified approval rating, this event will be triggered.

Variables

  • Value: any number between 0 and 100.
  • Party: specifies the political party being used for the evaluation. Options include: Democrat, Republican, Independent, Same, Opposite, All. The 'Same' option evaluates approval with the character's political party. The 'Opposite' option evaluates approval with opposition political party. If the character is a democrat, the opposition party would be republicans. The 'All' option will evaluate the characters's approval with all voters.
  • Condition: the method used to evaluate the specified value - options are greater than, less than, equal to, greater than or equal to, and less than or equal to.
  • Character: a list of character types to choose - such as mayor, president, speaker of the house, and so forth.

Example Value: 50, Party: Democrats, Condition: Greater Than, Character: Mayor.

If the mayor has greater than 50% approval with democratic voters, this event will be triggered.
Event Triggers II
Evaluate Targeted Character

This event trigger is used to evaluate a targeted character. You will provide a list of conditons/parameters for the game to check (such as character position, age, state, approval rating and so forth). If the game finds a character that matches all of the conditions specified, it will trigger the event. This event trigger also has a special ability: it will save the targeted character as a variable for the event to access later. This will allow you to create effects that specifically influence the targeted character (such as increasing their approval or updating their relationship with the player). When adding effects, look for effects that use the term 'targeted character'. Those effects refer to the character targeted as part of this event trigger. See Tutorial 2 in this documentation for an example of how to use the 'Evaluate Targeted Character' Event Trigger.

Note: this event trigger should be used only once per event. Technically, it can probably be used multiple times, but the character in the last instance is the only character who will be saved for future use.

If the game finds multiple characters that match the specified conditions; it will randomly select one. If the matching character is the player's character, the trigger will evaluate to false and the event will not occur.

Metric Value

This event trigger allows you to evaluate a specific metric relative to a target value. You will be able to evaluate whether the metric is greater than, less than, or equal to the target value. If the condition is met, this event will trigger.

Variables

  • Metric: use the drop-down box to select a metric.
  • Value: the value you enter depends on the metric you selected. Next to each metric, there will be parentheses to specify the range for the metric. For instance (0 - 100) means that you should enter a number between 0 and 100. This generally represents a metric that is a percentage. If it shows (0+), you should enter any value of 0 or greater. For example, if you are evaluating the per capita income metric, it could have a value of 50,000 or more. When typing values, do not use commas.
  • Condition: the method used to evaluate the specified value - options are greater than, less than, or equal to.
  • District: options are city, state, or nation. The game will evaluate the metric in the specified district. The "state" option refers to the home state of the player.

Example

Metric: Government Approval, Value: 70, Condition: Less Than, District: Nation.

If the national government approval rating is less than 70, this event will be triggered.
Event Effects I
Trigger Immediate Event

This effect will immediately trigger a secondary event.

Variables

Event ID: this variable specifies a secondary event id. It will be used to trigger the corresponding secondary event. The Event ID must start with the letters "cE" to identify it as a custom event.
Trigger Immediate Event (with Variables)

This effect will immediately trigger a secondary event and it will also transfer variables from the primary event to the secondary event, so that the secondary event can still reference variables from the primary event. This is generally used if the primary event targets a specific character and you want to reference that character in the secondary event (for instance, if you want to update something about the character such as their approval rating or political points or relationship with the player). Use this in combination with the 'Evaluate Targeted Character' Event Trigger, which will save the targeted character as a variable. If you transfer this character variable to the secondary event (using the 'Trigger Immediate Event (with Variables)' effect, you will be able to use the character as part of the secondary event.)

Variables

Event ID: this variable specifies a secondary event id. It will be used to trigger the corresponding secondary event. The Event ID must start with the letters "cE" to identify it as a custom event.
Update Player Approval

This effect will update the player's approval rating by a specified amount with voters who belong to a specified political party.

Variables

  • Base Value: a non-negative whole number that represents the percentage of people who approve of the event. The value is relative to the Total Value. If you want to create an approval of 80%, and the total value is 10, then the base value would be 8. If the total value is 100, then the base value would be 80.
  • Total Value: a non-negative whole number that represents approval for all voters (within the specified voter group). It is used relative to the Base Value and represents the magnitude of the event impact on approval. At the beginning of each year, the player's total approval is reset to 100. The value of 100 represents a year's worth of approval. The Total Value included in your event will be added to the player's current total approval value. When deciding what total value to use, think about it in terms of how impactful the event is relative to a year of events. An example: if the player has an 80 base value and a 100 total value at the start of the year, that is 80/100 (80% approval). If your event adds 10 base approval and 10 total approval, then the new approval rating for the player would be 90/110 (which is approximately 82% approval). If your event was more significant than that, you could add 50 base approval and 50 total approval, and the new approval rating would be 130/150 (which is approximately 87% approval).
  • Party: options include 'Democrat', 'Republican', 'Independent', 'All', 'Same', and 'Opposite'. Choosing 'Same' will update approval with the player's political party. Choosing 'Opposite' will update approval with the political party that 'opposes' the player's political party. If the player is a Democrat, choosing 'Opposite' would update approval with Republicans.
IMPORTANT: If you want to decrease approval rating, set the Base Value to 0 and the Total Value to some none-zero value. Do not use negative values.

Update Player Voter Enthusiasm

This effect will update the player's voter enthusiasm in their current election.

Variables

  • Base Value: this represents the percentage of people whose enthusiasm will increase. The value is relative to the Total Value. If you want to create voter enthusiasm of 80%, and the total value is 10, then the base value would be 8. If the total value is 100, then the base value would be 80.
  • Total Value: this represents voter enthusiasm for all voters (within the specified political party). It is used relative to the Base Value and represents the magnitude of the event impact on enthusiasm. At the beginning of an election, the player starts with a total voter enthusiasm value of approximately 5. For reference, 5 represents communicating 5 policies to 100% of the population. Use that as a basis for how impactful your event will be on voter enthusiasm. An example: if you do marketing that reaches exactly 100% of the population (in the election district), that would increase the total voter enthusiasm by 1. If 80% of voters agreed with the marketing, that would increase the base voter enthusiasm value by 0.8.
  • Party: options include 'Democrat', 'Republican', 'Independent', 'All', 'Same', and 'Opposite'. Choosing 'Same' will update voter enthusiasm with the player's political party. Choosing 'Opposite' will update voter enthusiasm with the political party that 'opposes' the player's political party. If the player is a Democrat, choosing 'Opposite' would update voter enthusiasm with Republicans.
IMPORTANT: If you want to decrease voter enthusiasm, set the Base Value to 0 and the Total Value to some none-zero value. Do not use negative values.

Reduce Weekly Hours

This effect will reduce the number of remaining hours the player has for the week.

Variables

Value: a positive whole number representing the number of hours to subtract from remaining hours. Conceptually, a negative whole number could be used to increase remaining hours.

Player Message

This effect will display a message for the player in the Office Summary page.

Variables

  • Title: the title of the message.
  • Message: the content of the message.
  • Valuable: a true or false value to indicate if the message is valuable. A valuable message will have a red exclamation point (!) next to the message.
Event Effects II
Update Party Demographics

This effect will update party demographics. It will take a percentage of voters from one party and give those voters to another party. This effect can be done at the city, state, or national level.

Variables

  • 'From Party': the part from which voters are taken. Options are Democrat, Republican, Independent, Same, and Opposite. 'Same' will take from the player's political party. 'Opposite' will take from the political party that 'opposes' the player. If the player is a Democrat, the opposition party would be the Republicans.
  • 'To Party': the part to which voters are given. Options are Democrat, Republican, Independent, Same, and Opposite. 'Same' will give voters to the player's political party. 'Opposite' will give voters to the political party that 'opposes' the player. If the player is a Democrat, the opposition party would be the Republicans.
  • Percentage: a positive decimal value between 0 and 1. This represents percentage. For example, 0.05 would take 5% of voters from one party and give them to another party.
  • District: Options are 'City', 'State', and 'Nation'. This represents the district where party demographics will be adjusted.
  • District ID: if the selected district is 'State', the District ID will specify which state to target.

Update Office Summary Page

This effect will update the Office Summary page. This is relevant if you have an event that creates a player message, or creates a second event, and you want the office summary page to update with the new content.

Update Character (Type) Approval

This effect will update the specified character's approval rating by a specified amount with voters who belong to a specified political party.

Variables

  • Base Value: a non-negative whole number that represents the percentage of people who approve of the event. The value is relative to the Total Value. If you want to create an approval of 80%, and the total value is 10, then the base value would be 8. If the total value is 100, then the base value would be 80.
  • Total Value: a non-negative whole number that represents approval for all voters (within the specified voter group). It is used relative to the Base Value and represents the magnitude of the event impact on approval. At the beginning of each year, the character's total approval is reset to 100. The value of 100 represents a year's worth of approval. The Total Value included in your event will be added to the character's current total approval value. When deciding what total value to use, think about it in terms of how impactful the event is relative to a year of events. An example: if the character has an 80 base value and a 100 total value at the start of the year, that is 80/100 (80% approval). If your event adds 10 base approval and 10 total approval, then the new approval rating for the character would be 90/110 (which is approximately 82% approval). If your event was more significant than that, you could add 50 base approval and 50 total approval, and the new approval rating would be 130/150 (which is approximately 87% approval).
  • Party: options include 'Democrat', 'Republican', 'Independent', 'All', 'Same', and 'Opposite'. Choosing 'Same' will update approval with the character's political party. Choosing 'Opposite' will update approval with the political party that 'opposes' the character's political party. If the character is a Democrat, choosing 'Opposite' would update approval with Republicans.
IMPORTANT: If you want to decrease approval rating, set the Base Value to 0 and the Total Value to some none-zero value. Do not use negative values.

Update Player Campaign Funds

This effect will update the player's campaign funds by the specified value.

Variables

Value: a whole number that represents the amount of money to add or subtract from the campaign funds. A positive number will add money and a negative value will subtract money. If the campaign funds value becomes less than 0, the game will reset the value to 0.

Update Player Personal Funds This effect will update the player's personal funds by the specified value.

Variables

Value: a whole number that represents the amount of money to add or subtract from the personal funds. A positive number will add money and a negative value will subtract money. If the personal funds value becomes less than 0, the game will reset the value to 0.
Update Player Relationship with Character

This effect will update the player's relationship with the specified character type by the specified value.

Variables

Value: a positive or negative whole number that represents the amount to adjust the relationship. A positive number will increase the relationship score and a negative value will decrease it. For reference, creating a new protege adds 200 points to the protege relationship. Endorsing a presidential candidate as a senator increases relationship points by 200 points. Endorsing a presidential candidate as a member of the house increases relationship points by 50 points.
Targeted Character Resignation

This will cause the Targeted Character to resign from their current position. It may not work on every type of position (such as positions in the city or state government). The game will attempt to remove the target character from their position and from any elections. The game will also attempt to replace the vacated position. In some instances, a special election might be triggered. WARNING: use with caution, there may be unintended consequences if you remove a politician from office (especially during election years).
Tutorial 1
In this tutorial, you will create a seasonal event that occurs the same week every year. It will add an event to the player's schedule on the specified week. When the player clicks the continue button for the event, it will trigger a secondary pop-up event that provides a description of the event. The pop-up event will have one option to 'Continue', which will close the event once the player has read the description. This event will require the creation of 2 events: 1 primary event and 1 secondary event. Below is a list of options to select for each event.

First Event


EVENT TYPE: Click the "Select Event Type" button and choose "Player Schedule Event". Event Title - Seasonal Event Description Type - Single Event Description - Do you want to participate in a seasonal event? (This is the text that the player will see in their office schedule; it provides them with information to decide if they want to participate in the event by clicking the Continue button.) Mandatory Event - False Event Format - Text (if you want a character portrait to appear next to the schedule item associated with this event, select Portrait).

EVALUATION TRIGGERS: Click the "Add Evaluation Trigger" button and select "Week Number". For the value, enter "2" (without the quotation marks). The event will be triggered on week 2.

EVENT TRIGGERS: Click the "Add Event Trigger" button and select "Always Allow". Every event must have at least one event trigger.

EVENT EFFECTS: Click the "Add Event Effect" button and select "Trigger Immediate Event". Event ID: cETutorial1A (this id must be the id used in the second event you are about to create).

EVENT CLASS: Primary

EVENT CATEGORIES: none (none of the categories apply to this event, so leave all of them unselected.)

EVENT SYNOPSIS: Seasonal Event

CUSTOM EVENT ID: cETutorial1 (The "cE" is automatically added at the beginning of each ID, so you just have to type the "Tutorial1" part.)

Save the event and then start creating the second event. You can either exit the Custom Event Menu and then click the "Create New Event" button, or you can stay in the Custom Event Menu and just make all of the necessary changes for the second event. As long as you change the Event ID, the game will not overwrite your previous event.


Second Event


EVENT TYPE: Click the "Select Event Type" button and choose "Pop Up Options". Event Title - Seasonal Event Description Type - Single Event Description - You attend a seaonsal event and it is fun. (This is the text that will appear in the body of the pop up menu.) Event Format - Text (if you want a specific character, such as your chief of staff, to appear in the pop-up menu, choose the Portrait format). Options - Click the "Add New Option" button; this will bring up a new menu.

NEW OPTION MENU Option Title - Continue Option Type - Always Option Effects - none (whenever the player clicks any option, it automatically closes the pop up menu). IMPORTANT: every Pop Up Option event must have at least one option; if it doesn't, the player will not be able to exit the menu.

Click the Continue button to exit the "Add/Edit Options" menu.

EVENT CLASS: Secondary

EVENT SYNOPSIS: Seasonal Event Pop Up

CUSTOM EVENT ID: cETutorial1A (this matches the ID used in the "Trigger Immediate Event" from the previous primary event. The "cE" is added automatically, so you just have to type "Tutorial1A")

Save the Event and then click the "X" at the top right of the menu to exit.

Click the Active/Inactive Events button to open a new menu listing all of your custom events. This menu only shows primary events. Secondary events cannot be activated/inactivated because they always require a primary event to trigger them. A secondary event is active or inactive in virtue of its corresponding primary event being active or inactive. Activate the primary event you just created. Its button will be blue if it is active.

Test the events by starting a new game and progressing to week 2; the event should appear in the player schedule. When you click the continue button for the event, it should create a pop up menu to display a description of the event.
Tutorial 2a
In this tutorial, you will create an event where the player interacts with another character. You will learn how to target a specific character and create effects for that character. You will learn how to create a primary Player Schedule event that triggers a secondary Pop-Up Event. In the pop-up event, you will learn how to provide the player with multiple options for how to proceed. This tutorial will involve creating 1 primary event and 2 secondary events.
First Primary Event


EVENT TYPE: Click the "Select Event Type" button and choose "Player Schedule Event".

Event Title: Type a title for the event; the player will see this title in the player schedule menu. Use a title such as "Interaction with a Senator".
Description Type: Single
Use Target Character Name at Beginning of Description: Click the check box next to this title. The name of the Target Character will be displayed in front of the event description, without any punctuation. (You will learn more about the Targeted Character later in the tutorial).
Event Description: Since you selected the checkbox above, the name of the target character will appear at the beginning of the description, so keep that in mind when you enter a description. In this tutorial, you might want to type " has entered your office; do you want to interact with this politician?" In the game, this will appear as "[Character Name] has entered your office; do you want to interact with this politician?" (This is the text that the player will see in their office schedule; it provides them with information to decide if they want to participate in the event by clicking the Continue button.)
Mandatory Event: False
Event Format: Click the button that says "Portrait".
Portrait Type: Click the "Select Portrait Character" button and select the option that says "Targeted Character" under the "Politicians" heading. (The Targeted Character will be selected in the Event Triggers section later.)

EVALUATION TRIGGERS: Click the "Add Evaluation Trigger" button and select "Week Number". For the value, enter "2" (without the quotation marks). The event will be evaluated on week 2.

EVENT TRIGGERS: Click the "Add Event Trigger" button and select "Evaluate Targeted Character". This will display a long list of characteristics you can choose for the targeted character. The event will trigger only if a character with the specified characteristics is found.

Character Position: Make sure the check box next to the Character Position option is checked. Use the drop-down menu to select "U.S. Senator".
Character State: this value should be set as "Any", which means that the game is allowed to select a senator from any state.
Character Political Party: click the checkbox next to this option so that it is checked. From the drop-down menu, select "Same as Player". At this point, the game will search for a U.S. senator from any state who has the same political party as the player.
Leave all of the other options unchecked; they are not needed for this tutorial.

EVENT EFFECTS: Click the "Add Event Effect" button and select "Trigger Immediate Event (with Variables)". As part of the Targeted Character Evaluation, the targeted character is saved as a variable for the event. If you want to use the targeted character variable in the next secondary event, you have to use "Trigger Immediate Event (WITH VARIABLES), as opposed to the option without variables. Event ID: cETutorial2A (this id must be the id used in the second event you are about to create).

EVENT CLASS: Click the option that says 'Primary'

EVENT CATEGORIES: none (none of the categories apply to this event, so leave all of them unselected.)

EVENT SYNOPSIS: Type an event synopsis for the event such as (Interaction with Senator). The player will not see the event synopsis; it is for you to remember the content of the event if you ever want to edit it.

CUSTOM EVENT ID: cETutorial2 (The "cE" is automatically added at the beginning of each ID, so you just have to type the "Tutorial2" part.)

Save the event and then start creating the second event. You can either exit the Custom Event Menu and then click the "Create New Event" button, or you can stay in the Custom Event Menu and just make all of the necessary changes for the second event. As long as you change the Event ID, the game will not overwrite your previous event.


Second Event

EVENT TYPE: Click the "Select Event Type" button and choose "Pop Up Options".

Event Title: Type a title for the event; this will appear at the top of the pop-up menu. For this tutorial, you can use a title such as "Interaction with Senator".
Description Type: Single
Event Description: Type a description for the event. In this tutorial, the senator is going to invite the player to go to lunch, so you can type something like: "The senator invites you to attend lunch; do you want to attend?" This text will appear above the list of options the player can choose to respond to the pop-up event.
Event Format: Click the button that says "Portrait".
Portrait Type: Click the "Select Portrait Character" button and select the option that says "Targeted Character" under the "Politicians" heading. Since this is a secondary event, the game will use the character stored in the event variables; there is no need to select a new targeted character.

OPTIONS: Click the "Add New Option" button. This will bring up a new menu. In the menu type "Yes" for the Option Title. This is the text that will appear on the first option button in the pop-up menu. For Option Type click "Always". For Option Effects, click the "Add New Effect" button and choose "Trigger Immediate Event (with Variables)". For the Event ID, type "cETutorial2A1". Click the "Add New Effect" button again and this time choose "Update Targeted Character Relationship". In the textfield for "Amount to Adjust Relationship" type 10. If the player selects this option, and goes to lunch with the senator, it will increase the relationship the player has with the senator by 10 points. Click the Continue button to exit the Options Menu.

Now, click the "Add New Option" menu again to select a second option for the player to choose. For this option, set the Option Title to "No" and then click the Continue button to close the Options Menu. This option does not need any effects. If the player chooses the "No" option, the menu will close automatically and nothing else will happen.

EVENT CLASS: Click the option that says 'Secondary'. Secondary events must be triggered by another event.

EVENT SYNOPSIS: Type an event synopsis for the second event such as (Interaction with Senator Pop Up).

CUSTOM EVENT ID: cETutorial2A (The "cE" is automatically added at the beginning of each ID, so you just have to type the "Tutorial2A" part.) If this ID does not match the ID specified by the primary event, the game will not trigger this pop up event.

Save the second event by clicking the "Save Event" button and then start creating the third event.
Tutorial 2b
Third Event


EVENT TYPE: Click the "Select Event Type" button and choose "Pop Up Options".

Event Title: Type a title for the event; this will appear at the top of the pop-up menu. Title sugestion: "Lunch with the Senator".
Description Type: Single
Event Description: Type a description for the event. Since it is a lunch event, type something about the restaurant or the conversation or the food."
Event Format: Click the button that says "Portrait".
Portrait Type: Click the "Select Portrait Character" button and select the option that says "Targeted Character" under the "Politicians" heading.

OPTIONS: Click the "Add New Option" button. This will bring up a new menu. In the menu type "Continue" for the Option Title. Leave everything else as it is; this "Continue" option will end the event and close the menu. Click the Continue button to exit the Options Menu.

EVENT CLASS: Click the option that says 'Secondary'.

EVENT SYNOPSIS: Type an event synopsis for the third event such as (Senator Lunch Description).

CUSTOM EVENT ID: cETutorial2A1.

Save the event. That is the last event you have to create for this tutorial. Click the "X" button at the top right of the screen. Then click on the "Active/Inactive Events" button. A new menu will appear. Find the name/description of your event and click on it to activate it. If it is active it will be blue. If the event is not activated, it will not appear in the game.

To test the event, start a new game and advance to week 2. The tutorial event should appear in the player schedule. Once you have finished testing the event, make sure to de-activate it in the Active/Inactive Events menu.