
on_game_start = {
	events = {
		esap_general.1
	}
}

# this = country
on_monthly_pulse_country = {
	events = {
		esap_combination_t1.4

		esap_ethics.1
	}
}

# this = country
on_yearly_pulse_country = {
	events = {
		esap_technological_ascendancy.1

		esap_industry_ascendancy.1
		
		esap_ethics.4
		esap_ethics.5
	}
}

#From = Country scope
#This = Planet scope
on_planet_transfer = {
	events = {
		esap_generic.1
		
		esap_nature_ascendancy.1
	}
}

# A planet has been colonized.
# Scope = Planet
on_colonized = {
	events = {	
		esap_nature_ascendancy.1
		esap_cornucopia_beacon.1
		esap_combination_t2.3
	}
}

# A country has increased the level of a tech, use last_increased_tech trigger to check tech and level.
# This = Country
on_tech_increased = {
	events = {
		esap_ethics.8
	}
}

# A ship has been built
# Root = Ship
# From = Planet
on_ship_built = {
	events = {

		esap_ethics.3
		esap_ethics.6

		esap_hive.1
	}
}

# A district construction has been completed.
# This = Planet
on_district_complete = {
	events = {
		esap_combination_t1.3
	}
}

# A pop has finished purging
# This = Planet scope
# From = Country
# FromFrom = Pop
on_pop_purged = {
	events = {
		esap_hive.2
	}
}

# a new leader is generated for an empire, to be available for recruitment
# scope: country, from: leader
on_leader_spawned = {
	events = {
		esap_combination_t1.1 

		esap_ethics.2
	}
}


# A leader leveled up.
# Scope = Country
# From = Leader
on_leader_level_up = {
	events = {
		esap_combination_t1.1 

		esap_ethics.2
	}
}


# A ship has surveyed a planet.
# Scope = Ship
# From = Planet
on_survey_planet = {
	events = {
		esap_ethics.7
	}
}

# A planets controller becomes a country not the same as the owner.
# Root = Planet
# From = Planet Owner
# FromFrom = Planet Controller (the one occupying)
on_planet_occupied = {
	events = {
		esap_combination_t2.1
		esap_combination_t3.1
	}
}

# A war is beginning, executed for every country in the war.
# Root = Country
# From = War
on_war_beginning = {
	events = {
		esap_general.4

		esap_ascension_paths.1

		esap_combination_t2.2
	}
}

# A war has been won
# Root = Winner Warleader
# From = Loser Warleader
# FromFrom = War
on_war_won = {
	events = {
		esap_general.5
	}
}

# A status quo has been signed
# Root = Actor
# From = Recipient
# FromFrom = Main Attacker
# FromFromFrom = Main Defender
# FromFromFromFrom = War
on_status_quo = {
	events = {
		esap_general.6
	}
}

# A status quo has been signed, by force
# Root = Recipient
# From = Actor
# FromFrom = Main Attacker
# FromFromFrom = Main Defender
# FromFromFromFrom = War
on_status_quo_forced = {
	events = {
		esap_general.6
	}
}