Events

Supreme Ruler 1936 builds upon the existing events system but adds a number of new tools

**Note**: New event types may be added throughout the development phase.  Watch for section headers.

In the SCENARIO directory, look for any file "scenario\_name.csv"

The &&SEVENTS section is preceeded by a row of headers that identify the values used.

Columns are as follows...

## Example

This is what it would look like in the file:

324000, 43200, 17, 634, 2303, 2306, False, False, False, False, False, , , , , , , , ,

Breakdown of the above example.

## Event ID Listing

*Special Note regarding Email : Emails are either sent from an AI leader or from a Minister - this is set in the NEWSITEMS list (createdby of '2' for AI leader).*

* When Sent by AI leader: sent FROM 'region' TO 'otherregion'; appears in email of 'otherregion'
* When Sent by Minister: sent FROM Minister of 'region' ABOUT 'otherregion'; appears in email of 'region'

## Condition Test List

Copy of line from above.  (if in doubt - the one above is the one to be trusted.)

* i1 etc: Condition Parameter
* f0 etc: Condition Parameter
Event ID set to 'True' if Condition met.
Email only sent if Condition met.
See Condition List Below

The following potential "i0" values have the listed additional parameters.

Where multiple tests exist, they are done via "OR" unless listed otherwise (meaning only one has to be True to set event True).

1. Region Relationship with OtherRegion
	1. i1=0 : Ignore
	2. i1=1: Allied
	3. i1=2: Neutral
	4. i1=3: War
	5. i1=4: otherdbregion is Colony of dbregion
	6. i1=5: otherdbregion is Parent of dbregion
	7. i1=6: Parent of Colony
	8. i1=7: Unknown
	9. i1=8: Undiscovered

1. 1. i2= Check if Region & OtherRegion have Treaty # in place (ignored if 0)
2. Region Sphere Check
	1. i1=0: Strong Axis
	2. i1=1: Strong or Weak Axis
	3. i1=2: Neutral
	4. i1=3: Strong or Weak Allied
	5. i1=4: Strong Allied
3. Region has enemies
	1. i1= minimum # of enemies to test for (ie 1 for 1 or more; 5 for 5 or more)
	2. i2= bitmask for regions to include
		1. 0 = all
		2. 1 = exclude colonies
		3. 2 = exclude dead
		4. 4 = exclude sphere same as current region.
		5. 8 = exclude pirates
4. Region has allies
	1. i1= minimum # of allies to test for
	2. i2= bitmask for regions to include
		1. 0 = all
		2. 1 = exclude colonies
		3. 2 = exclude dead
		4. 4 = exclude sphere different than current region.
5. Region Diprelationship with OtherRegion (any single test true) - (note - enter 75% as 0.75, which is between 1 and -1.)
	1. f0= relationship is less than % (ignored if 0)
	2. f1= relationship is greater than % (ignored if 0)
	3. f2= casus belli is greater than % (ignored if 0)
	4. f3= provocation is greater than % (ignored if 0)
6. Regional Approval Rating Test
	1. f0= DAR is less than % (ignored if 0)
	2. f1= DAR is greater than % (ignored if 0)
	3. f2= MAR is less than % (ignored if 0)
	4. f3= MAR is greater than % (ignored if 0)
7. Regional Stat Test
	1. i1= land fab capacity greater than or equal to (ignored if 0)
	2. i2= air fab capacity greater than or equal to (ignored if 0)
	3. i3= sea fab capacity greater than or equal to (ignored if 0)
	4. f0= Population greater than (ignored if 0)
	5. f1= Treasury greater than (ignored if 0), value in dollars
	6. f2= GDP/c greater than (ignored if 0)
	7. f3= WM Rating greater than (ignored if 0)
8. Regional Hex Ownership - (used)
	1. i1= BITMASK (add values): 1: (dbRegion); 2: Allies; 4: Neutrals; 8: Enemies (ie Us+Allies = 3); 0=default dbRegion(1)
	2. i2= Map X location
	3. i3= Map Y location
9. Regional Tests
	1. i1= 1: True if WM/UN Member;
	2. i1= 2: True if Not WM/UN Member
	3. i1= 3: True if region is a colony of Otherregion
	4. i1= 4: True if region is a parent of Otherregion
	5. i1= 5: True if region is alive (also could use eventballowdead flag instead in some cases - not a direct replacement)
	6. i1= 6: True if region is dead (tombstoned) or inactive - (used)
	7. i1= 7: True if region is member of Axis Alliance
	8. i1= 8: True if region is member of Allies Alliance
	9. i1= 9: True if region is inactive (False if region is Alive or Sleeping/Tombstoned)
	10. i1=10: True if region is a colony
	11. i1=11: True if region is independent (not a colony)
10. NOT - set to true only if ALL listed events/conditions did NOT happen - (used)
	1. i1=Event ID
	2. i2=Event ID (ignored if 0)
	3. i3=Event ID (ignored if 0)
11. OR - set to true if ANY of the listed events happened - (used)
	1. i1=Event ID
	2. i2=Event ID (ignored if 0)
	3. i3=Event ID (ignored if 0)
12. AND - set to true only if ALL of the listed events happened - (used)
	1. i1=Event ID
	2. i2=Event ID (ignored if 0)
	3. i3=Event ID (ignored if 0)
13. Check Difficulty level (0=easy to 4=hard, 2=normal)
	1. i1= Military difficulty greater than or equal to (ignored if 0)
	2. i2= Economic difficulty greater than or equal to (ignored if 0)
	3. i3= Diplomatic difficulty greater than or equal to (ignored if 0)
14. Set to true if region (or otherregion if defined) is Human player
15. Region has colonies
	1. i1= minimum # of colonies to test for (ie 1 for 1 or more; 5 for 5 or more)
16. Regional Score Test
	1. i1= Victory Points greater than or equal to (ignored if 0)
	2. i2= Victory Points REGION+ALLIES greater than or equal to (ignored if 0)
	3. i3= score to check 1-6 (total/diplo/eco/tech/civ/mil) (ignored if 0)
	4. f0= (future use) greater than (ignored if 0)
	5. f1= (future use) greater than (ignored if 0)
	6. f2= Score Value to check for greater than (if i3 is set)
17. Regional Stat Test II
	1. i1= land fab queue greater than or equal to (ignored if 0) (includes in-production & queued; may be 1 day later)
	2. i2= air fab queue greater than or equal to (ignored if 0)
	3. i3= sea fab queue greater than or equal to (ignored if 0)
	4. f0= TBA greater than (ignored if 0)
	5. f1= TBA greater than (ignored if 0)
	6. f2= TBA greater than (ignored if 0)
18. Regional Stat Test III
	1. i1= land units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
	2. i2= air units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
	3. i3= sea units deployed (if -ve: in reserve) greater than or equal to (ignored if 0)
	4. f0= Active Personnel greater than (ignored if 0)
	5. f1= Reserve Personnel greater than (ignored if 0)
	6. f2= Total Personnel (active + reserve) greater than (ignored if 0)
19. Regional Settings Test  (to get values, run game.  CTRL+G for udefs.  Use udef +1 for value to enter)
	1. i1= Social Spending Setting to test (count number +1) (1-8) (ignored if 0)
	2. i2= Social Rating to test +1 (1-8) (ignored if 0)
	3. i3=TBA
	4. f0= TBA
	5. f1= Social Spending #i1 greater than (ignored if 0) - Enter 0.5 for 50%
	6. f2= Social Rating #i2 greater than (ignored if 0) - Enter 0.15 for 15%
	7. f3= TBA greater than (ignored if 0)
20. Regional Hex Test
	1. i1= Is Unit/upgrade Type (#) belonging to Region present in hex? (#=6001 CommandUnit, 349 Spy, etc) (ignore if 0)
	2. i2= Map X location
	3. i3= Map Y location
		1. GR/SRNG: If no hex location, then Capital of 'Other Region'; GR: if i2 is -1, then 'Home Planet'
	4. f0= # of requested Garrisons greater than (ignored if 0)
	5. f1= # of actual/active Garrisons greater than (ignored if 0) - does NOT count 'popped out' Garrisons
21. Regional Tech Test
	1. (If using multiple checks, they operate as OR)
		1. i1= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
		2. i2= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
		3. i3= Does Region know tech #?  if -ve: Is region researching Tech #? (ignored if 0)
22. Regional Unit Test
	1. (If using multiple checks, they operate as OR)
		1. i1= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
		2. i2= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
		3. i3= Does Region know unit #?  if -ve: Is region researching Unit #? (ignored if 0)
23. Theatre/BattleZone Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
	1. i1= test type:
		1. TH 1-9
			1. 1/2/3=Theatre Deployed L/A/S; (used = 1,2)
			2. 4/5/6=TH Reserve L/A/S;
			3. 7/8/9=TH Production L/A/S;
		2. 10=BZ # of hexes in battlezone that player has transit rights (owned/allied/treaty);
		3. 11-19: BZ same as 1-9
			1. 11/12/13 BZ Deployed L/A/S;
			2. 14/15/16 BZ Reserve L/A/S;
			3. 17/18/19 BZ Production L/A/S;
	2. i2= Map X location (inside TH/BZ)
	3. i3= Map Y location (inside TH/BZ)
	4. f0= Test amount greater than this (ignored if 0) Note: float amount, test greater than.  ie use .5 to catch 1+
24. BattleZone Test
	1. Note - updated only at end of day; either yes/no, cannot test quantity; unit may be land/air/sea
		1. i1= test type: 1=dbregion owns hex in BZ; 2=dbregion has Unit in BZ
		2. i2= Map X location (inside BZ)
		3. i3= Map Y location (inside BZ)
25. Check 'eventstatus' of an event ID
	1. >>> Note: must set these events to "Regular Time Only".  In FF, counting doesn't happen until you start time. <<<
		1. i1= Event Sequence ID to test
		2. i2= If Objective, Status Value to test for (see Event 61 for definitions CURRENT/COMPLETE/FAILED).
			1. If this value = Current Status then the test will =True.
			2. -1 to ignore if testing an event that is not an objective, in which case completed/pending will return true/false
		3. f0=at least # of days that have passed since event happened (event became true) (0 to ignore)
		4. f1=no more than # days have passed since event happened (event became true) (0 to ignore)
		5. f2=Random Days value to add to f0/f1 (0 to ignore)
26. Regional Unit Production Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
	1. (If using multiple checks, they operate as OR)
		1. i1= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
		2. i2= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
		3. i3= Unit/Facility ID# in Production greater than or equal to;  (ignored if 0)
			1. SRNG/GR - i3 is now for "test all colonies of selected region"
		4. f0= TBA
		5. f1= Number of units in Production greater than;  if -ve: in production Queue of Facility in Constructions (ie use .9 for >= 1)
		6. f2= Number of units in Production greater than;  if -ve: in production Queue of Facility in Constructions (ie use .9 for >= 1)
		7. f3= Number of units in Production greater than;  if -ve: in production Queue of Facility in Constructions (ie use .9 for >= 1)
27. Regional Unit Deployment Test - Does NOT work in MultiPlayer; for local Human Player ONLY.  Ignored in MP.
	1. (If using multiple checks, they operate as OR)
		1. i1= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
		2. i2= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
		3. i3= Unit/Facility ID# Deployed/Reserve (upgrades: active-online/offline-constr) greater or equal to;  (ignored if 0)
		4. f0= TBA
		5. f1= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
		6. f2= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
		7. f3= Number in Deployed/Active greater than;  if -ve: in Reserve/Offline (ie use .9 for >= 1)
28. Regional Resource/commodity Test
	1. (If using multiple checks, they operate as OR)
		1. i1= Resource #  (ignored if 0)
		2. i2= Resource #  (ignored if 0)
		3. i3= Resource #  (ignored if 0)
		4. f0= TBA
		5. f1= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
		6. f2= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
		7. f3= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
29. Regional Cabinet Settings Check
	1. i1=Cabinet Dept # (See Event 37; 0-5)
	2. i2= Priority # to check (1-31, ignored if zero) (see deptprior.csv in /INI directory for dept,priority number list)
30. Sphere Counts, "Sphere has members"
	1. i1= sphere being tested (0-4), leaning will count leaning and those fully in the sphere.
	2. i2= minimum # of members to test for (ie 1 for 1 or more; 5 for 5 or more) (use Conditional Not for less than)
31. Regional Gov. Type
	1. i1= gov type of dbregion (1-7)
32. Stat Test economy
	1. i1 = value to test
		1. 1 - Income
		2. 2 - Expenses
		3. 3 - Surplus/Deficit
	2. i2 = 0 for daily, 1 for annually
	3. f0 = is greater than (negative value for is less than)
33. Strategic Pool Test *(Not Implemented Yet)*
	1. f0 = land units count > x (negative for less than)
	2. f1 = air units count > x (negative for less than)
	3. f2 = naval units count > x (negative for less than)
	4. f3 = missile units count > x (negative for less than)
34. Support Condemn test *(Not Implemented Yet*
	1. i1= 1: True if dbregion has support set for otherdbregion
	2. i2= 1: True if dbregion has neutral set for otherdbregion
	3. i3= 1: True if dbregion has condemn set for otherdbregion
35. Test aiplayerbits flag (GR)
	1. i1 = bitmask of (flags) to test for. Any single match will trigger TRUE.
		* 1 (2^0): launchcodevalid:1; // Set once a valid launch code has been entered (don't ask again)
		* 2 (2^1): aiallyoffer:1; // AI has made alliance or peace offer to human (don't do it again)
		* 4 (etc): aiamphibprep:1; // AI is in Amphibious Landing Preparation mode (planet level)
		* 8: aiamphibstage:1; // AI is in Amphibious Staging mode (ready to launch or launching) (planet level)
		* 16: aiwarentry:1; // AI has just entered war / initial attack
		* 32: aiofferlos:1; // AI has made offer to human, don't do it again...
		* 64: aioffertrans:1; // ...
		* 128: aioffermutual:1; // ...
		* 256: aionetimers:1; // Set when AI has done 'one time' settings & stuff
		* 512 (2^9): aistratlaunch:1; // set true if AI has made a strat launch
		* 1024: rnamechanged:1; // Player has changed region name, don't use localize version
		* 2048: pendingdipaction:1; // Pending CMDActionDo diplomatic action in MP - localplayer to this region - to show UI warning.
		* 4096: aiofferembassy:1; // AI has made offer to human, don't do it again...
		* 8192: aispaceport:1; // AI has started building spaceport, but none active yet (is reset when spaceport active)
		* 16384: aiofferproshare:1; // AI has made offer to human, don't do it again...
		* 32768: aiofferresshare:1; // AI has made offer to human, don't do it again...
		* 65536: aioffermilshare:1; // AI has made offer to human, don't do it again...
		* 131072 (2^17): aiplayrich:1; // AI player consided 'rich' (all AI thread / local use!)
		* 262144 (2^18): aiplaypoor:1; // AI player considered 'poor'
		* 524288: aiplayextrae:1; // AI player has extra energy/power
		* 1048576: aiplayextrai:1; // AI player has extra ind goods
		* 2097152: aiplayextram:1; // AI player has extra mil goods
		* 4194304: aienemyathome:1; // GR: AI player has enemy on home planet (AI/local)  SRNG: AI player has enemies or buildup /forceplan
		* 8388608: firstcenteroncity :1; // Set true first time player centers on region
		* 16777216: aitechday:1; // AI research - available for today flag (reset when player adds to q)
		* 33554432: ainavalok:1; // AI has been flagged as owning water hexes and at least one naval design available to them
		* 67108864: aispaceprep:1; // AI is in Space Invasion Landing Preparation mode (gathering planet level units)
		* 134217728: aispacestage:1; // AI is in Space Invasion Staging mode (loading into transports)
		* 268435456 (2^28): aispacelaunch:1; // AI is in Space Invasion Staging mode (ready to launch or launching) (system level)
		* 536870912: aibuiltsplaunch:1; // AI has started construction of a space dock launcher
		* 1073741824: aibuiltresearch:1; // AI has started construction of a research center
		* 2147483648: aiunrestsubregion:1; // Ised to check if unrest in this subregion message has been sent
36. Count of Hotspots (GR)
	1. i1 - type of hotspot to test, if -1 then any type
	2. f0 - target number of hotspots placed
37. State of product tradetarget
	1. i1 = Trade Target // -1 Export / 0 Neutral / 1 Import
	2. i2 = Trade Target Check // 0 = no check against value, 1 = Check tradetarget against f2 value
	3. i3 = Product Number // 0-12
	4. f0 = Trade Target Value // -1 to 1,
38. Player home system status
	1. i1 = system status to check against
		* 0: Contested
		* 1: Inhabited
		* 2: Visited
		* 3: Explored
		* 4: Unexplored
	2. i2 = set to 1 to include Anomalies in the count, default is 0 to exclude Anomalies
39. Player regions known or discovered count
	1. i1 = Use known or discovered counts // 0 - Discovered / 1 - Known
	2. i2 = Number of regions for which to check (equal to or greater than)
	3. i3 value: if =1 then don't count colonies.
40. Regional Stat Test III
	1. i1= units killed this turn greater than or equal to (ignored if 0)
	2. i2= units killed last turn greater than or equal to (ignored if 0)
	3. i3= units killed this game greater than or equal to (ignored if 0)
	4. f0= units lost this turn greater than or equal to (ignored if 0)
	5. f1= units lost last turn greater than or equal to (ignored if 0)
	6. f2= units lost this game greater than or equal to (ignored if 0)
41. Regional Stat Test IV
	1. i1= units captured this turn greater than or equal to (ignored if 0)
	2. i2= units captured last turn greater than or equal to (ignored if 0)
	3. i3= units captured this game greater than or equal to (ignored if 0)
42. Regional Stat Test V
	1. f0= land units stored in the players orbital station greater than (ignored if 0)
	2. f1= air units stored in the players orbital station greater than (ignored if 0)
	3. f2= naval units stored in the players orbital station greater than (ignored if 0)
	4. f3= space units stored in the players orbital station greater than (ignored if 0)
	5. i1= missile units stored in the players orbital station greater than (ignored if 0)
43. Test Colony has Building with Spaceport Specialty
	1. Selected faction will be -1 for active player.
44. Empire units on a colony surface > X.
	1. i1= X
45. Transport ship with more than X units in cargo.
	1. i1= X
46. Regional Resource/Commodity Test (for all colonies)
	1. (If using multiple checks, they operate as OR)
		1. i1= Resource #  (ignored if 0)
		2. i2= Resource #  (ignored if 0)
		3. i3= Resource #  (ignored if 0)
		4. f0= TBA
		5. f1= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
		6. f2= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
		7. f3= Resource Stock greater than;  if -ve: in production actual output greater than (ie use .9 for >= 1)
47. Count of landable surfaces found
	1. i1 = landable type wanting to count
		1. i1 = 10, 11/12, 13 (Star, Planet/Moon, Asteroid), or -1 for any
	2. i2 = atmosphere type to count
		1. i2  = -1 == any, or use data below
			1. #define ATMOSPHEREEARTH 0
			2. #define ATMOSPHEREGAS 1
			3. #define ATMOSPHERETHICK 2
			4. #define ATMOSPHERETHIN 3
			5. #define ATMOSPHEREDENSE 4
			6. #define ATMOSPHEREVIOLENT 5
			7. #define ATMOSPHERENONE 6
			8. #define ATMOSPHEREGASGIANT 7
			9. #define ATMOSPHERELAVAMOON 8
			10. #define ATMOSPHEREMETHANEMOON 9
	3. i3 = count of that type
48. Count of pirate factions in a players home system
	1. i1 = if count of pirates is greater than this number condition is true
49. Is any cabinet priority set
	1. is true if any priority is set
50. Count of treaties signed with empire factions (non-colony factions)
	1. i1 = Treaty number to check
	2. i2 = Number of treaties to check for ( i2 >= foundtreaties )
51. True if player has started/finished construction on FTL space ship
	1. i1 = if set to 0 will use started construction, if set to 1 will use finished construction
52. True if player has started a population migration diplomatic trade
53. True if the specified battlegroup has units
	1. i1 = battlegroup number
54. True if player has ordered a ship to patrol
55. .
56. True if player captures an enemy city
59. Turns if player has set a unit's initiative to high with ROE
60. True if battlegroup has > %X amount of fuel. Ignored in MP.
	1. i1 = battlegroup number
	2. f0 = %X of fuel to check for
61. True if player initiative is at or above specified level
	1. i1 = branch (0/1/2/3, land/sea/air/space)
	2. i2 = initiative level (0/1/2/3/4)
62. True if player has an ongoing trade with required amounts/products
	1. i1 = product number to check (-1 for any product)
	2. f0 = amount of product to check for (per payment)
63. Test eventplayerbits flag
	1. i1 = bitmask of (flags) to test for. Any single match will trigger TRUE.
		* 1 (2^0) : eventfirstpopdip:1;                // Set once the local player has opened pop-dip panel for the first time
		* 2 (2^1): eventfirstexpandexpense:1;        // Set once the local player has opened the expanded expenses panel for the first time
		* 4 (etc): eventfirstpoptech:1;            // Set once the local player has opened tech race panel for the first time
		* 8: eventformationmove:1;            // Set once the local player has moved units with formation move
		* 16: eventautomateunit:1;            // Set once the local player has clicked the automate button
		* 32: eventlockaiunit:1;                // Set once the local player has clicked the lock unit from minister control
		* 64: eventsellunittowm:1;            // Set once the local player has clicked the sell unit button from unit popup
		* 128: eventfirstftl:1;                // Used to check if FTL travel has happened before
		* 256: eventfirstsurvey:1;                // Used to check if survey has happened before
		* 512: eventuraniumfilter:1;            // Set once the local player has set the resource filter to uranium
		* 1024: eventfirstexploitable:1;        // Used to check if exploitable planet surveyed before
		* 2048: eventfirstcrate:1;                // Used to check if crate has happened before (local)
		* 4096: eventpetroleumfilter:1;            // Set once the local player has set the resource filter to petroleum
64. Test player taxation settings
	1. i1 = tax number
	2. f0 = above this amount
	3. f1 = below this amount
65. Test if player has navpoint on hex
	1. i1 = X location
	2. i2 = Y location
66. Test if there is upgrade type at hex
	1. i1 = X location
	2. i2 = Y Location
	3. i3 = unit ID
67. Test cabinet locks
	1. i1 = cabinet number
	2. i2 = lock number
	3. i1 = 0: Unlocked / 1: Locked
68. Test player domestic margin values for products
	1. i1 = product number
	2. f0 = % margin (1.0 is default, 1.35 would be 35% reduced price)
69. Coin Flip/random value with probability of true false. Compatible with condition test 25. Check 'eventstatus'
	1. i1 = % chance heads/true. If zero or blank, probability is 50/50
70. Compare i0 to mil recommended salary or mil recommended maintenance
	1. i1 = value to compare
	2. f0 = 0? True if i0 < recommended salary. If f0 = 1, triggers true if i0 < mil recommended maintenance
71. Compare Leaders
	1. i1 = leader num value to compare
	2. i13= if set 0, true if i0 is the same as the ID of current leader, if set 1 then true is i0 is different than the current leader.
72. Compare Known Techs
	1. i1 = number of known techs (greater than or equal to)
73. Test Tracked Facility Destruction (Requires Event 83 to be conducted first to set 'slot' of tracked facility)
	1. i1 = 'Slot' 0-9 for tracked facility (Established from Event 83)
	2. i2 = value to check for (greater than or equal to tracked value)
74. Test Number of Systems with Beacons (GR)
	1. i1 = number of systems with beacons placed by player
	2. i2 = set 1 to include empire owned
75. Test Number Of Specified Facilities on a Planet (GR)
	1. i1 = facility unit ID
	2. i2 = number of facilities
	3. i3 = set to 1 to include empire
76. Test Number of Systems Owned (GR)
	1. i1 = number of 'owned' systems
	2. i2 = set to 1 to include empire
77. Test Number of Specified Type of Units Destroyed
	1. i1 = btype (land/air/sea/space(GR)/missile
	2. i2 = number of units destroyed (greater than or equal to)
78. Test if Moral Choice is True For Slot Number (Works with event 84)
	1. i1 = 'slot' of moral choice to check (0-31) (True if moral choice is true for slot number)
79. Test Number of Full Systems Surveyed (GR)
	1. i1 = number of systems fully surveyed (greater than or equal to)
80. Test Atmospheres Surveyed (GR) (See Atmosphere Types)
	1. i1 = atmosphere type
	2. i2 = number surveyed (greater than or equal to)
81. Test Speciality Surveyed (GR) (Star/Planet/Moon/Asteroid)
	1. i1 = speciality
		1. 0 - Star
		2. 1 - Planet
		3. 2 - Moon
		4. 3 - Asteroid
	2. i2 = Number Surveyed (Greater than or equal to)
82. Test Number Of Specified Facilities on different Planets within a system (GR)
	1. i1 = facility unit ID
	2. i2 = number of facilities
	3. i3 = set to 1 to include empire