0: GEV_MoveOrder(GEA_Army, GEA_Path, GEA_MapPoint, GEA_Int): Give a pathed move order to an army
  ArmyMoveOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@50

1: GEV_MoveToOrder(GEA_Army, GEA_Direction): Give a single square move order to an army
  ArmyMoveToOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@66

2: GEV_MovePathOrder(GEA_Army, GEA_MapPoint): Give a move order to an army, creates a new path
  ArmyMovePathOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@98

3: GEV_SleepOrder(GEA_Army): Put an army to sleep
  ArmySleepOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@131

4: GEV_UnloadOrder(GEA_Army, GEA_MapPoint): Tell an army to unload its cargo
  ArmyUnloadOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@111

5: GEV_MoveUnloadOrder(GEA_Army, GEA_Path, GEA_MapPoint, GEA_Int): Army moves then unloads
  ArmyMoveUnloadOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@140

6: GEV_EntrenchOrder(GEA_Army): Entrench an army
  ArmyEntrenchOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@156

7: GEV_DetrenchOrder(GEA_Army): Detrench an army
  ArmyDetrenchOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@165

8: GEV_DisbandArmyOrder(GEA_Army): Disband an army
  ArmyDisbandArmyOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@174

9: GEV_GroupOrder(GEA_Army): Group other units in the square into the army
  ArmyGroupOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@183

10: GEV_GroupUnitOrder(GEA_Army, GEA_Unit): Group specified unit into the army
  ArmyGroupUnitOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@193

11: GEV_UngroupOrder(GEA_Army): Ungroup an army
  ArmyUngroupOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@208

12: GEV_ParadropOrder(GEA_Army, GEA_MapPoint): Drop an army from a plane
  <empty>

13: GEV_InvestigateCityOrder(GEA_Army, GEA_MapPoint): Army invesigates city
  ArmyInvestigateCityOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@217

14: GEV_NullifyWallsOrder(GEA_Army, GEA_MapPoint): Army nullifies walls
  ArmyNullifyWallsOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@228

15: GEV_StealTechnologyOrder(GEA_Army, GEA_MapPoint): Army steals technology
  ArmyStealTechnologyOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@239

16: GEV_InciteRevolutionOrder(GEA_Army, GEA_MapPoint): Army incites a revolution
  ArmyInciteRevolutionOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@250

17: GEV_AssassinateRulerOrder(GEA_Army, GEA_MapPoint): Army assasinates a ruler
  ArmyAssassinateRulerOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@261

18: GEV_InvestigateReadinessOrder(GEA_Army, GEA_MapPoint): Army investigates readiness
  ArmyInvestigateReadinessOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@272

19: GEV_BombardOrder(GEA_Army, GEA_MapPoint): Army bombards
  ArmyBombardOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@283

20: GEV_FranchiseOrder(GEA_Army, GEA_MapPoint): Army franchises
  ArmyFranchiseOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@296

21: GEV_SueOrder(GEA_Army, GEA_MapPoint): Army sues
  ArmySueOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@307

22: GEV_SueFranchiseOrder(GEA_Army): Army sues franchise
  ArmySueFranchiseOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@318

23: GEV_ExpelOrder(GEA_Army, GEA_MapPoint): Army expels
  ArmyExpelOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@333

24: GEV_EstablishEmbassyOrder(GEA_Army, GEA_MapPoint): Army establishes embassy
  ArmyEstablishEmbassyOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@346

25: GEV_AdvertiseOrder(GEA_Army, GEA_MapPoint): Army advertises
  ArmyAdvertiseOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@368

26: GEV_PlantNukeOrder(GEA_Army, GEA_MapPoint): Army plants a nuke
  ArmyPlantNukeOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@379

27: GEV_SlaveRaidOrder(GEA_Army, GEA_MapPoint): Army slave raids
  ArmySlaveRaidOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@390

28: GEV_EnslaveSettlerOrder(GEA_Army, GEA_MapPoint): Army enslaves a settler
  ArmyEnslaveSettlerOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@401

29: GEV_UndergroundRailwayOrder(GEA_Army, GEA_MapPoint): Army frees slaves
  ArmyUndergroundRailwayOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@412

30: GEV_InciteUprisingOrder(GEA_Army, GEA_MapPoint): Army incites slave uprising
  ArmyInciteUprisingOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@423

31: GEV_BioInfectOrder(GEA_Army, GEA_MapPoint): Army bio infects
  ArmyBioInfectOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@434

32: GEV_PlagueOrder(GEA_Army, GEA_MapPoint): Army inflicts a plague
  ArmyPlagueOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@445

33: GEV_NanoInfectOrder(GEA_Army, GEA_MapPoint): Army nano infects
  ArmyNanoInfectOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@456

34: GEV_ConvertCityOrder(GEA_Army, GEA_MapPoint): Army converts a city
  ArmyConvertCityOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@467

35: GEV_ReformCityOrder(GEA_Army): Army reforms a city
  ArmyReformCityOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@478

36: GEV_SellIndulgencesOrder(GEA_Army, GEA_MapPoint): Army sells indulgences
  ArmySellIndulgencesOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@492

37: GEV_SoothsayOrder(GEA_Army, GEA_MapPoint): Army says sooth.  "Sooth!" says Army, "Sooth!"
  ArmySoothsayOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@507

38: GEV_CloakOrder(GEA_Army): Army cloaks
  <empty>

39: GEV_UncloakOrder(GEA_Army): Army uncloaks
  <empty>

40: GEV_RustleOrder(GEA_Army, GEA_MapPoint): Army rustles
  <empty>

41: GEV_CreateParkOrder(GEA_Army, GEA_MapPoint): Army creates a park
  ArmyCreateParkOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@519

42: GEV_CreateRiftOrder(GEA_Army, GEA_MapPoint): Army creates a rift
  <empty>

43: GEV_PillageOrder(GEA_Army): Army pillages
  ArmyPillageOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@531

44: GEV_InjoinOrder(GEA_Army, GEA_MapPoint): Army injoins
  ArmyInjoinOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@540

45: GEV_UseSpaceLadderOrder(GEA_Army): Army climbs a space ladder
  <empty>

46: GEV_AirliftOrder(GEA_Army, GEA_MapPoint): Army airlifts
  <empty>

47: GEV_DescendOrder(GEA_Army): Army Descends
  <empty>

48: GEV_ThrowPartyOrder(GEA_Army, GEA_MapPoint): Army gets down and boogies
  ArmyThrowPartyOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@357

49: GEV_PirateOrder(GEA_Army): Army dons an eyepatch and parrot and plunders a trade route
  ArmyPirateOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@551

50: GEV_GetExpelledOrder(GEA_Army, GEA_MapPoint, GEA_Player): This army gets expelled
  ArmyGetExpelledOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@560

51: GEV_SettleOrder(GEA_Army): This army settles
  ArmySettleOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@583

52: GEV_BoardTransportOrder(GEA_Army): Move this army into a transport in the same cell.
  BoardTransportOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@594

53: GEV_LaunchOrder(GEA_Army, GEA_MapPoint): Give a space launch order to this army
  LaunchOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@604

54: GEV_TargetOrder(GEA_Army, GEA_MapPoint): Give a nuclear missile a target
  TargetOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@616

55: GEV_ClearTargetOrder(GEA_Army): Clear a nuclear missile's target
  <empty>

56: GEV_CityRiot(GEA_City): A city riots
  <empty>

57: GEV_CalcScores(GEA_Player): Recalculate a player's scores
  ScoreEventTest: C:\Activision\Ctp2\ctp2_code\gs\gameobj\Events.cpp@63

58: GEV_CaptureCity(GEA_City, GEA_Player, GEA_Int): Make a city change hands
  GaiaController_CaptureCity: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@226
  CtpAi_CaptureCityEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@123
  CaptureCityRegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@462
  CaptureCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@44

59: GEV_MoveArmy(GEA_Army, GEA_Direction, GEA_Int, GEA_Int, GEA_MapPoint): Move an army one square
  ArmyMoveEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@629

60: GEV_ContactMade(GEA_Player, GEA_Player): Contact between two players established
  ContactMadeEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@66

61: GEV_ClearOrders(GEA_Army): Clear an army's orders
  ClearOrdersEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@761

62: GEV_FinishAttack(GEA_Army, GEA_MapPoint): An army attacks someone
  FinishAttackEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@773

63: GEV_FinishMove(GEA_Army, GEA_Direction, GEA_MapPoint, GEA_Int): The last stage of an army moving before the MoveUnits event
  FinishMoveEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@792

64: GEV_CantMoveYet(GEA_Army, GEA_Direction, GEA_MapPoint): Added when an army tries to move but is out of move points
  SelItemCantMoveYetEvent: C:\Activision\Ctp2\ctp2_code\ui\aui_ctp2\SelItemEvent.cpp@65

65: GEV_MoveUnits(GEA_Army, GEA_MapPoint, GEA_MapPoint): An army always moves on this event, no more legality checks at this point
  InvaderMovementRegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@260
  MoveUnitsEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1081
  ArmyManagerArmyMoved: C:\Activision\CTP2\ctp2_code\ui\interface\armymanagerwindow.cpp@930
  DirectorMoveUnitsEvent: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@26
  SelItemArmyMovedEvent: C:\Activision\Ctp2\ctp2_code\ui\aui_ctp2\SelItemEvent.cpp@11
  CheckOrdersEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1056

66: GEV_MoveIntoTransport(GEA_Army, GEA_MapPoint): Move an army into a transport (or several transports)
  CtpAi_TransportLoaded: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@922
  MoveIntoTransportEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@865

67: GEV_Battle(GEA_Army, GEA_MapPoint): An army attacks a location
  BattleEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@889

68: GEV_BattleAftermath(GEA_Army, GEA_MapPoint, GEA_Unit, GEA_Unit, GEA_Player, GEA_Player, GEA_Int): Clean up the battlefield
  BattleAftermathRegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@318
  AftermathEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@916

69: GEV_KillUnit(GEA_Unit, GEA_Int, GEA_Player): Kill a unit
  KillUnitRegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@45
  KillUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@26

70: GEV_KillCity(GEA_City, GEA_Int, GEA_Player): Kill a city
  CtpAi_KillCityEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@343
  KillUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@26

71: GEV_LaunchUnit(GEA_Unit, GEA_MapPoint): Launch this unit into space
  LaunchUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@585

72: GEV_Reentry(GEA_Army): Bring this army back to earth
  ReentryEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1386

73: GEV_SetTarget(GEA_Unit, GEA_City): Give a nuclear missile (unit) a target
  SetTargetEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@617

74: GEV_ClearTarget(GEA_Unit): Clear a nuclear missile's target
  ClearTargetEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@629

75: GEV_BeginTurn(GEA_Player, GEA_Int): Begin a player's turn
  EmbargoRegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@730
  NeighborHatredRegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@374
  NetBeginTurnEvent: C:\Activision\Ctp2\ctp2_code\net\general\networkevent.cpp@26
  InterfacePreBeginTurn: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@132
  BeginTurnEvent: C:\Activision\Ctp2\ctp2_code\gs\utility\TurnCntEvent.cpp@20
  FeatBeginTurn: C:\Activision\Ctp2\ctp2_code\gs\gameobj\FeatTracker.cpp@491
  MainControlPanel_BeginTurn: C:\Activision\Ctp2\ctp2_code\ui\interface\MainControlPanel.cpp@98

76: GEV_WormholeTurn(GEA_Player): Begin wormhole turn
  WormholeEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@83

77: GEV_PlayerPatience(GEA_Player): Begin player patience
  PatienceEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@94

78: GEV_PeaceMovement(GEA_Player): Begin player peace movement
  PeaceMovementEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@104

79: GEV_PollutionTurn(GEA_Player): Begin player pollution
  PollutionTurnEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@128

80: GEV_BeginTurnAllCities(GEA_Player): Player event before cities begin turn
  BeginTurnAllCitiesEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@138

81: GEV_BeginTurnProduction(GEA_Player): Begin player production
  BeginTurnProductionEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@191

82: GEV_BeginTurnSupport(GEA_Player): Begin player support phase
  BeginTurnSupportEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@203

83: GEV_BeginTurnImprovements(GEA_Player): Begin player improvements phase
  BeginTurnImprovementsEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@220

84: GEV_BeginTurnAgreements(GEA_Player): Begin player diplomatic agreements phase
  BeginTurnAgreementsEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@230

85: GEV_ResetAllMovement(GEA_Player): Reset all unit movement points
  ResetAllMovementEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@240

86: GEV_AttemptRevolt(GEA_Player): Make cities revolt as needed
  AttemptRevoltEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@254

87: GEV_BeginTurnEndGame(GEA_Player): Begin endgame processing phase
  BeginTurnEndGameEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@264

88: GEV_BeginTurnGovernment(GEA_Player): Handle government changes
  BeginTurnGovernmentEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@274

89: GEV_FinishBeginTurn(GEA_Player): Last event in player begin turn phase
  FinishBeginTurnEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@295

90: GEV_FinishBuildPhase(GEA_Player): Cities will have added all their build events when this fires
  FinishBuildPhaseEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@624

91: GEV_StartMovePhase(GEA_Player): Added at the end of the primary cb for FinishBuildPhase
  NetStartMovePhaseEvent: C:\Activision\Ctp2\ctp2_code\net\general\networkevent.cpp@72
  StartMovePhaseEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@646
  InterfaceBeginTurnRecenter: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@110
  InterfaceUpdateCityProjection: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@98
  InterfaceStartMovePhaseEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@79

92: GEV_ProcessUnitOrders(GEA_Player): Added by StartMovePhaseEvent, needed to come later
  ProcessUnitOrdersEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@686

93: GEV_AIFinishBeginTurn(GEA_Player): Also from StartMovePhaseEvent
  AIFinishBeginTurnEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@695
  NetAIFinishBeginTurnEvent: C:\Activision\Ctp2\ctp2_code\net\general\networkevent.cpp@126

94: GEV_UnitBeginTurnVision(GEA_Unit, GEA_Player): Begin vision phase for enemy units
  UnitBeginTurnVisionEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@71

95: GEV_BeginTurnUnit(GEA_Unit): Begin turn for own unit
  BeginTurnUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@86

96: GEV_CityTurnPreProduction(GEA_City): Early begin turn phase, before production
  CityTurnPreProductionEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@119

97: GEV_CityBeginTurn(GEA_City): Main city begin turn event
  CityBeginTurnEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@130
  InterfaceUpdateCityEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@68

98: GEV_CityBeginTurnVision(GEA_City, GEA_Player): Vision phase for enemy cities
  CityBeginTurnVisionEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@144

99: GEV_BeginTurnArmy(GEA_Army): Begin turn for own army
  BeginTurnArmyEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1071

100: GEV_BuildUnit(GEA_City, GEA_Int): Add a unit to a city's queue
  CityBuildUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@199
  InterfaceUpdateCityEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@68

101: GEV_BuildBuilding(GEA_City, GEA_Int): Add a building to a city's queue
  CityBuildBuildingEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@211
  InterfaceUpdateCityEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@68

102: GEV_BuildWonder(GEA_City, GEA_Int): Add a wonder to a city's queue
  CityBuildWonderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@222
  InterfaceUpdateCityEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@68

103: GEV_BuildFront(GEA_City): Try to build the first thing in a city's queue
  CityBuildFrontEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@159
  InterfaceUpdateCityEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@68

104: GEV_CreateUnit(GEA_Player, GEA_MapPoint, GEA_City, GEA_Int, GEA_Int [, GEA_Unit]): Create a unit
  CreateUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@390
  CityCreateUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@182

105: GEV_ZeroProduction(GEA_City): Set a city's stored production to 0
  ZeroProductionEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@233
  InterfaceUpdateCityEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@68

106: GEV_Settle(GEA_Army [, GEA_Int]): Found a city with a settler
  CtpAi_SettleEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@273
  SettleEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@418
  SelItemSettleEvent: C:\Activision\Ctp2\ctp2_code\ui\aui_ctp2\SelItemEvent.cpp@22

107: GEV_CreateCity(GEA_Player, GEA_MapPoint, GEA_Int, GEA_Int [, GEA_City]): Create a city (first int is cause, second int is unit type that settled (-1 if not from unit)
  CreateCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@433
  CtpAi_CreateCityEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@159
  InterfaceCreateCityEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@26
  SoundCreateCityEvent: C:\Activision\Ctp2\ctp2_code\sound\soundevent.cpp@10
  SelItemCreateCityEvent: C:\Activision\Ctp2\ctp2_code\ui\aui_ctp2\SelItemEvent.cpp@38

108: GEV_CreateImprovement(GEA_Player, GEA_MapPoint, GEA_Int, GEA_Int): Start building a terrain improvement
  CreateImprovementEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@489

109: GEV_ImprovementAddTurn(GEA_Improvement): Add a turn to an improvement
  ImprovementAddTurnEvent: C:\Activision\Ctp2\ctp2_code\gs\gameobj\improvementevent.cpp@7

110: GEV_ImprovementComplete(GEA_Improvement [, GEA_MapPoint] [, GEA_Player] [, GEA_Int]): An improvement is complete.  Location, owner,  and type filled in after completion
  ImprovementCompleteEvent: C:\Activision\Ctp2\ctp2_code\gs\gameobj\improvementevent.cpp@17
  GaiaController_ImprovementComplete: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@345
  CtpAi_ImprovementComplete: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@944

111: GEV_PopToCity(GEA_Pop): Move a pop to it's home city
  <empty>

112: GEV_PopToField(GEA_Pop, GEA_MapPoint): Move a pop to a new location
  <empty>

113: GEV_MakePop(GEA_City [, GEA_Player]): Create a pop
  MakePopEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@242
  InterfaceMakePopEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@40

114: GEV_KillPop(GEA_City): Remove a pop
  KillPopEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@259

115: GEV_CityInfluenceChanged(GEA_City, GEA_Int): Triggered when city influence radius changes (city,delta).
  CtpAi_GrowCityEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@316

116: GEV_GrantAdvance(GEA_Player, GEA_Int, GEA_Int): Give a player an advance
  GrantAdvanceEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@527

117: GEV_SendGood(GEA_Int, GEA_City, GEA_City): Send a good from one city to another
  SendGoodEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@541
  TradeManagerSendGoodEvent: C:\Activision\Ctp2\ctp2_code\ui\interface\trademanager.cpp@1056

118: GEV_TradeBid(GEA_Player, GEA_Int, GEA_City, GEA_City): Bid on a foreign good
  TradeBidEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@561

119: GEV_KillTradeRoute(GEA_TradeRoute, GEA_Int): Kill a trade route
  TradeManagerKillRouteEvent: C:\Activision\Ctp2\ctp2_code\ui\interface\trademanager.cpp@1088
  KillTradeRouteEvent: C:\Activision\Ctp2\ctp2_code\gs\gameobj\tradeevent.cpp@10

120: GEV_SetPiratingArmy(GEA_TradeRoute, GEA_Army): Set army pirating trade route
  StopPiracyRegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@353
  SetPiratingArmyEvent: C:\Activision\Ctp2\ctp2_code\gs\gameobj\tradeevent.cpp@23

121: GEV_CreatedArmy(GEA_Army): An empty army was created
  CreatedArmyEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@576
  CtpAi_CreatedArmyEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@468

122: GEV_AddUnitToArmy(GEA_Unit, GEA_Army, GEA_Int): Insert a unit into an army
  AddUnitToArmyEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@96
  CtpAi_AddUnitToArmyEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@461

123: GEV_FinishUnload(GEA_Army, GEA_Army, GEA_MapPoint): Finish the unload process for an army
  ArmyFinishUnloadEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1263

124: GEV_SetUnloadMovement(GEA_Army): Take away the army's move points after an unload (Except CanBeachAssault units)
  SetUnloadMovementEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1395

125: GEV_SetUnloadMovementUnit(GEA_Unit): Take a unit's movement points away after an unload.
  SetUnloadMovementUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@662

126: GEV_FinishUprising(GEA_City, GEA_Army, GEA_Int): Finish a slave uprising
  FinishUprisingEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@270

127: GEV_CleanupUprising(GEA_Army, GEA_City): Really finish a slave uprising
  CleanupUprisingEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@284

128: GEV_GiveMap(GEA_Player, GEA_Player): Give map from first player to second player
  GiveMapEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@706

129: GEV_GiveCity(GEA_City, GEA_Player): Give a city to a foreign player
  GiveCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@723

130: GEV_SleepUnit(GEA_Unit): Put a unit to sleep
  SleepUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@112

131: GEV_WakeUnit(GEA_Unit): Wake a unit
  WakeUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@121

132: GEV_EntrenchUnit(GEA_Unit): Entrench a unit
  EntrenchUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@130
  SelItemEntrenchUnitEvent: C:\Activision\Ctp2\ctp2_code\ui\aui_ctp2\SelItemEvent.cpp@51

133: GEV_DetrenchUnit(GEA_Unit): Detrench a unit
  DetrenchUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@141

134: GEV_WakeArmy(GEA_Army): Wake all units in an army
  <empty>

135: GEV_DisplayInvestigationWindow(GEA_Unit, GEA_City): Display the investigate city window
  InvestigationEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@150

136: GEV_InciteRevolutionUnit(GEA_Unit, GEA_City): Unit incites a revolution
  InciteRevolution_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@502
  InciteRevolutionUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@160
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

137: GEV_SubGold(GEA_Player, GEA_Int): Subtract gold from player
  SubGoldEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@583

138: GEV_AddGold(GEA_Player, GEA_Int): Add gold to player
  AddGoldEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@593

139: GEV_AssassinateRulerUnit(GEA_Unit, GEA_City): Unit bombs cabinet
  AssassinateRulerUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@541
  AssassinateRulerUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@170
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

140: GEV_MakeFranchise(GEA_Unit, GEA_City, GEA_Player): Add a franchise to a city
  MakeFranchise_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@580
  MakeFranchiseEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@363
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

141: GEV_Teleport(GEA_Army, GEA_MapPoint): Army teleports
  TeleportEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1373

142: GEV_PlantNukeUnit(GEA_Unit, GEA_City): Unit planted a nuke
  PlantNukeUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@615
  PlantNukeUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@180
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

143: GEV_SlaveRaidCity(GEA_Unit, GEA_City): Unit raids a city for slaves
  SlaveRaidCity_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@696
  SlaveRaidCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@375
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

144: GEV_Lawsuit(GEA_Army, GEA_Unit, GEA_MapPoint): Sue an army
  Lawsuit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@788
  LawsuitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1278
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

145: GEV_RemoveFranchise(GEA_Army, GEA_Unit, GEA_City): Sue a franchise
  RemoveFranchiseEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1324
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

146: GEV_ExpelUnits(GEA_Army, GEA_MapPoint): Army expelling units
  ExpelUnits_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@829
  ExpelUnitsEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1338
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

147: GEV_NukeCityUnit(GEA_Unit, GEA_City): A unit nukes a city
  NukeCityUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@871
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98
  NukeCityUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@491
  CtpAi_NukeCityUnit: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@398

148: GEV_NukeLocationUnit(GEA_Unit, GEA_MapPoint): A unit nukes something else
  NukeLocationUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@915
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98
  NukeLocationUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@512

149: GEV_NukeCity(GEA_City, GEA_Player): The actual event that nukes a city
  NukeCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@304
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

150: GEV_EnslaveSettler(GEA_Army, GEA_Unit, GEA_Unit): Enslave a settler
  EnslaveSettler_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@659
  EnslaveSettlerEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1344
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

151: GEV_UndergroundRailwayUnit(GEA_Unit, GEA_City): Free slaves from city
  UndergroundRailwayUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@968
  UndergroundRailwayUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@187
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

152: GEV_InciteUprisingUnit(GEA_Unit, GEA_City): Incite a slave uprising
  InciteUprisingUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1002
  InciteUprisingUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@234
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

153: GEV_EstablishEmbassyUnit(GEA_Unit, GEA_City): Attempt to establish an embassy
  EstablishEmbassyUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@244
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

154: GEV_EstablishEmbassy(GEA_Player, GEA_Player): Actually establish an embassy
  EstablishEmbassyEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@604

155: GEV_ThrowPartyUnit(GEA_Unit, GEA_City): Attempt to throw a party
  ThrowPartyUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@271

156: GEV_ThrowParty(GEA_Player, GEA_Player): Actually throw a party
  ThrowPartyEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@614

157: GEV_BioInfectCityUnit(GEA_Unit, GEA_City): Unit infects city
  BioInfectCityUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1036
  BioInfectCityUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@298
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

158: GEV_BioInfectCity(GEA_City, GEA_Player): City gets infected
  BioInfectCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@387

159: GEV_PlagueCityUnit(GEA_Unit, GEA_City): Unit plagues a city
  PlagueCityUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1070
  PlagueCityUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@336

160: GEV_PlagueCity(GEA_City, GEA_Player): City gets plagues
  PlagueCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@399

161: GEV_NanoInfectCityUnit(GEA_Unit, GEA_City): Unit nanoinfects city
  NanoInfectCityUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1106
  NanoInfectCityUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@374
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

162: GEV_NanoInfectCity(GEA_City, GEA_Player): City gets nanoinfected
  NanoInfectCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@411

163: GEV_ConvertCityUnit(GEA_Unit, GEA_City): Unit converts city
  ConvertCityUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1142
  ConvertCityUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@400
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

164: GEV_ConvertCity(GEA_City, GEA_Player, GEA_Int): City actually converted
  ConvertCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@423

165: GEV_ReformCityUnit(GEA_Unit, GEA_City): Unit reforms city
  ReformCityUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@442
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

166: GEV_UnconvertCity(GEA_City): City is reformed
  UnconvertCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@436

167: GEV_IndulgenceSaleMade(GEA_Unit, GEA_City): Indulgence sale made
  IndulgenceSaleMade_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1182
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

168: GEV_AddHappyTimer(GEA_City, GEA_Int, GEA_Int, GEA_Int): Cause a timed amount of happiness or unhappiness
  AddHappyTimerEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@445

169: GEV_CreateParkUnit(GEA_Unit, GEA_City): Unit creates a park
  CreateParkUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1222
  CreateParkUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@463
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

170: GEV_CreatePark(GEA_City, GEA_Player): City becomes a park
  CreateParkEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@461

171: GEV_CutImprovements(GEA_MapPoint): Pillage terrain improvements
  GaiaController_CutImprovements: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@309
  CutImprovementsEvent: C:\Activision\Ctp2\ctp2_code\gs\world\worldevent.cpp@16

172: GEV_PillageUnit(GEA_Unit): Unit pillages
  PillageUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1266
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

173: GEV_InjoinUnit(GEA_Unit, GEA_City): Unit injoins city
  InjoinUnit_RegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@1304
  InjoinUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@477
  DirectorActionSuccessful: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@98

174: GEV_InjoinCity(GEA_City, GEA_Player): City is injoined
  InjoinCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@473

175: GEV_CreateBuilding(GEA_City, GEA_Int): Create a building
  CreateBuildingEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@485
  GaiaController_CreateBuilding: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@404
  FeatBuildingBuilt: C:\Activision\Ctp2\ctp2_code\gs\gameobj\FeatTracker.cpp@500
  FeatBuildingBuilt: C:\Activision\Ctp2\ctp2_code\gs\gameobj\FeatTracker.cpp@500

176: GEV_CreateWonder(GEA_City, GEA_Int): Create a wonder
  CreateWonderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@557
  GaiaController_CreateWonder: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@487
  TrackCreateWonderEvent: C:\Activision\Ctp2\ctp2_code\gs\gameobj\EventTracker.cpp@104

177: GEV_RunCombat(GEA_Army, GEA_MapPoint, GEA_Player, GEA_Player): Run one round of combat
  RunCombatEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\combatevent.cpp@21

178: GEV_StartCombat(GEA_Army, GEA_MapPoint): Start a battle
  StartCombatEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\combatevent.cpp@88

179: GEV_BuyFront(GEA_City): Rush buy an item in a city
  RushBuyEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@612

180: GEV_SellBuilding(GEA_City, GEA_Int): Sell a building from a city
  GaiaController_SellBuilding: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@376
  SellBuildingEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@630

181: GEV_BorderIncursion(GEA_Player, GEA_Player): Occurs when army first crosses foreign border.
  BorderIncursionRegardEvent: C:\Activision\CTP2\ctp2_code\ai\diplomacy\RegardEvent.cpp@117

182: GEV_BorderPullout(GEA_Player, GEA_Player): Occurs when army leaves foreign border.
  <empty>

183: GEV_ComputeMotivations(GEA_Player): Determine fears and desires
  FearPollution_MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@402
  FearRank_MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@322
  PressAdvantage_MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@273
  EnlistFriends_MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@238
  StopPiracy_MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@199
  DesireMakeFriend_MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@158
  DesireGold_MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@116
  ThreatenedCity_MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@66
  MotivationEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\MotivationEvent.cpp@44

184: GEV_ReactionMotivation(GEA_Player, GEA_Player): Find new proposals motivated as reactions to game events
  LeaveOurBorders_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@198
  NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@49

185: GEV_FearMotivation(GEA_Player, GEA_Player, GEA_Int): Find new proposal for fear motivation
  RequestAdvance_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1264
  PollutionPact_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1068
  HonorPollutionAgreement_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@682
  ReducePollution_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@592
  CeaseFire_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@470
  ReduceWeapons_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1806
  StopResearch_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1726
  StopPiracy_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1360
  Scenario_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@126

186: GEV_DesireMotivation(GEA_Player, GEA_Player, GEA_Int): Find new proposal for desire motivation
  RequestEndEmbargo_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@2263
  RequestHonorMilitaryAgeement_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@2164
  RequestCity_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@2068
  BreakAgreementWithEnemy_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1625
  RequestTribute_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1935
  BlackmailGold_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1525
  BegForGold_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1428
  MakePeace_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@385
  ExchangeMaps_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@289
  ResearchPact_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@876
  TradePact_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@782
  Alliance_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@1180
  Scenario_NewProposalEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\NProposalEvent.cpp@126

187: GEV_NewProposal(GEA_Player, GEA_Player): A new proposal ha sbeen made.
  'Default_ProposalResponseEvent': C:\ACTIVISION\CTP2\ctp2_data\default\gamedata\diplomacy.slc@5
  MutualWithdraw_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@293
  DefaultTreatyResponse_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@1706
  EndEmbargo_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@1615
  HonorPollutionAgreement_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@1433
  HonorMilitaryAgreement_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@1338
  ReducePollution_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@1249
  ReduceWeapons_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@1125
  StopResearch_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@1023
  AcceptGifts_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@991
  CeasefireForGold_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@937
  AcceptAlliance_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@875
  PeaceTreaty_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@789
  GiveMap_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@703
  StopPiracy_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@617
  AdvanceExchange_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@517
  AdvanceForGold_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@426
  PayForAdvance_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@338
  PayTribute_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@226
  Reject_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@197
  Accept_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@143
  LandForPeace_ProposalResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ProposalResponseEvent.cpp@50
  ResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ResponseEvent.cpp@43
  NetNewProposalEvent: C:\Activision\Ctp2\ctp2_code\net\general\networkevent.cpp@147
  'RestoreEmbassyAfterCeasefire': C:\ACTIVISION\CTP2\ctp2_data\default\gamedata\diplomacy.slc@46
  DipWizNewProposalEvent: C:\Activision\Ctp2\ctp2_code\ui\interface\dipwizard.cpp@2505

188: GEV_Threaten(GEA_Player, GEA_Player): A player has been threatened.
  'Default_ThreatResponseEvent': C:\ACTIVISION\CTP2\ctp2_data\default\gamedata\diplomacy.slc@25
  DeclareWarAccept_ThreatResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ThreatResponseEvent.cpp@217
  TradeEmbargoAccept_ThreatResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ThreatResponseEvent.cpp@159
  DestroyCityAccept_ThreatResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ThreatResponseEvent.cpp@75
  DefaultReject_ThreatResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ThreatResponseEvent.cpp@35
  ResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ResponseEvent.cpp@43

189: GEV_Counter(GEA_Player, GEA_Player): A proposal has been countered.
  'Default_CounterResponseEvent': C:\ACTIVISION\CTP2\ctp2_data\default\gamedata\diplomacy.slc@15
  Default_CounterResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\CounterResponseEvent.cpp@706
  ReciprocateAction_CounterResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\CounterResponseEvent.cpp@575
  ActionForValue_CounterResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\CounterResponseEvent.cpp@457
  AdvanceForGold_CounterResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\CounterResponseEvent.cpp@361
  PayForAdvance_CounterResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\CounterResponseEvent.cpp@310
  PayForGiveCity_CounterResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\CounterResponseEvent.cpp@187
  PayForCeasefire_CounterResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\CounterResponseEvent.cpp@111
  ThreatenAttackCity_CounterResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\CounterResponseEvent.cpp@38
  ResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ResponseEvent.cpp@43

190: GEV_Reject(GEA_Player, GEA_Player): A proposal has been rejected.
  'Default_ThreatResponseEvent': C:\ACTIVISION\CTP2\ctp2_data\default\gamedata\diplomacy.slc@35
  ThreatenAttackCity_RejectResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\RejectResponseEvent.cpp@151
  ThreatenAlliedInvasion_RejectResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\RejectResponseEvent.cpp@83
  NoThreat_RejectResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\RejectResponseEvent.cpp@40
  ResponseEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ResponseEvent.cpp@43

191: GEV_Accept(GEA_Player, GEA_Player): A proposal has been accepted.
  <empty>

192: GEV_ResponseReady(GEA_Player, GEA_Player): Notify world that a diplomatic response is ready
  ReactEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ReactEvent.cpp@41
  NetResponseEvent: C:\Activision\Ctp2\ctp2_code\net\general\networkevent.cpp@169
  DipWizResponseReady: C:\Activision\Ctp2\ctp2_code\ui\interface\dipwizard.cpp@2490

193: GEV_NewProposalReady(GEA_Player, GEA_Player): Notify world that a new proposal is ready
  ReactEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ReactEvent.cpp@41

194: GEV_ContinueDiplomacy(GEA_Player, GEA_Player): Decide if sender should make a new proposal.
  ContinueDiplomacy: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ReactEvent.cpp@353

195: GEV_ToggleInitiative(GEA_Player, GEA_Player): Initiative passes to party currently without initiative.
  ToggleInitiative: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\ReactEvent.cpp@379

196: GEV_InitStrategicState(GEA_Player): Initialize strategic state
  InitSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@42

197: GEV_NextStrategicState(GEA_Player): Determine next strategic state
  DefenseLevel_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@543
  SetExploration_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@474
  SetExpansion_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@432
  IslandNation_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@516
  OpeningGambit_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@282
  NuclearStrike_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@317
  NuclearReadiness_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@344
  SeigeCities_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@233
  BuildupStrength_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@190
  FullAttack_NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@118
  InitSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@42
  NextSStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\SStateEvent.cpp@94

198: GEV_InitDiplomaticState(GEA_Player, GEA_Player): Initialize Diplomatic state
  InitDStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\DStateEvent.cpp@40

199: GEV_NextDiplomaticState(GEA_Player, GEA_Player): Determine next diplomatic state
  MakeFriend_NextDStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\DStateEvent.cpp@203
  ProvokeWar_NextDStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\DStateEvent.cpp@122
  Default_NextDStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\DStateEvent.cpp@96
  NextDStateEvent: C:\Activision\Ctp2\ctp2_code\ai\diplomacy\DStateEvent.cpp@70

200: GEV_StartNegotiations(GEA_Player): After computing motivations, select new proposals
  CtpAi_StartNegotiationsEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@605

201: GEV_BeginScheduler(GEA_Player): Match all armies with goals.
  CtpAi_ConsiderNuclearWar: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@679
  CtpAi_BeginSchedulerEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@721
  DirectorReallyBeginScheduler: C:\Activision\CTP2\ctp2_code\gfx\spritesys\directorevent.cpp@194

202: GEV_ProcessMatches(GEA_Player, GEA_Int): Perform one pass through match list, executing matches.
  CtpAi_ProcessMatchesEvent: C:\Activision\CTP2\ctp2_code\ai\CtpAi.cpp@796

203: GEV_NewNegotiationEvent(GEA_Player, GEA_Player): A new negotiation history event has been added
  <empty>

204: GEV_DisbandUnit(GEA_Unit): Disband one unit
  DisbandUnitEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@576
  UnitManagerUnitDisbanded: C:\Activision\CTP2\ctp2_code\ui\interface\unitmanager.cpp@1021
  InterfaceCityWindowUnitNotification: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@92

205: GEV_DisbandCity(GEA_City): Disband one city
  GaiaController_DisbandCity: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@431
  DisbandCityEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@621

206: GEV_TimerExpired(GEA_Int): Triggered when a timer expires.
  <empty>

207: GEV_ArmyClicked(GEA_Army): Triggered when the user clicks an army with the mouse.
  <empty>

208: GEV_ArmySelected(GEA_Army): Triggered when the user selects an army.
  SelItemArmySelectedEvent: C:\Activision\Ctp2\ctp2_code\ui\aui_ctp2\SelItemEvent.cpp@90

209: GEV_ArmyDeselected(GEA_Army): Triggered when the user deselects an army.
  <empty>

210: GEV_CityClicked(GEA_City): Triggered when the user clicks a city with the mouse.
  <empty>

211: GEV_CitySelected(GEA_City): Triggered when the user selects a city.
  <empty>

212: GEV_CityDeselected(GEA_City): Triggered when the user deselects a city.
  <empty>

213: GEV_AccomplishFeat(GEA_Int, GEA_Player): Someone has accomplished a feat (int = feat DB index)
  AccomplishFeat: C:\Activision\Ctp2\ctp2_code\gs\gameobj\FeatTracker.cpp@478

214: GEV_MADLaunch(GEA_Unit): A targetted launches towards its target.
  MADLaunchEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@564

215: GEV_BuildingRemoved(GEA_City, GEA_Int): Triggered when a building is removed.
  GaiaController_BuildingRemoved: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@514

216: GEV_WonderRemoved(GEA_City, GEA_Int): Triggered when a wonder is removed.
  GaiaController_WonderRemoved: C:\Activision\Ctp2\ctp2_code\gs\gameobj\GaiaController.cpp@541

217: GEV_NetworkTurnSync(GEA_Player): Process the start of a turn for this player
  NetTurnSyncEvent: C:\Activision\Ctp2\ctp2_code\net\general\networkevent.cpp@51

218: GEV_EndAIClientTurn(GEA_Player): Used in automated testing only
  NetEndAIClientTurnEvent: C:\Activision\Ctp2\ctp2_code\net\general\networkevent.cpp@174

219: GEV_EnterAge(GEA_Player, GEA_Int): Player enters a new age.
  EnterAgeEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@737

220: GEV_KillTile(GEA_MapPoint): A map tile dies (turns to polluted)
  KillTileEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\CityEvent.cpp@642

221: GEV_ActivateAllUnits(GEA_MapPoint): Detrench/wake all units at location
  ActivateAllUnitsEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\UnitEvent.cpp@639

222: GEV_BeginTurnExecute(GEA_Army): Call ExecuteOrders on an Army for a begin turn (normally AI only)
  ArmyBeginTurnExecuteEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@1403

223: GEV_KillPlayer(GEA_Player, GEA_Int, GEA_Player): A player has died (all cities gone)
  <empty>

224: GEV_EndTurn(GEA_Player): End a player's turn.
  EndTurnEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\PlayerEvent.cpp@750

225: GEV_VictoryMoveOrder(GEA_Army, GEA_MapPoint): The move into an attacked square after winning a battle
  ArmyVictoryMoveOrderEvent: C:\Activision\CTP2\ctp2_code\gs\gameobj\ArmyEvent.cpp@82

226: GEV_OpenInitialCityInterface(GEA_City): Generated when a city is initialized, after all population is added.
  InterfaceOpenInitialCityInterfaceEvent: C:\Activision\CTP2\ctp2_code\ui\interface\interfaceevent.cpp@56

