[Solved] Well, another broken Loop
Above is now the functioning trigger.
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happiness over time
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Events
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Time - Every 60.00 seconds of game time
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Conditions
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Actions
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For each (Integer A) from 1 to 102, do (Actions)
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Loop - Actions
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If (All Conditions are True) then do (Then Actions) else do (Else Actions)
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If - Conditions
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(village[(Integer A)] is alive) Equal to True
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Then - Actions
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Set villagehappiness[(Integer A)] = (villagehappiness[(Integer A)] + Increase[(Player number of (Owner of village[(Integer A)]))])
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Else - Actions
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Do nothing
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Trigger - Run count civ happiness <gen> (ignoring conditions)
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