Here we have a list of possible events that I can imagine right now. Including required parameters.
"+" means argument is present, "-" means it is not present.
For Data1/Data2/... we write the type of the data instead of a "+"
| EVENT | UnitId | PlayerId | Location | Data1 | Data2 | (Data3) | Supported | Since |
| UnitWithTypeProduced | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| StartProductionOfUnitWithType | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| StartProductionOfTechnologyWithType | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| PauseProductionOfUnitWithType | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| PauseProductionOfTechnologyWithType | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| ContinueProductionOfUnitWithType | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| ContinueProductionOfTechnologyWithType | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| StopProductionOfUnitWithType | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| StopProductionOfTechnologyWithType | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| FacilityWithTypeConstructed | + | + | + | Int (type) | - | - | yes | 0.11 |
| UnitWithTypeDestroyed | + | + | + | Int (type) | - | - | yes | 0.11 |
| AllUnitsDestroyed | - | + | - | - | - | - | yes | 0.11 |
| AllMobileUnitsDestroyed | - | + | - | - | - | - | yes | 0.11 |
| AllFacilitiesDestroyed | - | + | - | - | - | - | yes | 0.11 |
| AllUnitsWithTypeDestroyed | - | + | - | Int (type) | - | - | no |
| ProducedUnitWithTypePlaced | + | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| UnitsWithTypeDestroyedCount | - | + | - | Int (type) | Int (count) | - | no |
| EnemyUnitsWithTypeDestroyedCount | - | + | - | Int (type) | Int (count) | - | no |
| UnitsWithTypeLostCount | - | + | - | Int (type) | Int (count) | - | no |
| UnitWithIdUnfogged | + | + | + | - | - | - | no |
| UnitsWithTypeUnfogged | - | + | + | Int (type) | - | - | no |
| TechnologyWithTypeResearched | - | + | + | Int (type) | Int (factory id) | - | yes | 0.11 |
| LostMinimap | - | + | - | - | - | - | yes | 0.11 |
| GainedMinimap | - | + | - | - | - | - | yes | 0.11 |
| PlayerLost | - | + | - | - | - | - | yes | 0.11 |
| PlayerWon | - | + | - | - | - | - | yes | 0.11 |
| GameOver | - | - | - | - | - | - | yes | 0.11 |
| Advance | - | - | - | - | - | - | yes | 0.11 |
Note:
UnitsWithTypeDestroyedCount counts _all_ units that the PlayerId player has destroyed (including his own),
EnemyUnitsWithTypeDestroyedCount counts only enemy units.
Note:
UnitWithTypeProduced does not have a UnitId parameter. When the event is emitted, the unit does not yet exist - it only is a completed item in the factory!
Note:
A unit (mobile or facility) is produced when it is completed in it's factory and can be placed onto the map. Only a facility can get constructed and that construction is started, when the facility is placed on the map and completed when it is "built up" and ready to be used.