public interface Logic
    ExampleLogic param_1/param_2/.../param_n
    set hotspot
    {
       version
       {
          //do stuff when param_1 applies
       }
    }
    set hotspot
    {
       version
       {
          //do stuff when param_2 applies
       }
    }
    set hotspot {...}
    set hotspot
    {
       version
       {
          //do stuff when param_n applies
       }
    }
 
 
 A typical logic construct without parameters is similar to this:
 
    ExampleLogic
    set hotspot
    {
       version
       {
          //do stuff when "example" is not true/active/enabled/...
       }
    }
    set hotspot
    {
       version
       {
          //do stuff when "example" is true/active/enabled/...
       }
    }
 | Modifier and Type | Method and Description | 
|---|---|
void | 
AgeLogic()
Checks whether the player has advanced to a specific age yet. 
 | 
void | 
CarryTypeLogic(string carry_1,
              string carry_2,
              string carry_3,
              string carry_4,
              string carry_n)
Checks whether this unit carries a specific resource. 
 | 
void | 
CinematicLogic()
Checks whether the game is in cinematic mode. 
 | 
void | 
CivilizationLogic(string civ_1,
                 string civ_2,
                 string civ_n)
Checks whether this unit is owned by a specific civilization. 
 | 
void | 
ConstructionLogic(int int_1,
                 int int_2,
                 int int_n)
Checks whether this unit is in an specific percentage of construction. 
 | 
void | 
ContainLogic()
Checks whether this unit contains another unit. 
 | 
void | 
CultureLogic(string culture_1,
            string culture_2,
            string culture_3,
            string culture_4)
Checks whether this unit is owned by a specific culture. 
 | 
void | 
DamageLogic()
Checks whether this unit has suffered (more than) a specific percentage of damage. 
 | 
void | 
EditorModeLogic()
Checks whether the game is in editor mode. 
 | 
void | 
EmpowerLogic()
Checks whether this unit is being empowered by another unit. 
 | 
void | 
ExperienceLogic(int int_1,
               int int_2,
               int int_n)
Checks whether this unit has earned a specific percentage of experience. 
 | 
void | 
FrozenLogic()
Checks whether this unit is frozen. 
 | 
void | 
InventoryLogic()
Checks whether this unit has an amount of resource in its inventory. 
 | 
void | 
ItemLogic()  | 
void | 
LastItemLogic()  | 
void | 
PowerLogic()
Possible checks whether a specific God Power is still available. 
 | 
void | 
ResourceLogic(int int_1,
             int int_2,
             int int_n)
Checks whether this unit (e.g. 
 | 
void | 
SpriteLogic()
Checks whether this unit should use sprites. 
 | 
void | 
TargetLogic(string unittype_1,
           string unittype_2,
           string unittype_n)
Checks whether this unit is targeting a specific unit type. 
 | 
void | 
TechLogic(string tech_1,
         string tech_2,
         string tech_n)
Checks whether a specific technology has been researched yet. 
 | 
void | 
UpgradeLogic(int int_1,
            int int_2,
            int int_n)
Checks whether this unit is being upgraded to the next stage (i.e. 
 | 
void | 
UsedLogic()
Possible checks whether a specific God Power has been used yet. 
 | 
void | 
VariationLogic()
Checks whether this unit is using one of its variations. 
 | 
void | 
WorkedOnLogic()
Checks whether this unit is worked on. 
 | 
void WorkedOnLogic()
void ContainLogic()
void LastItemLogic()
void EmpowerLogic()
void UsedLogic()
void ItemLogic()
void CarryTypeLogic(string carry_1, string carry_2, string carry_3, string carry_4, string carry_n)
carry_1 - (e.g. grain)carry_2 - (e.g. meat)carry_3 - (e.g. fish)carry_4 - (e.g. wood)carry_n - (e.g. gold)InventoryLogic()void CinematicLogic()
void PowerLogic()
void ResourceLogic(int int_1,
                   int int_2,
                   int int_n)
int_1 - (e.g. 100)int_2 - (e.g. 50)int_n - (e.g. 25)void InventoryLogic()
0 1.
 When checking how much a herdable has fattened, possible parameters are (for example): 25 75.void DamageLogic()
0 25 100.void EditorModeLogic()
void SpriteLogic()
void FrozenLogic()
void CivilizationLogic(string civ_1, string civ_2, string civ_n)
civ_1 - (e.g. zeus)civ_2 - (e.g. hades)civ_n - More than two civilization can be provided.civilizationLogic none/set determines whether this unit is under Set's control.void TechLogic(string tech_1, string tech_2, string tech_n)
tech_1 - (e.g. none)tech_2 - (e.g. plow)tech_n - More than two technologies can be provided.void UpgradeLogic(int int_1,
                  int int_2,
                  int int_n)
int_1 - (e.g. 0)int_2 - (e.g. 25)int_n - (e.g. 100)void ExperienceLogic(int int_1,
                     int int_2,
                     int int_n)
int_1 - (e.g. 0)int_2 - (e.g. 25)int_n - (e.g. 100)void ConstructionLogic(int int_1,
                       int int_2,
                       int int_n)
int_1 - (e.g. 0)int_2 - (e.g. 25)int_n - (e.g. 100)void AgeLogic()
void TargetLogic(string unittype_1, string unittype_2, string unittype_n)
unittype_1 - (e.g. none)unittype_2 - (e.g. abstractTitan)unittype_n - More than two unit types can be provided.void VariationLogic()
void CultureLogic(string culture_1, string culture_2, string culture_3, string culture_4)
culture_1 - (e.g. Egyptian)culture_2 - (e.g. Greek)culture_3 - (e.g. Norse)culture_4 - (e.g. Atlantean)