{ const cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); cmpTrigger.ConquestAddVictoryCondition({ "classFilter": "Structure", "defeatReason": markForTranslation("%(player)s has been defeated (lost all structures).") }); cmpTrigger.ConquestAddVictoryCondition({ "classFilter": "ConquestCritical Structure", "defeatReason": markForTranslation("%(player)s has been defeated (lost all structures and critical units).") }); }