Nope, has to be old fashioned:
Code:
monitor_event FactionTurnStart FactionType Faction A
do something to Faction B
historic_event makemyday factions { Faction B, }
end_monitor
Faction turn counters help to some extent:
Code:
monitor_event FactionTurnStart FactionType [faction]
log [faction]: Faction turn end
set_event_counter faction_turn_[faction] 1
end_monitor
monitor_event FactionTurnEnd FactionType [faction]
log [faction]: Faction turn end
set_event_counter faction_turn_[faction] 0
end_monitor
monitor_event FactionTurnstart FactionIsLocal
and I_TurnNumber = 1
if I_EventCounter faction_turn_[faction] > 0
historic_event makemyday factions { [faction], }
end_if
end_monitor