``` Adds an element to a temporary array Example: add_to_temp_array = { array = array_name value = 42 #optional, if not defined adds scope index = 3 #optional, default is end. otherwise elements are shifted }
```
Adds a value or a variable to a temporary variable
Example: add_to_temp_variable = {
var = num_dogs
value = 42
tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values. _NOT is added to end for negative trigger
}
Checks the number of upgrade done in the intelligence agency.
agency_upgrade_number > 4
check if the ai controlled country has any fielded divisions for a specific role
check if the ai controlled country has any template for a specific role
check the ai irrationality value
check what liberation desire the country has towards a specified country
Will compare towards the amount of divisions an ai wants to have.
Check if all allied countries meet the trigger. Does not include the country itself. tooltip=key can be defined to override title
check if all unit leaders meets the trigger. tooltip=key can be defined to override title
check if all of the states controlled by the scope country meets the trigger. tooltip=key can be defined to override title
check if all countries meets the trigger. tooltip=key can be defined to override title
check if all country with current scope's original tag meets the trigger. Example:
all_country_with_original_tag = {
original_tag_to_check = ENG # the trigger check all countries that has this original tag
# ... triggers to check
}
check if all enemy countries meet the trigger. tooltip=key can be defined to override title
check if every country with current scoped country guarantees. Example:
all_country_with_original_tag = {
# ... triggers to check
}
check if all unit leaders meets the trigger. tooltip=key can be defined to override title
check if all neighbor countries meet the trigger. tooltip=key can be defined to override title
check if all neighbor states meets the trigger. tooltip=key can be defined to override title
check if all occupied countries meets the trigger. tooltip=key can be defined to override title
Runs a loop on an array and check a trigger for each value, if any false returns false. otherwise returns true
Example: all_of = {
array = array_name
value = value_name #optional (default 'v') current value in array will be stored in this temp variable
index = index_name #optional (default 'i') current index in array will be stored in this temp variable
#trigger 1
#trigger 2 ...
}
Runs a loop on an array and check a trigger for each scope in it, if any false returns false. otherwise returns true
Example: all_of_scopes = {
array = array_name
tooltip = loc #if defined the trigger will output tooltip using this title
#trigger 1
#trigger 2 ...
}
check if all operatives meets the trigger. tooltip=key can be defined to override title
check if all other countries meets the trigger. Excludes current country. tooltip=key can be defined to override title
check if all owned states meets the trigger. tooltip=key can be defined to override title
check if all states meets the trigger. tooltip=key can be defined to override title
check if all unit leaders meets the trigger. tooltip=key can be defined to override title
Compares the estimated naval strength between the scope country, his allies and his enemies.
Compares the estimated army strength between the scope country, his allies and his enemies.
always returns specified value
Checks for amount manpower currently in deploymentview. amount_manpower_in_training > 10
check number of research current research slots
amount_research_slots > 2
has current country picked specified amount of ideas. Category and slot is optional.
Excludes national_spirit, hidden, law = yes
amount_taken_ideas = {
amount < <int> (mandatory)
category = { military_staff } (optional)
slot = { army_chief political_advisor } (optional)
}
all inside trigger must be true
Check if any allied country meets the trigger. Does not include the country itself. tooltip=key can be defined to override title
check if any unit leader meets the trigger. tooltip=key can be defined to override title
check if there is a claim between a country and all others
check if any of the states controlled by the scope country meets the trigger. tooltip=key can be defined to override title
check if any country meets the trigger
check if any country with current scope's original tag meets the trigger. Example:
any_country_with_original_tag = {
original_tag_to_check = ENG # the trigger check all countries that has this original tag
# ... triggers to check
}
check if any enemy country meets the trigger. tooltip=key can be defined to override title
check if any country with current scoped country guarantees. Example:
any_guaranteed_country = {
# ... triggers to check
}
check if any neighbor country in the home area meets the trigger. tooltip=key can be defined to override title
check if any unit leader meets the trigger. tooltip=key can be defined to override title
check if any neighbor country meets the trigger. tooltip=key can be defined to override title
check if any neighbor state meets the trigger. tooltip=key can be defined to override title
check if any any occupied meets the trigger. tooltip=key can be defined to override title
Runs a loop on an array and check a trigger for each value, if any true returns true. otherwise returns false
Example: any_of = {
array = array_name
value = value_name #optional (default 'value') current value in array will be stored in this temp variable
index = index_name #optional (default 'index') current index in array will be stored in this temp variable
#trigger 1
#trigger 2 ...
}
Runs a loop on an array and check a trigger for each scope in it, if any true returns true. otherwise returns false
Example: any_of_scopes = {
array = array_name
#trigger 1
#trigger 2 ...
}
check if any operatives meets the trigger. tooltip=key can be defined to override title
check if any other country meets the trigger. Excludes current country. tooltip=key can be defined to override title
check if any owned state meets the trigger. tooltip=key can be defined to override title
In the current state, checks if any province within the specified limit has a building of the specified level.
check if any state meets the trigger. tooltip=key can be defined to override title
check if any unit leader meets the trigger. tooltip=key can be defined to override title
compares the warscore of all wars in a country to see if any fullfills the comparison condition 0-100 - Example: any_war_score > 40
check state's strategic area id
Check that average armor level of combatant is over a certain level
Checks for amount manpower currently the target state with option to specify a type.
Example:
army_manpower_in_state = {
state = <id> (variables supported)
amount < <int> (variables supported)
type > <equipment_type> (armor, infantry, etc.)
Compares attack skill level of a unit leader.
Example: attack_skill_level > 5
Compares the average stats for a unit leader.
Example: average_stats > 10
checks if the country could potentially declare a war on the target ( according to game rules, relationship, etc... ). Example can_declare_war_on = GER
check if country can research technology
check if leader can select a trait
Check the amount of casualties a country has suffered in all of it's wars
Checks the casualties infliced by the speficied country to the scopped country.
E.g. true if Germany has been inflicted more than 200k casualties by Poland:
GER = {
casualties_inflicted_by = {
opponent = POL
thousands > 200
}
}
Check the amount of casualties in thousands a country has suffered in all of it's wars
Compares a variable to a number
civilwar target is ( for civil wars checks )
clamps a temp variable between two values/variables
Clears the contents of a temporary array
Example: clear_temp_array = array_name
Checks if available command power is more or less that specified value
command_power > 1.5
Checks if daily command power increase is more or less that specified value
command_power_daily > 1.5
check if autonomy progress ratio is higher than value, example:
compare_autonomy_progress_ratio > 0.5
check if autonomy state is higher than other one, example:
compare_autonomy_state > puppet
``` Compare the intel of the scoped country with the specified one: GER = { # is true if all predicates are satisfied compare_intel_with = { target = POL civilian_intel > 0.5 # GER has at least 0.5 more civ. intel than POL army_intel = 0 # GER has as much army intel as POL navy_intel < 0 # POL has more navy intel than GER # airforce_intel is not specified and thus ignored in the comparison } }
```
Compares the current compliance level of a state to a value. Example: compliance > 50
Compares the current compliance speed of a state to a value. Example: compliance_speed > 50
``` Checks conscription ratio of the country compared to target conscription ratio.
```
check controller for province
check controller for state(s)
A trigger to check convoy threat for a country. Controlled by NAVAL_CONVOY_DANGER defines. Returns a value between 0 and 1. Example convoy_threat > 0.5
Compares the core (average of all occupied states) compliance value of occupied_country_tag that is occuppied by the country in current scope.
Example:
core_compliance = {
occupied_country_tag = ITA
value > 35
}
Compares the core (average of all occupied states) resistance value of occupied_country_tag that is occuppied by the country in current scope.
Example:
core_resistance = {
occupied_country_tag = ITA
value > 35
}
Returns true if the specified number of sub-triggers return true
count_triggers = { amount = 2 <trigger> <trigger> <trigger> }
check if the specified country exist
``` Checks the current conscription amount of the country.
```
Works as an and-trigger with a custom tooltip. will check if KEY_NOT first if it is inside NOT = { }
checks for a specific date
``` Checks the number of days since the country last capitulated, even if it is no longer capitulated. If it has not ever capitulated, the value is extremely large. It is recommended to combine this with has_capitulated = yes when you specifically want to ignore non-active capitulations. Examples: HOL = { has_capitulated = yes days_since_capitulated > 60 } # The Netherlands has been capitulated for more than two months FRA = { has_capitulated = yes days_since_capitulated < 21 } # France has capitulated sometime within the past three weeks GER = { OR = { has_capitulated = no days_since_capitulated > 14 } } # Germany is not both actively and recently capitulated
```
``` Checks the days since last strategic bombing. days_since_last_strategic_bombing < 10
```
``` checks decryption ratio against a country. Example: decryption_progress = { target = GER value > 0.5 }
```
Compares defense skill level of a unit leader.
Example: defense_skill_level > 5
check if the difficulty is above or below specified value 0-2 (difficulty enum). Example: difficulty > 0 (above easy)
check if we have digin level (lowest)
check distance between two states
Divies a temporary variable by a value or another variable
Example: divide_temp_variable = {
var = num_dogs
value = 42
tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values. _NOT is added to end for negative trigger
}
checks for amount of divisions in specified state owned by current country.
checks for amount of divisions in specified state owned by current country.
Compares the estimated navy strength between the scope country and all its enemies
Compares the estimated army strength between the scope country and all its enemies
Compares estimated max armor based on intel. Example: estimated_intel_max_armor = { tag = ITA value > 1 }
Compares estimated max armor based on intel. Example: estimated_intel_max_piercing = { tag = ITA value > 1 }
Check if the current country exist. The country of the scope you are in. Example: DEN = { exists = yes }
check if fastest unit of combatant is over this limit
Runs a loop on for each element of an array, finds the highest value and stores result in temp variables
Example: find_highest_in_array = {
array = array_name
value = value_name #optional (default 'v') highest value in array will be stored in this temp variable
index = index_name #optional (default 'i') index of highest value in array will be stored in this temp variable
}
Runs a loop on for each element of an array, finds the lowest value and stores result in temp variables
Example: find_lowest_in_array = {
array = array_name
value = value_name #optional (default 'v') lowest value in array will be stored in this temp variable
index = index_name #optional (default 'i') index of lowest value in array will be stored in this temp variable
}
= { focus = id progress = 0.5 }
check the amount of foreign garrison manpower we have
checks building for available construction levels
free_building_slots = {
building = building_type
size > 5
include_locked = yes
province = 42 #will check province buildings if specified
}
check if sides front is full or can get more reinforcements
Compares the fuel ratio to a variable.
Example: fuel_ratio > 0.5
Returns true if all of the active game rule options allow achievements.
check the amount of manpower needed by garrisons
calculates the highest scored country that is defined in a country scorer and sets it to a variable. Example:
get_highest_scored_country_temp = {
scorer = scorer_id
var = var_name # variable name that the result will be stored. default is highest_scored_country
}
calculates & sorts all countries in a country scorer and stores them and their scores in temp arrays. Example:
get_sorted_scored_countries_temp = {
scorer = scorer_id # id that is used in country scorer array = array_name # a name to store sorted countries as a temp array (default to sorted_country_list)
scores = array_name # corresponding score temp array for countries stored in array (default to country_list_scores)
}
check if country gives military access to specified country
check lowest/highest hardness level on combatant
does unit leader have the abilityCheck if a unit leader has the ability.
Example: has_ability = force_attack
check if country has an active mission with specified ID. has_active_mission = my_test_mission
returns true if state has an active resistance (above zero)
Compare if the country has added above or below the specified ammount of tension
Compares current country's air experience with right side value.
has_air_experience < <value>
Checks a country has annex war goal on another country
Returns true if the game has any custom difficulty on
Country has any active licenses
Example: has_any_license = yes
Compares current country's army experience with right side value.
has_army_experience < <value>
checks for amount of manpower of selected type, additionally of a specified type
checks for amount of divisions, additionally of a specified type
Has attaché from any other country
Has attaché from specified country
check if country currently has an autonomy state, example:
has_autonomy_state = puppet
Checks if country has more than limit, default = 0.
Checks if a there is any border wars for country/state
Checks if a there is a border war between two states
Checks if a there is a border against a state/country
checks country has built a set number (at least) of a certain type of building since taking goal
has_built = {
type = building_type
value = 42
}
checks if the country has capitulated
``` Checks if a country has a captured an operative ( supports scoped variables ) has_captured_operative = GER/yes/no
```
Check if carrier has airplanes that are part of the current combat
check if side has a career with air wings on a mission
Check that ratio of cavalry brigades in the composition of a side of combating troops are over a certain level
check if participant in civil war as revolter or target
Checks if a state has been claimed by target country in an ongoing peace conference
``` checks the collaboration in a target country with our currently scoped country. Example: has_collaboration = { target = GER value > 0.5 }
```
check if combatant has modifier
has country completed focus
has an occupation modifier that applies to average resistance/compliance
Example:
has_core_occupation_modifier = {
occupied_country_tag = ITA
modifier = token
}
Checks if country has specific cosmetic tag set.
Example: INS = { has_cosmetic_tag = INS1 }
Returns true if the game has any custom difficulty on the scope nation
has country flag been set.Check flag val date set and days since set.
Example: has_country_flag = test_flag
has_country_flag = {
flag = <name> (mandatory)
value < <int> (optional)
date > <date> (optional)
days > <int> (optional)
}
check if country has leader with specified ID. Don't localize this. Tooltip only for debug.
has_country_leader = {
id = <ID>
ruling_only = yes/no (default = yes)
name = <string>
}
check if current country has specified trait.
has_country_leader_with_trait = big_fat_idiot
Returns true if the game has the specified custom difficulty on:
Example: has_custom_difficulty_setting = TheAxisIndustry
check for damaged buildings of nation
check if country has active selected decision
is country at defensive war
One country has defensive war against other country.
checks for amount of aircrafts, additionally of a specified type
Checks if player has a DLC.
Example: has_dlc = "name of the dlc"
has country done this intelligence agency upgrade (to its highest level)
``` Checks if scope has a dynamic modifier. has_dynamic_modifier = { modifier = dynamic_modifier_name scope = GER #optional, if the original modifier has been targeted }
```
Checks the country's politics on allowing elections. has_elections = yes
checks for amount of equipment stored
checks if current scope or global scope has the specified event target saved
checks if finished collecting of resources for an operation.
Example:
has_finished_collecting_for_operation = {
target = ITA
operation = operation_infiltrate_armed_forces_navy}
check if side has flanked their opponent
Does current country have the specified focus tree.
check amount of fuel
example:
has_fuel > 500
check controller for state(s)
Checks if a game rule is set to a particular option.
Example:
has_game_rule = {
rule = GER_can_remilitarize_rhineland
option = yes
}
has global flag been set.Check flag val date set and days since set.
Example: has_global_flag = test_flag
has_global_flag = {
flag = <name> (mandatory)
value < <int> (optional)
date > <date> (optional)
days > <int> (optional)
}
does country government (ruling party) belong to ideology group
check if country has guaranteed specified country
check unit leader has specified ID. Don't localize this. Tooltip only for debug.
check if country has idea
check if country has idea with specified trait
has country created an Intelligence Agency
Check scope country legitimacy 0-100: Example has_legitimacy < 60
Country has specific active license
Example: has_license = {
from = TAG # has license from this country, optional
#if archetype is specified equipment should not be specified
archetype = light_tank_equipment #any armor license
equipment = { # classical equipment reference
type = light_tank_equipment_2
version = 0
}
}
check amount of manpower
check if manpower is enough to switch recruitment laws not to be negative
check if side has maximal planning bonus
check country has military access to specified country
Checks the mines planted by the country of the parent scope on the coastline of the target countryE.g. true if Germany has more than 1000 mines around Poland coast:
GER = {
has_mined = {
target = POL
value > 1000
}
}
``` Checks if a region has amount of mines. has_mines = { region = region_id amount = amount_of_mines }
```
``` Checks whether the operative has the specified nationality. NOTE: this is invalid on non-operatives. Examples: has_nationality = GER
```
Compares current country's navy experience with right side value.
has_navy_experience < <value>
``` Checks for amount of ships, additionally of a specified type, archetype, or sub unit definition.
Examples: has_navy_size = { size > 10 type = convoy } # Must have more than 10 convoys. has_navy_size = { size < 1 archetype = ship_hull_light } # Must not have any ships with light hulls. has_navy_size = { size > 39 unit = heavy_cruiser } # Must have 40 or more heavy cruisers. has_navy_size = { size < 100 } # Must have fewer than 100 ships of any type. ```
Check if country has non aggression pact with the specified country
compares occupied country that creates resistance to a tag. Example: has_occupation_modifier = modifier_name
is country at offensive war
One country has offensive war against other country.
Checks if a country has a specific token against another country
has_operation_token = {
tag = GER
token = some_token_id
}
check what opinion the country has towards a specified country
check if a country has the opinion modifier
check amount of political power
Country has specified relation modifier when dealing with _target_ county
Example: has_relation_modifier = {
target = TAG # has license from this country, optional
modifier = static_modifier_here
}
}
check if side has reserves waiting
returns true if state has a resistance
checks for amount of resources in specified state
Example:
has_resources_amount = {
resource = chromium
amount > 10
delivered = no #check the delivered amount, where all modifiers apply
state = 31 (optional - can be used in state scope instead)
Checks if a rule set for a country.
Example: has_rule = can_puppet
check value of stability 0-1: Example has_stability < 0.6
Compare the initial start date of current game.
Check if state has a specific state category
has state flag been setCheck flag val date set and days since set.
Example: has_state_flag = test_flag
has_state_flag = {
flag = <name> (mandatory)
value < <int> (optional)
date > <date> (optional)
days > <int> (optional)
}
Checks if the country has for subject the given country
check if country has technology
checks if the country has a bonus for the specified technology or category
Example:
has_tech_bonus = {
technology = <tech>
category = <tech cat>
}
Check if country has a division template of specific name
check if country has a division template that is majority of specific unit using AI's priorities rather than visual
check if country has a division template that contains a specific unit
check if country has a division template that is majority of specific unit
check if sides leader has trait
check if country has unit leader with specified ID. Don't localize this. Tooltip only for debug.
has unit leader flag been setCheck flag val date set and days since set.
Example: has_unit_leader_flag = test_flag
has_unit_leader_flag = {
flag = <name> (mandatory)
value < <int> (optional)
date > <date> (optional)
days > <int> (optional)
}
Checks if a variable exists in a scope
Compares number of volunteers from the country. Example: has_volunteers_amount_from = { tag = ITA count > 1 }
is country at war
check value of war_support 0-1: Example has_war_support < 0.6
Are the countries fighting on the same side of a war
is countries at war
Checks if country has a wargoal against the target.
Example: ENG = { has_wargoal_against = GER }
a hidden trigger, anything in it not shown in tooltips
Compares the ratio of total industrial capacity between the scope country and the one set with 'tag'
if_, CIfTrigger, A conditional trigger
if = { limit = { <triggers> } <trigger> }
``` Compare the absolute, percentage based, intel level the scoped country has over the specified one: GER = { # is true if all predicates are satisfied intel_level_over = { target = POL civilian_intel > 0.5 # GER has more than 50% civ. intel over POL army_intel = 0 # GER has no army intel over POL navy_intel > 0 # GER has at least some navy intel over POL # airforce_intel is not specified and thus ignored in the comparison
# NOTE: since we are comparing the intel level of a country over another,
# checking for values less than 0 does not make sense
# NOTE: since we are comparing percentages, using values greater than 1
# does not make sense.
} }
```
checks if the country activated their active cipher decryption bonuses. Example is_active_decryption_bonuses_enabled = GER
Checks if country is AI controlled.
``` checks if a country is ally with another country. will check if two countries are same/in same faction/has subject master relation Example: is_ally_with = ITA
```
check if combat is at night
is_assigned = yes/no - Checks if the current unit leader is assigned to command an army/navy
check if attacker side in combat
checks if a state is in border conflict
Checks if a the combatant or leader has a border war
Is scope state a capital. 169 = { is_capital = yes }
Checks if state is claimed by country
check if state is coastal
check if state is controlled by
Checks if state is core of country
has country an active cryptology department
returns true if game is in debug mode (launched with -debug argument)
checks if is currently decrypting a cipher. Example is_decrypting = GER
check if defender side in combat
checks if a state is a demilitarized zone
Checks if scope country is hosting an exile. is_exile_host = yes
Checks if scope country is a government in exile in target tag. is_exiled_in = ENG
Checks if scope leader is from an exiled government. is_exiled_leader = yes
Checks if scope leader is from specified exiled government. is_exiled_leader_from = FRA
check if country leads a faction
checks if scoped unit leader, ace or country is female
is_field_marshal = yes/no - Checks if the current unit leader is a field marshall
check if side is fighting air units
check what terrain is in combat
``` Checks the weather on a combat Example:
is_fighting_in_weather = artic_water
is_fighting_in_weather = { artic_water snow }
```
Checks if state is fully controlled by specified tag
checks if fully decrypted a cipher. Example is_fully_decrypted = GER
Checks if scope country an exiled government. is_government_in_exile = yes
check if guaranteed by specified country
check if the historical focus is active
Checks if scope country is hosting target tag as an exile. is_hosting_exile = FRA
``` Checks if an element is in array Example: is_in_array = { array = array_name value = 42 }
```
check if member of any faction
check if member of same faction as specified country
Checks if the first province in the state is connected to the capital of its owner
Checks if the country is currently in a peaceconference
Checks if country is member specified technology sharing group.
Example: is_in_technology_sharing_group = commonwealth_research
Check if current game is ironman.
always returns specified value
Checks if country is justifying a wargoal against the target.
Example: ENG = { is_justifying_wargoal_against = GER }
is_leading_army = yes/no - Checks if the current unit leader is leading a single army (not army group)
is_leading_army_group = yes/no - Checks if the current unit leader is leading an army group (not single army)
is lend-leasing country
Current country is licensing something to target country
Example: is_licensing_any_to = ENG
Country is licensing specific equipment to target. License is active
Example: is_licensing_to = {
target = TAG # licensing to this country
#if archetype is specified equipment should not be specified
archetype = light_tank_equipment #any armor license
equipment = { # classical equipment reference
type = light_tank_equipment_2
version = 0
}
}
check if country is a major
check if neighbor ( controlled territory ) with specified country
is state located on continent
checks the type of operation
``` Checks whether the operative has the matching captured status
```
check if state is owned by
check if state is owned by
check if neighbor ( owned territory ) with specified country
checks if preparing a specific operation.
Example:
is_preparing_operation = {
target = ITA
operation = operation_infiltrate_armed_forces_navy}
Checks if the country is puppet of any other country
Checks if the country is puppet of specified country
Checks if the country is currently researching a specific technology.
Example: is_researching_technology = mechanised_infantry
checks if running a specific operation. operation can be ommitted to check for any operation
Example:
is_running_operation = {
target = ITA
operation = operation_infiltrate_armed_forces_navy}
check if country is Spy Master
is_staging_coup = yes - Returns true if current country is staging a coup in another any country.
Checks if the country is subject of any other country
Checks if the country is subject of specified country
is_target_of_coup = yes - Returns true if current country is being targeted by a coup from any country.
check if the tutorial is active
check if defender side in combat
checks researched land doctrine level
check if side has more combat width than their opponent
Print message to game.log - Can be localized
Compares logistics skill level of a unit leader.
Example: logistics_skill_level > 5
Number of available manpower per factory the country has. Excluding dockyards.
manpower_per_military_factory < 1000
``` meta triggers can be used for building triggers from strings and running them. following example will test if Germany has 42 pp: meta_trigger = { text = { [COUNTRY] = { political_power > [POW] } } COUNTRY = "GER" POW = 42 debug = no #set to yes if you want to see what game actually executes }
```
check if side has maximal planning bonus
A trigger to check how dangerous enemy mines are for a country. Controlled by NAVAL_MINE_DANGER defines. Returns a value between 0 and 1. Example mine_threat > 0.5
modulos a temp variable with another. Example:
modulo_temp_variable = {
var = variable_to_modulo
value = divisior
}
Multiplies a temporary variable by a value or another variable
Example: multiply_temp_variable = {
var = num_dogs
value = 42
tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values. _NOT is added to end for negative trigger
}
``` Compares navies of two sides. naval_strength_comparison = { other = GER # by default compares to the from scope tooltip = 'key' #tooltip is 'navy strength' by default, the key can be overridden if wanted ratio > 1.5 # default is 1 sub_unit_def_weights = { # if not specified, it will weigh all ships as 1. otherwise only specified sub unit types will be counted carrier = 1 battleship = 2 } }
```
Compares the estimated navy strength between the scope country and the one set with 'tag'
naval_strength_ratio = {
tag = GER
ratio > 0.5
}
``` checks network national coverage you have over a country. Example: network_national_coverage = { target = GER value > 0.5 }
```
``` checks network strength you have in a country. Examples:
network_strength = { target = GER value > 50 }
network_strength = { target = GER state = 53 value > 50 }
network_strength = { state = 53 value > 50 }
```
check if combat is at night
``` check if a state has enough non damaged buildings
Example: non_damaged_building_level = { building = arms_factory level = 5 } ```
negates content of trigger
Checks if a country owns the amount of states neighbouring the scoped state.
Will compare towards the amount of divisions a country has control over, if strength matters use has_army_size.
Compares the number of members in the faction for the current country.
Example: num_faction_members > 10
Will compare towards the amount of fake intel divisions a country has control over. .
Compares number of completed operations.
Example:
num_finished_operations = {
target = ITA
operation = operation_infiltrate_armed_forces_navy value > 35
}
Checks the number of operative a country can recruit right now.
Note that this is not necessarily greater than zero if num_operative_slots returned a number greater than the number of operative.
check the number of states occupied by nation
check amount of available civilian factories
check amount of available military factories
check amount of available naval factories
check amount of civilian factories
check amount of civilian factories available for a new project to use
check amount of controlled stats
check amount of total factories
check amount of military factories
check amount of naval factories
check amount of nukes
Checks the number of operatives the country controls
Checks the number of available operative slots a country has.
If this differs from the number of operative, this does not mean the country can recruit an operative, but that it will eventually be able to.
Checks if a country owns the amount of states neighbouring the scoped state
check the number of subjects of nation
checks how many groups a nation is a member of
Check number of units commanded by the unit leader
num_units > 2
checks occupation law of state. Example: occupation_law = brutally_oppressive_occupation
compares occupied country that creates resistance to a tag. Example: occupied_country_tag = ITA
Checks whether the operative is performing the given mission:
operative_leader_mission = build_intel_network
Checks whether the operative is performing the given operation:
operative_leader_operation = operation_rescue_operative
at least one entry inside trigger must be true
check number of research slots at start of game
original tag is ( for civil wars checks )
check owner for state(s)
check if we are in this combat phase
Compares planning skill level of a unit leader.
Example: planning_skill_level > 5
Checks if daily political power increase is more or less that specified value
political_power_daily > 1.5
Check the value of political power daily growth.Exacmple: political_power_growth > 0
prints all variables in scope and temp variables to a file
Example: print_variables = {
file = log_file
text = header_text
append = yes
print_global = yes
var_list = { a b c } #optional
}
Checks that the country in scope has received the specified amount of expeditionary forces from the specified country
E.g. true if Germany is commaning more than 100 expeditionary forces from Poland:
GER = {
received_expeditionary_forces = {
sender = POL
value > 100
}
}
checks if side has an advantage in recon level
check state's strategic area id
``` Removes an element from a temporary array using value or index Example: remove_from_temp_array = { array = array_name value = 42 #optional, use index or this. if neither it removes last element index = 3 #optional, use value or this. if neither it removes last element }
```
check amount of reserves
Compares the current resistance level of a state to a value. Example: resistance > 50
Compares the current resistance speed of a state to a value. Example: resistance_speed > 50
Compares the target resistance level of a state to a value. Example: resistance_target > 50
``` Resizes a temp array Example: resize_temp_array = { array = array_name value = 42 #optional, if not specified and array grows the new elements are set to this (default 0) size = 3 #if higher than old size, new elements are added to end. otherwise last elements are removed to match to new size }
```
Rounds a temporary variable
Example: round_temp_variable = num_dogs
Sets a temporary variable to a value or another variable
Example: set_temp_variable = {
var = num_dogs
value = 42
tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values. _NOT is added to end for negative trigger
}
checks for amount of ships in specified area
checks for amount of ships in specified state's ports.
ships_in_state_ports = {
type = ship_category
state = state_id
size = 42
}
compare leader skill levels
compare leader skill levels
check state id
Checks for state strategic value
check the population in the state
check the population in the state in thousands (use to avoid variable overflows)
Checks for state strategic value
Compares the ratio of equipment archetype in stockpile vs used. a value of 2 means we have double in stockpile of what is fielded or in training.
Compares the estimated army strength between the scope country and the one set with 'tag'
Subtracts a value or a variable to a temporary variable
Example: subtract_from_temp_variable = {
var = num_dogs
value = 42
tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values. _NOT is added to end for negative trigger
}
check if a country is close to surrendering
country tag trigger
``` Checks the target conscription amount of the country.
```
check combat province temperature
check the global threat value. 0-1 value