Triggers

Table of Content

Triggers for scope ACE

Triggers for scope COMBATANT

Triggers for scope COUNTRY

Triggers for scope OPERATION

Triggers for scope STATE

Triggers for scope STRATEGIC_REGION

Triggers for scope UNIT_LEADER

Triggers for scope any

All Triggers

add_to_temp_array

``` 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 }

shorter usage: add_to_temp_array = { array_name = 42 }

```

add_to_temp_variable

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 }

agency_upgrade_number

Checks the number of upgrade done in the intelligence agency. agency_upgrade_number > 4

ai_has_role_division

check if the ai controlled country has any fielded divisions for a specific role

ai_has_role_template

check if the ai controlled country has any template for a specific role

ai_irrationality

check the ai irrationality value

ai_liberate_desire

check what liberation desire the country has towards a specified country

ai_wants_divisions

Will compare towards the amount of divisions an ai wants to have.

all_allied_country

Check if all allied countries meet the trigger. Does not include the country itself. tooltip=key can be defined to override title

all_army_leader

check if all unit leaders meets the trigger. tooltip=key can be defined to override title

all_controlled_state

check if all of the states controlled by the scope country meets the trigger. tooltip=key can be defined to override title

all_country

check if all countries meets the trigger. tooltip=key can be defined to override title

all_country_with_original_tag

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 }

all_enemy_country

check if all enemy countries meet the trigger. tooltip=key can be defined to override title

all_guaranteed_country

check if every country with current scoped country guarantees. Example: all_country_with_original_tag = { # ... triggers to check }

all_navy_leader

check if all unit leaders meets the trigger. tooltip=key can be defined to override title

all_neighbor_country

check if all neighbor countries meet the trigger. tooltip=key can be defined to override title

all_neighbor_state

check if all neighbor states meets the trigger. tooltip=key can be defined to override title

all_occupied_country

check if all occupied countries meets the trigger. tooltip=key can be defined to override title

all_of

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 ... }

all_of_scopes

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 ... }

all_operative_leader

check if all operatives meets the trigger. tooltip=key can be defined to override title

all_other_country

check if all other countries meets the trigger. Excludes current country. tooltip=key can be defined to override title

all_owned_state

check if all owned states meets the trigger. tooltip=key can be defined to override title

all_state

check if all states meets the trigger. tooltip=key can be defined to override title

all_unit_leader

check if all unit leaders meets the trigger. tooltip=key can be defined to override title

alliance_naval_strength_ratio

Compares the estimated naval strength between the scope country, his allies and his enemies.

alliance_strength_ratio

Compares the estimated army strength between the scope country, his allies and his enemies.

always

always returns specified value

amount_manpower_in_deployment_queue

Checks for amount manpower currently in deploymentview. amount_manpower_in_training > 10

amount_research_slots

check number of research current research slots amount_research_slots > 2

amount_taken_ideas

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) }

and

all inside trigger must be true

any_allied_country

Check if any allied country meets the trigger. Does not include the country itself. tooltip=key can be defined to override title

any_army_leader

check if any unit leader meets the trigger. tooltip=key can be defined to override title

any_claim

check if there is a claim between a country and all others

any_controlled_state

check if any of the states controlled by the scope country meets the trigger. tooltip=key can be defined to override title

any_country

check if any country meets the trigger

any_country_with_original_tag

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 }

any_enemy_country

check if any enemy country meets the trigger. tooltip=key can be defined to override title

any_guaranteed_country

check if any country with current scoped country guarantees. Example: any_guaranteed_country = { # ... triggers to check }

any_home_area_neighbor_country

check if any neighbor country in the home area meets the trigger. tooltip=key can be defined to override title

any_navy_leader

check if any unit leader meets the trigger. tooltip=key can be defined to override title

any_neighbor_country

check if any neighbor country meets the trigger. tooltip=key can be defined to override title

any_neighbor_state

check if any neighbor state meets the trigger. tooltip=key can be defined to override title

any_occupied_country

check if any any occupied meets the trigger. tooltip=key can be defined to override title

any_of

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 ... }

any_of_scopes

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 ... }

any_operative_leader

check if any operatives meets the trigger. tooltip=key can be defined to override title

any_other_country

check if any other country meets the trigger. Excludes current country. tooltip=key can be defined to override title

any_owned_state

check if any owned state meets the trigger. tooltip=key can be defined to override title

any_province_building_level

In the current state, checks if any province within the specified limit has a building of the specified level.

any_state

check if any state meets the trigger. tooltip=key can be defined to override title

any_unit_leader

check if any unit leader meets the trigger. tooltip=key can be defined to override title

any_war_score

compares the warscore of all wars in a country to see if any fullfills the comparison condition 0-100 - Example: any_war_score > 40

area

check state's strategic area id

armor

Check that average armor level of combatant is over a certain level

army_manpower_in_state

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.)

attack_skill_level

Compares attack skill level of a unit leader. Example: attack_skill_level > 5

average_stats

Compares the average stats for a unit leader. Example: average_stats > 10

can_declare_war_on

checks if the country could potentially declare a war on the target ( according to game rules, relationship, etc... ). Example can_declare_war_on = GER

can_research

check if country can research technology

can_select_trait

check if leader can select a trait

casualties

Check the amount of casualties a country has suffered in all of it's wars

casualties_inflicted_by

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 } }

casualties_k

Check the amount of casualties in thousands a country has suffered in all of it's wars

check_variable

Compares a variable to a number

civilwar_target

civilwar target is ( for civil wars checks )

clamp_temp_variable

clamps a temp variable between two values/variables

clear_temp_array

Clears the contents of a temporary array Example: clear_temp_array = array_name

command_power

Checks if available command power is more or less that specified value command_power > 1.5

command_power_daily

Checks if daily command power increase is more or less that specified value command_power_daily > 1.5

compare_autonomy_progress_ratio

check if autonomy progress ratio is higher than value, example: compare_autonomy_progress_ratio > 0.5

compare_autonomy_state

check if autonomy state is higher than other one, example: compare_autonomy_state > puppet

compare_intel_with

``` 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 } }

```

compliance

Compares the current compliance level of a state to a value. Example: compliance > 50

compliance_speed

Compares the current compliance speed of a state to a value. Example: compliance_speed > 50

conscription_ratio

``` Checks conscription ratio of the country compared to target conscription ratio.

```

controls_province

check controller for province

controls_state

check controller for state(s)

convoy_threat

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

core_compliance

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 }

core_resistance

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 }

count_triggers

Returns true if the specified number of sub-triggers return true count_triggers = { amount = 2 <trigger> <trigger> <trigger> }

country_exists

check if the specified country exist

current_conscription_amount

``` Checks the current conscription amount of the country.

```

custom_trigger_tooltip

Works as an and-trigger with a custom tooltip. will check if KEY_NOT first if it is inside NOT = { }

date

checks for a specific date

days_since_capitulated

``` 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

```

days_since_last_strategic_bombing

``` Checks the days since last strategic bombing. days_since_last_strategic_bombing < 10

```

decryption_progress

``` checks decryption ratio against a country. Example: decryption_progress = { target = GER value > 0.5 }

or decryption_progress@GER as variable

```

defense_skill_level

Compares defense skill level of a unit leader. Example: defense_skill_level > 5

difficulty

check if the difficulty is above or below specified value 0-2 (difficulty enum). Example: difficulty > 0 (above easy)

dig_in

check if we have digin level (lowest)

distance_to

check distance between two states

divide_temp_variable

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 }

divisions_in_border_state

checks for amount of divisions in specified state owned by current country.

divisions_in_state

checks for amount of divisions in specified state owned by current country.

enemies_naval_strength_ratio

Compares the estimated navy strength between the scope country and all its enemies

enemies_strength_ratio

Compares the estimated army strength between the scope country and all its enemies

estimated_intel_max_armor

Compares estimated max armor based on intel. Example: estimated_intel_max_armor = { tag = ITA value > 1 }

estimated_intel_max_piercing

Compares estimated max armor based on intel. Example: estimated_intel_max_piercing = { tag = ITA value > 1 }

exists

Check if the current country exist. The country of the scope you are in. Example: DEN = { exists = yes }

fastest_unit

check if fastest unit of combatant is over this limit

find_highest_in_array

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 }

find_lowest_in_array

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_progress

= { focus = id progress = 0.5 }

foreign_manpower

check the amount of foreign garrison manpower we have

free_building_slots

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 }

frontage_full

check if sides front is full or can get more reinforcements

fuel_ratio

Compares the fuel ratio to a variable. Example: fuel_ratio > 0.5

game_rules_allow_achievements

Returns true if all of the active game rule options allow achievements.

garrison_manpower_need

check the amount of manpower needed by garrisons

get_highest_scored_country_temp

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 }

get_sorted_scored_countries_temp

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) }

gives_military_access_to

check if country gives military access to specified country

hardness

check lowest/highest hardness level on combatant

has_ability

does unit leader have the abilityCheck if a unit leader has the ability. Example: has_ability = force_attack

has_active_mission

check if country has an active mission with specified ID. has_active_mission = my_test_mission

has_active_resistance

returns true if state has an active resistance (above zero)

has_added_tension_amount

Compare if the country has added above or below the specified ammount of tension

has_air_experience

Compares current country's air experience with right side value. has_air_experience < <value>

has_annex_war_goal

Checks a country has annex war goal on another country

has_any_custom_difficulty_setting

Returns true if the game has any custom difficulty on

has_any_license

Country has any active licenses Example: has_any_license = yes

has_army_experience

Compares current country's army experience with right side value. has_army_experience < <value>

has_army_manpower

checks for amount of manpower of selected type, additionally of a specified type

has_army_size

checks for amount of divisions, additionally of a specified type

has_attache

Has attaché from any other country

has_attache_from

Has attaché from specified country

has_autonomy_state

check if country currently has an autonomy state, example: has_autonomy_state = puppet

has_available_idea_with_traits

Checks if country has more than limit, default = 0.

has_border_war

Checks if a there is any border wars for country/state

has_border_war_between

Checks if a there is a border war between two states

has_border_war_with

Checks if a there is a border against a state/country

has_built

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 }

has_capitulated

checks if the country has capitulated

has_captured_operative

``` Checks if a country has a captured an operative ( supports scoped variables ) has_captured_operative = GER/yes/no

```

has_carrier_airwings_in_own_combat

Check if carrier has airplanes that are part of the current combat

has_carrier_airwings_on_mission

check if side has a career with air wings on a mission

has_cavalry_ratio

Check that ratio of cavalry brigades in the composition of a side of combating troops are over a certain level

has_civil_war

check if participant in civil war as revolter or target

has_claimed_state_in_peace_conference

Checks if a state has been claimed by target country in an ongoing peace conference

has_collaboration

``` checks the collaboration in a target country with our currently scoped country. Example: has_collaboration = { target = GER value > 0.5 }

or has_collaboration@GER as variable

```

has_combat_modifier

check if combatant has modifier

has_completed_focus

has country completed focus

has_core_occupation_modifier

has an occupation modifier that applies to average resistance/compliance Example: has_core_occupation_modifier = { occupied_country_tag = ITA modifier = token }

has_cosmetic_tag

Checks if country has specific cosmetic tag set. Example: INS = { has_cosmetic_tag = INS1 }

has_country_custom_difficulty_setting

Returns true if the game has any custom difficulty on the scope nation

has_country_flag

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) }

has_country_leader

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> }

has_country_leader_with_trait

check if current country has specified trait. has_country_leader_with_trait = big_fat_idiot

has_custom_difficulty_setting

Returns true if the game has the specified custom difficulty on: Example: has_custom_difficulty_setting = TheAxisIndustry

has_damaged_buildings

check for damaged buildings of nation

has_decision

check if country has active selected decision

has_defensive_war

is country at defensive war

has_defensive_war_with

One country has defensive war against other country.

has_deployed_air_force_size

checks for amount of aircrafts, additionally of a specified type

has_dlc

Checks if player has a DLC. Example: has_dlc = "name of the dlc"

has_done_agency_upgrade

has country done this intelligence agency upgrade (to its highest level)

has_dynamic_modifier

``` Checks if scope has a dynamic modifier. has_dynamic_modifier = { modifier = dynamic_modifier_name scope = GER #optional, if the original modifier has been targeted }

```

has_elections

Checks the country's politics on allowing elections. has_elections = yes

has_equipment

checks for amount of equipment stored

has_event_target

checks if current scope or global scope has the specified event target saved

has_finished_collecting_for_operation

checks if finished collecting of resources for an operation. Example: has_finished_collecting_for_operation = { target = ITA operation = operation_infiltrate_armed_forces_navy}

has_flanked_opponent

check if side has flanked their opponent

has_focus_tree

Does current country have the specified focus tree.

has_fuel

check amount of fuel example: has_fuel > 500

has_full_control_of_state

check controller for state(s)

has_game_rule

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

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) }

has_government

does country government (ruling party) belong to ideology group

has_guaranteed

check if country has guaranteed specified country

has_id

check unit leader has specified ID. Don't localize this. Tooltip only for debug.

has_idea

check if country has idea

has_idea_with_trait

check if country has idea with specified trait

has_intelligence_agency

has country created an Intelligence Agency

has_legitimacy

Check scope country legitimacy 0-100: Example has_legitimacy < 60

has_license

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 } }

has_manpower

check amount of manpower

has_manpower_for_recruit_change_to

check if manpower is enough to switch recruitment laws not to be negative

has_max_planning

check if side has maximal planning bonus

has_military_access_to

check country has military access to specified country

has_mined

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 } }

has_mines

``` Checks if a region has amount of mines. has_mines = { region = region_id amount = amount_of_mines }

```

has_nationality

``` Checks whether the operative has the specified nationality. NOTE: this is invalid on non-operatives. Examples: has_nationality = GER

```

has_navy_experience

Compares current country's navy experience with right side value. has_navy_experience < <value>

has_navy_size

``` 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. ```

has_non_aggression_pact_with

Check if country has non aggression pact with the specified country

has_occupation_modifier

compares occupied country that creates resistance to a tag. Example: has_occupation_modifier = modifier_name

has_offensive_war

is country at offensive war

has_offensive_war_with

One country has offensive war against other country.

has_operation_token

Checks if a country has a specific token against another country has_operation_token = { tag = GER token = some_token_id }

has_opinion

check what opinion the country has towards a specified country

has_opinion_modifier

check if a country has the opinion modifier

has_political_power

check amount of political power

has_relation_modifier

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 } }

has_reserves

check if side has reserves waiting

has_resistance

returns true if state has a resistance

has_resources_amount

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)

has_rule

Checks if a rule set for a country. Example: has_rule = can_puppet

has_stability

check value of stability 0-1: Example has_stability < 0.6

has_start_date

Compare the initial start date of current game.

has_state_category

Check if state has a specific state category

has_state_flag

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) }

has_subject

Checks if the country has for subject the given country

has_tech

check if country has technology

has_tech_bonus

checks if the country has a bonus for the specified technology or category Example: has_tech_bonus = { technology = <tech> category = <tech cat> }

has_template

Check if country has a division template of specific name

has_template_ai_majority_unit

check if country has a division template that is majority of specific unit using AI's priorities rather than visual

has_template_containing_unit

check if country has a division template that contains a specific unit

has_template_majority_unit

check if country has a division template that is majority of specific unit

has_trait

check if sides leader has trait

has_unit_leader

check if country has unit leader with specified ID. Don't localize this. Tooltip only for debug.

has_unit_leader_flag

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) }

has_variable

Checks if a variable exists in a scope

has_volunteers_amount_from

Compares number of volunteers from the country. Example: has_volunteers_amount_from = { tag = ITA count > 1 }

has_war

is country at war

has_war_support

check value of war_support 0-1: Example has_war_support < 0.6

has_war_together_with

Are the countries fighting on the same side of a war

has_war_with

is countries at war

has_wargoal_against

Checks if country has a wargoal against the target. Example: ENG = { has_wargoal_against = GER }

hidden_trigger

a hidden trigger, anything in it not shown in tooltips

ic_ratio

Compares the ratio of total industrial capacity between the scope country and the one set with 'tag'

if

if_, CIfTrigger, A conditional trigger if = { limit = { <triggers> } <trigger> }

intel_level_over

``` 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.

} }

```

is_active_decryption_bonuses_enabled

checks if the country activated their active cipher decryption bonuses. Example is_active_decryption_bonuses_enabled = GER

is_ai

Checks if country is AI controlled.

is_ally_with

``` 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

```

is_amphibious_invasion

check if combat is at night

is_assigned

is_assigned = yes/no - Checks if the current unit leader is assigned to command an army/navy

is_attacker

check if attacker side in combat

is_border_conflict

checks if a state is in border conflict

is_border_war

Checks if a the combatant or leader has a border war

is_capital

Is scope state a capital. 169 = { is_capital = yes }

is_claimed_by

Checks if state is claimed by country

is_coastal

check if state is coastal

is_controlled_by

check if state is controlled by

is_core_of

Checks if state is core of country

is_cryptology_department_active

has country an active cryptology department

is_debug

returns true if game is in debug mode (launched with -debug argument)

is_decrypting

checks if is currently decrypting a cipher. Example is_decrypting = GER

is_defender

check if defender side in combat

is_demilitarized_zone

checks if a state is a demilitarized zone

is_exile_host

Checks if scope country is hosting an exile. is_exile_host = yes

is_exiled_in

Checks if scope country is a government in exile in target tag. is_exiled_in = ENG

is_exiled_leader

Checks if scope leader is from an exiled government. is_exiled_leader = yes

is_exiled_leader_from

Checks if scope leader is from specified exiled government. is_exiled_leader_from = FRA

is_faction_leader

check if country leads a faction

is_female

checks if scoped unit leader, ace or country is female

is_field_marshal

is_field_marshal = yes/no - Checks if the current unit leader is a field marshall

is_fighting_air_units

check if side is fighting air units

is_fighting_in_terrain

check what terrain is in combat

is_fighting_in_weather

``` Checks the weather on a combat Example:

true if weather is artic water

is_fighting_in_weather = artic_water

true if weather is either artic_water or snow

is_fighting_in_weather = { artic_water snow }

```

is_fully_controlled_by

Checks if state is fully controlled by specified tag

is_fully_decrypted

checks if fully decrypted a cipher. Example is_fully_decrypted = GER

is_government_in_exile

Checks if scope country an exiled government. is_government_in_exile = yes

is_guaranteed_by

check if guaranteed by specified country

is_historical_focus_on

check if the historical focus is active

is_hosting_exile

Checks if scope country is hosting target tag as an exile. is_hosting_exile = FRA

is_in_array

``` Checks if an element is in array Example: is_in_array = { array = array_name value = 42 }

shorter usage: is_in_array = { array_name = 42 }

```

is_in_faction

check if member of any faction

is_in_faction_with

check if member of same faction as specified country

is_in_home_area

Checks if the first province in the state is connected to the capital of its owner

is_in_peace_conference

Checks if the country is currently in a peaceconference

is_in_tech_sharing_group

Checks if country is member specified technology sharing group. Example: is_in_technology_sharing_group = commonwealth_research

is_ironman

Check if current game is ironman.

is_island_state

always returns specified value

is_justifying_wargoal_against

Checks if country is justifying a wargoal against the target. Example: ENG = { is_justifying_wargoal_against = GER }

is_leading_army

is_leading_army = yes/no - Checks if the current unit leader is leading a single army (not army group)

is_leading_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

is lend-leasing country

is_licensing_any_to

Current country is licensing something to target country Example: is_licensing_any_to = ENG

is_licensing_to

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 } }

is_major

check if country is a major

is_neighbor_of

check if neighbor ( controlled territory ) with specified country

is_on_continent

is state located on continent

is_operation_type

checks the type of operation

is_operative_captured

``` Checks whether the operative has the matching captured status

```

is_owned_and_controlled_by

check if state is owned by

is_owned_by

check if state is owned by

is_owner_neighbor_of

check if neighbor ( owned territory ) with specified country

is_preparing_operation

checks if preparing a specific operation. Example: is_preparing_operation = { target = ITA operation = operation_infiltrate_armed_forces_navy}

is_puppet

Checks if the country is puppet of any other country

is_puppet_of

Checks if the country is puppet of specified country

is_researching_technology

Checks if the country is currently researching a specific technology. Example: is_researching_technology = mechanised_infantry

is_running_operation

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}

is_spymaster

check if country is Spy Master

is_staging_coup

is_staging_coup = yes - Returns true if current country is staging a coup in another any country.

is_subject

Checks if the country is subject of any other country

is_subject_of

Checks if the country is subject of specified country

is_target_of_coup

is_target_of_coup = yes - Returns true if current country is being targeted by a coup from any country.

is_tutorial

check if the tutorial is active

is_winning

check if defender side in combat

land_doctrine_level

checks researched land doctrine level

less_combat_width_than_opponent

check if side has more combat width than their opponent

log

Print message to game.log - Can be localized

logistics_skill_level

Compares logistics skill level of a unit leader. Example: logistics_skill_level > 5

manpower_per_military_factory

Number of available manpower per factory the country has. Excluding dockyards. manpower_per_military_factory < 1000

meta_trigger

``` 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 }

```

min_planning

check if side has maximal planning bonus

mine_threat

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

modulo_temp_variable

modulos a temp variable with another. Example: modulo_temp_variable = { var = variable_to_modulo value = divisior }

multiply_temp_variable

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 }

network_national_coverage

``` checks network national coverage you have over a country. Example: network_national_coverage = { target = GER value > 0.5 }

```

network_strength

``` checks network strength you have in a country. Examples:

country has a network strength greater than 50% over germany

network_strength = { target = GER value > 50 }

country has a network strength greater than 50% over germany in state 53

network_strength = { target = GER state = 53 value > 50 }

country has a network strength greater than 50% in state 53, regardless of the target

network_strength = { state = 53 value > 50 }

```

night

check if combat is at night

non_damaged_building_level

``` check if a state has enough non damaged buildings

Example: non_damaged_building_level = { building = arms_factory level = 5 } ```

not

negates content of trigger

num_claimed_peace_conference_neighbour_states

Checks if a country owns the amount of states neighbouring the scoped state.

num_divisions

Will compare towards the amount of divisions a country has control over, if strength matters use has_army_size.

num_faction_members

Compares the number of members in the faction for the current country. Example: num_faction_members > 10

num_fake_intel_divisions

Will compare towards the amount of fake intel divisions a country has control over. .

num_finished_operations

Compares number of completed operations. Example: num_finished_operations = { target = ITA operation = operation_infiltrate_armed_forces_navy value > 35 }

num_free_operative_slots

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.

num_occupied_states

check the number of states occupied by nation

num_of_available_civilian_factories

check amount of available civilian factories

num_of_available_military_factories

check amount of available military factories

num_of_available_naval_factories

check amount of available naval factories

num_of_civilian_factories

check amount of civilian factories

num_of_civilian_factories_available_for_projects

check amount of civilian factories available for a new project to use

num_of_controlled_states

check amount of controlled stats

num_of_factories

check amount of total factories

num_of_military_factories

check amount of military factories

num_of_naval_factories

check amount of naval factories

num_of_nukes

check amount of nukes

num_of_operatives

Checks the number of operatives the country controls

num_operative_slots

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.

num_owned_neighbour_states

Checks if a country owns the amount of states neighbouring the scoped state

num_subjects

check the number of subjects of nation

num_tech_sharing_groups

checks how many groups a nation is a member of

num_units

Check number of units commanded by the unit leader num_units > 2

occupation_law

checks occupation law of state. Example: occupation_law = brutally_oppressive_occupation

occupied_country_tag

compares occupied country that creates resistance to a tag. Example: occupied_country_tag = ITA

operative_leader_mission

Checks whether the operative is performing the given mission: operative_leader_mission = build_intel_network

operative_leader_operation

Checks whether the operative is performing the given operation: operative_leader_operation = operation_rescue_operative

or

at least one entry inside trigger must be true

original_research_slots

check number of research slots at start of game

original_tag

original tag is ( for civil wars checks )

owns_state

check owner for state(s)

phase

check if we are in this combat phase

planning_skill_level

Compares planning skill level of a unit leader. Example: planning_skill_level > 5

political_power_daily

Checks if daily political power increase is more or less that specified value political_power_daily > 1.5

political_power_growth

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 }

received_expeditionary_forces

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 } }

recon_advantage

checks if side has an advantage in recon level

region

check state's strategic area id

remove_from_temp_array

``` 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 }

shorter usage: remove_from_temp_array = { array_name = 42 }

```

reserves

check amount of reserves

resistance

Compares the current resistance level of a state to a value. Example: resistance > 50

resistance_speed

Compares the current resistance speed of a state to a value. Example: resistance_speed > 50

resistance_target

Compares the target resistance level of a state to a value. Example: resistance_target > 50

resize_temp_array

``` 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 }

shorter usage: resize_temp_array = { array_name = 3 }

```

round_temp_variable

Rounds a temporary variable Example: round_temp_variable = num_dogs

set_temp_variable

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 }

ships_in_area

checks for amount of ships in specified area

ships_in_state_ports

checks for amount of ships in specified state's ports. ships_in_state_ports = { type = ship_category state = state_id size = 42 }

skill

compare leader skill levels

skill_advantage

compare leader skill levels

state

check state id

state_and_terrain_strategic_value

Checks for state strategic value

state_population

check the population in the state

state_population_k

check the population in the state in thousands (use to avoid variable overflows)

state_strategic_value

Checks for state strategic value

stockpile_ratio

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.

strength_ratio

Compares the estimated army strength between the scope country and the one set with 'tag'

subtract_from_temp_variable

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 }

surrender_progress

check if a country is close to surrendering

tag

country tag trigger

target_conscription_amount

``` Checks the target conscription amount of the country.

```

temperature

check combat province temperature

threat

check the global threat value. 0-1 value