Trigger Documentation:

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debug_log = yes - Outputs to the game log when this trigger is hit
debug_log_details = yes - Outputs full trigger content when this trigger is hit

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local_variable_list_size - Checks the size of a variable list
variable_list_size = { name = X target >= Y }
Where X is the name of the variable
Where Y is a script value or number
Supported Scopes: none

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is_general - Is the scope character a General?
Traits: yes/no 
Supported Scopes: character

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is_exiled - unit is Exiled
Traits: yes/no 
Supported Scopes: unit

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is_neighbor - Is this a neighbour of the target province?
Traits: province id/province scope
Supported Scopes: province
Supported Targets: province

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prisoner - is the character imprisoned?
Traits: yes/no 
Supported Scopes: character

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in_color_list - Check if the scoped color is part of the given color list
Supported Scopes: color

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pop_type - Is the pop this PopType?
Supported Scopes: pop

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is_scorned - is the character Scorned or dead?
Traits: yes/no 
Supported Scopes: family

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has_military_bonus - Does the country have a certain military bonus
Supported Scopes: country

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nand - a negated AND trigger
Supported Scopes: none

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pop_hapiness - Checks hapiness for this pop
Traits: <, <=, =, !=, >, >=
Supported Scopes: pop

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number_of_traits - does the character have this many traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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province_commerce_income - does the province have the required commerce income?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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is_clan_chief - Is the scope character a ClanChief?
Traits: yes/no 
Supported Scopes: character

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healthy_economy_percentage - AI regression test: % of countries at peace with healthy economy
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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is_ai - is the country an ai or not?
Traits: yes/no 
Supported Scopes: country

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any_ownable_province - Iterate through all ownable provinces in the world
any_ownable_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: none
Supported Targets: province

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treasury - does the country have the required Treasury?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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has_same_culture_group_as - Does the character have the same culture group as the target?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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in_command - Is the scope character a InCommand?
Traits: yes/no 
Supported Scopes: character

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trade_goods - Checks if a province has a specific trade_goods
Supported Scopes: province

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has_civil_war - countryis in civil war ?
Traits: yes/no 
Supported Scopes: country

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num_other_religion - does the province have the required num_other_religion ?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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military_power - does the country have the required MILITARY Power level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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days_since_last_unit_victory - Check number of days since last victory
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

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is_core_of - is the province a core of target  or not?
Traits: country tag/country scope
Supported Scopes: province
Supported Targets: country

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has_local_variable - Checks whether the current scope has the specified variable set
has_variable = name
Supported Scopes: none

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zeal - does the character have the required zeal skill level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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religious_power - does the country have the required RELIGIOUS Power level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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has_monthly_balance - does the country have the required Monthly Balance?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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calc_true_if - Returns true if the specified number of sub-triggers return true
calc_true_if = { amount = 2 <trigger> <trigger> <trigger> }
Supported Scopes: none

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has_personal_loyalty - subunit is clan retinue
Traits: yes/no 
Supported Scopes: subunit

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province_dominant_culture_group - Checks if the dominant culture in a province belongs to a certain group
Supported Scopes: province

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assert_read - Conditionally cause an assert during read time
assert_read = X, where X is yes or the string to be printed in the assert
Supported Scopes: none

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any_unit - Iterate through all units in a country
any_unit = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: unit

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is_navy - unit is Navy
Traits: yes/no 
Supported Scopes: unit

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has_country_modifier - check if a country has a specific modifier
Supported Scopes: country

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any_country - Iterate through all existing countries
any_country = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: none
Supported Targets: country

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pop_culture_group - Is the pop this culture group?
Supported Scopes: pop

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is_unit_locked - Check if a Unit is locked
Traits: yes/no 
Supported Scopes: unit

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any_friend - Iterate through all friends
any_friend = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character

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health - does the character have the required Health?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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has_same_culture_as - Does the character have the same culture as the target?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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is_monarchy - is the country at monarchy or not?
Traits: yes/no 
Supported Scopes: country

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any_area_state - Iterate through all states in a area
any_area_state = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: area
Supported Targets: state

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region - Does the scoped city belong to a given named Region or the same Region as the target city
Region = my_Region_name OR Region = from.capital_scope
Supported Scopes: province

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war_with - if a country is a war with another country
Traits: country tag/country scope
Supported Scopes: country
Supported Targets: country

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is_parent_of - Is the character a parent of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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switch - Switch on a trigger for the evaluation of another trigger with an optional fallback trigger.
switch = {
	trigger = simple_assign_trigger
	case_1 = { <triggers> }
	case_2 = { <triggers> }
	case_n = { <triggers> }
	fallback = { <triggers> }
Supported Scopes: none

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is_admiral - Is the scope character a Admiral?
Traits: yes/no 
Supported Scopes: character

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oratory_power - does the country have the required ORATORY Power level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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max_manpower - does the country have the required Max Manpower?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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in_combat - unit is in combat
Traits: yes/no 
Supported Scopes: unit

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any_subject - Iterate through all subject countries
any_subject = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: country

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pop_religion - Is the pop this Religion?
Traits: class CReligionDatabase key/religion scope
Supported Scopes: pop
Supported Targets: religion

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target_is_valid_character - Checks whether the specified scope target is a valid character
Traits: character scope
Supported Scopes: none
Supported Targets: character

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country_population - The total population of a country
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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is_target_alive - Is the target character alive?
Traits: character scope
Supported Scopes: none
Supported Targets: character

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any_in_local_list - Iterate through all items in local list. list = name or variable = name
any_in_local_list = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: none

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civic_party_support - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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is_at_same_location - Is the character currently in the same province as the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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num_of_religious_ideas - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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is_capital - is the province a capital or not?
Traits: yes/no 
Supported Scopes: province

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any_province - Checks if any province meets the specified criteria
any_province = { triggers }
Supported Scopes: none

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can_get_friends - Can the scope character get Friends?
Traits: yes/no 
Supported Scopes: character

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any_navy - Iterate through all navies in a country
any_navy = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: unit

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has_province_modifier - check if a Province has a specific modifier
Supported Scopes: province

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trade_good_surplus - is the state's trade good surplus greater or equal than the value? trade_good_surplus = { target = X [*value >/</>=/<= Y* or *value = { min max }*  }
Supported Scopes: state

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has_job - does the character have a valid Job?
Traits: yes/no 
Supported Scopes: character

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any_character - Iterate through all characters in a country
any_character = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: character

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num_foreign_culture - does the province have the required num_foreign_culture ?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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ai_wants_road - Does AI for a country want to build road in this province?
Traits: country tag/country scope
Supported Scopes: province
Supported Targets: country

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is_moving - unit is moving
Traits: yes/no 
Supported Scopes: unit

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num_goods_produced - does the province have the required number of produced goods ?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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has_character_modifier - does the character have a specific modifier
Supported Scopes: character

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any_support_as_heir - Iterate through all supportasHeir
any_support_as_heir = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character

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has_culture_group - Does the character have this culture group?
Supported Scopes: character

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has_tech_office - Is the scope character in a tech office?
Traits: yes/no 
Supported Scopes: character

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religious_unity - The religous unity of the country
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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num_of_cohorts - does the country have the required amount of cohorts?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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is_subject - Is the country a subject to any other country?
Traits: yes/no 
Supported Scopes: country

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government - which government a country has
Supported Scopes: country

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has_tech_office_of - Does the character have this trait?
Supported Scopes: character

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has_party - does the country have this party?
Supported Scopes: country
Supported Targets: party

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owned_or_subject_owned - Is the province owned by the target country or one of its subjects?
Traits: country tag/country scope
Supported Scopes: province
Supported Targets: country

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not - negates content of trigger
Supported Scopes: none

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biggest_party - is this party the biggest
Supported Scopes: country
Supported Targets: party

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current_party_conviction - does the character have the required conviction for its party?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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age - is the character old/young enough?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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is_sibling_of - Is the character a sibling of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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has_enemy_army - does the province has an enemy army of target?
Traits: country tag/country scope
Supported Scopes: province
Supported Targets: country

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is_spouse_of - Is the character a spouse of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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dominant_province_religion - Checks if a religion is dominant in a province 
Traits: class CReligionDatabase key/religion scope
Supported Scopes: province
Supported Targets: religion

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legitimacy - does the country have the required Legitimacy?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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months_to_war - number of months to planned war, or 0 if already at war
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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province_unrest - does the province have the required province_unrest?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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civic_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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weighted_calc_true_if - Returns true if the sum of weights of fulfilled sub-triggers amount to the specified sum
weighted_calc_true_if = { amount = 10 5 = { <trigger> } 15 = { <trigger> } 7 = { <trigger> } }
Supported Scopes: none

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oratory_tech - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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is_tutorial_active - is the tutorial active?
Traits: yes/no 
Supported Scopes: country

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is_overlord - Is the country an overlord to any other country?
Traits: yes/no 
Supported Scopes: country

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title_importance - checks the title importance a character has.
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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has_unit_modifier - check if a Unit has a specific modifier
Supported Scopes: unit

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variable_list_size - Checks the size of a variable list
variable_list_size = { name = X target >= Y }
Where X is the name of the variable
Where Y is a script value or number
Supported Scopes: none

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has_land - Does the scoped country own any provinces
Traits: yes/no 
Supported Scopes: country

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is_target_in_local_variable_list - Checks if a target is in a variable list
is_target_in_variable_list = { name = X target = Y }
Where X is the name of the variable
Where Y is an event target
Supported Scopes: none

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is_dynamic_tag - if a country is dynamically created
Traits: yes/no 
Supported Scopes: none

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has_triggered_character_modifier - does the character have a specific triggered modifier
Supported Scopes: character

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num_of_supporters - checks amount of supporters as heir.
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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has_war_exhaustion - does the country have the required War Exhaustion?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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current_date - Compare the current date.
Traits: <, =, > valid date
Supported Scopes: none

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has_opinion - does the country have an opinion type towards another country?
Supported Scopes: country
Supported Targets: party

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any_sub_unit - Iterate through all subunits in a unit
any_sub_unit = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: unit
Supported Targets: subunit

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province_id - does the province have this ID?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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tribesmen_happiness - Checks hapiness for population of a specified type
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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mercantile_party_support - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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terrain - Checks if a province is of a specific terrain type
Supported Scopes: province

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civic_tech - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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populist_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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imports_from - if a country imports from another country
Traits: country tag/country scope
Supported Scopes: country
Supported Targets: country

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has_owner - does the province have an owner or not?
Traits: yes/no 
Supported Scopes: province

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number_of_personality_traits - does the character have required amount of personality traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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has_truce_with - if a country is at truce a another country
Traits: country tag/country scope
Supported Scopes: country
Supported Targets: country

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religion - Does the country have this religion?
Traits: class CReligionDatabase key/religion scope
Supported Scopes: country
Supported Targets: religion

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num_of_tribesmen - Checks population of a specified type
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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is_migration - unit is Migration
Traits: yes/no 
Supported Scopes: subunit

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loyalty - does the character have the required Loyalty?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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num_characters_below_max_loyalty - does the country have this many characters below max loyalty?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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citizen_happiness - Checks hapiness for population of a specified type
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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has_office - Does the character have this Office?
Supported Scopes: character

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number_of_health_traits - does the character have required amount of personality traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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manpower_percentage - does the country have the required manpower percentage?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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assert_if - Conditionally cause an assert during run time
assert_if = { limit = { X } text = Y }, where X is a trigger and Y is an optional string
Supported Scopes: none

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number_of_status_traits - does the character have required amount of personality traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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prestige - does the family have the required Prestige?
Traits: <, <=, =, !=, >, >=
Supported Scopes: family

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is_primary_heir - Is the scope character a PrimaryHeir?
Traits: yes/no 
Supported Scopes: character

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highest_skill - Is the skill the highest skill of the character? True even when there are multiple skills with the same highest value.
Supported Scopes: character

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wealth - does the character have the required gold?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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state_loyalty - does the province have the required state_loyalty?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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has_religion - Does the character have this religion?
Traits: class CReligionDatabase key/religion scope
Supported Scopes: character
Supported Targets: religion

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num_of_loyal_cohorts - Check number of cohorts with personal loyalty in a Uni
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

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has_mother - does the character have a valid living mother?
Traits: yes/no 
Supported Scopes: character

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any_neighbour_country - Iterate through all neighbour countries
any_neighbour_country = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: country

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slaves_happiness - Checks hapiness for population of a specified type
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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number_of_military_traits - does the character have required amount of military traits?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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gender_rules - Checks if the game has gender-equality rules
Traits: yes/no 
Supported Scopes: none

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any_unit_in_province - Iterate through all units in a province
any_unit_in_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: province
Supported Targets: unit

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all_false - true if all children are false (equivalent to NOR)
Supported Scopes: none

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has_this_omen - Does this country have this active omen?
Traits: class COmenDataBase key
Supported Scopes: country

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has_siege - is the province sieged or not?
Traits: yes/no 
Supported Scopes: province

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any_pops_in_province - Iterate through all pops in a province
any_pops_in_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: province
Supported Targets: pop

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is_head_of_family - Is the scope character a head of a family?
Traits: yes/no 
Supported Scopes: character

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has_global_variable - Checks whether the current scope has the specified variable set
has_variable = name
Supported Scopes: none

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is_friend - Is the target character alive?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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unit_size - How many sub units does this unit have?
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

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province_tax_income - does the province have the required tax income?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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has_subject_loyalty - does the country have the required Subject Loyalty?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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num_of_slaves - Checks population of a specified type
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

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debug_only - Checks if the game is in debug mode or not.
Traits: yes/no 
Supported Scopes: none

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any_false - true if any child is false (equivalent to NAND)
Supported Scopes: none

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control_range - Is province in control range of country
Traits: country tag/country scope
Supported Scopes: province
Supported Targets: country

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religious_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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nor - a negated OR trigger
Supported Scopes: none

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has_primary_heir - does the country have a primary heir or not?
Traits: yes/no 
Supported Scopes: country

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has_monthly_income - does the country have the required Monthly Income?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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has_road_towards - Is there a road to the target province?
Traits: province id/province scope
Supported Scopes: province
Supported Targets: province

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num_of_friends - number of Friends of character?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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is_alive - is the character alive or dead?
Traits: yes/no 
Supported Scopes: character

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party_support - Does the current country scope have the given support
Traits: <, <=, =, !=, >, >=
Supported Scopes: party

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popularity - does the character have the required popularity?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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diplomatic_stance - Does this country have this diplomatic stance?
Traits: class CDiplomaticStanceDatabase key
Supported Scopes: country

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is_tribal - is the country at tribal or not?
Traits: yes/no 
Supported Scopes: country

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trigger_else - Evaluates the triggers if the display_triggers of preceding 'trigger_if' or 'trigger_else_if' is not mettrigger_if = { limit = { <display_triggers> } <triggers> }
 trigger_else = { <triggers> }
Supported Scopes: none

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global_variable_list_size - Checks the size of a variable list
variable_list_size = { name = X target >= Y }
Where X is the name of the variable
Where Y is a script value or number
Supported Scopes: none

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any_owned_province - Iterate through all owned provinces in a country
any_owned_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: province

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any_governorship_state - Iterate through all states in a governorship
any_governorship_state = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: governorship
Supported Targets: state

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martial - does the character have the required martial skill level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

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has_same_religion_as - Does the character have the same religion as the target?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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always - Always the same value
Traits: yes/no 
Supported Scopes: none

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has_culture - Does the character have this culture?
Traits: culture db key/culture scope
Supported Scopes: character
Supported Targets: culture

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is_republic - is the country at republic or not?
Traits: yes/no 
Supported Scopes: country

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is_close_relative - Is the character a close relative (Child, Parent, Sibling/Half-sibling, Nephew/Niece, Aunt/Uncle, Grandparent or Grandchild) of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

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unit_threat - How many percent morale does this unit have???
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

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is_party_leader_of - does the character lead the specific party?
Supported Scopes: character

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war - is the country at war or not?
Traits: yes/no 
Supported Scopes: country

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any_country_state - Iterate through all states in a country
any_country_state = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: state

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any_sibling - Iterate through all siblings
any_sibling = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character

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num_of_ships - does the country have the required amount of ships?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

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can_pay_price - if a country can pay price X
Supported Scopes: country

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any_area - Iterate through all existing areas
any_area = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: none
Supported Targets: area

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can_hold_office - Can the character have this Office?
Supported Scopes: character

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num_of_clan_retinues - Check number of clan retinues in a unit
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

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is_ruler - Is the scope character a ruler?
Traits: yes/no 
Supported Scopes: character

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has_any_office - does the characer have an office or not?
Traits: yes/no 
Supported Scopes: character

--------------------

charisma - does the character have the required charisma skill level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

any_commander - Iterate through all commanders in a country
any_commander = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: character

--------------------

has_variable_list - Checks whether the current scope has the specified variable list set
has_variable_list = name
Supported Scopes: none

--------------------

trigger_else_if - Evaluates the enclosed triggers if the display_triggers of the preceding `trigger_if` or `trigger_else_if` is not met and its own display_trigger of the limit is mettrigger_if = { limit = { <display_triggers> } <triggers> }
trigger_else_if = { limit = { <display_triggers> } <triggers> }
Supported Scopes: none

--------------------

exists - Checks whether the specified socope target exists (check for not being the null object)
exists = from.owner.var:cool_var.mother
Supported Scopes: none

--------------------

religious_tech - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

is_cohort - unit is cohort
Traits: yes/no 
Supported Scopes: subunit

--------------------

has_dlc - Does the host have this DLC
Supported Scopes: none

--------------------

in_siege - unit is in Siege
Traits: yes/no 
Supported Scopes: unit

--------------------

tyranny - does the country have the required Tyranny?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

corruption - does the character have the required Corruption?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

civil_war_with - if a country in civil war with a another country
Traits: country tag/country scope
Supported Scopes: country
Supported Targets: country

--------------------

stability - does the country have the required Stability?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

num_of_children - number of children of character?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

add_to_temporary_list - Saves a temporary target for use during the trigger execution
Supported Scopes: none

--------------------

is_importing_trade_good - Checks if the state of a province is importing a certain trade good.
Supported Scopes: province

--------------------

any_region_province - Iterate through all provinces in a region
any_region_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: region
Supported Targets: province

--------------------

idea - which Idea a country has
Supported Scopes: country

--------------------

is_sea - is the province a sea province?
Traits: yes/no 
Supported Scopes: province

--------------------

gender_equality - country has gender equality or not ?
Traits: yes/no 
Supported Scopes: country

--------------------

is_subject_of - Is the country a subject to the specified country?
Traits: country tag/country scope
Supported Scopes: country
Supported Targets: country

--------------------

military_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

country_culture_group - Is the country this culture group?
Supported Scopes: country

--------------------

trade_routes - The total number of trade routes in this state
Traits: <, <=, =, !=, >, >=
Supported Scopes: state

--------------------

religious_party_support - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

fertility - does the character have the required fertility?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

num_of_unit_type - Does the country have this amount of (type = <type> value = <val>)?
Supported Scopes: country

--------------------

is_model_shown - Do the province has the model shown. Written as is_model_shown=name_of_model
Supported Scopes: province

--------------------

num_of_ports - does the country have the required NumOfPorts?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

num_of_cities - does the country have the required NumOfCities?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

has_same_family - Does the character belong to the same family as the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

--------------------

military_tech - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

freemen_happiness - Checks hapiness for population of a specified type
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

--------------------

is_army - unit is Army
Traits: yes/no 
Supported Scopes: unit

--------------------

is_ship - subunit is Ship
Traits: yes/no 
Supported Scopes: subunit

--------------------

any_governor_state - Iterate through all states a governor is governor of
any_governor_state = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: state

--------------------

num_of_members - does the family have the required members?
Traits: <, <=, =, !=, >, >=
Supported Scopes: family

--------------------

mercantile_party_conviction - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

has_trait - Does the character have this trait?
Supported Scopes: character

--------------------

is_governor - Is the scope character a Governor?
Traits: yes/no 
Supported Scopes: character

--------------------

is_target_in_variable_list - Checks if a target is in a variable list
is_target_in_variable_list = { name = X target = Y }
Where X is the name of the variable
Where Y is an event target
Supported Scopes: none

--------------------

is_color - Check if the scoped color is the same as another color. The right hand side can be either a hex, rgb, or hsv color,  or a named color, or another color scope.
Supported Scopes: color

--------------------

civilization_value - does the province have the required CivilizationValue?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

--------------------

has_variable - Checks whether the current scope has the specified variable set
has_variable = name
Supported Scopes: none

--------------------

is_inhabitable - is the province inhabitable or not?
Traits: yes/no 
Supported Scopes: province

--------------------

any_army - Iterate through all armies in a country
any_army = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: unit

--------------------

populist_party_support - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

has_law - which HasLaw a country has
Supported Scopes: country

--------------------

unit_size_rank - The rank w.r.t. to number of subunits compared to other units of country
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

--------------------

and - all inside trigger must be true
Supported Scopes: none

--------------------

has_ambition - Does the character have this Ambition?
Supported Scopes: character

--------------------

is_movement_locked - unit is movement locked
Traits: yes/no 
Supported Scopes: unit

--------------------

is_target_in_global_variable_list - Checks if a target is in a variable list
is_target_in_variable_list = { name = X target = Y }
Where X is the name of the variable
Where Y is an event target
Supported Scopes: none

--------------------

alliance_with - if a country is allied with a another country
Traits: country tag/country scope
Supported Scopes: country
Supported Targets: country

--------------------

any_living_character - Checks if any living character meets the specified criteria
any_living_character = { triggers }
Supported Scopes: none

--------------------

is_at_location - Is the character currently in the target province?
Traits: province id/province scope
Supported Scopes: character
Supported Targets: province

--------------------

invention - if a country has an invention
Supported Scopes: country

--------------------

has_nickname - Does the scope character have a nickname?
Traits: yes/no 
Supported Scopes: character

--------------------

can_build_building - Can the province build a specific building?
Supported Scopes: province

--------------------

exports_to - if a country exports to another country
Traits: country tag/country scope
Supported Scopes: country
Supported Targets: country

--------------------

any_area_province - Iterate through all provinces in a area
any_area_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: area
Supported Targets: province

--------------------

owns - does a country own a specific propvince
Supported Scopes: country

--------------------

is_party_leader - Is the scope character a PartyLeader?
Traits: yes/no 
Supported Scopes: character

--------------------

centralization - does the country have the required centralization?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

is_bastard - Is the scope character a bastard?
Traits: yes/no 
Supported Scopes: character

--------------------

num_loyal_cohorts - does the character have the required number of loyal cohorts?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

has_local_variable_list - Checks whether the current scope has the specified variable list set
has_variable_list = name
Supported Scopes: none

--------------------

fort_level - does the province have the required fort level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

--------------------

num_of_controlled_cities - does the country have the required number of cities controlled?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

num_of_citizen - Checks population of a specified type
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

--------------------

any_parent - Checks if any parent meets the specified criteria
any_parent = { triggers }
Supported Scopes: character

--------------------

has_commander - unit has a commander
Traits: yes/no 
Supported Scopes: unit

--------------------

province_income - does the province have the required income?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

--------------------

is_adult - Is the scope character adult?
Traits: yes/no 
Supported Scopes: character

--------------------

is_same_party_as - Is the character same Party as the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

--------------------

any_countries_at_war_with - Iterate through all countries at war with
any_countries_at_war_with = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: country

--------------------

has_coasts - If the country has any coastal cities
Traits: yes/no 
Supported Scopes: country

--------------------

total_population - does the province have the required TotalPopulation?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

--------------------

is_port - is the province a Port or not?
Traits: yes/no 
Supported Scopes: province

--------------------

any_region_state - Iterate through all states in a region
any_region_state = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: region
Supported Targets: state

--------------------

is_banished - is the character banished 
Traits: yes/no 
Supported Scopes: character

--------------------

any_region - Iterate through all existing regions
any_region = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: none
Supported Targets: region

--------------------

has_enemy_navy - does the province has an enemy navy of target?
Traits: country tag/country scope
Supported Scopes: province
Supported Targets: country

--------------------

is_male - Is the scope character male?
Traits: yes/no 
Supported Scopes: character

--------------------

is_courtier - Is the scope character  Courtier (without title / job)?
Traits: yes/no 
Supported Scopes: character

--------------------

num_of_families - does the country have this many families?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

opinion - is the country's opinion of the target greater or equal than the value? opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }*  }
Supported Scopes: country

--------------------

prominence - does the character have the required Prominence?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

is_previous_ruler - Is the scope character a previous ruler?
Traits: yes/no 
Supported Scopes: character

--------------------

is_coastal - is the province coastal or not?
Traits: yes/no 
Supported Scopes: province

--------------------

free_building_slots - does the province have the amount of free building slots?
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

--------------------

any_in_global_list - Iterate through all items in global list. list = name or variable = name
any_in_global_list = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: none

--------------------

pop_culture - Is the pop this culture?
Traits: culture db key/culture scope
Supported Scopes: pop
Supported Targets: culture

--------------------

morale_percentage - How many percent morale does this unit have???
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

--------------------

any_successor - Iterate through all successors in a country
any_successor = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: character

--------------------

num_of_rivals - number of Rivals of character?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

party - Does the character belong to this party?
Supported Scopes: character

--------------------

any_region_area - Iterate through all areas in a region
any_region_area = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: region
Supported Targets: area

--------------------

num_of_freemen - Checks population of a specified type
Traits: <, <=, =, !=, >, >=
Supported Scopes: province

--------------------

has_global_variable_list - Checks whether the current scope has the specified variable list set
has_variable_list = name
Supported Scopes: none

--------------------

office_is_empty - Is this office empty for the country?
Supported Scopes: country

--------------------

has_military_Tradition - Does the country have a certain military Tradition
Supported Scopes: country

--------------------

any_rival - Iterate through all Rivals
any_rival = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character

--------------------

from_ruler_family - Is the scope character same family as ruler ?
Traits: yes/no 
Supported Scopes: character

--------------------

game_start_date - Compare the date of the bookmarked game launched.
Traits: <, =, > valid date
Supported Scopes: none

--------------------

is_child_of - Is the character a child of the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

--------------------

civic_power - does the country have the required CIVIC Power level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

is_in_area - Does the scoped city belong to a given named area or the same area as the target city
area = my_area_name OR area = from.capital_scope
Supported Scopes: province

--------------------

any_family_member - Iterate through all members of a family
any_family_member = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: family
Supported Targets: character

--------------------

finesse - does the character have the required finesse skill level?
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

any_country_sub_unit - Iterate through all subunits in all units in a country
any_country_sub_unit = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: subunit

--------------------

is_female - Is the scope character female?
Traits: yes/no 
Supported Scopes: character

--------------------

num_of_migrants - Check number of migrant cohorts in a unit
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

--------------------

num_of_provinces - does the country have the required number of provinces?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

dominant_province_culture - Checks if a culture is dominant in a province 
Traits: culture db key/culture scope
Supported Scopes: province
Supported Targets: culture

--------------------

days_since_last_victory - checks the days since last victory on the battlefield.
Traits: <, <=, =, !=, >, >=
Supported Scopes: character

--------------------

is_same_gender - Is the character same gender as the target character?
Traits: character scope
Supported Scopes: character
Supported Targets: character

--------------------

is_uninhabitable - is the province uninhabitable?
Traits: yes/no 
Supported Scopes: province

--------------------

has_any_omen - does the country have an active omen or not?
Traits: yes/no 
Supported Scopes: country

--------------------

strength_percentage - How many percent strength does this unit have???
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

--------------------

tag - if a country is a specific tag
Supported Scopes: country

--------------------

any_allied_country - Iterate through all allied countries
any_allied_country = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: country

--------------------

is_mercenary - Is the scope character Mercenary?
Traits: yes/no 
Supported Scopes: character

--------------------

is_married - Is the scope character married?
Traits: yes/no 
Supported Scopes: character

--------------------

governor_policy - Checks if a province is in a state that has a specific governor_policy
Supported Scopes: province

--------------------

is_pregnant - is the character pregnant?
Traits: yes/no 
Supported Scopes: character

--------------------

num_of_oratory_ideas - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

military_party_support - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

has_building - Checks if a province has a specific building
Supported Scopes: province

--------------------

manpower - does the country have the required Manpower?
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

any_in_list - Iterate through all items in list. list = name or variable = name
any_in_list = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: none

--------------------

is_successor - is the character a successor?
Traits: yes/no 
Supported Scopes: character

--------------------

any_child - Iterate through all children
any_child = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: character
Supported Targets: character

--------------------

any_state_province - Iterate through all provinces in a state
any_state_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: state
Supported Targets: province

--------------------

in_diplomatic_range - if a country is in diplomatic range with another country
Traits: country tag/country scope
Supported Scopes: country
Supported Targets: country

--------------------

or - at least one entry inside trigger must be true
Supported Scopes: none

--------------------

trigger_if - Evaluates the triggers if the display_triggers of the limit are met
trigger_if = { limit = { <display_triggers> } <triggers> }
Supported Scopes: none

--------------------

is_pretender - is the character Pretender or dead?
Traits: yes/no 
Supported Scopes: character

--------------------

can_get_rivals - Can the scope character get rivals?
Traits: yes/no 
Supported Scopes: character

--------------------

custom_tooltip - Replaces the tooltips for the enclosed triggers with a custom text
custom_tooltip = {
	text = <text>
	<trigger>
}
Supported Scopes: none

--------------------

num_of_civic_ideas - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

threat_in_owned_land - size of enemy forces (1 = 1000 men) in country's lands
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

country_culture - Is the country this culture?
Traits: culture db key/culture scope
Supported Scopes: country
Supported Targets: culture

--------------------

is_rival - Is the target character alive?
Traits: character scope
Supported Scopes: character
Supported Targets: character

--------------------

is_clan_retinue - subunit is clan retinue
Traits: yes/no 
Supported Scopes: subunit

--------------------

unit_size_rank_percentage - The rank w.r.t. to number of subunits compared to other units of country
Traits: <, <=, =, !=, >, >=
Supported Scopes: unit

--------------------

owns_or_subject_owns - Is the target province owned by this country or one of its subjects?
Traits: province id/province scope
Supported Scopes: country
Supported Targets: province

--------------------

has_state_modifier - check if a State has a specific modifier
Supported Scopes: state

--------------------

num_of_military_ideas - Checks
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

any_neighbor_province - Iterate through all neighbors of a province
any_neighbor_province = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: province
Supported Targets: province

--------------------

save_temporary_scope_as - Saves a temporary target for use during the trigger execution
Supported Scopes: none

--------------------

is_dominant_unit - check if a Unit has a specific modifier
Supported Scopes: unit

--------------------

is_subject_type - Is the country a subject of the specified type?
Traits: class CSubjectTypeDatabase key
Supported Scopes: country

--------------------

is_iron_man - Checks if the game is in iron man mode.
Traits: yes/no 
Supported Scopes: none

--------------------

has_father - does the character have a valid living father?
Traits: yes/no 
Supported Scopes: character

--------------------

days_since_last_war - Check number of days since last war
Traits: <, <=, =, !=, >, >=
Supported Scopes: country

--------------------

any_family - Iterate through all families in a country
any_family = { <count=num/all> / <percent=fixed_point> <triggers> }
Supported Scopes: country
Supported Targets: family

--------------------

is_in_list - Checks if a target in in a list
Supported Scopes: none