Trigger Documentation: -------------------- 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 -------------------- 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 -------------------- is_general - Is the scope character a General? Traits: yes/no Supported Scopes: character -------------------- is_exiled - unit is Exiled Traits: yes/no Supported Scopes: unit -------------------- is_neighbor - Is this a neighbour of the target province? Traits: province id/province scope Supported Scopes: province Supported Targets: province -------------------- prisoner - is the character imprisoned? Traits: yes/no Supported Scopes: character -------------------- in_color_list - Check if the scoped color is part of the given color list Supported Scopes: color -------------------- pop_type - Is the pop this PopType? Supported Scopes: pop -------------------- is_scorned - is the character Scorned or dead? Traits: yes/no Supported Scopes: family -------------------- has_military_bonus - Does the country have a certain military bonus Supported Scopes: country -------------------- nand - a negated AND trigger Supported Scopes: none -------------------- pop_hapiness - Checks hapiness for this pop Traits: <, <=, =, !=, >, >= Supported Scopes: pop -------------------- number_of_traits - does the character have this many traits? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- province_commerce_income - does the province have the required commerce income? Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- is_clan_chief - Is the scope character a ClanChief? Traits: yes/no Supported Scopes: character -------------------- healthy_economy_percentage - AI regression test: % of countries at peace with healthy economy Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- is_ai - is the country an ai or not? Traits: yes/no Supported Scopes: country -------------------- 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 -------------------- treasury - does the country have the required Treasury? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- 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 -------------------- in_command - Is the scope character a InCommand? Traits: yes/no Supported Scopes: character -------------------- trade_goods - Checks if a province has a specific trade_goods Supported Scopes: province -------------------- has_civil_war - countryis in civil war ? Traits: yes/no Supported Scopes: country -------------------- num_other_religion - does the province have the required num_other_religion ? Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- military_power - does the country have the required MILITARY Power level? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- days_since_last_unit_victory - Check number of days since last victory Traits: <, <=, =, !=, >, >= Supported Scopes: unit -------------------- is_core_of - is the province a core of target or not? Traits: country tag/country scope Supported Scopes: province Supported Targets: country -------------------- has_local_variable - Checks whether the current scope has the specified variable set has_variable = name Supported Scopes: none -------------------- zeal - does the character have the required zeal skill level? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- religious_power - does the country have the required RELIGIOUS Power level? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- has_monthly_balance - does the country have the required Monthly Balance? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- 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 -------------------- has_personal_loyalty - subunit is clan retinue Traits: yes/no Supported Scopes: subunit -------------------- province_dominant_culture_group - Checks if the dominant culture in a province belongs to a certain group Supported Scopes: province -------------------- 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 -------------------- any_unit - Iterate through all units in a country any_unit = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: country Supported Targets: unit -------------------- is_navy - unit is Navy Traits: yes/no Supported Scopes: unit -------------------- has_country_modifier - check if a country has a specific modifier Supported Scopes: country -------------------- any_country - Iterate through all existing countries any_country = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: none Supported Targets: country -------------------- pop_culture_group - Is the pop this culture group? Supported Scopes: pop -------------------- is_unit_locked - Check if a Unit is locked Traits: yes/no Supported Scopes: unit -------------------- any_friend - Iterate through all friends any_friend = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: character Supported Targets: character -------------------- health - does the character have the required Health? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- has_same_culture_as - Does the character have the same culture as the target? Traits: character scope Supported Scopes: character Supported Targets: character -------------------- is_monarchy - is the country at monarchy or not? Traits: yes/no Supported Scopes: country -------------------- 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 -------------------- 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 -------------------- war_with - if a country is a war with another country Traits: country tag/country scope Supported Scopes: country Supported Targets: country -------------------- is_parent_of - Is the character a parent of the target character? Traits: character scope Supported Scopes: character Supported Targets: character -------------------- 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 -------------------- is_admiral - Is the scope character a Admiral? Traits: yes/no Supported Scopes: character -------------------- oratory_power - does the country have the required ORATORY Power level? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- max_manpower - does the country have the required Max Manpower? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- in_combat - unit is in combat Traits: yes/no Supported Scopes: unit -------------------- any_subject - Iterate through all subject countries any_subject = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: country Supported Targets: country -------------------- pop_religion - Is the pop this Religion? Traits: class CReligionDatabase key/religion scope Supported Scopes: pop Supported Targets: religion -------------------- target_is_valid_character - Checks whether the specified scope target is a valid character Traits: character scope Supported Scopes: none Supported Targets: character -------------------- country_population - The total population of a country Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- is_target_alive - Is the target character alive? Traits: character scope Supported Scopes: none Supported Targets: character -------------------- 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 -------------------- civic_party_support - Checks Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- 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 -------------------- num_of_religious_ideas - Checks Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- is_capital - is the province a capital or not? Traits: yes/no Supported Scopes: province -------------------- any_province - Checks if any province meets the specified criteria any_province = { triggers } Supported Scopes: none -------------------- can_get_friends - Can the scope character get Friends? Traits: yes/no Supported Scopes: character -------------------- any_navy - Iterate through all navies in a country any_navy = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: country Supported Targets: unit -------------------- has_province_modifier - check if a Province has a specific modifier Supported Scopes: province -------------------- 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 -------------------- has_job - does the character have a valid Job? Traits: yes/no Supported Scopes: character -------------------- any_character - Iterate through all characters in a country any_character = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: country Supported Targets: character -------------------- num_foreign_culture - does the province have the required num_foreign_culture ? Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- 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 -------------------- is_moving - unit is moving Traits: yes/no Supported Scopes: unit -------------------- num_goods_produced - does the province have the required number of produced goods ? Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- has_character_modifier - does the character have a specific modifier Supported Scopes: character -------------------- 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 -------------------- has_culture_group - Does the character have this culture group? Supported Scopes: character -------------------- has_tech_office - Is the scope character in a tech office? Traits: yes/no Supported Scopes: character -------------------- religious_unity - The religous unity of the country Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- num_of_cohorts - does the country have the required amount of cohorts? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- is_subject - Is the country a subject to any other country? Traits: yes/no Supported Scopes: country -------------------- government - which government a country has Supported Scopes: country -------------------- has_tech_office_of - Does the character have this trait? Supported Scopes: character -------------------- has_party - does the country have this party? Supported Scopes: country Supported Targets: party -------------------- 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 -------------------- not - negates content of trigger Supported Scopes: none -------------------- biggest_party - is this party the biggest Supported Scopes: country Supported Targets: party -------------------- current_party_conviction - does the character have the required conviction for its party? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- age - is the character old/young enough? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- is_sibling_of - Is the character a sibling of the target character? Traits: character scope Supported Scopes: character Supported Targets: character -------------------- has_enemy_army - does the province has an enemy army of target? Traits: country tag/country scope Supported Scopes: province Supported Targets: country -------------------- is_spouse_of - Is the character a spouse of the target character? Traits: character scope Supported Scopes: character Supported Targets: character -------------------- dominant_province_religion - Checks if a religion is dominant in a province Traits: class CReligionDatabase key/religion scope Supported Scopes: province Supported Targets: religion -------------------- legitimacy - does the country have the required Legitimacy? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- months_to_war - number of months to planned war, or 0 if already at war Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- province_unrest - does the province have the required province_unrest? Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- civic_party_conviction - Checks Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- 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 -------------------- oratory_tech - Checks Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- is_tutorial_active - is the tutorial active? Traits: yes/no Supported Scopes: country -------------------- is_overlord - Is the country an overlord to any other country? Traits: yes/no Supported Scopes: country -------------------- title_importance - checks the title importance a character has. Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- has_unit_modifier - check if a Unit has a specific modifier Supported Scopes: unit -------------------- 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 -------------------- has_land - Does the scoped country own any provinces Traits: yes/no Supported Scopes: country -------------------- 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 -------------------- is_dynamic_tag - if a country is dynamically created Traits: yes/no Supported Scopes: none -------------------- has_triggered_character_modifier - does the character have a specific triggered modifier Supported Scopes: character -------------------- num_of_supporters - checks amount of supporters as heir. Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- has_war_exhaustion - does the country have the required War Exhaustion? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- current_date - Compare the current date. Traits: <, =, > valid date Supported Scopes: none -------------------- has_opinion - does the country have an opinion type towards another country? Supported Scopes: country Supported Targets: party -------------------- 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 -------------------- province_id - does the province have this ID? Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- tribesmen_happiness - Checks hapiness for population of a specified type Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- mercantile_party_support - Checks Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- terrain - Checks if a province is of a specific terrain type Supported Scopes: province -------------------- civic_tech - Checks Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- populist_party_conviction - Checks Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- imports_from - if a country imports from another country Traits: country tag/country scope Supported Scopes: country Supported Targets: country -------------------- has_owner - does the province have an owner or not? Traits: yes/no Supported Scopes: province -------------------- number_of_personality_traits - does the character have required amount of personality traits? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- has_truce_with - if a country is at truce a another country Traits: country tag/country scope Supported Scopes: country Supported Targets: country -------------------- religion - Does the country have this religion? Traits: class CReligionDatabase key/religion scope Supported Scopes: country Supported Targets: religion -------------------- num_of_tribesmen - Checks population of a specified type Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- is_migration - unit is Migration Traits: yes/no Supported Scopes: subunit -------------------- loyalty - does the character have the required Loyalty? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- num_characters_below_max_loyalty - does the country have this many characters below max loyalty? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- citizen_happiness - Checks hapiness for population of a specified type Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- has_office - Does the character have this Office? Supported Scopes: character -------------------- number_of_health_traits - does the character have required amount of personality traits? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- manpower_percentage - does the country have the required manpower percentage? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- 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 -------------------- number_of_status_traits - does the character have required amount of personality traits? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- prestige - does the family have the required Prestige? Traits: <, <=, =, !=, >, >= Supported Scopes: family -------------------- is_primary_heir - Is the scope character a PrimaryHeir? Traits: yes/no Supported Scopes: character -------------------- 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 -------------------- wealth - does the character have the required gold? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- state_loyalty - does the province have the required state_loyalty? Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- has_religion - Does the character have this religion? Traits: class CReligionDatabase key/religion scope Supported Scopes: character Supported Targets: religion -------------------- num_of_loyal_cohorts - Check number of cohorts with personal loyalty in a Uni Traits: <, <=, =, !=, >, >= Supported Scopes: unit -------------------- has_mother - does the character have a valid living mother? Traits: yes/no Supported Scopes: character -------------------- any_neighbour_country - Iterate through all neighbour countries any_neighbour_country = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: country Supported Targets: country -------------------- slaves_happiness - Checks hapiness for population of a specified type Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- number_of_military_traits - does the character have required amount of military traits? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- gender_rules - Checks if the game has gender-equality rules Traits: yes/no Supported Scopes: none -------------------- 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 -------------------- all_false - true if all children are false (equivalent to NOR) Supported Scopes: none -------------------- has_this_omen - Does this country have this active omen? Traits: class COmenDataBase key Supported Scopes: country -------------------- has_siege - is the province sieged or not? Traits: yes/no Supported Scopes: province -------------------- 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 -------------------- is_head_of_family - Is the scope character a head of a family? Traits: yes/no Supported Scopes: character -------------------- has_global_variable - Checks whether the current scope has the specified variable set has_variable = name Supported Scopes: none -------------------- is_friend - Is the target character alive? Traits: character scope Supported Scopes: character Supported Targets: character -------------------- unit_size - How many sub units does this unit have? Traits: <, <=, =, !=, >, >= Supported Scopes: unit -------------------- province_tax_income - does the province have the required tax income? Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- has_subject_loyalty - does the country have the required Subject Loyalty? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- num_of_slaves - Checks population of a specified type Traits: <, <=, =, !=, >, >= Supported Scopes: province -------------------- debug_only - Checks if the game is in debug mode or not. Traits: yes/no Supported Scopes: none -------------------- any_false - true if any child is false (equivalent to NAND) Supported Scopes: none -------------------- control_range - Is province in control range of country Traits: country tag/country scope Supported Scopes: province Supported Targets: country -------------------- religious_party_conviction - Checks Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- nor - a negated OR trigger Supported Scopes: none -------------------- has_primary_heir - does the country have a primary heir or not? Traits: yes/no Supported Scopes: country -------------------- has_monthly_income - does the country have the required Monthly Income? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- has_road_towards - Is there a road to the target province? Traits: province id/province scope Supported Scopes: province Supported Targets: province -------------------- num_of_friends - number of Friends of character? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- is_alive - is the character alive or dead? Traits: yes/no Supported Scopes: character -------------------- party_support - Does the current country scope have the given support Traits: <, <=, =, !=, >, >= Supported Scopes: party -------------------- popularity - does the character have the required popularity? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- diplomatic_stance - Does this country have this diplomatic stance? Traits: class CDiplomaticStanceDatabase key Supported Scopes: country -------------------- is_tribal - is the country at tribal or not? Traits: yes/no Supported Scopes: country -------------------- 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 -------------------- 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 -------------------- 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 -------------------- 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 -------------------- martial - does the character have the required martial skill level? Traits: <, <=, =, !=, >, >= Supported Scopes: character -------------------- has_same_religion_as - Does the character have the same religion as the target? Traits: character scope Supported Scopes: character Supported Targets: character -------------------- always - Always the same value Traits: yes/no Supported Scopes: none -------------------- has_culture - Does the character have this culture? Traits: culture db key/culture scope Supported Scopes: character Supported Targets: culture -------------------- is_republic - is the country at republic or not? Traits: yes/no Supported Scopes: country -------------------- 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 -------------------- unit_threat - How many percent morale does this unit have??? Traits: <, <=, =, !=, >, >= Supported Scopes: unit -------------------- is_party_leader_of - does the character lead the specific party? Supported Scopes: character -------------------- war - is the country at war or not? Traits: yes/no Supported Scopes: country -------------------- 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 -------------------- any_sibling - Iterate through all siblings any_sibling = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: character Supported Targets: character -------------------- num_of_ships - does the country have the required amount of ships? Traits: <, <=, =, !=, >, >= Supported Scopes: country -------------------- can_pay_price - if a country can pay price X Supported Scopes: country -------------------- any_area - Iterate through all existing areas any_area = { <count=num/all> / <percent=fixed_point> <triggers> } Supported Scopes: none Supported Targets: area -------------------- can_hold_office - Can the character have this Office? Supported Scopes: character -------------------- num_of_clan_retinues - Check number of clan retinues in a unit Traits: <, <=, =, !=, >, >= Supported Scopes: unit -------------------- is_ruler - Is the scope character a ruler? Traits: yes/no Supported Scopes: character -------------------- 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