Triggers

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Triggers.

List of Triggers[edit]

Note that this list has been generated programmatically from the output of the "script_docs" console command. Using script_docs, triggers supported from multiple scopes are given as being supported from "none" scope only, but this is probably not the case.

Name Description Usage Traits Supported Scopes Supported Targets
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

none
is_general Is the scope character a General? yes/no character
is_exiled unit is Exiled yes/no unit
is_neighbor Is this a neighbour of the target province? province id/province scope province province
mercantile_party_support Checks <, <=, =, !=, >, >= country
prisoner is the character imprisoned? yes/no character
in_color_list Check if the scoped color is part of the given color list color
pop_type Is the pop this PopType? pop
is_scorned is the character Scorned or dead? yes/no family
has_military_bonus Does the country have a certain military bonus country
nand a negated AND trigger none
pop_hapiness Checks hapiness for this pop <, <=, =, !=, >, >= pop
military_party_conviction Checks <, <=, =, !=, >, >= character
province_commerce_income does the province have the required commerce income? <, <=, =, !=, >, >= province
number_of_traits does the character have this many traits? <, <=, =, !=, >, >= character
religious_party_support Checks <, <=, =, !=, >, >= country
is_clan_chief Is the scope character a ClanChief? yes/no character
healthy_economy_percentage AI regression test: % of countries at peace with healthy economy <, <=, =, !=, >, >= country
is_ai is the country an ai or not? yes/no country
any_ownable_province Iterate through all ownable provinces in the world any_ownable_province = { <count=num/all> / <percent=fixed_point> <triggers> } none province
populist_party_conviction Checks <, <=, =, !=, >, >= character
treasury does the country have the required Treasury? <, <=, =, !=, >, >= country
has_same_culture_group_as Does the character have the same culture group as the target? character scope character character
in_command Is the scope character a InCommand? yes/no character
trade_goods Checks if a province has a specific trade_goods province
has_civil_war countryis in civil war ? yes/no country
num_other_religion does the province have the required num_other_religion ? <, <=, =, !=, >, >= province
military_power does the country have the required MILITARY Power level? <, <=, =, !=, >, >= country
days_since_last_unit_victory Check number of days since last victory <, <=, =, !=, >, >= unit
is_core_of is the province a core of target or not? country tag/country scope province country
has_local_variable Checks whether the current scope has the specified variable set has_variable = name none
zeal does the character have the required zeal skill level? <, <=, =, !=, >, >= character
religious_power does the country have the required RELIGIOUS Power level? <, <=, =, !=, >, >= country
has_monthly_balance does the country have the required Monthly Balance? <, <=, =, !=, >, >= country
calc_true_if Returns true if the specified number of sub calc_true_if = { amount = 2 <trigger> <trigger> <trigger> } none
has_personal_loyalty subunit is clan retinue yes/no subunit
province_dominant_culture_group Checks if the dominant culture in a province belongs to a certain group 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 none
any_unit Iterate through all units in a country any_unit = { <count=num/all> / <percent=fixed_point> <triggers> } country unit
is_navy unit is Navy yes/no unit
has_country_modifier check if a country has a specific modifier country
any_country Iterate through all existing countries any_country = { <count=num/all> / <percent=fixed_point> <triggers> } none country
num_of_military_ideas Checks <, <=, =, !=, >, >= country
is_unit_locked Check if a Unit is locked yes/no unit
any_friend Iterate through all friends any_friend = { <count=num/all> / <percent=fixed_point> <triggers> } character character
health does the character have the required Health? <, <=, =, !=, >, >= character
pop_culture_group Is the pop this culture group? pop
is_monarchy is the country at monarchy or not? yes/no country
has_same_culture_as Does the character have the same culture as the target? character scope character character
any_area_state Iterate through all states in a area any_area_state = { <count=num/all> / <percent=fixed_point> <triggers> } area 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 province
war_with if a country is a war with another country country tag/country scope country country
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> }
none
is_parent_of Is the character a parent of the target character? character scope character character
is_admiral Is the scope character a Admiral? yes/no character
oratory_power does the country have the required ORATORY Power level? <, <=, =, !=, >, >= country
max_manpower does the country have the required Max Manpower? <, <=, =, !=, >, >= country
populist_party_support Checks <, <=, =, !=, >, >= country
in_combat unit is in combat yes/no unit
any_subject Iterate through all subject countries any_subject = { <count=num/all> / <percent=fixed_point> <triggers> } country country
pop_religion Is the pop this Religion? class CReligionDatabase key/religion scope pop religion
target_is_valid_character Checks whether the specified scope target is a valid character character scope none character
country_population The total population of a country <, <=, =, !=, >, >= country
is_target_alive Is the target character alive? character scope none 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> } none
is_at_same_location Is the character currently in the same province as the target character? character scope character character
any_province Checks if any province meets the specified criteria any_province = { triggers } none
is_capital is the province a capital or not? yes/no province
can_get_friends Can the scope character get Friends? yes/no character
any_navy Iterate through all navies in a country any_navy = { <count=num/all> / <percent=fixed_point> <triggers> } country unit
has_province_modifier check if a Province has a specific modifier 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 }* } state
has_job does the character have a valid Job? yes/no character
any_character Iterate through all characters in a country any_character = { <count=num/all> / <percent=fixed_point> <triggers> } country character
num_foreign_culture does the province have the required num_foreign_culture ? <, <=, =, !=, >, >= province
ai_wants_road Does AI for a country want to build road in this province? country tag/country scope province country
is_moving unit is moving yes/no unit
num_goods_produced does the province have the required number of produced goods ? <, <=, =, !=, >, >= province
has_character_modifier does the character have a specific modifier character
any_support_as_heir Iterate through all supportasHeir any_support_as_heir = { <count=num/all> / <percent=fixed_point> <triggers> } character character
has_culture_group Does the character have this culture group? character
has_tech_office Is the scope character in a tech office? yes/no character
religious_unity The religous unity of the country <, <=, =, !=, >, >= country
num_of_cohorts does the country have the required amount of cohorts? <, <=, =, !=, >, >= country
num_of_oratory_ideas Checks <, <=, =, !=, >, >= country
is_subject Is the country a subject to any other country? yes/no country
government which government a country has country
has_tech_office_of Does the character have this trait? character
has_party does the country have this party? country party
owned_or_subject_owned Is the province owned by the target country or one of its subjects? country tag/country scope province country
not negates content of trigger none
biggest_party is this party the biggest country party
current_party_conviction does the character have the required conviction for its party? <, <=, =, !=, >, >= character
age is the character old/young enough? <, <=, =, !=, >, >= character
is_sibling_of Is the character a sibling of the target character? character scope character character
has_enemy_army does the province has an enemy army of target? country tag/country scope province country
military_party_support Checks <, <=, =, !=, >, >= country
dominant_province_religion Checks if a religion is dominant in a province class CReligionDatabase key/religion scope province religion
is_spouse_of Is the character a spouse of the target character? character scope character character
oratory_tech Checks <, <=, =, !=, >, >= country
province_unrest does the province have the required province_unrest? <, <=, =, !=, >, >= province
legitimacy does the country have the required Legitimacy? <, <=, =, !=, >, >= country
months_to_war number of months to planned war, or 0 if already at war <, <=, =, !=, >, >= country
weighted_calc_true_if Returns true if the sum of weights of fulfilled sub weighted_calc_true_if = { amount = 10 5 = { <trigger> } 15 = { <trigger> } 7 = { <trigger> } } none
is_tutorial_active is the tutorial active? yes/no country
is_overlord Is the country an overlord to any other country? yes/no country
title_importance checks the title importance a character has. <, <=, =, !=, >, >= character
has_unit_modifier check if a Unit has a specific modifier 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

none
has_land Does the scoped country own any provinces yes/no 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

none
is_dynamic_tag if a country is dynamically created yes/no none
religious_tech Checks <, <=, =, !=, >, >= country
num_of_supporters checks amount of supporters as heir. <, <=, =, !=, >, >= character
has_triggered_character_modifier does the character have a specific triggered modifier character
civic_tech Checks <, <=, =, !=, >, >= country
current_date Compare the current date. <, =, > valid date none
has_opinion does the country have an opinion type towards another country? country party
any_sub_unit Iterate through all subunits in a unit any_sub_unit = { <count=num/all> / <percent=fixed_point> <triggers> } unit subunit
has_war_exhaustion does the country have the required War Exhaustion? <, <=, =, !=, >, >= country
province_id does the province have this ID? <, <=, =, !=, >, >= province
tribesmen_happiness Checks hapiness for population of a specified type <, <=, =, !=, >, >= province
terrain Checks if a province is of a specific terrain type province
imports_from if a country imports from another country country tag/country scope country country
has_owner does the province have an owner or not? yes/no province
number_of_personality_traits does the character have required amount of personality traits? <, <=, =, !=, >, >= character
has_truce_with if a country is at truce a another country country tag/country scope country country
religion Does the country have this religion? class CReligionDatabase key/religion scope country religion
num_of_tribesmen Checks population of a specified type <, <=, =, !=, >, >= province
is_migration unit is Migration yes/no subunit
loyalty does the character have the required Loyalty? <, <=, =, !=, >, >= character
num_characters_below_max_loyalty does the country have this many characters below max loyalty? <, <=, =, !=, >, >= country
citizen_happiness Checks hapiness for population of a specified type <, <=, =, !=, >, >= province
has_office Does the character have this Office? character
number_of_health_traits does the character have required amount of personality traits? <, <=, =, !=, >, >= character
manpower_percentage does the country have the required manpower percentage? <, <=, =, !=, >, >= 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 none
number_of_status_traits does the character have required amount of personality traits? <, <=, =, !=, >, >= character
prestige does the family have the required Prestige? <, <=, =, !=, >, >= family
is_primary_heir Is the scope character a PrimaryHeir? yes/no character
highest_skill Is the skill the highest skill of the character? True even when there are multiple skills with the same highest value. character
wealth does the character have the required gold? <, <=, =, !=, >, >= character
state_loyalty does the province have the required state_loyalty? <, <=, =, !=, >, >= province
has_religion Does the character have this religion? class CReligionDatabase key/religion scope character religion
num_of_loyal_cohorts Check number of cohorts with personal loyalty in a Uni <, <=, =, !=, >, >= unit
has_mother does the character have a valid living mother? yes/no character
any_neighbour_country Iterate through all neighbour countries any_neighbour_country = { <count=num/all> / <percent=fixed_point> <triggers> } country country
slaves_happiness Checks hapiness for population of a specified type <, <=, =, !=, >, >= province
number_of_military_traits does the character have required amount of military traits? <, <=, =, !=, >, >= character
gender_rules Checks if the game has gender yes/no none
any_unit_in_province Iterate through all units in a province any_unit_in_province = { <count=num/all> / <percent=fixed_point> <triggers> } province unit
all_false true if all children are false (equivalent to NOR) none
civic_party_support Checks <, <=, =, !=, >, >= country
has_this_omen Does this country have this active omen? class COmenDataBase key country
has_siege is the province sieged or not? yes/no province
any_pops_in_province Iterate through all pops in a province any_pops_in_province = { <count=num/all> / <percent=fixed_point> <triggers> } province pop
is_head_of_family Is the scope character a head of a family? yes/no character
has_global_variable Checks whether the current scope has the specified variable set has_variable = name none
is_friend Is the target character alive? character scope character character
unit_size How many sub units does this unit have? <, <=, =, !=, >, >= unit
province_tax_income does the province have the required tax income? <, <=, =, !=, >, >= province
has_subject_loyalty does the country have the required Subject Loyalty? <, <=, =, !=, >, >= country
num_of_slaves Checks population of a specified type <, <=, =, !=, >, >= province
debug_only Checks if the game is in debug mode or not. yes/no none
any_false true if any child is false (equivalent to NAND) none
control_range Is province in control range of country country tag/country scope province country
nor a negated OR trigger none
mercantile_party_conviction Checks <, <=, =, !=, >, >= character
has_monthly_income does the country have the required Monthly Income? <, <=, =, !=, >, >= country
has_road_towards Is there a road to the target province? province id/province scope province province
has_primary_heir does the country have a primary heir or not? yes/no country
num_of_friends number of Friends of character? <, <=, =, !=, >, >= character
is_alive is the character alive or dead? yes/no character
party_support Does the current country scope have the given support <, <=, =, !=, >, >= party
diplomatic_stance Does this country have this diplomatic stance? class CDiplomaticStanceDatabase key country
popularity does the character have the required popularity? <, <=, =, !=, >, >= character
is_tribal is the country at tribal or not? yes/no 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> } 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

none
any_owned_province Iterate through all owned provinces in a country any_owned_province = { <count=num/all> / <percent=fixed_point> <triggers> } country province
any_governorship_state Iterate through all states in a governorship any_governorship_state = { <count=num/all> / <percent=fixed_point> <triggers> } governorship state
martial does the character have the required martial skill level? <, <=, =, !=, >, >= character
has_same_religion_as Does the character have the same religion as the target? character scope character character
always Always the same value yes/no none
has_culture Does the character have this culture? culture db key/culture scope character culture
is_republic is the country at republic or not? yes/no country
is_close_relative Is the character a close relative (Child, Parent, Sibling/Half character scope character character
unit_threat How many percent morale does this unit have??? <, <=, =, !=, >, >= unit
is_party_leader_of does the character lead the specific party? character
war is the country at war or not? yes/no country
any_country_state Iterate through all states in a country any_country_state = { <count=num/all> / <percent=fixed_point> <triggers> } country state
any_sibling Iterate through all siblings any_sibling = { <count=num/all> / <percent=fixed_point> <triggers> } character character
num_of_ships does the country have the required amount of ships? <, <=, =, !=, >, >= country
can_pay_price if a country can pay price X country
any_area Iterate through all existing areas any_area = { <count=num/all> / <percent=fixed_point> <triggers> } none area
can_hold_office Can the character have this Office? character
num_of_clan_retinues Check number of clan retinues in a unit <, <=, =, !=, >, >= unit
is_ruler Is the scope character a ruler? yes/no character
has_any_office does the characer have an office or not? yes/no character
charisma does the character have the required charisma skill level? <, <=, =, !=, >, >= character
any_commander Iterate through all commanders in a country any_commander = { <count=num/all> / <percent=fixed_point> <triggers> } country character
has_variable_list Checks whether the current scope has the specified variable list set has_variable_list = name 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> } none
exists Checks whether the specified socope target exists (check for not being the null object) exists = from.owner.var:cool_var.mother none
is_cohort unit is cohort yes/no subunit
has_dlc Does the host have this DLC none
in_siege unit is in Siege yes/no unit
tyranny does the country have the required Tyranny? <, <=, =, !=, >, >= country
corruption does the character have the required Corruption? <, <=, =, !=, >, >= character
civil_war_with if a country in civil war with a another country country tag/country scope country country
stability does the country have the required Stability? <, <=, =, !=, >, >= country
num_of_children number of children of character? <, <=, =, !=, >, >= character
add_to_temporary_list Saves a temporary target for use during the trigger execution none
is_importing_trade_good Checks if the state of a province is importing a certain trade good. province
any_region_province Iterate through all provinces in a region any_region_province = { <count=num/all> / <percent=fixed_point> <triggers> } region province
idea which Idea a country has country
is_sea is the province a sea province? yes/no province
gender_equality country has gender equality or not ? yes/no country
is_subject_of Is the country a subject to the specified country? country tag/country scope country country
num_of_religious_ideas Checks <, <=, =, !=, >, >= country
country_culture_group Is the country this culture group? country
trade_routes The total number of trade routes in this state <, <=, =, !=, >, >= state
fertility does the character have the required fertility? <, <=, =, !=, >, >= character
num_of_unit_type Does the country have this amount of (type = <type> value = <val>)? country
is_model_shown Do the province has the model shown. Written as is_model_shown=name_of_model province
num_of_ports does the country have the required NumOfPorts? <, <=, =, !=, >, >= country
num_of_cities does the country have the required NumOfCities? <, <=, =, !=, >, >= country
has_same_family Does the character belong to the same family as the target character? character scope character character
freemen_happiness Checks hapiness for population of a specified type <, <=, =, !=, >, >= province
is_army unit is Army yes/no unit
is_ship subunit is Ship yes/no subunit
any_governor_state Iterate through all states a governor is governor of any_governor_state = { <count=num/all> / <percent=fixed_point> <triggers> } character state
num_of_members does the family have the required members? <, <=, =, !=, >, >= family
has_trait Does the character have this trait? character
civic_party_conviction Checks <, <=, =, !=, >, >= character
is_governor Is the scope character a Governor? yes/no 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

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. color
civilization_value does the province have the required CivilizationValue? <, <=, =, !=, >, >= province
has_variable Checks whether the current scope has the specified variable set has_variable = name none
is_inhabitable is the province inhabitable or not? yes/no province
any_army Iterate through all armies in a country any_army = { <count=num/all> / <percent=fixed_point> <triggers> } country unit
has_law which HasLaw a country has country
unit_size_rank The rank w.r.t. to number of subunits compared to other units of country <, <=, =, !=, >, >= unit
and all inside trigger must be true none
has_ambition Does the character have this Ambition? character
is_movement_locked unit is movement locked yes/no 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

none
alliance_with if a country is allied with a another country country tag/country scope country country
any_living_character Checks if any living character meets the specified criteria any_living_character = { triggers } none
is_at_location Is the character currently in the target province? province id/province scope character province
invention if a country has an invention country
has_nickname Does the scope character have a nickname? yes/no character
can_build_building Can the province build a specific building? province
exports_to if a country exports to another country country tag/country scope country country
any_area_province Iterate through all provinces in a area any_area_province = { <count=num/all> / <percent=fixed_point> <triggers> } area province
owns does a country own a specific propvince country
is_party_leader Is the scope character a PartyLeader? yes/no character
centralization does the country have the required centralization? <, <=, =, !=, >, >= country
is_bastard Is the scope character a bastard? yes/no character
num_loyal_cohorts does the character have the required number of loyal cohorts? <, <=, =, !=, >, >= character
has_local_variable_list Checks whether the current scope has the specified variable list set has_variable_list = name none
fort_level does the province have the required fort level? <, <=, =, !=, >, >= province
num_of_controlled_cities does the country have the required number of cities controlled? <, <=, =, !=, >, >= country
num_of_citizen Checks population of a specified type <, <=, =, !=, >, >= province
any_parent Checks if any parent meets the specified criteria any_parent = { triggers } character
has_commander unit has a commander yes/no unit
province_income does the province have the required income? <, <=, =, !=, >, >= province
is_adult Is the scope character adult? yes/no character
is_same_party_as Is the character same Party as the target character? character scope character 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> } country country
has_coasts If the country has any coastal cities yes/no country
total_population does the province have the required TotalPopulation? <, <=, =, !=, >, >= province
is_port is the province a Port or not? yes/no province
any_region_state Iterate through all states in a region any_region_state = { <count=num/all> / <percent=fixed_point> <triggers> } region state
is_banished is the character banished yes/no character
any_region Iterate through all existing regions any_region = { <count=num/all> / <percent=fixed_point> <triggers> } none region
has_enemy_navy does the province has an enemy navy of target? country tag/country scope province country
num_of_civic_ideas Checks <, <=, =, !=, >, >= country
is_courtier Is the scope character Courtier (without title / job)? yes/no character
num_of_families does the country have this many families? <, <=, =, !=, >, >= country
is_male Is the scope character male? yes/no character
opinion is the country's opinion of the target greater or equal than the value? opinion = { target = X [*value >/</>=/<= Y* or *value = { min max }* } country
is_previous_ruler Is the scope character a previous ruler? yes/no character
prominence does the character have the required Prominence? <, <=, =, !=, >, >= character
is_coastal is the province coastal or not? yes/no province
free_building_slots does the province have the amount of free building slots? <, <=, =, !=, >, >= 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> } none
pop_culture Is the pop this culture? culture db key/culture scope pop culture
morale_percentage How many percent morale does this unit have??? <, <=, =, !=, >, >= unit
any_successor Iterate through all successors in a country any_successor = { <count=num/all> / <percent=fixed_point> <triggers> } country character
num_of_rivals number of Rivals of character? <, <=, =, !=, >, >= character
religious_party_conviction Checks <, <=, =, !=, >, >= character
party Does the character belong to this party? character
any_region_area Iterate through all areas in a region any_region_area = { <count=num/all> / <percent=fixed_point> <triggers> } region area
num_of_freemen Checks population of a specified type <, <=, =, !=, >, >= province
has_global_variable_list Checks whether the current scope has the specified variable list set has_variable_list = name none
office_is_empty Is this office empty for the country? country
has_military_Tradition Does the country have a certain military Tradition country
any_rival Iterate through all Rivals any_rival = { <count=num/all> / <percent=fixed_point> <triggers> } character character
from_ruler_family Is the scope character same family as ruler ? yes/no character
game_start_date Compare the date of the bookmarked game launched. <, =, > valid date none
is_child_of Is the character a child of the target character? character scope character character
civic_power does the country have the required CIVIC Power level? <, <=, =, !=, >, >= 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 province
any_family_member Iterate through all members of a family any_family_member = { <count=num/all> / <percent=fixed_point> <triggers> } family character
finesse does the character have the required finesse skill level? <, <=, =, !=, >, >= 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> } country subunit
is_female Is the scope character female? yes/no character
num_of_migrants Check number of migrant cohorts in a unit <, <=, =, !=, >, >= unit
num_of_provinces does the country have the required number of provinces? <, <=, =, !=, >, >= country
dominant_province_culture Checks if a culture is dominant in a province culture db key/culture scope province culture
military_tech Checks <, <=, =, !=, >, >= country
days_since_last_victory checks the days since last victory on the battlefield. <, <=, =, !=, >, >= character
is_same_gender Is the character same gender as the target character? character scope character character
is_uninhabitable is the province uninhabitable? yes/no province
has_any_omen does the country have an active omen or not? yes/no country
strength_percentage How many percent strength does this unit have??? <, <=, =, !=, >, >= unit
tag if a country is a specific tag country
any_allied_country Iterate through all allied countries any_allied_country = { <count=num/all> / <percent=fixed_point> <triggers> } country country
is_mercenary Is the scope character Mercenary? yes/no character
is_married Is the scope character married? yes/no character
governor_policy Checks if a province is in a state that has a specific governor_policy province
is_pregnant is the character pregnant? yes/no character
has_building Checks if a province has a specific building province
manpower does the country have the required Manpower? <, <=, =, !=, >, >= 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> } none
is_successor is the character a successor? yes/no character
any_child Iterate through all children any_child = { <count=num/all> / <percent=fixed_point> <triggers> } character character
any_state_province Iterate through all provinces in a state any_state_province = { <count=num/all> / <percent=fixed_point> <triggers> } state province
in_diplomatic_range if a country is in diplomatic range with another country country tag/country scope country country
or at least one entry inside trigger must be true none
trigger_if Evaluates the triggers if the display_triggers of the limit are met trigger_if = { limit = { <display_triggers> } <triggers> } none
is_pretender is the character Pretender or dead? yes/no character
can_get_rivals Can the scope character get rivals? yes/no character
custom_tooltip Replaces the tooltips for the enclosed triggers with a custom text custom_tooltip = {
       text = <text>
       <trigger>

}

none
threat_in_owned_land size of enemy forces (1 = 1000 men) in country's lands <, <=, =, !=, >, >= country
country_culture Is the country this culture? culture db key/culture scope country culture
is_rival Is the target character alive? character scope character character
is_clan_retinue subunit is clan retinue yes/no subunit
unit_size_rank_percentage The rank w.r.t. to number of subunits compared to other units of country <, <=, =, !=, >, >= unit
owns_or_subject_owns Is the target province owned by this country or one of its subjects? province id/province scope country province
has_state_modifier check if a State has a specific modifier state
any_neighbor_province Iterate through all neighbors of a province any_neighbor_province = { <count=num/all> / <percent=fixed_point> <triggers> } province province
save_temporary_scope_as Saves a temporary target for use during the trigger execution none
is_dominant_unit check if a Unit has a specific modifier unit
is_subject_type Is the country a subject of the specified type? class CSubjectTypeDatabase key country
is_iron_man Checks if the game is in iron man mode. yes/no none
has_father does the character have a valid living father? yes/no character
days_since_last_war Check number of days since last war <, <=, =, !=, >, >= country
any_family Iterate through all families in a country any_family = { <count=num/all> / <percent=fixed_point> <triggers> } country family
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Scripting AIBuildingsCasus belliCharacterCharacter InteractionsCombat TacticsCountriesCultureDecisionsDefinesEconomic PoliciesEventsEthnicitiesGovernmentGovernor PoliciesIdeasModifiersMilitary TraditionsOfficesOn ActionsPartiesPricesPopsReligionScript ValuesScript ModifiersSetupSubject TypesTechnologyTrade goodsTraitsUnits
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