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- ###############################
- # Triggers
- ###############################
- # Note: > and < can be used instead of = for inclusive checks.
- always = yes # Always counts as TRUE
- exists = ROOT # Checks if object exists
- years_passed > 5 # Compares the number of years that have passed since game start with a value
- text = "test" # Adds text to trigger
- local_has_dlc = "Paradox Account Sign-up Bonus" # Checks for DLC
- custom_tooltip_fail = "text" # Shows custom text when trigger is failing
- logged_in_to_pdx_account = yes # Checks if the local human is logged in to a Pdx account. This WILL cause an out of sync if used for anything that can change the game state
- host_has_dlc = "name" # Checks if the host has a certain dlc enabled
- local_has_dlc = "name" # Checks if the host has a certain dlc enabled
- is_ironman = yes # Checks if the game is in Ironman
- is_multiplayer = yes # Checks if the game is running in multiplayer
- is_same_value = event_target:MyCountry # Checks if two scopes have the same value
- is_scope_valid = yes # Checks if the current scope is valid
- has_ambient_object_flag = manufactory # Checks if an ambient object has a specified flag
- ###############################
- # Switch
- ###############################
- Used in the desc = { } of events
- Can use any trigger for the current scope as a RHA
- The modifier itself is the key (as a scope), with it's contents being effect
- switch = {
- trigger = has_modifier
- hazardous_weather = { text = anomaly.6660.desc.weather }
- weak_magnetic_field = { text = anomaly.6660.desc.magnetic }
- }
- ###############################
- # War
- ###############################
- war_demand_counter = ? # Compares a war demand trigger
- attacker_war_score = 10 # Checks the war score of the attackers in a war
- defender_war_score = 10 # Checks the war score of the defenders in a war
- is_war_participant # Checks if a country is participating in scope war
- = {
- who = prevprev
- side = prev
- }
- count_war_participants = {
- side = root
- limit = { }
- count > 0
- }
- count_potential_war_participants = {
- side = root
- limit = { }
- count > 0
- }
- ###############################
- # Alliance
- ###############################
- members = 2 # Compares the number of alliance members
- ###############################
- # Sector
- ###############################
- is_core_sector = yes # Checks if the current sector is the country's core sector
- ###############################
- # Country
- ###############################
- check_variable = { which = var value = 0 } # Compares the variable value
- has_global_flag = example_flag # Checks a global trigger
- has_event_chain = example_chain # Checks if the country has an event chain
- has_policy_flag = interference_passive # Checks if a country has a policy
- has_country_flag = example_flag # Checks if a country has a specified flag
- has_edict = crystal_sonar # Checks if a planet or country has an edict activated
- has_technology = tech_mine_satramene # Checks if a country has a technology of atleast a specific level
- has_government = indirect_democracy # Checks if a country has a specified government
- has_tech_option = tech_fission_power # Checks if a country has a technology option
- has_communications = PREV # Checks if country has communication with another country
- has_ai_personality = honorbound_warriors # Checks if an Empire has a certain personality type
- has_ai_personality_type = aggressive # Checks if an Empire has a certain personality type
- has_ai_personality_behaviour = conqueror # Checks if an Empire has a certain personality type
- has_valid_ai_personality = yes # checks if a country has a valid ai
- has_country_edict = "edictname" # Checks if a country has an edict
- has_surveyed_class = pc_desert # Checks a country has surveyed planet class trigger
- has_ai_personality_behaviour = uplifter
- has_election_type = none # Checks if a country has a specified election type: none / democratic / oligarchy
- has_alliance = yes # Checks if a country is in an alliance (bool)
- has_federation = yes # Checks if a country is in an federation (bool)
- has_opinion_modifier = yes # Checks if the country has an opinion modifier
- has_modifier = "name" # Checks if scope object has a modifier
- has_truce = ROOT # Checks if a country has truce with certain country
- has_access_military = ROOT # Checks if a country has military access to a system
- has_access_civilian = ROOT # Checks if a country has civilian access to a system
- has_access_construction = ROOT # Checks if a country has constraction access to a system
- has_country_strategic_resource = yes # Compares the resources of a country.
- has_special_project = yes # Checks if a country has a special project available
- grants_migration_access = ROOT # Checks if a country grants migration access to anyone
- has_migration_access = ROOT # Checks if scope country has migration access to target country
- has_ethic = "ethicname" # Checks if an empire's dominant species has a certain Ethic
- has_trait = "traitname" # Checks if an empire's dominant species, pop, or leader has a certain Trait
- has_existing_ship_design = "name" # Checks if a country has a specific ship design
- has_faction = "name" # Checks if an empire has a certain faction type
- has_point_of_interest = "name" # Checks if the scope location has a point of interest
- is_country_type = primitive # Checks if country is of specified type
- is_advisor_active = no # Checks if a country has an advisor
- is_country = ROOT # Checks if a country is of the same as the scope
- is_hostile = from # Checks if country is hostile against a target
- is_federation_leader = yes # Checks if a country is a federation leader
- is_at_war = yes # Checks if a country is at war
- is_primitive = yes # Checks if a country is primitive (bool)
- is_ai = no # Checks if a country is an AI
- is_pirate = yes # Checks if a country is a pirate country (bool)
- is_same_empire = ROOT # Checks if an empire is the same as another
- is_same_species = ROOT # Checks if a pop or empire is of the same species as another pop or empire
- is_at_war_with = ROOT # Checks if an empire is at war with another empire
- is_same_species_class = ROOT # Checks if a pop or empire is of the same species class as another pop or empire
- is_tutorial_level = 1 # Compares the tutorial level of the player of a country.
- is_species_class = "human" # Checks if the founder species of a country, or a pop is of a specific species
- is_rim_system = yes # Checks if a system is on the galactic rim
- is_war_leader = yes # Checks if country is war leader
- is_in_alliance_with = ROOT # Checks if country is in an alliance with target country
- is_in_federation_with = ROOT # Checks if country is in a federation with target country
- is_guaranteeing = ROOT # Checks if scope country is guaranteeing target country
- is_threatened_to = ROOT # Attitude check, if country is threatened by target country
- is_protective_to = ROOT # Attitude check, if country is protective of target country
- is_friendly_to = ROOT # Attitude check, if country is friendly to target country
- is_hostile_to = ROOT # Attitude check, if country is hostile to target country
- is_dismissive_to = ROOT # Attitude check, if country is dismissive of target country
- is_patronizing_to = ROOT # Attitude check, if country is patronizing to target country
- is_angry_to = ROOT # Attitude check, if country is angry at target country
- is_neighbor_of = ROOT # Checks if country is neighbors with target
- is_rival = ROOT # Attitude check, if country is a rival of target country
- is_unfriendly_to = ROOT # Attitude check, if country is unfriendly to target country
- is_loyal_to = ROOT # Attitude check, if country is loyal to target country
- is_disloyal_to = ROOT # Attitude check, if country is disloyal to target country
- is_cordial_to = ROOT # Attitude check, if country is cordial to target country
- is_domineering_to = ROOT # Attitude check, if country is domineering towards target country
- is_wary_to = ROOT # Attitude check, if country is wary of target country
- is_subspecies = yes # checks if a pop or empire is a subspecies of the same species as another pop or empire
- is_valid = yes # Checks to see if the target of a scope is valid
- is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
- can_change_policy = "policy" # Checks if a country can change anything with a policy
- can_declare_war = yes # Checks if we can declare war against a target
- can_create_sector = ? # Checks if a sector can be created on the targeted planet
- ideal_planet_class = pc_arid # Checks the ideal planet class of a target country
- graphical_culture = "MAM" # Checks if a country has specified graphical culture
- free_leader_slots = 2 # Compares the number of free leader slots
- last_changed_policy = slavery # checks the last changed policy of a country against specified policy
- opposing_ethics_divergence = ROOT # Compares the opposing ethics divergence.
- galaxy_percentage = 40 # Checks if the scope owns systems corresponding to a certain galaxy percentage
- fleet_power = 100 # Checks country fleet power
- would_join_war = ROOT # Checks if a country would join the side of a certain country in a hypothetical war
- can_be_subject = ROOT # Checks if country can be subject of 'subject_type' under 'overlord'
- subject_can_diplomacy = yes # Checks if we are allowed by our overlord to do certain diplomatic actions
- species_portrait = "MAM" # Checks if a species uses a certain portrait.
- num_fleets < 2 # Checks if a country has the said number of fleets
- num_ships < 3 # Checks if a country has the said number of ships
- num_communications > 0 # Compares the number of planets on a planet with a value
- num_owned_planets = 1 # Compares the number of owned planets in a country with a value
- num_rare_techs > 0 # Compares number of researched rare technologies
- num_pops > 0 # Compares the number of planets on a planet with a value
- num_ethics = 2 # Compares the number of ethics with a value
- num_traits < 3 # compares the number of traits with a value
- num_armies = 5 # checks if a country has the said number of armies
- off_war_score_sum > 0 # Checks the sum of war score in all offensive wars
- def_war_score_sum < 0 # Checks the sum of war score in all defensive wars
- vassals > 2 # Compares the number of vassals
- sectors = 5 # Compares number of sectors
- sectors_over_limit = 0 # Compares number of sectors over the limit
- last_increased_tech = "name" # Compares against the last increased tech of a country
- influence > 50 # Checks country influence
- energy > 49 # Checks for country energy
- running_balance = 100 # Compares country running balance.
- balance = 100 # Compares country balance.
- income = 100 # Compares country income.
- expenses = 100 # Compares country expenses.
- construction_expenses = 10 # Compares the previous months construction expenses of a country.
- federation_expenses = 10 # Compares the previous months federation expenses of a country.
- produced_energy = 100 # Compares the amount of produced energy of a country.
- trade_income = 100 # Compares the previous months expenses from the trade of a country.
- ship_maintenance = 100 # Compares the previous months ship maintenance of a country.
- army_maintenance = 100 # Compares the previous months army maintenance of a country.
- colony_maintenance = 100 # Compares the previous months colony maintenance of a country.
- station_maintenance = 100 # Compares the previous months station maintenance of a country.
- stored_physics_points = 100 # Compares the amount of stored physics points a country has.
- stored_society_points = 100 # Compares the amount of stored society points a country has.
- stored_engineering_points = 100 # Compares the amount of stored engineering points a country has.
- count_tech_options # Untested: Compares the amount of tech options a country has against a value, can specify which area
- = {
- area = society
- value = 10
- }
- has_relation_flag # Checks for relation flags
- = {
- who = root
- flag = AbandonedRefugees
- }
- reverse_has_relation_flag # # Checks for reverse relation flags
- = {
- who = root
- flag = AbandonedRefugees
- }
- has_completed_event_chain_counter # Checks if the country has completed counter in event chain.
- = {
- event_chain = star_power_chain
- counter = systems_visited_poi
- }
- has_established_contact # Checks if the country has contact with another country.
- = {
- who = event_target:MyCountry
- }
- intel_level # checks if scope-country has intel level </>/= [level] in [system] ( intel_level = { level > low system = FROMFROM } )
- = {
- level > low
- system = this
- }
- their_opinion # Checks target country's opinion value of this country
- = {
- who = event_target:book_writer
- value < 11
- }
- opinion = {
- who = target
- value < 10
- }
- has_monthly_income # Checks monthly income of resource compared against specific value
- = {
- resource = minerals
- value > 250
- }
- has_country_resource # Compares the stored resources of a country.
- = {
- type = minerals
- amount > 99
- }
- tech_unlocked_ratio # Ratio of tech between this and from
- = {
- who = from
- ratio > 5
- }
- research_leader = {
- area = engineering
- has_trait = "leader_trait_expertise_materials"
- }
- num_killed_ships # Compares how many ships scope country has killed of [target]
- = {
- target = from
- value < 10
- }
- num_taken_planets # Compares how many planets scope country has taken from [target]
- = {
- target = from
- value = 0
- }
- count_armies # Counts the amount of armies which fill a requirement and compare it to a number
- = {
- limit = { always = yes }
- count > 1
- }
- ###############################
- # System
- ###############################
- starting_system = ROOT # Checks if a system is the starting system for an empire
- ###############################
- # Planet
- ###############################
- check_variable = { which = var value = 0 } # Compares the variable value
- has_global_flag = example_flag # Checks a global trigger
- has_star_flag = "flagname" # checks if a star has a specified flag
- has_planet_flag = "flagname" # Checks if a planet has a specified flag
- has_planet_class = "planetclass" # Checks if a star has planet of certain class
- is_owned_by = ROOT # Checks if a planet or galactic object is owned by target empire
- is_controlled_by = ROOT # Checks if a planet is controlled by a certain country
- is_planet = ROOT # Checks if a planet is of the same as the scope
- is_star_class = sc_pirate_system # Checks if a planet star is of a certain class
- is_planet_class = pc_arctic # Checks if a planet is of a certain class
- is_capital = no # Checks if a planet is its owners capital
- is_moon = yes # Checks if a planet is a moon
- is_asteroid = yes # Checks if a planet is an asteroid
- is_ringworld = no # Checks if a planet is a ringworld
- is_star = no # Checks if a planet is a star
- is_homeworld = no # Checks if a planet is its owners homeworld
- is_sentient = no # Checks if a pop is sentient
- is_terraformed = yes # Checks if a planet has ever been terraformed
- is_terraforming = yes # Checks if a planet is being terraformed right now
- is_inside_nebula = yes # Checks if a planet/ship is inside a nebula
- is_in_cluster = resource_cluster_0 # Checks if a galactic object belongs to a cluster
- is_colonizable = yes # Checks if a planet is colonizable (bool)
- is_inside_border = ROOT # Checks if a planet/ship/fleet is inside the border of the specified country
- is_occupied_flag = yes # Checks if a planet is under military occupation
- is_colony = yes # Checks if a planet is a colony
- is_preventing_anomaly = yes # Checks if a planet is currently preventing anomalies
- is_rim_system = yes # Checks if a system is on the galactic rim
- is_ideal_planet_class = "name" # Checks if a planet is of ideal class for country
- is_neighbor_of = ROOT # Checks if country is neighbors with target
- is_under_colonization = yes # Checks if a planet is being colonized (bool)
- is_valid = yes # Checks to see if the target of a scope is valid
- is_spaceport_module_slot_free = "name" # Checks if a specific spaceport module slot is free
- is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
- has_strategic_resource = "resourcename" # Checks if a planet has a specific strategic resource
- has_deposit = "d_immense_mineral_deposit" # Checks if a tile/planet has a deposit
- has_anomaly = yes # Checks if a planet has a anomaly
- has_planet_modifier = "example" # Checks if a planet has a planet modifier
- has_ground_combat = no # Checks if a planet has ground combat
- has_any_strategic_resource = no # Checks whether a planet has any strategic resource (bool)
- has_army = yes # Checks if a planet has an army
- has_planet_edict = "edictname" # Checks if a planet has an edict
- has_building = "buildingname" # Checks if a planet or tile has a building
- has_grown_pop = no # Checks if a planet or tile has a grown pop
- has_growing_pop = no # Checks if a planet or tile has a growing pop
- has_owner = yes # Checks if a planet is colonized
- has_ring = yes # Checks if a planet has a ring or not
- has_building_construction = yes # Checks if a planet or tile has a building construction
- has_blocker = no # Checks if a planet or tile has a blocker
- has_edict = crystal_sonar # Checks if a planet or country has an edict activated
- has_observation_outpost = yes # Checks if a planet has an observation outpost
- has_mining_station = no # Checks if a planet has a mining station
- has_research_station = no # Checks if a planet has a research station
- has_spaceport = yes # Checks if a planet has a spaceport
- has_moon = yes # Checks if a planet has a moon
- has_deposit_for = "shipname" # Checks if a tile has a deposit for specific ship class
- has_modifier = "name" # Checks if scope object has a modifier
- has_point_of_interest = "name" # Checks if the scope location has a point of interest
- has_orbital_station = yes # Checks if a planet has an orbital station
- has_colony_progress = 100 # Checks progress of establishing a colony on planet
- has_spaceport_module = "name" # Checks if a spaceport has a module upgrade
- has_free_spaceport_module_slot = yes # Checks if a spaceport has a free module slot
- num_spaceport_modules = 5 # Compares the parameter to the amount of spaceport modules
- num_free_spaceport_module_slots = 5 # Compares the parameter to the amount of free spaceport module slots
- num_moons < 2 # Compares number of moons of planet.
- num_minerals > 0 # Compares the number of minerals on a planet with a value
- num_physics = 0 # Compares the number of physics resources on a planet with a value
- num_society = 0 # Compares the number of society resources on a planet with a value
- num_engineering = 0 # Compares the number of engineering resources on a planet with a value
- num_modifiers > 0 # Compares the number of modifiers on a planet with a value
- can_build_spaceport_module = "name" # Checks if a spaceport is allowed to build a specific module upgrade
- can_colonize = yes # Checks if a planet is colonizable by a country's founder species
- planet_size = ROOT # Compares the planet size
- free_leader_slots = 2 # Compares the number of free leader slots
- sector_controlled = yes # Checks if the planet/fleet is controlled by the sector
- original_owner = yes # Checks if a planet is still owned by first colonizer
- orbital_bombardment = limited # Checks the orbital bombardment status of a planet: limited / full / soft
- fortification_health > 1 # Compares a value with fortification health percentage
- num_pops > 0 # Compares the number of planets on a planet with a value
- colony_age > 240 # Colony age in months compared with a value
- free_pop_tiles < 1 # Compares a value with the amount of free tiles for pops
- free_building_tiles = 0 # Compares a value with the amount of free tiles for buildings
- count_deposits # Untested: counts number of deposits of given type on planet or tile
- = {
- type = "name"
- value = 10
- }
- is_surveyed # Checks if a planet/system as been survey by specified country
- = {
- who = event_target:ship_owner
- status = no
- }
- habitability # Checks for species habitability on current planet
- = {
- who = prev
- value > 0.5
- }
- has_resource # Compares the resources of planet or tile.
- = {
- type = energy
- amount > 0
- }
- distance # Compares the min/max distance to a target with a value
- = {
- source = ROOT
- max_distance = 30
- min_distance = 0
- }
- count_pops # Counts the amount of pops which fill a requirement and compare it to a number
- = {
- limit = { is_growing = no }
- count > 1
- }
- count_owned_pops # Counts the amount of pops which fill a requirement and compare it to a number
- = {
- limit = { pop_has_trait = trait_robotic_3 }
- count > 10
- }
- count_armies # Counts the amount of armies which fill a requirement and compare it to a number
- = {
- limit = { always = yes }
- count > 1
- }
- ###############################
- # Army
- ###############################
- army_type = "armytype" # Checks what type an army type is
- assault_armies = 2
- defense_armies = 1
- is_army = ROOT # Checks if an army is of the same as the scope
- ###############################
- # Fleet
- ###############################
- check_variable = { which = var value = 0 } # Compares the variable value
- has_global_flag = example_flag # Checks a global trigger
- has_fleet_flag = "example_flag" # Checks if a fleet has a specified flag
- free_leader_slots = 2 # Compares the number of free leader slots
- fleet_size > 119 # Checks fleet size
- num_ships < 3 # Checks if a country has the said number of ships
- sector_controlled = yes # Checks if the planet/fleet is controlled by the sector
- can_build_spaceport_module = "name" # Checks if a spaceport is allowed to build a specific module upgrade
- num_free_spaceport_module_slots = 5 # Compares the parameter to the amount of free spaceport module slots
- num_spaceport_modules = 5 # Compares the parameter to the amount of spaceport modules
- has_mission = technological_enlightenment_1 # Checks if a fleet has a certain mission
- mission_progress > 0.2 # Checks if a mission has a certain progress
- has_fleet_order = yes # Checks if a ship or a fleet has a fleet order
- has_ground_support_stance = "stance" # Checks if a fleet has a certain bombardment stance
- has_spaceport_module = "name" # Checks if a spaceport has a module upgrade
- has_free_spaceport_module_slot = yes # Checks if a spaceport has a free module slot
- is_spaceport_module_slot_free = "name" # Checks if a specific spaceport module slot is free
- is_inside_nebula = yes # Checks if a planet/ship is inside a nebula
- is_inside_border = ROOT # Checks if a planet/ship/fleet is inside the border of the specified country
- is_disabled = yes # Checks if a ship or fleet is disabled
- is_rim_system = yes # Checks if a system is on the galactic rim
- is_being_repaired = yes # Checks if a fleet or ship is being repaired
- is_in_combat = yes # Checks if a fleet or ship is being repaired
- is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
- distance # Compares the min/max distance to a target with a value
- = {
- source = ROOT
- max_distance = 30
- min_distance = 0
- }
- ###############################
- # Ship
- ###############################
- has_global_flag = example_flag # Checks a global trigger
- has_ship_flag = "example_flag" # Checks if a planet has a specified flag
- is_ship = ROOT # Checks if a ship is of the same as the scope
- is_ship_class = shipclass_military # Checks if a ship is a specified class
- is_ship_size = mining_station # Checks if a ship is a specified size
- is_inside_nebula = yes # Checks if a planet/ship is inside a nebula
- is_inside_border = ROOT # Checks if a planet/ship/fleet is inside the border of the specified country
- is_damaged = yes # Checks if a ship is damaged
- is_disabled = yes # Checks if a ship or fleet is disabled
- is_rim_system = yes # Checks if a system is on the galactic rim
- is_being_repaired = yes # Checks if a fleet or ship is being repaired
- is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
- has_hp = 100 # Compares the hit points of a ship with a value
- has_fleet_order = yes # Checks if a ship or a fleet has a fleet order
- has_point_of_interest = "name" # Checks if the scope location has a point of interest
- free_leader_slots = 2 # Compares the number of free leader slots
- shipclass_military = 1
- shipclass_science_ship = 1
- shipclass_constructor = 2
- shipclass_colonizer = 2
- shipclass_transport = 1
- count_ships # Compares number of ships in a fleet that matches the [limit = {..}]
- = {
- limit = { is_ship_class = shipclass_military }
- count > 11
- }
- count_owned_ships # Compares number of ships in a country that matches the [limit = {..}]
- = {
- limit = { is_ship_class = shipclass_military }
- count > 11
- }
- distance # Compares the min/max distance to a target with a value
- = {
- source = ROOT
- max_distance = 30
- min_distance = 0
- }
- ###############################
- # Leader
- ###############################
- has_level = 3 # Checks if leader has at least specified level of specified skill
- has_leader_flag = example_flag # Checks if a leader has a specified flag
- has_trait = "traitname" # Checks if an empire's dominant species, pop, or leader has a certain Trait
- has_skill = 3 # Checks level of skill for a leader
- has_experience = 100 # Checks amount of experience for a leader
- has_mandate = yes # Checks if a leader has mandate <yes/no/mandate_key>
- is_researching_area = engineering # Checks if a leader is researching a specific area
- num_ethics = 2 # Compares the number of ethics with a value
- num_traits < 3 # compares the number of traits with a value
- leader_class = admiral # Checks if a leader is a specific type
- gender = female # Checks the gender of a leader
- leader = scientist # scientist / admiral / general / ruler / governor
- leader_of_faction = yes # Checks if leader is the leader of a faction ( targets yes/no/specific faction )
- ###############################
- # Tile
- ###############################
- has_blocker = no # Checks if a planet or tile has a blocker
- has_grown_pop = no # Checks if a planet or tile has a grown pop
- has_growing_pop = no # Checks if a planet or tile has a growing pop
- has_deposit = "deposit" # Checks if a tile/planet has a deposit
- has_building_construction = yes # Checks if a planet or tile has a building construction
- has_growing_pop = no
- has_deposit_for = "shipname" # Checks if a tile has a deposit for specific ship class
- has_prev_building = "name" # Checks if a tile previously had a building (only latest building)
- is_ruined = no # Checks if a building is ruined or not
- is_orbital_tile = no # Checks if a tile is the tile that stations collect from
- num_adjacent_tiles = 2 # Adjacent tiles with a value
- has_resource # Compares the resources of planet or tile.
- = {
- type = energy
- amount > 0
- }
- ###############################
- # Pop
- ###############################
- has_global_flag = example_flag # Checks a global trigger
- has_pop_flag = "testflag" # Checks if a pop has a specified flag
- is_pop = ROOT # Checks if a pop is of the same as the scope
- is_enslaved = no # Checks if a pop is enslaved
- is_being_purged = no # Checks if a pop is being exterminated
- is_robot_pop = no # Checks if the pop is of a robotic species class.
- is_colony_pop = yes # Checks if a pop is a colony pop
- is_growing = yes # Checks if a pop is growing
- is_subspecies = yes # checks if a pop or empire is a subspecies of the same species as another pop or empire
- is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
- has_ethic = "ethicname" # Checks if an empire's dominant species has a certain Ethic
- has_trait = "traitname" # Checks if an empire's dominant species, pop, or leader has a certain Trait
- has_modifier = "name" # Checks if scope object has a modifier
- has_pop_faction_flag = "flag" # Checks if a pop faction has a specified flag
- num_ethics = 2 # Compares the number of ethics with a value
- num_traits < 3 # compares the number of traits with a value
- free_leader_slots = 2 # Compares the number of free leader slots
- member_of_faction = yes # Checks if pop is a member of a faction ( targets yes/no/specific faction )
- support = 2 # Compares the relative support of a pop faction
- opposing_ethics_divergence = ROOT # Compares the opposing ethics divergence.
- species_portrait = "MAM" # Checks if a species uses a certain portrait.
- is_species = "ROBOT_POP_SPECIES_1" # Checks if the founder species of a country, or a pop is of a specific species
- is_pop_faction_type = slave # Checks if pop faction is specific type
- is_same_species = ROOT # Checks if a pop or empire is of the same species as another pop or empire
- is_same_species_class = ROOT # Checks if a pop or empire is of the same species class as another pop or empire
- is_species_class = "human" # Checks if the founder species of a country, or a pop is of a specific species
- is_rim_system = yes # Checks if a system is on the galactic rim
- pop_has_ethic = ethic_xenophobe # Checks if a pop has a certain Ethic
- pop_has_trait = trait_decadent # Checks if a pop has a certain trait
- count_pop_factions # Counts the amount of pop factions which fill a requirement and compare it to a number
- = {
- limit = { is_pop_faction_type = slave }
- count < 1
- }
- pop_faction = { is_pop_faction_type = planet_separatists }
- opposing_ethics_divergence = {
- steps < 2
- who = parameter:country
- }
- check_pop_faction_parameter # Compares a pop faction parameter against a value
- = {
- which = country
- value = parameter:country
- }
- happiness # Compares pop happiness - Scope: pop
- distance # Compares the min/max distance to a target with a value
- = {
- source = ROOT
- max_distance = 30
- min_distance = 0
- }
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