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Triggers

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May 15th, 2016
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  1. ###############################
  2. # Triggers
  3. ###############################
  4. # Note: > and < can be used instead of = for inclusive checks.
  5.  
  6. always = yes # Always counts as TRUE
  7. exists = ROOT # Checks if object exists
  8. years_passed > 5 # Compares the number of years that have passed since game start with a value
  9. text = "test" # Adds text to trigger
  10. local_has_dlc = "Paradox Account Sign-up Bonus" # Checks for DLC
  11. custom_tooltip_fail = "text" # Shows custom text when trigger is failing
  12. 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
  13. host_has_dlc = "name" # Checks if the host has a certain dlc enabled
  14. local_has_dlc = "name" # Checks if the host has a certain dlc enabled
  15.  
  16. is_ironman = yes # Checks if the game is in Ironman
  17. is_multiplayer = yes # Checks if the game is running in multiplayer
  18. is_same_value = event_target:MyCountry # Checks if two scopes have the same value
  19. is_scope_valid = yes # Checks if the current scope is valid
  20.  
  21. has_ambient_object_flag = manufactory # Checks if an ambient object has a specified flag
  22.  
  23. ###############################
  24. # Switch
  25. ###############################
  26. Used in the desc = { } of events
  27.  
  28. Can use any trigger for the current scope as a RHA
  29.  
  30. The modifier itself is the key (as a scope), with it's contents being effect
  31. switch = {
  32. trigger = has_modifier
  33. hazardous_weather = { text = anomaly.6660.desc.weather }
  34. weak_magnetic_field = { text = anomaly.6660.desc.magnetic }
  35. }
  36.  
  37. ###############################
  38. # War
  39. ###############################
  40. war_demand_counter = ? # Compares a war demand trigger
  41. attacker_war_score = 10 # Checks the war score of the attackers in a war
  42. defender_war_score = 10 # Checks the war score of the defenders in a war
  43.  
  44. is_war_participant # Checks if a country is participating in scope war
  45. = {
  46. who = prevprev
  47. side = prev
  48. }
  49.  
  50. count_war_participants = {
  51. side = root
  52. limit = { }
  53. count > 0
  54. }
  55.  
  56. count_potential_war_participants = {
  57. side = root
  58. limit = { }
  59. count > 0
  60. }
  61.  
  62. ###############################
  63. # Alliance
  64. ###############################
  65. members = 2 # Compares the number of alliance members
  66.  
  67. ###############################
  68. # Sector
  69. ###############################
  70. is_core_sector = yes # Checks if the current sector is the country's core sector
  71.  
  72. ###############################
  73. # Country
  74. ###############################
  75. check_variable = { which = var value = 0 } # Compares the variable value
  76. has_global_flag = example_flag # Checks a global trigger
  77.  
  78. has_event_chain = example_chain # Checks if the country has an event chain
  79. has_policy_flag = interference_passive # Checks if a country has a policy
  80. has_country_flag = example_flag # Checks if a country has a specified flag
  81.  
  82. has_edict = crystal_sonar # Checks if a planet or country has an edict activated
  83. has_technology = tech_mine_satramene # Checks if a country has a technology of atleast a specific level
  84. has_government = indirect_democracy # Checks if a country has a specified government
  85. has_tech_option = tech_fission_power # Checks if a country has a technology option
  86. has_communications = PREV # Checks if country has communication with another country
  87. has_ai_personality = honorbound_warriors # Checks if an Empire has a certain personality type
  88. has_ai_personality_type = aggressive # Checks if an Empire has a certain personality type
  89. has_ai_personality_behaviour = conqueror # Checks if an Empire has a certain personality type
  90. has_valid_ai_personality = yes # checks if a country has a valid ai
  91. has_country_edict = "edictname" # Checks if a country has an edict
  92. has_surveyed_class = pc_desert # Checks a country has surveyed planet class trigger
  93. has_ai_personality_behaviour = uplifter
  94. has_election_type = none # Checks if a country has a specified election type: none / democratic / oligarchy
  95. has_alliance = yes # Checks if a country is in an alliance (bool)
  96. has_federation = yes # Checks if a country is in an federation (bool)
  97. has_opinion_modifier = yes # Checks if the country has an opinion modifier
  98. has_modifier = "name" # Checks if scope object has a modifier
  99. has_truce = ROOT # Checks if a country has truce with certain country
  100. has_access_military = ROOT # Checks if a country has military access to a system
  101. has_access_civilian = ROOT # Checks if a country has civilian access to a system
  102. has_access_construction = ROOT # Checks if a country has constraction access to a system
  103. has_country_strategic_resource = yes # Compares the resources of a country.
  104. has_special_project = yes # Checks if a country has a special project available
  105.  
  106. grants_migration_access = ROOT # Checks if a country grants migration access to anyone
  107. has_migration_access = ROOT # Checks if scope country has migration access to target country
  108.  
  109. has_ethic = "ethicname" # Checks if an empire's dominant species has a certain Ethic
  110. has_trait = "traitname" # Checks if an empire's dominant species, pop, or leader has a certain Trait
  111. has_existing_ship_design = "name" # Checks if a country has a specific ship design
  112. has_faction = "name" # Checks if an empire has a certain faction type
  113. has_point_of_interest = "name" # Checks if the scope location has a point of interest
  114.  
  115. is_country_type = primitive # Checks if country is of specified type
  116. is_advisor_active = no # Checks if a country has an advisor
  117. is_country = ROOT # Checks if a country is of the same as the scope
  118. is_hostile = from # Checks if country is hostile against a target
  119. is_federation_leader = yes # Checks if a country is a federation leader
  120. is_at_war = yes # Checks if a country is at war
  121. is_primitive = yes # Checks if a country is primitive (bool)
  122. is_ai = no # Checks if a country is an AI
  123. is_pirate = yes # Checks if a country is a pirate country (bool)
  124. is_same_empire = ROOT # Checks if an empire is the same as another
  125. is_same_species = ROOT # Checks if a pop or empire is of the same species as another pop or empire
  126. is_at_war_with = ROOT # Checks if an empire is at war with another empire
  127. is_same_species_class = ROOT # Checks if a pop or empire is of the same species class as another pop or empire
  128. is_tutorial_level = 1 # Compares the tutorial level of the player of a country.
  129. is_species_class = "human" # Checks if the founder species of a country, or a pop is of a specific species
  130. is_rim_system = yes # Checks if a system is on the galactic rim
  131. is_war_leader = yes # Checks if country is war leader
  132. is_in_alliance_with = ROOT # Checks if country is in an alliance with target country
  133. is_in_federation_with = ROOT # Checks if country is in a federation with target country
  134. is_guaranteeing = ROOT # Checks if scope country is guaranteeing target country
  135. is_threatened_to = ROOT # Attitude check, if country is threatened by target country
  136. is_protective_to = ROOT # Attitude check, if country is protective of target country
  137. is_friendly_to = ROOT # Attitude check, if country is friendly to target country
  138. is_hostile_to = ROOT # Attitude check, if country is hostile to target country
  139. is_dismissive_to = ROOT # Attitude check, if country is dismissive of target country
  140. is_patronizing_to = ROOT # Attitude check, if country is patronizing to target country
  141. is_angry_to = ROOT # Attitude check, if country is angry at target country
  142. is_neighbor_of = ROOT # Checks if country is neighbors with target
  143. is_rival = ROOT # Attitude check, if country is a rival of target country
  144. is_unfriendly_to = ROOT # Attitude check, if country is unfriendly to target country
  145. is_loyal_to = ROOT # Attitude check, if country is loyal to target country
  146. is_disloyal_to = ROOT # Attitude check, if country is disloyal to target country
  147. is_cordial_to = ROOT # Attitude check, if country is cordial to target country
  148. is_domineering_to = ROOT # Attitude check, if country is domineering towards target country
  149. is_wary_to = ROOT # Attitude check, if country is wary of target country
  150. is_subspecies = yes # checks if a pop or empire is a subspecies of the same species as another pop or empire
  151. is_valid = yes # Checks to see if the target of a scope is valid
  152. is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
  153.  
  154. can_change_policy = "policy" # Checks if a country can change anything with a policy
  155. can_declare_war = yes # Checks if we can declare war against a target
  156. can_create_sector = ? # Checks if a sector can be created on the targeted planet
  157. ideal_planet_class = pc_arid # Checks the ideal planet class of a target country
  158. graphical_culture = "MAM" # Checks if a country has specified graphical culture
  159. free_leader_slots = 2 # Compares the number of free leader slots
  160. last_changed_policy = slavery # checks the last changed policy of a country against specified policy
  161. opposing_ethics_divergence = ROOT # Compares the opposing ethics divergence.
  162. galaxy_percentage = 40 # Checks if the scope owns systems corresponding to a certain galaxy percentage
  163. fleet_power = 100 # Checks country fleet power
  164. would_join_war = ROOT # Checks if a country would join the side of a certain country in a hypothetical war
  165. can_be_subject = ROOT # Checks if country can be subject of 'subject_type' under 'overlord'
  166. subject_can_diplomacy = yes # Checks if we are allowed by our overlord to do certain diplomatic actions
  167. species_portrait = "MAM" # Checks if a species uses a certain portrait.
  168.  
  169.  
  170. num_fleets < 2 # Checks if a country has the said number of fleets
  171. num_ships < 3 # Checks if a country has the said number of ships
  172. num_communications > 0 # Compares the number of planets on a planet with a value
  173. num_owned_planets = 1 # Compares the number of owned planets in a country with a value
  174. num_rare_techs > 0 # Compares number of researched rare technologies
  175. num_pops > 0 # Compares the number of planets on a planet with a value
  176. num_ethics = 2 # Compares the number of ethics with a value
  177. num_traits < 3 # compares the number of traits with a value
  178. num_armies = 5 # checks if a country has the said number of armies
  179.  
  180. off_war_score_sum > 0 # Checks the sum of war score in all offensive wars
  181. def_war_score_sum < 0 # Checks the sum of war score in all defensive wars
  182. vassals > 2 # Compares the number of vassals
  183. sectors = 5 # Compares number of sectors
  184. sectors_over_limit = 0 # Compares number of sectors over the limit
  185. last_increased_tech = "name" # Compares against the last increased tech of a country
  186.  
  187. influence > 50 # Checks country influence
  188. energy > 49 # Checks for country energy
  189.  
  190. running_balance = 100 # Compares country running balance.
  191. balance = 100 # Compares country balance.
  192. income = 100 # Compares country income.
  193. expenses = 100 # Compares country expenses.
  194. construction_expenses = 10 # Compares the previous months construction expenses of a country.
  195. federation_expenses = 10 # Compares the previous months federation expenses of a country.
  196. produced_energy = 100 # Compares the amount of produced energy of a country.
  197. trade_income = 100 # Compares the previous months expenses from the trade of a country.
  198. ship_maintenance = 100 # Compares the previous months ship maintenance of a country.
  199. army_maintenance = 100 # Compares the previous months army maintenance of a country.
  200. colony_maintenance = 100 # Compares the previous months colony maintenance of a country.
  201. station_maintenance = 100 # Compares the previous months station maintenance of a country.
  202.  
  203. stored_physics_points = 100 # Compares the amount of stored physics points a country has.
  204. stored_society_points = 100 # Compares the amount of stored society points a country has.
  205. stored_engineering_points = 100 # Compares the amount of stored engineering points a country has.
  206.  
  207.  
  208. count_tech_options # Untested: Compares the amount of tech options a country has against a value, can specify which area
  209. = {
  210. area = society
  211. value = 10
  212. }
  213.  
  214. has_relation_flag # Checks for relation flags
  215. = {
  216. who = root
  217. flag = AbandonedRefugees
  218. }
  219.  
  220. reverse_has_relation_flag # # Checks for reverse relation flags
  221. = {
  222. who = root
  223. flag = AbandonedRefugees
  224. }
  225.  
  226. has_completed_event_chain_counter # Checks if the country has completed counter in event chain.
  227. = {
  228. event_chain = star_power_chain
  229. counter = systems_visited_poi
  230. }
  231.  
  232. has_established_contact # Checks if the country has contact with another country.
  233. = {
  234. who = event_target:MyCountry
  235. }
  236.  
  237. intel_level # checks if scope-country has intel level </>/= [level] in [system] ( intel_level = { level > low system = FROMFROM } )
  238. = {
  239. level > low
  240. system = this
  241. }
  242.  
  243. their_opinion # Checks target country's opinion value of this country
  244. = {
  245. who = event_target:book_writer
  246. value < 11
  247. }
  248.  
  249. opinion = {
  250. who = target
  251. value < 10
  252. }
  253.  
  254. has_monthly_income # Checks monthly income of resource compared against specific value
  255. = {
  256. resource = minerals
  257. value > 250
  258. }
  259.  
  260. has_country_resource # Compares the stored resources of a country.
  261. = {
  262. type = minerals
  263. amount > 99
  264. }
  265.  
  266. tech_unlocked_ratio # Ratio of tech between this and from
  267. = {
  268. who = from
  269. ratio > 5
  270. }
  271.  
  272. research_leader = {
  273. area = engineering
  274. has_trait = "leader_trait_expertise_materials"
  275. }
  276.  
  277. num_killed_ships # Compares how many ships scope country has killed of [target]
  278. = {
  279. target = from
  280. value < 10
  281. }
  282.  
  283. num_taken_planets # Compares how many planets scope country has taken from [target]
  284. = {
  285. target = from
  286. value = 0
  287. }
  288.  
  289. count_armies # Counts the amount of armies which fill a requirement and compare it to a number
  290. = {
  291. limit = { always = yes }
  292. count > 1
  293. }
  294.  
  295. ###############################
  296. # System
  297. ###############################
  298. starting_system = ROOT # Checks if a system is the starting system for an empire
  299.  
  300. ###############################
  301. # Planet
  302. ###############################
  303. check_variable = { which = var value = 0 } # Compares the variable value
  304. has_global_flag = example_flag # Checks a global trigger
  305. has_star_flag = "flagname" # checks if a star has a specified flag
  306. has_planet_flag = "flagname" # Checks if a planet has a specified flag
  307. has_planet_class = "planetclass" # Checks if a star has planet of certain class
  308.  
  309. is_owned_by = ROOT # Checks if a planet or galactic object is owned by target empire
  310. is_controlled_by = ROOT # Checks if a planet is controlled by a certain country
  311. is_planet = ROOT # Checks if a planet is of the same as the scope
  312. is_star_class = sc_pirate_system # Checks if a planet star is of a certain class
  313. is_planet_class = pc_arctic # Checks if a planet is of a certain class
  314. is_capital = no # Checks if a planet is its owners capital
  315. is_moon = yes # Checks if a planet is a moon
  316. is_asteroid = yes # Checks if a planet is an asteroid
  317. is_ringworld = no # Checks if a planet is a ringworld
  318. is_star = no # Checks if a planet is a star
  319. is_homeworld = no # Checks if a planet is its owners homeworld
  320. is_sentient = no # Checks if a pop is sentient
  321. is_terraformed = yes # Checks if a planet has ever been terraformed
  322. is_terraforming = yes # Checks if a planet is being terraformed right now
  323. is_inside_nebula = yes # Checks if a planet/ship is inside a nebula
  324. is_in_cluster = resource_cluster_0 # Checks if a galactic object belongs to a cluster
  325. is_colonizable = yes # Checks if a planet is colonizable (bool)
  326. is_inside_border = ROOT # Checks if a planet/ship/fleet is inside the border of the specified country
  327. is_occupied_flag = yes # Checks if a planet is under military occupation
  328. is_colony = yes # Checks if a planet is a colony
  329. is_preventing_anomaly = yes # Checks if a planet is currently preventing anomalies
  330. is_rim_system = yes # Checks if a system is on the galactic rim
  331. is_ideal_planet_class = "name" # Checks if a planet is of ideal class for country
  332. is_neighbor_of = ROOT # Checks if country is neighbors with target
  333. is_under_colonization = yes # Checks if a planet is being colonized (bool)
  334. is_valid = yes # Checks to see if the target of a scope is valid
  335. is_spaceport_module_slot_free = "name" # Checks if a specific spaceport module slot is free
  336. is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
  337.  
  338. has_strategic_resource = "resourcename" # Checks if a planet has a specific strategic resource
  339. has_deposit = "d_immense_mineral_deposit" # Checks if a tile/planet has a deposit
  340. has_anomaly = yes # Checks if a planet has a anomaly
  341. has_planet_modifier = "example" # Checks if a planet has a planet modifier
  342. has_ground_combat = no # Checks if a planet has ground combat
  343. has_any_strategic_resource = no # Checks whether a planet has any strategic resource (bool)
  344. has_army = yes # Checks if a planet has an army
  345. has_planet_edict = "edictname" # Checks if a planet has an edict
  346. has_building = "buildingname" # Checks if a planet or tile has a building
  347. has_grown_pop = no # Checks if a planet or tile has a grown pop
  348. has_growing_pop = no # Checks if a planet or tile has a growing pop
  349. has_owner = yes # Checks if a planet is colonized
  350. has_ring = yes # Checks if a planet has a ring or not
  351. has_building_construction = yes # Checks if a planet or tile has a building construction
  352. has_blocker = no # Checks if a planet or tile has a blocker
  353. has_edict = crystal_sonar # Checks if a planet or country has an edict activated
  354. has_observation_outpost = yes # Checks if a planet has an observation outpost
  355. has_mining_station = no # Checks if a planet has a mining station
  356. has_research_station = no # Checks if a planet has a research station
  357. has_spaceport = yes # Checks if a planet has a spaceport
  358. has_moon = yes # Checks if a planet has a moon
  359. has_deposit_for = "shipname" # Checks if a tile has a deposit for specific ship class
  360. has_modifier = "name" # Checks if scope object has a modifier
  361. has_point_of_interest = "name" # Checks if the scope location has a point of interest
  362. has_orbital_station = yes # Checks if a planet has an orbital station
  363. has_colony_progress = 100 # Checks progress of establishing a colony on planet
  364. has_spaceport_module = "name" # Checks if a spaceport has a module upgrade
  365. has_free_spaceport_module_slot = yes # Checks if a spaceport has a free module slot
  366.  
  367. num_spaceport_modules = 5 # Compares the parameter to the amount of spaceport modules
  368. num_free_spaceport_module_slots = 5 # Compares the parameter to the amount of free spaceport module slots
  369. num_moons < 2 # Compares number of moons of planet.
  370. num_minerals > 0 # Compares the number of minerals on a planet with a value
  371. num_physics = 0 # Compares the number of physics resources on a planet with a value
  372. num_society = 0 # Compares the number of society resources on a planet with a value
  373. num_engineering = 0 # Compares the number of engineering resources on a planet with a value
  374. num_modifiers > 0 # Compares the number of modifiers on a planet with a value
  375.  
  376. can_build_spaceport_module = "name" # Checks if a spaceport is allowed to build a specific module upgrade
  377. can_colonize = yes # Checks if a planet is colonizable by a country's founder species
  378. planet_size = ROOT # Compares the planet size
  379. free_leader_slots = 2 # Compares the number of free leader slots
  380. sector_controlled = yes # Checks if the planet/fleet is controlled by the sector
  381. original_owner = yes # Checks if a planet is still owned by first colonizer
  382.  
  383. orbital_bombardment = limited # Checks the orbital bombardment status of a planet: limited / full / soft
  384. fortification_health > 1 # Compares a value with fortification health percentage
  385. num_pops > 0 # Compares the number of planets on a planet with a value
  386. colony_age > 240 # Colony age in months compared with a value
  387. free_pop_tiles < 1 # Compares a value with the amount of free tiles for pops
  388. free_building_tiles = 0 # Compares a value with the amount of free tiles for buildings
  389.  
  390. count_deposits # Untested: counts number of deposits of given type on planet or tile
  391. = {
  392. type = "name"
  393. value = 10
  394. }
  395.  
  396. is_surveyed # Checks if a planet/system as been survey by specified country
  397. = {
  398. who = event_target:ship_owner
  399. status = no
  400. }
  401.  
  402. habitability # Checks for species habitability on current planet
  403. = {
  404. who = prev
  405. value > 0.5
  406. }
  407.  
  408. has_resource # Compares the resources of planet or tile.
  409. = {
  410. type = energy
  411. amount > 0
  412. }
  413.  
  414. distance # Compares the min/max distance to a target with a value
  415. = {
  416. source = ROOT
  417. max_distance = 30
  418. min_distance = 0
  419. }
  420.  
  421. count_pops # Counts the amount of pops which fill a requirement and compare it to a number
  422. = {
  423. limit = { is_growing = no }
  424. count > 1
  425. }
  426.  
  427. count_owned_pops # Counts the amount of pops which fill a requirement and compare it to a number
  428. = {
  429. limit = { pop_has_trait = trait_robotic_3 }
  430. count > 10
  431. }
  432.  
  433. count_armies # Counts the amount of armies which fill a requirement and compare it to a number
  434. = {
  435. limit = { always = yes }
  436. count > 1
  437. }
  438.  
  439. ###############################
  440. # Army
  441. ###############################
  442. army_type = "armytype" # Checks what type an army type is
  443. assault_armies = 2
  444. defense_armies = 1
  445.  
  446. is_army = ROOT # Checks if an army is of the same as the scope
  447.  
  448. ###############################
  449. # Fleet
  450. ###############################
  451. check_variable = { which = var value = 0 } # Compares the variable value
  452. has_global_flag = example_flag # Checks a global trigger
  453. has_fleet_flag = "example_flag" # Checks if a fleet has a specified flag
  454.  
  455. free_leader_slots = 2 # Compares the number of free leader slots
  456. fleet_size > 119 # Checks fleet size
  457. num_ships < 3 # Checks if a country has the said number of ships
  458. sector_controlled = yes # Checks if the planet/fleet is controlled by the sector
  459. can_build_spaceport_module = "name" # Checks if a spaceport is allowed to build a specific module upgrade
  460.  
  461. num_free_spaceport_module_slots = 5 # Compares the parameter to the amount of free spaceport module slots
  462. num_spaceport_modules = 5 # Compares the parameter to the amount of spaceport modules
  463.  
  464. has_mission = technological_enlightenment_1 # Checks if a fleet has a certain mission
  465. mission_progress > 0.2 # Checks if a mission has a certain progress
  466.  
  467. has_fleet_order = yes # Checks if a ship or a fleet has a fleet order
  468. has_ground_support_stance = "stance" # Checks if a fleet has a certain bombardment stance
  469. has_spaceport_module = "name" # Checks if a spaceport has a module upgrade
  470. has_free_spaceport_module_slot = yes # Checks if a spaceport has a free module slot
  471.  
  472. is_spaceport_module_slot_free = "name" # Checks if a specific spaceport module slot is free
  473. is_inside_nebula = yes # Checks if a planet/ship is inside a nebula
  474. is_inside_border = ROOT # Checks if a planet/ship/fleet is inside the border of the specified country
  475. is_disabled = yes # Checks if a ship or fleet is disabled
  476. is_rim_system = yes # Checks if a system is on the galactic rim
  477. is_being_repaired = yes # Checks if a fleet or ship is being repaired
  478. is_in_combat = yes # Checks if a fleet or ship is being repaired
  479. is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
  480.  
  481. distance # Compares the min/max distance to a target with a value
  482. = {
  483. source = ROOT
  484. max_distance = 30
  485. min_distance = 0
  486. }
  487.  
  488. ###############################
  489. # Ship
  490. ###############################
  491. has_global_flag = example_flag # Checks a global trigger
  492. has_ship_flag = "example_flag" # Checks if a planet has a specified flag
  493.  
  494. is_ship = ROOT # Checks if a ship is of the same as the scope
  495. is_ship_class = shipclass_military # Checks if a ship is a specified class
  496. is_ship_size = mining_station # Checks if a ship is a specified size
  497. is_inside_nebula = yes # Checks if a planet/ship is inside a nebula
  498. is_inside_border = ROOT # Checks if a planet/ship/fleet is inside the border of the specified country
  499. is_damaged = yes # Checks if a ship is damaged
  500. is_disabled = yes # Checks if a ship or fleet is disabled
  501. is_rim_system = yes # Checks if a system is on the galactic rim
  502. is_being_repaired = yes # Checks if a fleet or ship is being repaired
  503. is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
  504.  
  505. has_hp = 100 # Compares the hit points of a ship with a value
  506. has_fleet_order = yes # Checks if a ship or a fleet has a fleet order
  507. has_point_of_interest = "name" # Checks if the scope location has a point of interest
  508.  
  509. free_leader_slots = 2 # Compares the number of free leader slots
  510. shipclass_military = 1
  511. shipclass_science_ship = 1
  512. shipclass_constructor = 2
  513. shipclass_colonizer = 2
  514. shipclass_transport = 1
  515.  
  516. count_ships # Compares number of ships in a fleet that matches the [limit = {..}]
  517. = {
  518. limit = { is_ship_class = shipclass_military }
  519. count > 11
  520. }
  521.  
  522. count_owned_ships # Compares number of ships in a country that matches the [limit = {..}]
  523. = {
  524. limit = { is_ship_class = shipclass_military }
  525. count > 11
  526. }
  527.  
  528. distance # Compares the min/max distance to a target with a value
  529. = {
  530. source = ROOT
  531. max_distance = 30
  532. min_distance = 0
  533. }
  534.  
  535.  
  536. ###############################
  537. # Leader
  538. ###############################
  539. has_level = 3 # Checks if leader has at least specified level of specified skill
  540. has_leader_flag = example_flag # Checks if a leader has a specified flag
  541. has_trait = "traitname" # Checks if an empire's dominant species, pop, or leader has a certain Trait
  542. has_skill = 3 # Checks level of skill for a leader
  543. has_experience = 100 # Checks amount of experience for a leader
  544. has_mandate = yes # Checks if a leader has mandate <yes/no/mandate_key>
  545.  
  546. is_researching_area = engineering # Checks if a leader is researching a specific area
  547.  
  548. num_ethics = 2 # Compares the number of ethics with a value
  549. num_traits < 3 # compares the number of traits with a value
  550.  
  551. leader_class = admiral # Checks if a leader is a specific type
  552. gender = female # Checks the gender of a leader
  553.  
  554. leader = scientist # scientist / admiral / general / ruler / governor
  555. leader_of_faction = yes # Checks if leader is the leader of a faction ( targets yes/no/specific faction )
  556.  
  557. ###############################
  558. # Tile
  559. ###############################
  560. has_blocker = no # Checks if a planet or tile has a blocker
  561. has_grown_pop = no # Checks if a planet or tile has a grown pop
  562. has_growing_pop = no # Checks if a planet or tile has a growing pop
  563. has_deposit = "deposit" # Checks if a tile/planet has a deposit
  564. has_building_construction = yes # Checks if a planet or tile has a building construction
  565. has_growing_pop = no
  566. has_deposit_for = "shipname" # Checks if a tile has a deposit for specific ship class
  567. has_prev_building = "name" # Checks if a tile previously had a building (only latest building)
  568.  
  569. is_ruined = no # Checks if a building is ruined or not
  570. is_orbital_tile = no # Checks if a tile is the tile that stations collect from
  571.  
  572. num_adjacent_tiles = 2 # Adjacent tiles with a value
  573.  
  574. has_resource # Compares the resources of planet or tile.
  575. = {
  576. type = energy
  577. amount > 0
  578. }
  579.  
  580. ###############################
  581. # Pop
  582. ###############################
  583. has_global_flag = example_flag # Checks a global trigger
  584. has_pop_flag = "testflag" # Checks if a pop has a specified flag
  585.  
  586. is_pop = ROOT # Checks if a pop is of the same as the scope
  587. is_enslaved = no # Checks if a pop is enslaved
  588. is_being_purged = no # Checks if a pop is being exterminated
  589. is_robot_pop = no # Checks if the pop is of a robotic species class.
  590. is_colony_pop = yes # Checks if a pop is a colony pop
  591. is_growing = yes # Checks if a pop is growing
  592. is_subspecies = yes # checks if a pop or empire is a subspecies of the same species as another pop or empire
  593. is_proposing_war_demands = yes # Checks if currently proposing wardemands or handling existing wardemands
  594.  
  595. has_ethic = "ethicname" # Checks if an empire's dominant species has a certain Ethic
  596. has_trait = "traitname" # Checks if an empire's dominant species, pop, or leader has a certain Trait
  597. has_modifier = "name" # Checks if scope object has a modifier
  598. has_pop_faction_flag = "flag" # Checks if a pop faction has a specified flag
  599.  
  600. num_ethics = 2 # Compares the number of ethics with a value
  601. num_traits < 3 # compares the number of traits with a value
  602. free_leader_slots = 2 # Compares the number of free leader slots
  603. member_of_faction = yes # Checks if pop is a member of a faction ( targets yes/no/specific faction )
  604. support = 2 # Compares the relative support of a pop faction
  605. opposing_ethics_divergence = ROOT # Compares the opposing ethics divergence.
  606. species_portrait = "MAM" # Checks if a species uses a certain portrait.
  607.  
  608. is_species = "ROBOT_POP_SPECIES_1" # Checks if the founder species of a country, or a pop is of a specific species
  609. is_pop_faction_type = slave # Checks if pop faction is specific type
  610. is_same_species = ROOT # Checks if a pop or empire is of the same species as another pop or empire
  611. is_same_species_class = ROOT # Checks if a pop or empire is of the same species class as another pop or empire
  612. is_species_class = "human" # Checks if the founder species of a country, or a pop is of a specific species
  613. is_rim_system = yes # Checks if a system is on the galactic rim
  614.  
  615. pop_has_ethic = ethic_xenophobe # Checks if a pop has a certain Ethic
  616. pop_has_trait = trait_decadent # Checks if a pop has a certain trait
  617.  
  618. count_pop_factions # Counts the amount of pop factions which fill a requirement and compare it to a number
  619. = {
  620. limit = { is_pop_faction_type = slave }
  621. count < 1
  622. }
  623.  
  624. pop_faction = { is_pop_faction_type = planet_separatists }
  625.  
  626. opposing_ethics_divergence = {
  627. steps < 2
  628. who = parameter:country
  629. }
  630.  
  631. check_pop_faction_parameter # Compares a pop faction parameter against a value
  632. = {
  633. which = country
  634. value = parameter:country
  635. }
  636.  
  637. happiness # Compares pop happiness - Scope: pop
  638.  
  639. distance # Compares the min/max distance to a target with a value
  640. = {
  641. source = ROOT
  642. max_distance = 30
  643. min_distance = 0
  644. }
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