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Conditions

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Version

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Please help with verifying or updating older sections of this article. At least some were last verified for version 2.5.

This article is for the PC version of Stellaris only.

Logical operators[edit]

Operators allow conditions and triggers to be manipulated in order to return a simple true or false statement to be processed.

Name Description Example
if...else_if...else Returns true if the conditional statement inside the block evaluates to true.
   if ={ 
       limit = {
           owner ={ 
               has_ethic = fanatic_xenophile 
           } 
       }
   }
   else_if {
       limit = {
          ...
       }
   }
   else = {
      ...
   }
AND Returns true if all conditional statements inside the block evaluate to true.
This is usually the default in a trigger or new scope, so is not needed to be explicitly specified. i.e. trigger = { AND = { A B } } is the same as trigger = { A B }
Putting the conditions most likely to be false first can slightly help performance of the scripting engine.
   AND = { 
       has_ethic = fanatic_xenophile
       has_ethic = individualist 
   }
OR Returns true if at least one conditional statement inside the block evaluates to true.
Putting the conditions most likely to be true first can slightly help performance of the scripting engine.
   OR = { 
       has_ethic = fanatic_xenophile
       has_ethic = individualist 
   }
NOT Returns true if the conditional statement inside the block evaluates to false, and false if it evaluates to true.
Note that NOT only accepts one statement. If you use more than one, it will usually work, but can cause unforeseen bugs, as well as put an error in the error.log file.
It's better to use NOR or NAND for blocks containing more than one statement.
   NOT = {
       has_ethic = fanatic_xenophile
   } 
NOR Returns true if none of the conditional statements inside the block evaluate to true. Same as NOT = { OR = { <conditions> } } (all are false).
   NOR = {
       has_ethic = fanatic_xenophile
       has_ethic = fanatic_militarist
   } 
NAND Returns true unless all of the conditional statements inside the block evaluate to true. Same as NOT = { AND = { <conditions> } } (at minimum one is false).
   NAND = {
       has_ethic = fanatic_xenophile
       has_technology = "tech_zero_point_power"
   } 

It is important to remember De Morgan's laws to use NOR and NAND correctly:

NAND = { A B } <=> NOT = { AND = { A B } } <=> OR = { NOT = { A } NOT = { B } }
NOR = { A B } <=> NOT = { OR = { A B } } <=> AND = { NOT = { A } NOT = { B } }

So this means a list of NOTs in an AND can be simplified:

trigger = {
   NOT = { A }
   NOT = { B }
   NOT = { C }
}

is the same as:

trigger = {
   NOR = {
      A
      B
      C
   }
}

Conversely, a list of NOTs in an OR can be simplified:

trigger = {
   OR = {
      NOT = { A }
      NOT = { B }
      NOT = { C }
   }
}

is the same as:

trigger = {
   NAND = {
      A
      B
      C
   }
}

Scopes[edit]

Scopes specify the target of the trigger or condition in question. They allow for variables to be checked on other objects that the trigger script is not attached to. Currently, Stellaris recognises a set of keywords as valid scopes. The most commonly used are outlined in the table below. An empire or nation scope is referred to as country scope.

Name Description
capital If the script this belongs to is attached to a country, capital will return the capital planet of the country.
controller Returns the country which may be not owner, but currently control this object (i.e. in case of occupation)
root Returns the object that the script belongs to. If called on a planet-level script, then this returns the planet.
from Returns the location of the object that the script belongs to. If this is attached to a ship-level script, then this returns the ship's current planet.
fromfrom Returns the location of the object that the script belongs to, twice removed. If this is attached
owner Returns the country that has control over the object that the script belongs to.
planet Returns the planet of the current object.
prev Returns the object from previous scope
prevprev Returns the object from the scope before the previous scope
prevprevprev Returns the object from the third previous scope (i.e. the previous scope before the prevprev scope)
prevprevprevprev Returns the object from the fourth previous scope in the pattern of prev, prevprev and prevprevprev
random ??
this Returns the current scope object in the cycle (i.e., for example, each instance in every_sector)
pop Returns the pop attached to the current object.

Trigger list[edit]

The built-in triggers list is not complete for the current version. You can get the latest version in-game by using the trigger_docs command in the console. Vanilla has many scripted triggers defined you can use, though they don't show here, as this list is only the triggers built-in to the engine. In addition, you can write your own scripted triggers. Scripted Triggers are stored in the common/scripted_triggers/ directory.

Name Desc Example Scopes Target
text For 'desc={trigger={' use. Shows custom text
text = <text>
all none
custom_tooltip Replaces the tooltips for the enclosed triggers with a custom text
custom_tooltip = {
}
all none
if Evaluates the triggers if the display_triggers of the limit are met
if = {
    limit = { <display_triggers> }
    <triggers>
}
all none
any_playable_country Checks if any playable country meet the specified criteria
any_playable_country = { <triggers> }
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_mission Checks if the observation post has a specific mission
has_mission = technological_enlightenment_4
fleet none
switch Switch case for a trigger
switch = {
}
all ???
num_fleets Checks the country's number of fleets
num_fleets < 8
country ???
num_ships Checks the country/fleet's number of ships
num_ships > 39
country fleet ???
research_leader Checks if the country's researcher in a specific field meets the specified criteria
research_leader = {
    area = engineering <triggers>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_fleet_order Checks if the ship/fleet has a specific fleet order
has_fleet_order = survey_planet_order
ship fleet none
closest_system Checks if any close-by systems meet the criteria
closest_system = {
    min_steps = 2
    max_steps = 20
    <triggers>
}
all ???
any_owned_fleet Checks if any of the country's owned fleets meet the specified criteria
any_owned_fleet = { <targets> }
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_orbital_station Checks if the planet has any kind of orbital station
has_orbital_station = yes
planet none
any_orbital_station Checks if the planet's orbital station meets the specified criteria
any_orbital_station = { <triggers> }
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
else_if Evaluates the enclosed triggers if the display_triggers of the preceding `if` or `else_if` is not met and its own display_trigger of the limit is met
if = {
    limit = {
        <display_triggers>
    }
    <triggers>
}
else_if = {
    limit = {
        <display_triggers>
    } <triggers>
}
all none
happiness Checks the pop's happiness percentage
happiness < 90
pop none
is_half_species Check if scoped species is half species of specific/any species
is_half_species = <target/any>
species none
faction_approval Checks the scoped faction's approval percentage
faction_approval < 0.9
pop_faction none
has_designation Checks if the colony has a certain designation
has_designation = col_rural
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
colony_type Checks if the colony is of a certain type
colony_type = col_rural
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
last_building_changed Checks if the last building queued/unqueued/built/demolished/upgraded was the specified building
last_building_changed = building_capitol
planet none
empire_size Checks the empire's size
empire_size < 20
country ???
last_district_changed Checks if the last district queued/unqueued/built/demolished/upgraded was the specified district
last_district_changed = district_capitol
planet none
has_ring Checks if the planet has a planetary ring
has_ring = yes
planet none
is_moon Checks if the planet is the moon of another planet
is_moon = yes
planet none
opinion Checks the country's opinion of the target country
opinion = {
    who = <target>
    value = -70
}
country ???
ideal_planet_class Checks if the country's ideal planet class is a specific class
ideal_planet_class = pc_tundra
country none
ethos Checks the average ethics divergence on the planet
ethos < 0.4
planet none
distance Checks the ship/fleet/planet/leader/pop/system's galaxy map distance to target in absolute units
distance = {
    source = <target>
    min = 50
    max = 120
    type=<hyperlane/euclidean>
    uses_bypass=<yes/no>
    bypass_empire=<empire>
    min_jumps = 2
    max_jumps = 10
}
planet ship pop fleet galactic_object leader archaeological_site none
is_pirate Checks if the country is a pirate country
is_pirate = yes
country none
planet_size Checks the planet's size
planet_size < 20
planet ???
gender Checks the leader's gender
gender = female
leader ???
any_planet_within_border Checks if any planets within the country's borders meet the specified criteria
any_planet_within_border = { <triggers> }
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_owned_ship Checks if any of the country's ships meet the specified criteria
any_owned_ship = { <triggers> }
country fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_ship Checks if any ships in the game meet the specified criteria
any_ship = { <triggers> }
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
pop_has_ethic Checks if the pop has a specific ethos
pop_has_ethic = ethic_fanatic_xenophile
pop none
pop_has_trait Checks if the pop has a specific trait
pop_has_trait = trait_decadent
pop none
has_observation_outpost Checks if the planet has an observation post
has_observation_outpost = yes
planet none
starting_system Checks if the system is the starting system for any country
starting_system = yes
galactic_object none
graphical_culture Checks if the country has specific graphical culture
graphical_culture = fungoid_01
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
vassals Checks the country's number of vassals
vassals > 0
country ???
exists Checks if a target scope exists
exists = <target>
all ???
has_edict Checks if the country has a specific edict enabled
has_edict = crystal_sonar
country ???
is_designable Checks if the scoped ship design, ship or fleet (all ships) has a designable ship size.
is_designable = yes
ship fleet design none
is_in_cluster Checks if the planet/system belongs to a specific spawning cluster
is_in_cluster = resource_cluster_3
planet galactic_object ???
any_moon Checks if any of the planet's moons meet the specified criteria
any_moon = { <triggers> }
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_empires Checks the number of regular empires in the galaxy
num_empires > 3
country none
leader_class Checks if the leader is of a specific class
leader_class = scientist
leader THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
observation_outpost_owner Checks if the planet's observation post's owner meets the specified criteria
observation_outpost_owner = { <triggers> }
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
observation_outpost Checks if the planet's observation post meets the specified criteria
observation_outpost = { <triggers> }
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_deposit Checks if the planet has any, or a specific, deposit
has_deposit = yes
has_deposit = d_immense_engineering_deposit
planet deposit none
is_same_value Checks if the current scope and the target scope are the same thing
is_same_value = <target>
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_pop_faction_flag Checks if the pop faction has a specific flag
has_pop_faction_flag = <flag>
pop pop_faction none
num_communications Checks the country's number of established communications
num_communications > 3
country none
last_changed_policy Checks if the last policy changed by the country was a specific policy
last_changed_policy = slavery
country ???
is_species Checks if the pop/country's founder species is of a specific pre-defined species
is_species = ROBOT_POP_SPECIES_2
pop leader species THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
last_increased_tech Checks if the country's last researched technology was a specific tech
last_increased_tech = tech_gene_expressions
country ???
any_war Checks if any wars meet the specified criteria
any_war = { <triggers> }
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_defender Checks if any of the defenders in the war meet the specified criteria
any_defender = { <triggers> }
war THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_attacker Checks if any attackers in the war meet the specified criteria
any_attacker = { <triggers> }
war THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
original_owner Checks if the planet is still owned by its first colonizer
original owner = yes
planet none
tech_unlocked_ratio Checks the relative amount of already-researched tech between the country and target country
tech_unlocked_ratio = {
    who = <target>
    ratio = 0.4
}
country ???
can_colonize Checks if the planet can be colonized by target country
can_colonize = {
    who = <target>
    status = yes
}
planet none
has_special_project Checks if the country has a specific special project available
has_special_project = EMERGENCY_BUOY_PROJECT
country none
is_subspecies Checks if the pop/country/species is a subspecies of the target pop/country/species
is_subspecies = <target>
country pop species THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_valid Checks to see if target scope is valid for the country/planet/army
is_valid = <target>
planet country army ???
check_pop_faction_parameter Checks if one of the faction's parameters is the same as target scope
check_pop_faction_parameter = {
    which = <parameter>
    value = <target>
}
pop_faction none
is_robot_pop Checks if the pop is a robot
is_robot_pop = yes
pop none
num_fallen_empires Checks the number of fallen empires in the galaxy
num_fallen_empires > 3
country none
is_preferred_weapons Checks if the country's AI prefers weapons using this component tag
is_preferred_weapons = weapon_type_energy
country none
has_access_fleet Checks if the system is accessible to the target country with construction vessels
has_access_construction = <target>
galactic_object ???
is_point_of_interest Checks if the planet/country/ship/system/ambient object has a specific point of interest for a specific event chain for a specific country
is_point_of_interest = {
    id = <id>
    event_chain = <event_chain>
    owner = <target>
}
planet country ship galactic_object ambient_object ???
terraformed_by Checks if planet is terraformed by country. planet none
has_megastructure Checks if a country or star has a mega structure. country galactic_object none
recently_lost_war Checks if the country is at war
is_at_war = yes
country none
count_diplo_ties Checks the number of diplomatic in the scope that fulfill the specified criteria
count_countries = {
    limit = { <triggers> }
    count < 6
}
country none
has_research_agreement Checks if two countries have a research agreement. country none
has_tributary Checks if two countries have a research agreement. country none
upgrade_days_left Checks a mega structure amount of upgrade days left.
upgrade_days_left > 360
megastructure none
has_any_megastructure Checks if the scope has a megastructure
has_any_megastructure = yes
planet galactic_object none
former_living_standard_type Compares the former living standard type with the given one.
former_living_standard_type = living_standard_normal
pop none
former_citizenship_type Compares the former citizenship type with the given one.
former_citizenship_type = citizenship_full
pop none
former_military_service_type Compares the former military service type with the given one.
former_military_service_type = military_service_full
pop none
former_slavery_type Compares the former slavery type with the given one.
former_slavery_type = slavery_normal
pop none
former_purge_type Compares the former purge type with the given one.
former_purge_type = purge_normal
pop none
former_population_control_type Compares the former population control type with the given one.
former_population_control_type = population_control_yes
pop none
former_migration_control_type Compares the former migration control type with the given one.
former_migration_control_type = migration_control_yes
pop none
is_alliance_fleet Checks if the scoped fleet is an alliance fleet.
is_alliance_fleet = <yes/no>
fleet none
is_researching_special_project Checks if the country is currently researching a specific special project
is_researching_special_project = special_project_name
country leader none
last_activated_relic Checks if the specified relic was the last activated one
last_activated_relic = <relic_key>
country none
any_system_planet Checks if any planet in the system meets the specified criteria
any_planet = { <triggers> }
galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_scope_type Checks currently in the specified scope. Valid tokens are: none, megastructure, planet, country, ship, pop, fleet, galactic_object, leader, army, ambient_object, species, design,pop_faction, war, alliance, starbase,deposit,observer, sector.
is_scope_type = fleet
all none
has_unlocked_all_traditions Checks if the country has unlocked all traditions
has_unlocked_all_traditions = yes/no
country ???
has_potential_claims Checks if the country has any potential claims they can make.
has_potential_claims = yes/no
country ???
and all inside trigger must be true all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
or At least one entry inside the trigger must be true all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
not An inverted trigger all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_planet Checks if any planet ANYWHERE meets the specified criteria
any_planet = { <triggers> }
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_star Checks if the planet is a star
is_star = yes
planet none
is_asteroid Checks if the planet is an asteroid
is_asteroid = yes
planet none
species_portrait Checks if the species (or pop/empire's dominant species) uses a certain portrait
species_portrait = rep13
country pop species none
is_neutral_to Checks if the country has a neutral attitude towards target country
is_neutral_to = <target>
country none
trust Checks the country's trust of the target country
trust = { who = <target> value = 50 }
country ???
hidden_trigger Hides the tooltip for the triggers within
hidden_trigger = { <triggers> }
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_district Checks if the planet has any, or a specific, district
has_district = yes
has_district = district_mining
planet none
free_district_slots Checks the planet's number of slots available for new constructions
free_district_slots > 2
planet ???
has_owner Checks if the planet/system is colonized
has_owner = yes
planet galactic_object none
any_owned_planet Checks if any of the country's owned planets meet the specified criteria
any_owned_planet = { <triggers> }
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
free_housing Checks the planet's available housing
free_housing > 5
planet ???
any_controlled_planet Checks if any of the country's controlled planets meet the specified criteria
any_controlled_planet = { <triggers> }
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_ai Checks if the country is played by the AI
is_ai = no
country none
always Sets trigger to be either always true or false
always = yes
all none
has_trait Checks if a pop/leader/species/country's dominant species has a certain trait
has_trait = leader_trait_carefree
country pop leader species none
has_ethic Checks if a country has a certain ethos
has_ethic = ethic_fanatic_pacifist
country pop none
is_owned_by Checks if the planet/system/army/ship is owned by the target country
is_owned_by = <target>
planet ship galactic_object army THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
pop_can_live_on_planet Checks if the pop's species is allowed to live on its planet
pop_can_live_on_planet = yes
pop none
days_passed Checks the number of in-game days passed since the 2200.1.1 start
days_passed < 15
all none
free_amenities Checks the planet's available amenities
free_amenities > 5
planet ???
has_deficit Checks if the country has a deficit of the defined resource
has_deficit = minerals
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_commercial_pact Check if the country has a commercial pact with target country
has_commercial_pact = <target>
country none
is_being_assimilated Checks if the pop is being purged
is_being_assimilated = yes
pop none
num_guaranteed_colonies Checks the number of guaranteed colonies defined in setup
num_guaranteed_colonies > 1
all none
num_owned_relics Checks the number of relics owned by the scoped country
num_owned_relics > 1
country none
has_branch_office Check if the planet has a branch office owned by target country/any country/no country
has_branch_office = <target/yes/no>
planet none
is_same_species checks if the scoped object is of the same species as another object
is_same_species = <target>
country ship pop leader army species THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_criminal_syndicate Checks if the country is a criminal syndicate
is_criminal_syndicate = yes
country none
is_blocker Checks if scoped deposit is a blocker-type
is_blocker = yes
deposit none
is_same_empire Checks if the country is the same as another, target country
is_same_empire = <target>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
free_branch_office_building_slots Checks the planet's number of branch office slots available for new constructions
free_building_slots > 2
planet ???
branch_office_value Checks the planet's branch officevalue
branch_office_value = {
    who = <target>
    value > 10
}
planet ???
free_jobs Checks the number of jobs compared to pops on the planet
free_jobs > 12
planet none
is_planet_class Checks if the planet is of a certain class
is_planet_class = pc_tundra
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_strategic_resource Checks if the planet has any strategic resource
has_strategic_resource = yes
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_star_class Checks if the system/planet(star) is of a certain class
is_star_class = sc_black_hole
planet galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_technology Checks if the country has a technology (of at least a specific level)
has_technology = tech_spaceport_4
country none
any_fleet_in_orbit Checks if any fleet in orbit of the planet meet the specified criteria
any_fleet_in_orbit = { <triggers> }
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
planet_devastation Checks the planet's devastation
planet_devastation > 10
planet ???
is_pop_category Checks if the pop has the chosen pop category
is_pop_category = <key>
pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
won_the_game Checks if scoped country won the game
won_the_game = yes
country none
planet_stability Compares the stability present on the planet with the given value
planet_stability > 50
planet none
perc_communications_with_playable Checks the country's percentage of communications with playable empires
num_communications > 3
country none
planet_crime Compares the crime present on the planet with the given value
planet_crime > 50
planet none
has_job Checks if the pop has a specific job, or any job if set to yes
has_job = <key/yes>
pop none
has_planet_modifier Checks if the planet has a specific planet modifier
has_planet_modifier = pm_titanic_life
planet none
is_deposit_type Checks if deposit is specified type
is_deposit_type = d_immense_engineering_deposit
deposit none
has_built_species Checks if country has a built species defined
has_built_species = yes/no
country ???
num_buildings Checks the number the planet has of any, or a specific, building
num_buildings = {
    type = <key/any>
    value > 2
}
planet none
num_districts Checks the number the planet has of any, or a specific, district
num_districts = {
    type = <key/any>
    value > 2
}
planet none
num_free_districts Checks the number of available slots the planet has of any, or a specific, district
num_free_districts = {
    type = <key/any>
    value > 2
}
planet none
has_planet_flag Checks if the planet has a specific flag
has_planet_flag = <flag>
planet none
has_country_flag Checks if the empire has a specific flag
has_country_flag = <flag>
country none
has_fleet_flag Checks if the fleet has a specific flag
has_fleet_flag = <flag>
fleet none
has_ship_flag Checks if the ship has a specific flag
ships_flag = <flag>
ship none
is_ship_class Checks if the ship/fleet/design is a specific class
is_ship_class = shipclass_colonizer
ship fleet design none
is_ship_size Checks if the ship/fleet/design is a specific ship size
is_ship_size = mining_station
ship fleet design none
is_capital Checks if the planet is its owner's capital
is_capital = yes
planet none
has_ground_combat Checks if ground combat is taking place on the planet
has_ground_combat = yes
planet none
is_at_war Checks if the country is at war
is_at_war = yes
country none
num_owned_planets Checks the country's number of owned planets
num_owned_planets < 8
country none
has_government Checks if the country has a specific government type
has_government = despotic_hegemony
country none
num_pops Checks the number of pops on the planet/country/pop faction
num_pops > 12
planet country pop_faction none
is_primitive Checks if the country is a primitive, pre-FTL civilization
is_primitive = yes
country none
is_archetype Checks if species has specified archetype:
is_archetype = PRESAPIENT
species none
is_inside_nebula checks if the planet/ship/fleet/system is inside a nebula
is_inside_nebula = yes
planet ship fleet galactic_object none
is_in_frontier_space checks if the planet/ship/fleet/system is in frontier space
is_in_frontier_space = yes
planet ship fleet galactic_object none
is_inside_border Checks if the planet/ship/fleet/system is inside the borders of the target country
is_inside_border = <target>
planet ship fleet galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_country Iterate through all countries
any_country = {
    <triggers>
    <count=<num/all>>
}
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_pop Checks if any of the planet/species/pop faction pops meet the specified criteria
any_pop = { <triggers> }
planet species pop_faction THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_overlord Checks if the country is the overlord of any subject countries
is_overlord = yes
country none
is_at_war_with Checks if the country is at war with the target country
is_at_war_with = <target>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
their_opinion Checks target country's opinion value of the current country
their_opinion = { who = <target> value > 25 }
country ???
is_same_species_class Checks if the pop/country is of the same species class as another pop/country
is_same_species_class = <target>
country pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_federation Checks if the country is in a federation
has_federation = yes
country none
is_colonizable Checks if the planet can theoretically be colonized
is_colonizable = yes
planet none
has_level Checks if the leader has a specific experience level
has_level > 2
leader ???
num_minerals Checks the planet's total amount of minerals
num_minerals < 20
planet none
num_physics Checks the planet's total amount of physics research
num_physics = 8
planet none
num_society Checks the planet's total amount of society research
num_society > 8
planet none
num_engineering Checks the planet's total amount of engineering research
num_engineering < 8
planet none
num_modifiers Checks the planet's number of modifiers
num_modifiers < 3
planet none
has_any_strategic_resource Checks if the planet has any strategic resource
has_any_strategic_resource = yes
planet none
has_pop_flag Checks if the pop has a specific flag
has_pop_flag = <flag>
pop none
is_occupied_flag Checks if the planet is under military occupation
is_occupied_flag = yes
planet none
is_damaged Checks if the ship is damaged
is_damaged = yes
ship none
has_hp Checks the ship's hull points
has_hp > 200
ship none
is_surveyed Checks if the planet/system has been survey by target country
is_surveyed = { who = <target> status = yes }
planet galactic_object none
has_global_flag Checks if a Global Flag has been set
has_global_flag = <flag>
all none
check_variable Checks a variable for the country/leader/planet/system/fleet
check_variable = { which = <variable> value < 4 }
planet country fleet galactic_object leader none
is_colony Checks if the planet is colonized
is_colony = yes
planet none
habitability Checks the planet's habitability (0 to 1) for target pop/species
habitability = { who = <target> value = 0.6 }
planet none
has_building Checks if the planet has any, or a specific, building
has_building = yes
has_building = building_capital_3
planet none
is_controlled_by Checks if the planet is controlled by the target country
is_controlled_by = <target>
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_terraformed Checks if the planet has ever been terraformed
is_terraformed = yes
planet none
is_terraforming Checks if the planet is currently being terraformed
is_terraforming = yes
planet none
is_federation_leader Checks if the country is the leader of their federation
is_federation_leader = yes
country none
has_star_flag Checks if the solar system has a specific flag
has_star_flag = <flag>
galactic_object none
has_mining_station Checks if the planet has an orbital mining station
has_mining_station = yes
planet none
has_research_station Checks if the planet has an orbital researc station
has_research_station = yes
planet none
any_research_station Checks if the planet's orbital research station meets the specified criteria
any_research_station = { <triggers> }
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_mining_station Checks if the planet's orbital mining station meets the specified criteria
any_mining_station = { <triggers> }
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
army_type Checks the army's type
army_type = assault_army
army none
has_army Checks if the planet has an army
has_army = yes
planet none
is_advisor_active checks if a country has an advisor country none
count_pops Checks the number of pops in the scope that fulfill the specified criteria
count_pops = {
    limit = { <triggers> }
    count < 6
}
planet species pop_faction none
is_enslaved Checks if the pop is a slave
is_enslaved = yes
pop none
is_being_purged Checks if the pop is being purged
is_being_purged = yes
pop none
income Checks the country's monthly energy credit income
income < 90
country none
expenses Checks the country's monthly energy credit expenses
expenses > 28
country none
produced_energy Checks the country's gross amount of produced energy credits
produced_energy < 100
country none
num_uncleared_blockers Checks the planet's total amount of uncleared blockers
num_uncleared_blockers > 3
planet none
local_human_species_class Checks if local humans founder species is a specific species class
is_species_class = MAM
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
trade_income Checks the country's energy credits income from trade for the previous month
trade_income < 30
country none
trade_expenses Checks the country's energy credits expenses from trade for the previous month
trade_expenses < 30
country none
ship_maintenance Checks the country's total ship maintenance expenses for the previous month, in energy credits
ship_maintenance < 226
country none
army_maintenance Checks the country's total army maintenance expenses for the previous month, in energy credits
army_maintenance > 226
country none
colony_maintenance Checks the country's total colony maintenance expenses for the previous month, in energy credits
colony_maintenance > 25
country none
station_maintenance Checks the country's total orbital station maintenance expenses for the previous month, in energy credits
station_maintenance > 126
country none
construction_expenses Checks the country's construction expenses for the previous month
construction_expenses > 290
country none
federation_expenses Checks the country's federation expenses for the previous month
federation_expenses < 1000
country none
has_anomaly Checks if the planet has an anomaly
has_anomaly = yes
planet none
stored_physics_points Checks the country's amount of stored physics research
stored_physics_points
country none
stored_society_points Checks the country's amount of stored society research
stored_society_points
country none
stored_engineering_points Checks the country's amount of stored engineering research
stored_engineering_points
country none
balance Checks the country's energy credit balance
balance < 39
country none
running_balance Checks the country's running energy credit balance
running_balance > 61
country none
is_planet Checks if the planet is the same as target planet
is_planet = <target>
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_pop Checks if the pop is the same as target pop
is_pop = <target>
pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_ship Checks if the ship is the same as target ship
is_ship = <target>
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_army Checks if the army is the same as target army
is_army = <target>
army THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_country Checks if the country is the same as target country
is_country = <target>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_tutorial_level Checks the country's tutorial level (0 off, 1 limited, 2 full)
is_tutorial_level = 0
country none
is_multiplayer Checks if the game is running in multiplayer
is_multiplayer = yes
all none
has_event_chain Checks if the country has a specific event chain
has_event_chain = old_gods_chain
country none
is_species_class Checks if the pop/country's founder species is a specific species class
is_species_class = MAM
country pop species THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_opinion_modifier Checks if the country has a specific opinion modifier towards target country or anyone
has_opinion_modifier = {
    who = <target (optional)>
    modifier = encroaching_colony
    is_reverse = no
}
country none
has_established_contact Checks if the country has established contact with target country
has_established_contact = <target>
country none
has_completed_event_chain_counter Checks if the country has completed a specific counter in an event chain
has_completed_event_chain_counter = {
    event_chain = amoebas_2_chain
    counter = amoebas_slaughtered
}
country none
has_planet_class Checks if the system has planet of specific class
has_planet_class = pc_tundra
galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_disabled Checks if the ship/fleet is disabled
is_disabled = yes
ship fleet ???
has_existing_ship_design Checks if the country has a specific ship design available country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_resource Checks if the planet has a specific amount of a specific resource
has_resource = {
    type = minerals
    amount < 5
}
has_resource = no
planet country deposit ???
has_building_construction Checks if the planet has any, or a specific, ongoing building construction
has_building_construction = yes
has_building_construction = building_capital_3
planet none
any_deposit Checks if any deposits on the planet meet the criteria
any_deposit = { <triggers> }
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
free_building_slots Checks the planet's number of slots available for new constructions
free_building_slots > 2
planet ???
has_relation_flag Checks if the country has a relation flag towards target country
has_relation_flag = {
    who = <target>
    flag = <flag>
}
country ???
reverse_has_relation_flag Checks if the target country has a relation flag towards the country
reverse_has_relation_flag = {
    who = <target>
    flag = <flag>
}
country ???
has_moon Checks if the planet has a moon
has_moon = yes
planet none
num_moons Checks the planet's number of moons
num_moons < 4
planet none
is_sapient Checks if the pop is sapient
is_sapient = no
pop species none
is_preventing_anomaly Checks if the planet is prevented from generating anomalies
is_preventing_anomaly = yes
planet ???
has_deposit_for Checks if the planet has a deposit for a specific ship class
has_deposit_for = shipclass_mining_station
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
colony_age Checks the planet's (colony's) age in months
colony_age > 12
planet none
is_bottleneck_system Checks if the system is bottleneck within the range NDefines::NGameplay::SYSTEM_BOTTLENECK_RADIUSis_bottleneck_system = yes galactic_object ???
is_rim_system Checks if the system is on the galactic rim
is_rim_system = yes
galactic_object ???
any_rim_system Iterate through all rim systems
any_rim_system = {
    <triggers>
    <count=<num/all>>
}
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_country_type Checks if the country is a specific type
is_country_type = fallen_empire
country none
has_modifier Checks if the country/planet/pop/system has a certain modifier
has_modifier = <modifier>
planet country ship pop galactic_object pop_faction none
any_ship_in_system Checks if any ships in the system meet the specified criteria
any_ship_in_system = { <triggers> }
galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
mission_progress Checks if the observation post has achieved specific progress in a mission
mission_progress > 0.7
fleet none
num_ethics Checks the country/pop's number of ethics
num_ethics = 3
country pop none
num_traits Checks the country/pop/leader/species' number of traits
num_traits < 3
country pop leader species none
has_truce Checks if the country has a truce with target country
has_truce = <target>
country none
is_ringworld Checks if the planet is a ringworld
is_ringworld = yes
planet none
member_of_faction Checks if the pop belongs to any, or a specific, faction
member_of_faction = no
pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
support Checks the faction's support level
 support > 0.5
pop_faction none
is_ideal_planet_class Checks if the planet is of the ideal class for target country
is_ideal_planet_class = {
    who = <target>
    status = yes
}
planet none
is_pop_faction_type Checks the faction's type
is_pop_faction_type = malcontent_slaves
pop_faction THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
intel_level Checks the country's intel level of target system
intel_level = {
    level > low
    system = <target>
}
country none
is_researching_area Checks the scientist's field of research
is_researching_area = society
leader THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_owned_leader Checks if any of the country's leaders meet the specified criteria
any_owned_leader = { <triggers> }
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_owned_pop Iterate through all owned pops
any_owned_pop = {
    <count=<num/all>>
    <triggers>
}
planet country pop_faction THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_faction Checks if the country has any instance of target faction type
has_faction = planet_separatists
country none
count_owned_pops Count the number of owned pops in the country that fulfill the specified criteria
count_owned_pops = {
    limit = { <triggers> }
    count > 12
}
planet country pop_faction none
can_declare_war Checks if the country can declare war against target country
can_declare_war = {
}
country ???
is_hostile Checks if the country is hostile towards target country
is_hostile = <target>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_communications Checks if the country has established communications with target country
has_communications = <target>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_country_resource Checks the country's amount of a specific stored resource
has_country_resource = {
    type = minerals
    amount > 99
}
country ???
has_leader_flag Checks if the leader has a specific flag
has_leader_flag = <flag>
leader none
num_killed_ships Checks how many of target country's ships that the country has destroyed
num_killed_ships = {
    target = <target>
    value > 5
}
country ???
num_taken_planets Checks how many planets the country has taken from target country
num_taken_planets = {
    target = <target>
    value > 1
}
country ???
count_ships Checks the number of ships in the galaxy that meet the specified criteria
count_ships = {
    limit = { <triggers> }
    count < 20
}
all ???
count_owned_ships Checks the country's number of ships that meet the specified criteria
count_owned_ships = {
    limit = { <triggers> }
    count < 20
}
country ???
leader_of_faction Checks if the leader is the leader of a faction
leader_of_faction = yes
leader THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_scope_valid Checks if the current scope is valid
is_scope_valid = yes
all none
opposing_ethics_divergence Checks how far removed the country/pop's ethos is from target's
opposing_ethics_divergence = {
    steps > 1
    who = <target>
}
country pop ???
is_war_leader Checks if the country leads in a war
is_war_leader = yes
country pop_faction none
is_in_federation_with Checks if the country is in a federation with target country
is_in_federation_with = <target>
country none
can_change_policy Checks if the country can change a specific policy
can_change_policy = slavery_not_allowed
country ???
count_pop_factions Checks the country's number of factions that meet the criteria
count_pop_factions = {
    limit = { <triggers> }
    count < 2
}
country none
is_ironman Check if current game is running in ironman mode
is_ironman = yes
all none
has_monthly_income Checks the country's monthly income of a specific resource
has_monthly_income = {
    resource = engineering_research
    value < 20
}
country ???
else Evaluates the triggers if the display_triggers of preceding 'if' or 'else_if' is not met
if = {
    limit = { <display_triggers> }
    <triggers>
}
else = { <triggers> }
all none
has_policy_flag Checks if the country has a specific policy
has_policy_flag = slavery_not_allowed
country none
count_deposits Checks the number of deposits on the tile/planet that meet the specified criteria
count_deposits = {
    limit = { <triggers> }
    count < 2
}
planet ???
has_tech_option Checks if the country has a tech research option currently available
has_tech_option = tech_mining_network_2
country none
count_tech_options Checks the country's number available tech research options in a specific field
count_tech_options = {
    area = physics
    count > 0
}
country ???
has_point_of_interest Checks if the scoped country has a specific point of interest in its situation log
has_point_of_interest = { poi = <id> }
planet country ship fleet galactic_object ambient_object ???
is_being_repaired Checks if the ship/fleet is being repaired
is_being_repaired = yes
ship fleet none
any_ambient_object Checks if any ambient objects in the game meet the specified criteria
any_ambient_object = { <triggers> }
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_system_ambient_object Checks if any ambient objects in the system meet the specified criteria
any_system_ambient_object = { <triggers> }
galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_ambient_object_flag Checks if the ambient object has a specific flag
has_ambient_object_flag = <flag>
ambient_object none
any_bordering_country Iterate through all bordering countries of a system
any_bordering_country = {
    <triggers>
    <count=<num/all>>
}
galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
galaxy_percentage Checks if the country has a specific percentage (0.00-1.00) of the galaxy within its borders
galaxy_percentage > 0.40
country ???
custom_tooltip_fail Shows custom text only when the associated trigger fails
custom_tooltip_fail = {
}
all none
count_armies Checks the number of armies on/in the planet/country that meet the specified criteria
count_armies = {
    limit = { <triggers> }
    count < 12
}
planet country none
is_in_combat Checks if the ship/fleet is engaged in combat
is_in_combat = yes
ship fleet none
any_member Checks if any members of the alliance meet the specified criteria
any_member = { <triggers> }
alliance THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_guaranteeing Checks if the country is guaranteeing the independence of target country
is_guaranteeing = <target>
country none
is_war_participant Checks if target country is participating in the war on the specified side
is_war_participant = { who = <target> side = <target> }
war none
is_homeworld Checks if the planet is its owner's homeworld
is_homeworld = yes
planet none
is_friendly_to Checks if the country has a friendly attitude towards target country
is_friendly_to = <target>
country none
is_hostile_to Checks if the country has a hostile attitude towards target country
is_hostile_to = <target>
country none
is_protective_to Checks if the country has a protective attitude towards target country
is_protective_to = <target>
country none
is_threatened_to Checks if the country has a threatened attitude towards target country
is_threatened_to = <target>
country none
years_passed Checks the number of in-game years passed since the 2200 start
years_passed < 150
all none
mid_game_years_passed Checks the number of in-game years passed since the mid-game start date
mid_game_years_passed >= 50
all none
end_game_years_passed Checks the number of in-game years passed since the end-game start date
end_game_years_passed >= 50
all none
is_dismissive_to Checks if the country has a dismissive attitude towards target country
is_dismissive_to = <target>
country none
is_patronizing_to Checks if the country has a patronizing attitude towards target country
is_patronizing_to = <target>
country none
is_angry_to Checks if the country has an angry attitude towards target country
is_angry_to = <target>
country none
is_neighbor_of Checks if the country/planet is neighbors with target country
is_neighbor_of = <target>
planet country ship fleet galactic_object none
is_rival Checks if the country has a rival attitude towards target country
is_rival = <target>
country none
is_unfriendly_to Checks if the country has an unfriendly attitude towards target country
is_unfriendly_to = <target>
country none
is_loyal_to Checks if the country has a loyal attitude towards target country
is_loyal_to = <target>
country none
is_disloyal_to Checks if the country has a disloyal attitude towards target country
is_disloyal_to = <target>
country none
is_cordial_to Checks if the country has a cordial attitude towards target country
is_cordial_to = <target>
country none
is_domineering_to Checks if the country has a domineering attitude towards target country
is_domineering_to = <target>
country none
fleet_power Checks the scope's total fleet power
fleet_power > 2500
country fleet none
has_election_type Checks if the country has a specific election type
has_election_type = oligarchic
country none
has_ai_personality Checks if an AI empire has a certain personality type
has_ai_personality = fanatic_befrienders
country none
has_ai_personality_behaviour Checks if a country has a certain AI personality behavior
has_ai_personality_behaviour = slaver
country none
has_valid_ai_personality Checks if the country has a valid AI personality
has_valid_ai_personality = yes
country none
has_migration_access Checks if the country has migration access to target country
has_migration_access = <target>
country none
logged_in_to_pdx_account 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 all ???
would_join_war Checks if the country would join the side of target country in a hypothetical war
would_join_war = {
    attacker = <target>
    defender = <target>
    side = <target>
}
country none
can_be_subject Checks if the country can be a subject of a specific type under target country
can_be_subject = {
    subject_type = tributary
    overlord = <target>
}
country ???
count_war_participants Checks the number of participants in the war on a specific side that meet the specified criteria
count_war_participants = {
    limit = { <triggers> }
    side = target
    count < 4
}
war none
count_potential_war_participants Checks the amount of potential war participants in a specific war that meet the specified criteria
count_potential_war_participants = {
    limit = { <triggers> }
    attacker = <target>
    defender = <target>
    side = <target>
    count > 2
}
all none
has_skill Checks if the leader has a specific experience level
has_skill > 2
leader none
has_experience Checks if the leader has a specific amount of experience
has_experience < 900
leader none
any_neighbor_system Checks if any of the system's neighboring systems meet the specified criteria
any_neighbor_system = {
    ignore_hyperlanes = <yes/no>
    <triggers>
}
galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_under_colonization Checks if the planet is being colonized
is_under_colonization = yes
planet none
has_colony_progress Checks the planet's progress towards completing colonization
has_colony_progress > 20
planet none
distance_to_empire Checks the ship/fleet/planet/system's galaxy map distance to target empire
distance = {
    who = <target>
    distance = x
}
planet ship fleet galactic_object none
is_unemployed Checks if the pop is unemployed
is_unemployed = yes
pop none
years_of_peace Checks the number of in-game years country has been at peace, with optional parameter to delay from start of game
years_of_peace = {
    value > 10
    delay = 0
}
country none
is_within_borders_of Checks if the planet/system is within the borders of the target country
is_within_borders_of = <target>
planet galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_marauder_empires_to_spawn Checks the number of marauder empires specified by the galaxy setup
num_marauder_empires_to_spawn > 1
all none
has_species_flag Checks if the species has a specific flag
has_species_flag = <flag>
species none
has_auto_move_target Checks if the fleet/ship has an active auto-move target set
has_auto_move_target = yes
ship fleet none
count_system_ships Checks the system's number of ships that meet the specified criteria
count_system_ships = {
    limit = { <triggers> }
    count < 20
}
galactic_object ???
count_starbase_modules Checks the number of starbase modules that are of the specified type
count_starbase_modules = {
    type = anchorage
    count < 12
}
starbase none
is_belligerent_to Checks if the country has a belligerent attitude towards target country
is_belligerent_to = <target>
country none
is_imperious_to Checks if the country has a imperious attitude towards target country
is_imperious_to = <target>
country none
is_arrogant_to Checks if the country has a arrogant attitude towards target country
is_arrogant_to = <target>
country none
has_association_status Check if the country has federation association status with target country
has_association_status = <target>
country none
is_original_owner Checks if the target country is the planet's original owner
is_original_owner = <target>
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
can_work_job Checks if the pop can work a job
can_work_job = yes
pop none
subject_can_diplomacy Checks if the country is allowed by its overlord to take diplomatic action towards target country
subject_can_diplomacy = <target>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_surveyed_class Checks if the country has surveyed any planet of a specific class
has_surveyed_class = pc_tundra
country none
fleet_size Checks the fleet's fleet size
fleet_size < 125
fleet none
host_has_dlc Checks if the host has a specific DLC enabled all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
local_has_dlc Checks if the local player has a specific DLC enabled all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_rare_techs Checks the country's number of researched rare technologies
num_rare_techs < 4
country none
has_mandate Checks if the leader has any, or a specific, mandate
has_mandate = no
has_mandate = mandate_shipwright
leader THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
nor An inverted OR trigger all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
nand An inverted AND trigger all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_energy Checks the planet's total amount of energy
num_energy > 19
planet none
num_armies Checks the country's number of armies
num_armies < 20
country ???
has_war_goal Checks if a war goal is set.
has_war_goal = yes
all ???
max_naval_capacity Checks the country's max naval capacity in absolute numbers
max_naval_capacity > 120
country none
used_naval_capacity_integer Checks the country's used naval capacity in absolute numbers
used_naval_capacity_integer < 89
country none
used_naval_capacity_percent Checks the country's used naval capacity in relative terms (0.00-1.00)
used_naval_capacity_percent < 0.75
country none
war_begun_num_fleets_gone_mia Checks amount of target country's fleets that went MIA when the war began
war_begun_num_fleets_gone_mia = { who = <target> value < 10 }
war none
custom_tooltip_success Shows custom text only when the associated trigger passes
custom_tooltip_success = {
}
all none
has_active_event Checks if country has active events:
has_active_event = {
}
country none
success_text For 'desc={trigger={' use. Shows custom text when the associated trigger passes.
success_text = {
}
all none
fail_text For 'desc={trigger={' use. Shows custom text when the associated trigger fails.
fail_text = {
}
all none
is_subject_type Checks if the country is a specific type of subject
is_subject_type = vassal
country none
has_defensive_pact Checks if the country has a defensive pact with target country
has_defensive_pact = <target>
country none
calc_true_if Returns true if the specified number of sub-triggers return true
calc_true_if = { amount = 2 <trigger> <trigger> <trigger> }
all none
is_researching_technology Checks if the country is currently researching a specific technology
is_researching_technology = tech_gene_seed_purification
country none
is_subject Checks if the country is a subject of any other country
is_subject = no
country none
any_subject Checks if any of the country's subject states meet the specified criteria
any_subject = { <triggers> }
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
log Prints a message to game.log for debugging purposes
log = <string>
planet country ship pop fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_enigmatic_to Checks if the country has a enigmatic attitude towards target country
is_enigmatic_to = <target>
country none
is_berserker_to Checks if the country has a berserker attitude towards target country
is_berserker_to = <target>
country none
has_same_ethos Checks if a country has the same ethos (complete set of ethics) as a country or pop
has_same_ethos = <target>
country pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_majority_species checks if a planet/country has a particular species as its dominant species planet pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_closed_borders Check if the country has closed its borders to target country
has_closed_borders = <target>
country none
is_difficulty Checks the game's difficulty level (0 normal, 1 hard, 2 insane)
is_difficulty = 2
all none
is_exact_same_species Checks if the scoped object is originally of the same species, or currently of the exact same species instance, as another object
is_exact_same_species = <target>
country ship pop leader army species THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
can_control_access_for Checks if the country is allowed to control target country's border access to the country
can_control_access_for = <target>
country none
is_overlord_to Checks if the country has an overlord attitude towards target country
is_overlord_to = <target>
country none
distance_to_core_percent Checks the ship/fleet/planet/leader/pop/system's distance to the galactic core in percent, where center = 0 and galactic rim = 100
distance_to_core_percent < 60
all ???
has_non_aggression_pact Check if the country has a non-aggression pact with target country
has_non_aggression_pact = <target>
country none
happiness_planet Checks the average happiness on the planet
happiness_planet < 60
planet none
count_fleet_ships Checks the number of ships in the fleet that meet the specified criteria
count_fleet_ships = {
    limit = { <triggers> }
    count > 15
}
fleet ???
pre_ruler_leader_class Checks the rulers previous leader class
pre_ruler_leader_class = scientist
leader THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_hp_percentage Checks a fleet or ship's hit points percentage
has_hp_percentage > 0.5
ship fleet none
can_join_factions Checks if scoped pop can join a faction pop ???
is_custodial_to Checks if the country has a custodial attitude towards target country
is_custodial_to = <target>
country none
has_valid_civic Checks if the current country has a certain civic and if its validated
has_valid_civic = my_test_civic_1
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_non_swapped_tradition Checks if a country has the given tradition and it is not swapped.
has_non_swapped_tradition = tr_my_santa_claus_tradition
country none
has_swapped_tradition Checks if a country has the given swapped tradition.
has_swapped_tradition = tr_my_santa_claus_tradition
country none
is_event_leader Checks if a leader is a special event leader (defined in create_leader)
is_event_leader = no
leader ???
is_crises_allowed Check if current game allows crises
is_crises_allowed = yes
all none
is_custom_capital_location Checks if the spatial object is its owner's custom capital location
is_custom_capital_location = yes
planet ship fleet galactic_object ???
resource_stockpile_compare Checks specific resource stockpile for the country scope:
resource_stockpile_compare = {
}
country ???
resource_income_compare Checks specific resource income value for the country scope:
resource_income_compare = {
}
country ???
pop_percentage Checks the percentage of pops in the scope that fulfill the specified criteria
pop_percentage = {
    limit = { <triggers> }
    percentage > 0.74
}
planet country pop_faction none
num_species Checks if the number of species on a planet, in an empire or in a pop faction is according to the argument. Does not count genetically modified species as unique.
num_species > 8
planet country pop_faction none
num_unique_species Checks if the number of species on a planet, in an empire or in a pop faction is according to the argument. Counts genetically modified species as unique.
num_unique_species < 12
planet country pop_faction none
has_diplo_migration_treaty Checks if two countries have a migration treaty. country none
has_presence Checks if a system contains any fleets, stations, mega structures or colonized planets.
has_presence = yes
galactic_object none
is_megastructure_type Compares the type of scope's mega structure to a type from the database
is_megastructure_type = <name of type>
megastructure THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_upgrading Checks if the scope's fleet or mega structure is currently upgrading
is_upgrading = <yes/no>
megastructure fleet ???
relative_power Compares relative power between two countries.
relative_power = {
    who = <target country>
    category = <fleet/economy/technology/all>
    value ><= <pathetic/inferior/equivalent/superior/overwhelming>
}
country ???
has_tradition Checks if a country has the given tradition.
has_tradition = tr_my_santa_claus_tradition
country none
any_relation Iterate through all relations
any_relation = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_megastructure_flag Checks if the mega structure has a specific flag
has_megastructure_flag = <flag>
megastructure none
has_citizenship_type Checks if a species/pop/leader has a particular citizenship type in their country
has_citizenship_type = {
    country = <who>
    type = <type>
}
pop leader species none
has_population_control Checks if the pop is prevented from reproducing
has_population_control = yes
pop ???
has_migration_control Checks if the pop is prevented from migrating
has_migration_control = yes
pop ???
species_planet_slave_percentage Checks if a pop's planet has a specific percentage (0.00-1.00) of the same species enslaved
species_planet_slave_percentage > 0.40
pop ???
has_ascension_perk Checks if a country has the given ascension perk.
has_ascension_perk = ap_my_ascension_perk
country none
num_ascension_perks Compares the number of AP points the country has spent with the given value
num_ascension_perks > 7
country none
pop_produces_resource Checks if a pop is currently producing a particular resource
pop_produces_resource = {
    type = minerals
    amount < 5
}
pop ???
has_military_service_type Checks if a species/pop/leader has a particular military service type in their country
has_military_service_type = {
    country = <who>
    type = <type>
}
pop leader species none
has_purge_type Checks if a species/pop/leader has a particular purge type in their country
has_purge_type = {
    country = <who>
    type = <type>
}
pop leader species none
has_slavery_type Checks if a species/pop/leader has a particular slavery type in their country
has_slavery_type = {
    country = <who>
    type = <type>
}
pop leader species none
has_living_standard Checks if a species/pop/leader has a particular living standard in their country
has_living_standard = {
    country = <who>
    type = <type>
}
pop leader species none
count_planets Checks the planets in system that meet the criteria
count_planets = {
    limit = { <triggers> }
    count < 2
}
galactic_object none
num_ascension_perk_slots Compares the number of unlocked ascension perk slots of the scope with the given value
num_ascension_perks > 7
country none
is_fleet_idle Checks if the ship/fleet is idfle
is_fleet_idle = yes
ship fleet none
debug_break Trigger an assertion to stop the debugger when encountering this trigger; returns the value it is assigned
debug_break = yes
all ???
has_civic Checks if the current country has the specified civic
has_civic = my_test_civic_1
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_authority Checks if the current country has the specified government authority
has_government_authority = democratic
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_invalid_civic Checks if the current country has a certain civic and if its invalidated
has_invalid_civic = my_test_civic_1
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_colonization_control Checks if the pop is prevented from migrating
has_colonization_control = yes
pop species none
has_trade_route Checks if a system has trade route going through.
has_trade_route = <yes/no>
galactic_object none
trade_route_value Checks the trade value going through the system.
trade_route_value >=< 40
galactic_object none
trade_intercepted_percentage Checks the intercepted trade value ratio going through the system.
trade_intercepted_percentage >=< 40
galactic_object none
trade_intercepted_value Checks the intercepted trade value going through the system.
trade_intercepted_value >=< 40
galactic_object none
trade_protected_value Checks the protected trade value going through the system.
trade_protected_value >=< 40
galactic_object none
trade_protected_percentage Checks the protected trade value ratio going through the system.
trade_protected_percentage >=< 40
galactic_object none
num_trade_routes Counts the number trade routes in the empire.
num_trade_routes >=< 40
country none
count_species Counts the number of species in the scope that fulfill the specified criteria, not counting sub-species as unique.
count_species = {
    limit = { <triggers> }
    count > 4
}
planet country none
count_exact_species Counts the number of species in the scope that fulfill the specified criteria, counting sub-species as unique.
count_exact_species = {
    limit = { <triggers> }
    count > 4
}
planet country none
is_constructing Checks if the scoped construction ship is building the specified thing
is_constructing = megastructure
is_constructing = <megastructure type>
is_constructing = starbase
is_constructing = mining_station
is_constructing = research_station
is_constructing = observation_post
is_constructing = <ship class>
ship fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_ruler_trait Checks if a leader has a certain ruler trait, even if they are not currently ruler
has_ruler_trait = leader_trait_carefree
leader none
num_trait_points Checks the country/pop/leader/species' number of traits points spent
num_traits < 3
country pop leader species none
has_component Checks if a ship has a certain component
has_component = <component template key>
ship THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_notification_modifier Checks if a country has a certain notification modifier
has_notification_modifier = <key>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
pop_maintenance_cost Checks the maintenace costs of a pop
pop_maintenance_cost > 0
pop none
conditional_tooltip The enclosed trigger will be completely ignored if the condition in "trigger" isn't true. Useful to hide part of tooltips that are not relevant. all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_natural_wormhole Returns true if the scopes system contains at least one natural wormhole
has_natural_wormhole = yes
galactic_object none
has_claim Checks if the country has claims on the given country or system.
has_claim = <country|system>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_active_gateways Checks the number of active gateways in the galaxy
num_active_gateways < 3
all none
attacker_war_exhaustion Checks the war exhaustion of the war's attackers
attacker_exhaustion_score > 60
war ???
defender_war_exhaustion Checks the war exhaustion of the war's defenders
defender_war_exhaustion < 20
war ???
off_war_exhaustion_sum Checks the country's total war exhaustion for all offensive wars
off_war_exhaustion_sum < 10
country ???
def_war_exhaustion_sum Checks the country's total war exhaustion for all defemsove wars
def_war_exhaustion_sum > 75
country ???
has_starbase_module Checks if the starbase has a specific module
has_starbase_module = <starbase module>
starbase none
has_starbase_building Checks if the starbase has a specific building
has_starbase_building = <starbase building>
starbase none
has_starbase_size Compares the starbase ship size
has_starbase_size >= <starbase ship size>
starbase none
has_seen_any_bypass Checks the scoped country has ever encountered a bypass of a given type before
has_seen_any_bypass = bypass_type
country none
has_seen_specific_bypass Checks the scoped country has encountered a specific bypass before
has_seen_specific_bypass = ROOT
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
owns_any_bypass Checks if the scoped country controls any system containing a bypass of a specific type
owns_any_bypass = bypass_type
country ???
has_casus_belli Checks if the country has a valid casus belli (any casus belli or a specific one) on the given country.
 has_casus_belli = {
 }
country THIS
num_starbases Counts the number of starbases owned by the scoped country
num_starbases >= 1
country ???
num_owned_active_gateways Checks the number of active gateways owned by the scoped country
num_owned_active_gateways < 3
country none
using_war_goal Checks if a war has a specific war goal
using_war_goal = {
    type = <war goal>
    owner = <eventtarget, country>
}
war none
has_status Checks the current status of the scoped ship or fleet.
has_status = <colossus status> #charging/firing
ship fleet none
valid_planet_killer_target Checks if the scoped fleet can target the given planet with its planet killer weapon
valid_planet_killer_target = <planet>
fleet none
has_orbital_bombardment Checks whether a planet is under bombardment
has_orbital_bombardment = yes
planet none
has_orbital_bombardment_stance Checks to what degree the planet is being bombarded
has_orbital_bombardment_stance = selective
planet none
count_starbase_sizes Checks if the scoped country has a specified quantity of a starbase size
count_starbase_sizes = {
    count >= 2
}
country none
command_limit Checks the country's command limit
command_limit > 120
country none
has_hyperlane_to Checks if the system has a hyperlane connection to target system
has_hyperlane_to = <target>
galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_bridge Checks if a system has the bridge flag or not.
is_bridge = <yes/no>
galactic_object none
inverted_switch Switch case for a trigger treated as NOT.
inverted_switch = {
}
all ???
is_scope_set Checks if the scope is set for appropriate target
is_scope_set = <target>
planet country ship pop fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_primary_star Checks if the planet is the system's primary star
is_primary_star = yes
planet none
last_changed_species_rights_type Check if the last species rights type changed for the pop or leader is of type type
last_changed_species_rights_type = living_standard
last_changed_species_rights_type = citizenship
last_changed_species_rights_type = military_service
last_changed_species_rights_type = slavery
last_changed_species_rights_type = purge
last_changed_species_rights_type = colonization_control
last_changed_species_rights_type = population_control
last_changed_species_rights_type = migration_control
last_changed_species_rights_type = none
pop leader none
controlled_systems Checks the country's number of controlled systems
controlled_systems < 3
country none
exploitable_planets Checks the country has planets that are unexploited
exploitable_planets < 3
country none
controlled_colonizable Checks the country controls planets that are colonizable
controlled_colonizable > 0
country none
ai_colonize_plans Checks how many plans the AI have for colonization (lighter than controlled_colonizable for AI)
ai_colonize_plans > 0
country none
scientist_count Checks the countrys' number of scientists
scientist_count < 4
country none
has_ai_expansion_plan Checks if the country AI has any plans to expand
has_ai_expansion_plan = no
country none
is_on_market Checks if resource is enabled on the Galactic Market
is_on_market = <resource_name>
all none
highest_threat Checks the countrys' highest threat against it
highest_threat > 100
country none
has_rival Checks if the target country is the country's rival
has_rival = <target>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_overlord Checks if the target country is the country's overlord
has_overlordo = <target>
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_sector_type Checks if the sector has a specific type
has_sector_type = <sector type>
sector (unknown) none
num_sectors Counts the number of sectors owned by the scoped country
num_sectors >= 1
country none
has_deposit_category Checks if a deposit has specified category
has_deposit_category = <category key>
deposit none
has_relic Checks if the scoped country has the specified relic
has_relic = <relic_key>
country none
caravaneers_enabled Checks if Caravaneers are enabled in game setup all ???
is_site_last_die_result Compares the last dice roll.
is_last_die_result >= <int>
archaeological_site none
is_current_stage_difficulty Compares the current stage difficulty.
is_current_stage_difficulty >= <int>
archaeological_site none
is_site_at_stage Compares the current stage index.
is_at_stage >= <int>
archaeological_site none
is_current_stage_clues Compares the current stage clues.
is_current_stage_clues >= <int>
archaeological_site none
is_site_days_to_next_die_roll Compares days to next die roll.
is_days_to_next_die_roll >= <int>
archaeological_site none
is_site_last_excavator Checks last excavating country.
is_last_excavator = <country>
archaeological_site THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_site_type Checks the type of the site.
is_site_type = <archaeological site type key>
archaeological_site none
is_site_completed Checks if all stages has ben completed.
is_site_completed = yes/no
archaeological_site none
is_site_under_excavation Checks if the site is currently being excavated.
is_site_under_excavation_ = yes/no
archaeological_site none
is_site_current_stage_score Compares the current stage discovery score.
is_site_current_stage_score >= <int>
archaeological_site none
is_site_current_stage_score_no_die Compares the current stage discovery score excluding the current die roll.
is_site_current_stage_score_no_die >= <int>
archaeological_site none
is_current_excavator_fleet Checks current excavator fleet.
is_current_excavator_fleet = <fleet>
archaeological_site THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_last_lost_relic Checks whether the relic passed in parameter is the last relic lost by the country int the current scope.
is_last_lost_relic = <relic_key>
country none
is_last_received_relic Checks whether the relic passed in parameter is the last relic received by the country int the current scope.
is_last_received_relic = <relic_key>
country none
any_owned_army Iterate through each army that is owned by the country
any_owned_army = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_army Iterate through each army that is owned by the country
count_owned_army = {
    <triggers>
    <count=<num/all>>
}
country none
any_planet_army Iterate through each defending army on a planet
any_planet_army = {
    <triggers>
    <count=<num/all>>
}
planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_planet_army Iterate through each defending army on a planet
count_planet_army = {
    <triggers>
    <count=<num/all>>
}
planet none
count_country Iterate through all countries
count_country = {
    <triggers>
    <count=<num/all>>
}
all none
count_relation Iterate through all relations
count_relation = {
    <triggers>
    <count=<num/all>>
}
country none
any_neighbor_country Iterate through all neighbor countries
any_neighbor_country = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_neighbor_country Iterate through all neighbor countries
count_neighbor_country = {
    <triggers>
    <count=<num/all>>
}
country none
count_bordering_country Iterate through all bordering countries of a system
count_bordering_country = {
    <triggers>
    <count=<num/all>>
}
galactic_object none
any_combatant_fleet Iterate through each fleet this fleet is in combat with
any_combatant_fleet = {
    <triggers>
    <count=<num/all>>
}
fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_combatant_fleet Iterate through each fleet this fleet is in combat with
count_combatant_fleet = {
    <triggers>
    <count=<num/all>>
}
fleet none
any_pool_leader Iterate through each leader that is recruitable for the country
any_pool_leader = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_pool_leader Iterate through each leader that is recruitable for the country
count_pool_leader = {
    <triggers>
    <count=<num/all>>
}
country none
any_megastructure Iterate through each megastructure
any_megastructure = {
    <triggers>
    <count=<num/all>>
}
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_megastructure Iterate through each megastructure
count_megastructure = {
    <triggers>
    <count=<num/all>>
}
all none
any_owned_megastructure Iterate through each owned megastructure
any_owned_megastructure = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_megastructure Iterate through each owned megastructure
count_owned_megastructure = {
    <triggers>
    <count=<num/all>>
}
country none
any_system_megastructure Iterate through each megastructure in system
any_system_megastructure = {
    <triggers>
    <count=<num/all>>
}
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_system_megastructure Iterate through each megastructure in system
count_system_megastructure = {
    <triggers>
    <count=<num/all>>
}
all none
count_owned_pop Iterate through all owned pops
count_owned_pop = {
    <triggers>
    <count=<num/all>>
}
planet country pop_faction none
any_owned_pop_species Iterate through each species of a country's owned pops
any_owned_pop_species = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_pop_species Iterate through each species of a country's owned pops
count_owned_pop_species = {
    <triggers>
    <count=<num/all>>
}
country none
any_owned_starbase Iterate through every owned starbase
any_owned_starbase = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_starbase Iterate through every owned starbase
count_owned_starbase = {
    <triggers>
    <count=<num/all>>
}
country none
any_system Iterate through all systems
any_system = {
    <triggers>
    <count=<num/all>>
}
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_system Iterate through all systems
count_system = {
    <triggers>
    <count=<num/all>>
}
all none
count_rim_system Iterate through all rim systems
count_rim_system = {
    <triggers>
    <count=<num/all>>
}
all none
any_system_within_border Iterate through all systems within the country's borders
any_system_within_border = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_system_within_border Iterate through all systems within the country's borders
count_system_within_border = {
    <triggers>
    <count=<num/all>>
}
country none
any_war_participant Iterate through all war participants
any_war_participant = {
    <triggers>
    <count=<num/all>>
}
war THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_war_participant Iterate through all war participants
count_war_participant = {
    <triggers>
    <count=<num/all>>
}
war none
any_sector Iterate through all sectors
any_sector = {
    <triggers>
    <count=<num/all>>
}
all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_sector Iterate through all sectors
count_sector = {
    <triggers>
    <count=<num/all>>
}
all none
any_owned_sector Iterate through every owned sector
any_owned_sector = {
    <triggers>
    <count=<num/all>>
}
country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_sector Iterate through every owned sector
count_owned_sector = {
    <triggers>
    <count=<num/all>>
}
country none

References[edit]