Triggers

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Triggers are used in order to execute commands of effects only when certain conditions are true. The command will be executed within a specific scope.

Operators[edit | edit source]

Operators are used to combine several conditions. In most cases the AND operator is the default.

Operator Description Example
AND Returns true if all enclosed conditions return true
AND = {
    adm_power = 10
    dip_power = 10
}
OR Returns true if at least one enclosed condition returns true
OR = {
    adm_power = 10
    dip_power = 10
}
NOT Returns true if none of the enclosed condition returns true
NOT = {
    adm_power = 10
    dip_power = 10
}

Simple triggers[edit | edit source]

Simple triggers can be used inside its scope in the following way:

<trigger> = <X>
  • Boolean triggers can be checked against yes/no
  • Integer triggers can be checked against an integer value (...-1,0,5...)
  • Float triggers can be checked against a floating point or integer value (...0.25, 1.6, 2...)
  • Tag triggers can be checked against a country tag (ENG, PRU, ...)
  • ID triggers can be checked against a province id
  • Date triggers can be checked against a date value (1444.11.11, 1745.11.03, ...)
  • Identifier triggers can be checked against an appropriate identifier

Base scopes[edit | edit source]

Base scopes represent a single country tag or province ID, and can be used in most triggers too. For value/identifier triggers, the game will compare with the base scope's value/identifier for the same trigger.

Value Scopes Description
ROOT anywhere Refers to the receiver of an event, decision, mission, etc.
FROM anywhere Refers to the sender/target of an event, decision, mission, etc.
PREV anywhere Refers to the previous scope. Unlike a previous PDS title (CKII), cannot be repeated (e.g., PREVPREV) to refer to nested previous scopes.
THIS anywhere Refers to the current scope. Useful for specific triggers like is_in_war.
owner province scope Refers to the country that owns the province in scope
controller province scope Refers to the country that controls the province in scope
overlord country scope Refers to the country that has the country in scope as a subject
capital country scope Refers to the capital province of the country in scope
emperor anywhere Refers to the current emperor country of the Holy Roman Empire
event_target:<target> anywhere Refers to the saved event target "<target>"

List of triggers[edit | edit source]

Value Type Description Scope Example
<advisor> Integer Returns true if the country has hired an advisor of the specified type which has at least level X. Country statesman = 3
<building> Integer Returns true if the country has at least X buildings from the specified building type. Country temple = 3
<idea group> Integer Returns true if the country has at least X ideas from the specified idea group. Country religious_ideas = 3
<institution> Integer Returns true if the support for the specified institution in the province is at least X. Province printing_press = 50
<religion> Integer Returns true if the country has a tolerance of at least X of the specified religion.
Note: No correct localisation.
Country orthodox = -2
<subject_type> Integer Returns true if the country has at least X subjects of the given type. Country vassal = 3
<trade good> Integer Returns true if the country has at least X provinces producing the specified trade good. Country gold = 2
absolutism Integer Returns true if the country has at least X absolutism. Country absolutism = 50
accepted_culture Identifier, Province scope Returns true if the country accepts the specified culture. Country accepted_culture = ROOT
active_major_mission Identifier Returns true if X is the current mission of the country. Country active_major_mission = finish_reconquista
adm Integer Returns true if the country has a ruler with an administrative skill of at least X. Country adm = 3
Tag, Scope Returns true if the country has a ruler with at least as high administrative skill as the ruler of the specified country. Country adm = GEO
adm_power Integer Returns true if the country has at least X administrative power. Country adm_power = 600
Tag, Scope Returns true if the country has at least as much administrative power than the specified country. Country adm_power = FIN
adm_tech Integer Returns true if the country has an administrative technology of at least X. Country adm_tech = 4
advisor Identifier Returns true if the country has an advisor of the specified type. Country advisor = trader
advisor_exists Advisor ID[1] Returns true if the advisor X exists. Country advisor_exists = 225
ai Boolean Returns true if the country is controlled by the AI. Country ai = yes
ai_attitude Clause Returns true if the country has the specified attitude towards country X. Country
ai_attitude = {
	who = FROM
	attitude = attitude_hostile
}
alliance_with Tag, Scope Returns true if the country has an alliance with X. Country alliance_with = FRA
allows_female_emperor Boolean Returns true if females can become emperor. Anywhere allows_female_emperor = no
always Boolean Returns true under all circumstances if set to yes, returns false under all circumstances if set to no. Anywhere always = no
area Identifier Returns true if the province is part of the area X. Province area = amazon_area
army_size Integer Returns true if the country has an army of at least X k soldiers. Country army_size = 15
Tag, Scope Returns true if the country has an army with at least as much soldiers than the specified country. Country army_size = SPA
army_size_percentage Float Returns true if the total army size of the country is at least X% of its land force limit. Country army_size_percentage = 0.6
army_strength Clause Returns true, if the country's army strength is at least X times the army strength of the specified country. It is unknown how the strength gets calculated. Both the army size and mil tech play a role, but there might be more factors Country
army_strength = {
	who = FRA
	value = 0.66
}
army_professionalism Float Returns true if the country's army professionalism is of at least X. Country army_professionalism = 0.10
army_tradition Integer Returns true if the country has an army tradition of at least X. Country army_tradition = 75
Tag, Scope Returns true if the country has an at least as high army tradition as the specified country. Country army_tradition = RUS
artillery_fraction Float Returns true if the ratio of the artillery fraction to the army size of the country is at least X. Country artillery_fraction = 0.6
artillery_in_province Integer Returns true if there are at least X artillery units in the province. Province artillery_in_province = 5
Tag, Scope Returns true if there are artillery units from the specified country in the province. Province artillery_in_province = OMA
at_war_with_religious_enemy Boolean Returns true if the country is at war with any country of a different religion. Country at_war_with_religious_enemy = yes
authority Integer Returns true if the Inti country has at least X authority. Country authority = 5
Tag, Scope Returns true if the Inti country has at least as much authority as the specified country. Country authority = MCA
average_autonomy Integer Returns true if the country has an average autonomy in its provinces of at least X. Country average_autonomy = 5
average_autonomy_above_min Integer Needs description Country average_autonomy_above_min = 40
average_effective_unrest Integer Needs description Country average_effective_unrest = 2
average_home_autonomy Integer Returns true if the country has an average autonomy in its provinces excluding overseas provinces is at least X. Country average_home_autonomy = 5
average_unrest Integer Returns true if the country has an average unrest in its provinces of at least X. Country average_unrest = 2
base_manpower Integer Returns true if the base manpower of the province is at least X. Province base_manpower = 3
base_production Integer Returns true if the base production of the province is at least X. Province base_production = 5
base_tax Integer Returns true if the base tax of the province is at least X. Province base_tax = 5
blockade Integer Returns true if the blockade penalty of the country is at least X%. Country blockade = 0.75
border_distance Clause Returns true if distance between the borders of the countries is at least X. Country
border_distance = {
	who = FRA
	distance = 100
}
calc_true_if Clause Returns true if at least amount number of sub-triggers are true. Triggers can be listed explicitly as individual triggers or selected by an all_ scope (must be an all_ scope to work properly). Anywhere
calc_true_if = {
	all_country = {
		religion = protestant
	}
	amount = 10
}
can_be_overlord Identifier Returns true, if country meets the conditions defined in the subject type's [i]is_potential_overlord[/i] section. Country
MNG = { can_be_overlord = tributary_state }
can_build Identifier Returns true if the specified building can be built in the province. Province can_build = armory
can_create_vassals yes Returns true if the country can create a vassal.
Warning: Interprets anything after ‘=’ as “yes”.
Note: Works only for independent countries.
Country can_create_vassals = yes
can_heir_be_child_of_consort Boolean Returns true if the country’s heir can potentially be the consort’s child. Country can_heir_be_child_of_consort = yes
can_justify_trade_conflict Tag, Scope Returns true if the country can justify a trade conflict against country X. Country can_justify_trade_conflict = FROM
can_migrate Boolean Returns true if the country can migrate to another province. Doesn't return true if the timer is still counting down. Country can_migrate = yes
can_spawn_rebels Identifier Returns true if the specified rebel faction is a valid rebel faction of the province. Province can_spawn_rebels = catholic_rebels
can_use_peace_treaty Clause Returns true if the country can use the specified peace treaty.


Appears to only be in use in cbs file.

Country
can_use_peace_treaty = {
	who = FROM
	treaty = po_join_empire
}
capital Province id Returns true if the country's capital is the province with the ID X. Country capital = 151
capital_distance Clause Returns true if distance between the capitals of the countries is at least X. Country
capital_distance = {
	who = FRA
	distance = 100
}
cavalry_fraction Float Returns true if the ratio of the cavalry fraction to the army size of the country is at least X. Country cavalry_fraction = 0.5
cavalry_in_province Integer Returns true if there are at least X cavalry units in the province. Province cavalry_in_province = 10
Tag, Scope Returns true if there are cavalry units from the specified country in the province. Province cavalry_in_province = ORI
province_has_center_of_trade_of_level Integer Returns true if the province has a center of trade of at least this level. Province province_has_center_of_trade_of_level = 2
check_variable Clause Returns true if the specified variable is at least X.
check_variable = {
	which = grand_embassy
	value = 6
}
church_power Integer Returns true if the country has at least X church power. Country church_power = 20
Tag, Scope Returns true if the country has at least as much church power as the specified country. Country church_power = SAX
coalition_target Tag, Scope Returns true if the country is the target of a coalition. Country coalition_target = FRA
colonial_claim_by_anyone_of_religion Type needed Returns true if ... has gotten a colonial grant for the scope's colonial region from any potential pope-like entities. Scope needed' {Example needed
colonial_region Identifier Returns true if the province is part of the colonial region X. Province colonial_region = colonial_colombia
colony Integer Returns true if country has at least that many colonial subjects. Country colony = 5
colony_claim Tag Returns true if country has claim on colony Country colony_claim = SPA
colonysize Integer Returns true if colony is at least size X. Province colonysize = 600
consort_adm Integer Returns true if the country has a consort with an administrative skill of at least X. Country consort_adm = 5
consort_age Integer Returns true if the country’s consort has an age of at least X.
Note: Always returns false if there is no consort.
Country consort_age = 43
consort_dip Integer Returns true if the country has a consort with an diplomatic skill of at least X. Country consort_dip = 5
consort_culture Identifier, Scope Returns true, if the country's consort has the specified culture. Can utilise Event Scope Values. Country consort_culture = prussian
consort_has_personality Identifier Returns true if the country’s consort has the specified personality. Country consort_has_personality = cruel_personality
consort_mil Integer Returns true if the country has a consort with an military skill of at least X. Country consort_mil = 5
consort_religion Identifier, Scope Returns true, if the country's consort has the specified religion. Can utilise Event Scope Values. Country consort_religion = catholic
construction_progress Float Returns true if the construction progress is at least X%. Province construction_progress = 0.5
continent Identifier, Tag, Scope, Province id Returns true if the province is located on continent X. Province continent = north_america
controlled_by Tag, Scope Returns true if the province is controlled by X. Province controlled_by = TUR
controls Province id Returns true if the province with id X is controlled by the country. Country controls = 151
core_claim Tag, Scope Returns true if the country has a core on any province owned by country X. Country core_claim = FROM
core_percentage Float Returns true if the country has cored at least X% of its provinces. Country core_percentage = 0.55
corruption Float Returns true if the country has a corruption of at least X. Country corruption = 1
council_position Identifier Returns true if X is the country's council position in the Council of Trent. Country council_position = concilatory
country_or_non_sovereign_subject_holds Tag, Scope Returns true if the province is part of the specified country or its non-tributary subjects. Province country_or_non_sovereign_subject_holds = ROOT
country_or_subject_holds Tag, Scope Returns true if the province is part of the specified country or its subjects.
The old country_or_vassal_holds term maps to the new one for compatiblity.
Province country_or_subject_holds = ROOT
crown_land_share Identifier, Integer Returns true if the % of the country's development is held by the Crown Land. If an estate is declared, returns true if % of Crown Land is higher than land owned by the estate. Country crown_land_share = 50crown_land_share = estate_nobles
culture Identifier, Scope Returns true if the province culture is X. Province culture = basque
culture_group Identifier, Scope Returns true if the country/province has a culture of the specified culture group. Country
Province
culture_group = iberian
culture_group_claim Tag Returns true if country's primary culture is the same culture group as any province owned by country X. Country culture_group_claim = FROM
current_age Identifier Returns true, if the current age is X. Anywhere current_age = age_of_discovery
current_bribe Identifier Returns true, if the seat in the province wants bribe X. Bribes are found in common/parliament_bribes. Province current_bribe = diplomatic_support
current_debate Identifier Returns true if the parliament of the country debates about X. Country current_debate = quartering_of_troops
current_icon Identifier Returns true, if the country has the specified (orthodox) icon. Country current_icon = icon_eleusa
current_income_balance Float Returns true if the current income balance is X. Country current_income_balance = 5
current_institution Float Returns true if the current institution (technically the first unembraced meaning in case you have two unembraced, it would be the older one) progress is at least X Province current_institution = 55
current_institution_growth Float Returns true, if the country/province has a annual (whereas monthly is printed in province screen) institution growth of at least X for the first not embraced institution. Country, Province current_institution_growth = 12
current_size_of_parliament Integer Returns true if the parliament of the country has a least X seats. Country current_size_of_parliament = 20
custom_trigger_tooltip Clause Hides the enclosed trigger so that it is still required but cannot be seen by human players and displays the specified tooltip in its place. Anywhere
custom_trigger_tooltip = {
	tooltip = EST_CRUSHED_NOMADIC_TRIBES
	NOT = { has_country_flag = nomadic_tribes_estate_in_power
	}
}
defensive_war_with Tag, Scope Returns true if the country is in a defensive war with country X. Country defensive_war_with = TUR
devastation Integer Returns true if the devastation of the province is at least X. Province devastation = 1
development Integer, Scope Returns true if the development of the province is at least X. Does not accept base scopes as of 1.32. Province development = 9
development_in_provinces Clause Returns true, if the owned provinces that fulfil the conditions have a total of X development Country
development_in_provinces = {
	value = 200
	region = korea_region
}
development_of_overlord_fraction Float Returns true, if the country has X percent of its overlord's development Country development_of_overlord_fraction = 0.33
devotion Integer Returns true if the country has at least X devotion. Country devotion = 75
Tag, Scope Returns true if the country has at least as much devotion as the specified country. Country devotion = KOL
dip Integer Returns true if the country has a ruler with a diplomatic skill of at least X. Country dip = 6
Tag, Scope Returns true if the country has a ruler with at least as high diplomatic skill as the ruler of the specified country. Country dip = GRM
diplomatic_reputation Integer Returns true if the country has a diplomatic reputation of at least X. Country diplomatic_reputation = 10
Tag, Scope Returns true if the country has at least as much diplomatic reputation as the specified country. Country diplomatic_reputation = CAS
dip_power Integer Returns true if the country has at least X diplomatic power. Country dip_power = 600
Tag, Scope Returns true if the country has at least as much diplomatic power than the specified country. Country dip_power = TEU
dip_tech Integer Returns true if the country has an diplomatic technology of at least level X. Country dip_tech = 4
dominant_culture Identifier, Capital Returns true if the dominant culture in the country is X. Country dominant_culture = turkish
dominant_religion Identifier, Capital Returns true if the dominant religion in the country is X. Country dominant_religion = catholic
doom Integer Returns true if the country has at least X doom. Country doom = 30
Tag, Scope Returns true if the country has at least as much doom than the specified country. Country doom = ROOT
dynasty Name Returns true if the ruling dynasty of the country is X. Country dynasty = "von Habsburg"
Tag, Scope Returns true if both countries are ruled by the same dynasty. Country dynasty = CAS
empire_of_china_reform_passed Identifier(?) Returns true, if X Empire of China reform is enacted. Anywhere empire_of_china_reform_passed = establish_gaituguiliu_decision
employed_advisor Clause Returns true if the country has employed an advisor with the specified characteristics.
(Any combinations of category, type, religion and culture are permitted.)
Country
employed_advisor = {
	category = ADM | DIP | MIL
	is_male = yes
	religion = reformed
	culture = basque
	type = treasurer
}
estate_influence Clause Returns true if the estate X in the country has at least Y influence.


NOTE: all can be used instead of a specific estate to check if all active estates of a country have at least Y influence.

Country
estate_influence = {
    estate = estate_church
    influence = 80
}
estate_led_regency_influence Integer Returns true if the estate leading the regency in the country has at least X influence.


NOTE: the generated tooltip is not localized, and is shared with estate_led_regency_loyalty.

Country
estate_led_regency_influence = 50
estate_led_regency_loyalty Integer Returns true if the estate leading the regency in the country has at least X loyalty.


NOTE: the generated tooltip is not localized, and is shared with estate_led_regency_influence.

Country
estate_led_regency_loyalty = 50
estate_loyalty Clause Returns true if the estate X in the country has at least Y loyalty. Country
estate_loyalty = {
    estate = estate_burghers
    loyalty = 50
}
estate_territory Clause Returns true if the estate X in the country controls at least Y% of the total development. Country
estate_territory = {
    estate = estate_nobles
    territory = 12
}
exiled_same_dynasty_as_current Boolean Returns true if an exiled ruler has the same dynasty as the current one. Country exiled_same_dynasty_as_current = yes
exists Tag Returns true if country X exists. Anywhere exists = MNG
Boolean Returns true if the scoped country exists. Country exists = yes
expelled_different_minorities Integer Returns true if the country has expelled X amount of minority cultures. Country expelled_different_minorities = 5
faction_in_power Identifier Returns true if the faction in power of the country is X. Country faction_in_power = eunuchs
faction_influence Clause Returns true if the faction X of the country has at least Y influence. Country
faction_influence = {
    faction = mr_aristocrats
    influence = 50
}
federation_size Integer Returns true if the federation with the country has at least X members. Country federation_size = 5
fervor Integer Returns true if the country has stored at least X fervor points. Country fervor = 5
fort_level Integer Returns true if the fort in the province has at least level X. Province fort_level = 1
full_idea_group Identifier Returns true if the country has completed the X idea group. Country full_idea_group = naval_ideas
galley_fraction Float Returns true if the ratio of the galley fraction to the navy size of the country is at least X. Country galley_fraction = 0.33
galleys_in_province Integer Returns true if there are at least X galleys in the province. Province galleys_in_province = 10
Tag, Scope Returns true if there are galleys from the specified country in the province. Province galleys_in_province = VEN
garrison Integer Returns true if the garrison is at X men.
Note: The localisation is misleading.
Province garrison = 1000
gives_military_access_to Tag, Scope Returns true if the scoped country gives military access to the specified country. Country
FRA = {
        gives_military_access_to = ROOT
}
gives_fleet_basing_rights_to Tag, Scope Returns true if the scoped country

gives fleet basing rights to the specified country.

Country
FRA = {
        gives_fleet_basing_rights_to = ROOT
}
gold_income Float Returns true if the country has an income from Gold of at least X. Country gold_income = 6
gold_income_percentage Float Returns true if in the country the proportion of income from Gold is at least X. Country gold_income_percentage = 0.1
government Identifier Returns true if the country has government type X, or government reforms that alter specific mechanics (Harem, Dictatorship).
Identifier: monarchy, has_harem, republic, dictatorship, theocracy, tribal, native.
Country government = monarchy
government_rank Integer Returns true if the country has a government rank of X or higher. Country government_rank = 2
grown_by_development Integer Returns true if the country's total development has grown by the specified amount Country grown_by_development = 50
grown_by_states Integer Returns true if the country's total number of states (not areas) has grown by the specified amount. The states don't have to be fully owned and the provinces don't need full cores. Country grown_by_states = 5
great_power_rank Integer Returns true if the country has a great power rank of 2 or worse. Country great_power_rank = 2
guaranteed_by Tag, Scope Returns true if the country is guaranteed by X. Country guaranteed_by = ROOT
had_active_policy Clause Returns true, if the country still has and had the specified policy for at least X days. Country
had_active_policy = {
	policy = the_combination_act
	days = 365
}
had_consort_flag Clause Returns true if the consort flag X was last set at least Y days ago Country
had_consort_flag = {
	flag = my_first_consort_flag
	days = 365
}
had_country_flag Clause Returns true if the country flag X was last set for the country at least Y days ago. Country
had_country_flag = {
	flag = bur_successor
	days = 180
}
had_global_flag Clause Returns true if the global flag X was last set at least Y days ago. Anywhere
had_global_flag = {
	flag = inc_smallpox
	days = 9125
}
had_heir_flag Clause Returns true if the heir flag X was last set at least Y days ago Country
had_heir_flag = {
	flag = inc_pacific_exploration
	days = 270
}
had_province_flag Clause Returns true if the province flag X was last set for the province at least Y days ago. Province
had_province_flag = {
	flag = dutch_revolt
	days = 1825
}
had_recent_war Integer Returns true if the country fought a war within the last X years. Country had_recent_war = 10
had_ruler_flag Clause Returns true if the ruler flag X was last set for the current ruler at least Y days ago Country
had_ruler_flag = {
	flag = helped_rival
	days = 730
}
harmonization_progress Integer Returns true, if the country's current harmonization progress is at least at X. Country harmonization_progress = 90
harmony Integer Returns true, if the country has at least X harmony. Country harmony = 50
has_active_debate Boolean Returns true if the country has ongoing debate in parliament. Country has_active_debate = yes
has_active_fervor Boolean Returns true if the country has activated a fervor effect. Country has_active_fervor = no
has_active_policy Identifier Returns true if country has the specified policy active. Country has_active_policy = noble_loyalty_act
has_active_triggered_province_modifier Identifier Returns true if province has the specified triggered province modifier. Province has_province_modifier = mongol_kurultai
has_adopted_cult Identifier Returns true if the country has adopted the specified cult. Country has_adopted_cult = roog_cult
has_advisor Boolean Returns true if the country has hired an advisor.
Warning: Interprets every right side argument as yes.
Country has_advisor = yes
has_age_ability Identifier Returns true, if the country has the specified age ability. Country has_age_ability = ab_justified_wars
has_any_disaster Boolean Returns true if the country is currently in a disaster. Country has_any_disaster = no
has_border_with_religious_enemy yes Returns true if the country borders any country of a different religion.
Warning: Interprets anything after ‘=’ as “yes”.
Country has_border_with_religious_enemy = yes
has_building Identifier Returns true if there is the specified building in the province. Province has_building = fort_15th
has_cardinal Boolean Returns true if the province has a cardinal in the curia. Province has_cardinal = yes
has_casus_belli Clause Returns true if the country has a casus belli of type X against country Y. Country
has_casus_belli = {
	type = cb_trade_war_triggered
	target = TOT
}
has_casus_belli_against Tag, Scope Returns true if the country has a casus belli against country X. Country has_casus_belli_against = PREV
has_center_of_trade_of_level Integer Returns true if the country has a center of trade of a least level X. Country has_center_of_trade_of_level = 3
has_changed_nation Boolean Returns true if playing as a released vassal. has_changed_nation = yes
has_church_aspect Identifier Returns true if the country has enabled the church aspect X. Country has_church_aspect = allow_usury_aspect
has_climate Identifier Returns true if the province has climate X. Province has_climate = tropical
has_colonial_parent Tag Returns true if the specified country is the colonial parent of the country. Country has_colonial_parent = GBR
has_colonist Boolean Returns true if scoped province has an active colonist Province has_colonist = yes
has_commanding_three_star Boolean Returns true, if country has a three star general. Country has_commanding_three_star = yes
has_consort Boolean Returns true if the country has a consort. Country has_consort = yes
has_consort_flag Identifier Returns true if the consort flag X is set. Country has_consort_flag = royal_couple_shared_adm_interests
has_consort_regency Boolean Returns true if the country has a consort regency. Country has_consort_regency = yes
has_construction Identifier Returns true if there is the specified construction in progress in the province.
Possible values are core, culture, building, merchant, diplomat, missionary, army, navy, canal, great_project etc.
Province has_construction = core
has_country_flag Identifier Returns true if the flag X is set for the country. Country has_country_flag = zan_shirazi_islam_confirmed
has_country_modifier Identifier Returns true if the country has the modifier X. Country has_country_modifier = western_embassy_mission
has_custom_ideas Boolean Returns true if the country has custom ideas. Country has_custom_ideas = yes
has_disaster Identifier Returns true if the country is currently in the disaster X. Country has_disaster = time_of_troubles
has_disaster_progress Clause Returns true if the disaster progress of the specified disaster is at least X in the country. Country
has_disaster_progress = {
	disaster = time_of_troubles
	value = 50
}
has_discovered Province ID, Scope Returns true if the country has discovered the province with the ID X. Country has_discovered = 313
Tag, Scope Returns true if the country X has discovered the province. Province has_discovered = ROOT
has_dlc Identifier Returns true if the DLC X is enabled. Anywhere has_dlc = "The Cossacks"
has_divert_trade Boolean Returns true if the protectorate has divert trade to its overlord. (Subject) Country has_divert_trade = yes
has_embargo_rivals Boolean Returns true if the subject nation is embargoing overlord's rivals. (Subject) Country has_embargo_rivals = no
has_empty_adjacent_province yes Returns true if an adjacent province is uncolonized.
Warning: Works only with 'yes'.
Province has_empty_adjacent_province = yes
has_estate Identifier Returns true if the country has estate X. Country has_estate = estate_dhimmi
has_estate Boolean Returns true if the province is controlled by an estate. Province has_estate = no
Identifier Returns true if the province is controlled by the estate X. Province has_estate = estate_church
has_estate_influence_modifier Clause Returns true if the estate X in the country has the influence modifier Y. Country
has_estate_influence_modifier = {
	estate = estate_church
	modifier = EST_VAL_RELIGIOUS_ZEALOTS_TRIUMPH
}
has_estate_loan Boolean Returns true if the country has an estate loan. Country has_estate_loan = no
has_estate_loyalty_modifier Clause Returns true if the estate X in the country has the loyalty modifier Y. Country
has_estate_loyalty_modifier = {
    estate = estate_nobles
    modifier = EST_VAL_NOT_LEGITIMATE
}
has_estate_privilege Privilege Returns true if the country has the listed privilege. Country has_estate_privilege = foo
has_faction Idenitifer Returns true if the country has the specified faction. Country has_faction = enuchs
has_factions Boolean Returns true if country has factions. Country has_factions = yes
has_female_consort Boolean Returns true if the country has a female consort. Country has_female_consort = yes
has_female_heir Boolean Returns true if the country has a female heir. Country has_female_heir = yes
has_first_revolution_started Boolean Returns true if a revolution has happened in the world. Anywhere has_first_revolution_started = yes
has_flagship Boolean Returns true if the country has a flagship. Country has_flagship = yes
has_foreign_consort Boolean Returns true if the country has foreign consort. Country has_foreign_consort = no
has_foreign_heir Boolean Returns true if the country has foreign heir. Country has_foreign_heir = no
has_friendly_reformation_center Boolean Returns true if the country has a friendly center of reformation. Country has_friendly_reformation_center = yes
has_game_started Boolean Returns true if the game has started. Clobal has_game_started = no
has_given_consort_to Scope, Tag Returns true if the scoped country has given a consort to the specified country. Country has_given_consort_to = ROOT
has_great_project Clause Returns true if the country has the specified great project, or any, at the given tier or above. Province
has_great_project = {
	type = alhambra
	tier = 3
}
has_great_project = {
	type = any
	tier = 2
}
has_guaranteed Tag, Scope Returns true if the country has guaranteed country X. Country has_guaranteed = TUR
has_global_flag Identifier Returns true if the specified global flag is set. Anywhere has_global_flag = japan_has_encountered_the_west
has_global_modifier_value Clause Returns true if the value of the specified modifier is at least X for the country. Country
has_global_modifier_value = {
	which = cavalry_power
	value = 0.5
}
has_government_mechanic Identifier Returns true, if the country uses the specified government mechanic. Country has_government_mechanic = russian_mechanic
has_government_power Type needed Description needed Country Example needed
has_government_attribute Identifier Returns true if any of the country's government reforms have the specified attribute set. has_government_attribute = enables_estate_nobles
has_had_golden_age Boolean Returns true, if the country has a golden age. Country has_had_golden_age = yes
has_harmonized_with Identifier, Scope Returns true, if the country has harmonized with the specified religion or religion group. Country has_harmonized_with = tengri_pagan_reformed
has_harsh_treatment Boolean Description needed Scope needed has_harsh_treatment = yes
has_heir Boolean, Name Returns true if the country has an heir (named X). Country has_heir = yes
has_heir_flag Identifier Returns true if the heir flag X is set. Country has_heir_flag = suspected_bastard
has_heir_leader_from Tag, Scope Returns true if an army in the province is led by an heir from X. Province has_heir_leader_from = ROOT
has_hostile_reformation_center Boolean Returns true if the country has a hostile center of reformation. Country has_hostile_reformation_center = yes
has_idea Identifier Returns true if the country has the X idea. Country has_idea = grand_navy
has_idea_group Identifier Returns true if the country has chosen the X idea group. Country has_idea_group = humanist_ideas
has_influencing_fort Boolean Returns true if the province in the Zone of control of a fort. Province has_influencing_fort = yes
has_institution Identifier Returns true if the country has the specified institution. Country has_institution = feudalism
has_latent_trade_goods Identifier Returns true if the province has the specified latent trade good. Province has_latent_trade_goods = coal
has_leader Identifier Returns true if the country has the leader "X". Country has_leader = "János Hunyadi"
has_leader_with Clause Returns true if the country has a leader with at least the specified stats.
admiral = yes and general = yes can be used as further limitation.
Country
has_leader_with = {
	fire = 3
	shock = 3
	manuever = 2
	siege = 1
	total_pips = 11
}
has_local_modifier_value Clause Returns true if the value of the specified modifier is at least X for the province. Province
has_local_modifier_value = {
	which = local_production_efficiency
	value = 0.15
}
has_matching_religion Identifier Returns true if the country has the specified religion or syncretic faith. Country has_matching_religion = mahayana
Scope Returns true if the countries have the same religion or syncretic faith. Country has_matching_religion = ROOT
has_merchant Tag, Scope Returns true if the scoped country has an active merchant in the trade node. Province
(Trade node)
has_merchant = PREV
has_mission Identifier Returns true if the country has the specified mission. Country has_mission = rus_patriarchate_mission
has_missionary Boolean Returns true if the province has an active missionary. Province has_missionary = yes
has_monsoon Identifier Returns true if the province has monsoon X. Province has_monsoon = normal_monsoon
has_most_province_trade_power Tag, Scope Returns true if the country X has most amount of trade power in trade node. Province
(Trade node)
has_most_province_trade_power = ROOT
has_new_dynasty Boolean Returns true if the country has a new dynasty. Country has_new_dynasty = yes
has_opinion Clause Returns true if the country has at least value opinion of the country specified by who. Country
has_opinion = {
	who = ROOT
	value = 10
}
has_opinion_diff Clause Returns true if opinion difference between country X and Y, is at least Z Country
has_opinion_modifier Clause Returns true if the country has the opinion modifier modifier towards the country specified by who.
Can also specify a value of the modifier (but it is not displayed).
Country
has_opinion_modifier = {
	who = ROOT
	modifier = embraced_absolutism
}
has_or_building_flagship Boolean Returns true if the scoped country has or is building a flagship Country has_or_building_flagship = yes
has_owner_accepted_culture Boolean Returns true if the culture of the province is an accepted culture(NOT primary!) of its owner. Province has_owner_accepted_culture = yes
has_owner_culture Boolean Returns true if the province has the primary culture of its owner. Province has_owner_culture = no
has_owner_religion Boolean Returns true if the province has the religion of its owner. Province has_owner_religion = yes
has_pasha Boolean Returns true if the province has a pasha. Province has_pasha = yes
has_parliament Boolean Returns true if the country has a parliament. Country has_parliament = yes
has_personal_deity Identifier Returns true if the ruler of the country has picked the specified personal deity. Country has_personal_deity = shakti
has_pillaged_capital_against Tag, Scope Returns true if the country has used the Pillage Capital peace treaty against the specified country. Country
has_pillaged_capital_against = FRA
has_port Boolean Returns true if it is a coastal province. Province has_port = yes
has_privateers Boolean Returns true if the country has privateers in any trade node. Country has_privateers = yes
has_privateer_share_in_trade_node Clause Returns true if the country has a certain percentage of the trade in a given node through privateers. Province
(Trade node)
has_privateer_share_in_trade_node = {
    who = ROOT
    share = 10
}
has_promote_investments Identifier Returns true if the country is promoting investments in the specified trade company (region). Country has_promote_investments = trade_company_moluccas
has_province_flag Identifier Returns true if the province has the province flag X. Province has_province_flag = bur_succession_province
has_province_modifier Identifier Returns true if province has the province modifier X.
(Checks also for triggered province modifiers.)
Province has_province_modifier = local_christian_mission
has_rebel_faction Identifier Returns true if the province is controlled by (the specified) rebel faction. Province has_rebel_faction = pretender_rebels
REB Used by Paradox, doesn't seem to work though (in EU4 version 1.25). Province has_rebel_faction = REB
has_regency Boolean Returns true if the country has a regency. Country has_regency = no
has_reform Identifier Returns true if the country has the specific government reform. Country has_reform = ottoman_government
government_reform_progress Float Returns true if the country has x or more reform progress saved up. Country government_reform_progress = 5
has_removed_fow Boolean Returns true if the country has lifted the fog of war from the specified country. Country FRA = { has_removed_fow = yes }
has_revolution_in_province Boolean Returns true if the revolution is present in the province. Province has_revolution_in_province = yes
has_ruler Name Returns true if the country has a ruler named "X". Country has_ruler = "Pachacuti"
has_ruler_flag Identifier Returns true if the ruler flag X is set for the country. Country has_ruler_flag = helped_rival
has_ruler_leader_from Tag, Scope Returns true if an army in the province is led by a ruler from X. Province has_ruler_leader_from = ROOT
has_ruler_modifier Identifier Returns true the country has the modifier X until the ruler changes. Country has_ruler_modifier = inside_man
has_saved_event_target Identifier Returns true if the specified event target has been saved. has_saved_event_target = muslim_neighbor
has_scutage Boolean Returns true if the vassal pays scutage. (Subject) Country has_scutage = yes
has_seat_in_parliament Boolean Returns true if the province has a seat in parliament. Province has_seat_in_parliament = no
has_secondary_religion Boolean Returns true if the county has a secondary religion. Country has_secondary_religion = yes
has_send_officers Boolean Returns true if the protectorate has received officers. (Subject) Country has_send_officers = yes
has_siege Boolean Returns true if the province has siege. Province has_siege = yes
has_spawned_rebels Identifier Returns true if rebels of the specified type are active in the country. Country has_spawned_rebels = particularist_rebels
has_spawned_supported_rebels Scope Returns true if rebels which were supported by the specified country are active in the country. Country has_spawned_supported_rebels = FROM
has_spy_network_from Clause Returns true if the country X has a spy network of at least the specified size in the country. Country
has_spy_network_from = {
	who = ROOT
	value = 25
}
has_spy_network_in Clause Returns true if the country has a spy network of at least the specified size in country X. Country
has_spy_network_in = {
	who = ROOT
	value = 25
}
has_state_edict Identifier Returns true if the state has X edict enabled. State has_state_edict = edict_of_absolutism
has_state_patriach Boolean Returns true, if the province has any state patriarch. Province has_state_patriach = yes
has_subsidize_armies Boolean Returns true if the march has subsidizes armies. (Subject) Country has_subsidize_armies = yes
has_supply_depot Tag, Scope Returns true if the province has a supply depot built by X Province has_supply_depot = ROOT
has_support_loyalists Boolean Returns true if the subject nation receives support for loyalists. (Subject) Country has_support_loyalists = yes
has_subject_of_type Identifier Returns true if the country has at least one subject of the specified subject type. Country has_subject_of_type = tributary_state
has_switched_nation Boolean Returns true if the player has changed nation by playing as a released vassal. Anywhere has_switched_nation = no
has_terrain Identifier Returns true if the province has terrain X. Terrains are listed in base game file terrains.txt Province has_terrain = marsh
has_trade_company_investment_in_area Clause Returns true if the specified investor has the specified trade company investment in the area. Province
has_trade_company_investment_in_area  = {
	investment = officers_mess
	investor = ROOT
}
has_trade_modifier Clause Returns true the specified country has the trade modifier X in the trade node. Province
(Trade node)
has_trade_modifier = {
	who = ROOT
	key = income_bonanza
}
has_trader Tag, Scope Returns true if the specified country has a merchant in the trade node. Province
(Trade node)
has_trader = VEN
has_truce Boolean Returns true if the country has a truce. Country has_truce = yes
has_unembraced_institution Identifier Returns true if the country has not embraced the specified institution. Country has_unembraced_institution = feudalism
has_unified_culture_group Boolean Returns true, if the country owns all provinces of its culture group. Country has_unified_culture_group = yes
has_unit_type Identifier Returns true if the country has selected unit type X as preferable unit. Country has_unit_type = polish_winged_hussar
has_unlocked_cult Identifier Returns true if the country has unlocked the specified cult. Country has_unlocked_cult = jewish_cult
has_wartaxes Boolean Returns true if the country has raised war taxes. Country has_wartaxes = yes
has_winter Identifier Returns true if the province has winter X. Province has_winter = normal_winter
has_won_war_against Clause Returns true the country has won a war against the specified country during the last X years. Country
has_won_war_against = {
	who = PREV
	max_years_since = 100
}
have_had_reform Identifier Returns true if the country has previously had the specific government reform. Country have_had_reform = ottoman_government
heavy_ship_fraction Float Returns true if the ratio of the heavy ship fraction to the navy size of the country is at least X. Country heavy_ship_fraction = 0.33
heavy_ships_in_province Integer Returns true if there are at least X heavy ships in the province. Province heavy_ships_in_province = 2
Tag, Scope Returns true if there are heavy ships from the specified country in the province. Province heavy_ships_in_province = TUN
heir_adm Integer Returns true if the country has an heir with an administrative skill of at least X. Country heir_adm = 5
heir_age Integer Returns true if the country has an heir that is at least X years old.
Note: Always returns false if there is no heir.
Country heir_age = 15
heir_dip Integer Returns true if the country has an heir with a diplomatic skill of at least X. Country heir_dip = 5
heir_claim Integer Returns true if the country has an heir with a claim strength of at least X. Country heir_claim = 90
heir_culture Identifier, Scope Returns true, if the country's heir has the specified culture. Can utilise Event Scope Values. Country heir_culture = prussian
heir_has_consort_dynasty Integer Returns true if the country’s heir and consort have the same dynasty. Country heir_has_consort_dynasty = yes
heir_has_personality Identifier Returns true if the country’s heir has the specified personality. Country heir_has_personality = intricate_web_weaver_personality
heir_has_ruler_dynasty Integer Returns true if the country’s heir and ruler have the same dynasty. Country heir_has_ruler_dynasty = yes
heir_mil Integer Returns true if the country has an heir with a military skill of at least X. Country heir_mil = 5
heir_nationality Tag, Scope Returns true if the country has an heir with nationality X. Country heir_nationality = PREV
heir_religion Identifier, Scope Returns true, if the country's heir has the specified religion. Can utilise Event Scope Values. Country heir_religion = catholic
hidden_trigger Clause Hides the enclosed triggers so that they are still required but cannot be seen by human players. Anywhere
hidden_trigger = {
	NOT = {
		estate_influence = {
			estate = estate_nomadic_tribes
			influence = 85
		}
	}
}
higher_development_than Identifier, Scope Returns true if the scope has a higher development than the province Province
101 = {
	higher_development_than = 20
}
highest_value_trade_node Boolean Returns true if the trade node is the highest valued trade node in the world.
The value is calculated as total trade value minus outgoing trade value.
Province
(Trade node)
highest_value_trade_node = yes
historical_friend_with Tag, Scope Returns true if the countries are historical friends. Country historical_friend_with = FROM
historical_rival_with Tag, Scope Returns true if the countries are historical rivals Country historical_rival_with = TEU
holy_order Identifier Returns true if the province has the specific Holy Order active. Province
holy_order = jesuit_order
horde_unity Integer Returns true if the country has a horde unity of at least X. Country horde_unity = 50
Tag, Scope Returns true if the country has at least as much horde unity as the specified country. Country horde_unity = GOL
hre_heretic_religion Identifier, Scope Returns true if the specified religion is the opposition religion of the HRE.
Note: No localisation for the negation.
Anywhere hre_heretic_religion = catholic
hre_leagues_enabled Boolean Returns true religious leagues are enabled. Anywhere hre_leagues_enabled = yes
hre_reform_passed Identifier Returns true if the specific imperial reform is enacted. Anywhere hre_reform_passed = emperor_privilegia_de_non_appelando
hre_religion Identifier, Scope Returns true if the specified religion is the dominant faith of the HRE. Anywhere hre_religion = catholic
hre_religion_locked Boolean Returns true if an official faith of the HRE has been permanently established. Anywhere hre_religion_locked = no
hre_religion_treaty Boolean Returns true if the treaty of religious peace in the HRE has been signed. Anywhere hre_religion_treaty = no
hre_size Integer Returns true if the HRE contains at least X members. Anywhere hre_size = 10
imperial_influence Integer Returns true if the emperor of the HRE has an imperial authority of at least X. Anywhere imperial_influence = 25
imperial_mandate Integer Returns true, if the emperor of China has at least X mandate. Anywhere imperial_mandate = 80
in_golden_age Boolean Returns true, if the country currently is in a golden age. Country in_golden_age = yes
infantry_fraction Float Returns true if the ratio of the infantry fraction to the army size of the country is at least X. Country infantry_fraction = 0.6
infantry_in_province Integer Returns true if there are at least X infantry units in the province. Province infantry_in_province = 17
Tag, Scope Returns true if there are infantry units from the specified country in the province. Province infantry_in_province = SHL
inflation Float Returns true if the country has an inflation of at least X Country inflation = 10
Tag, Scope Returns true if the country has at least as much inflation as the country X. Country inflation = NOV
incident_variable_value Clause Returns true, if the value of the specified incident is at least X. Country
incident_variable_value = {
	incident = incident_neo_confucianism
	value = 10
}
innovativeness Integer Returns true if the countries has at least X innovativeness. Country innovativeness = 15
institution_difference Clause Returns true if the country has embraced at least X more institutions than the specified country. Country
institution_difference = {
	who = SWE
	value = 2
}
invested_papal_influence Integer Returns true if the country has invested at least X papal influence in the election of the next papal controller. Country invested_papal_influence = 50
in_league Identifier Returns true if the countries is in the X league. Country in_league = protestant
ironman Boolean Returns true if the ironman mode is enabled Anywhere ironman = yes
is_advisor_employed Advisor ID[1] Returns true if the advisor with the ID X is employed. is_advisor_employed = 562
is_all_concessions_in_council_taken Boolean Returns true if all concessions in the Council of Trent have been taken. Global is_all_concessions_in_council_taken = yes
is_at_war Boolean Returns true if the country is at war. Country is_at_war = yes
is_backing_current_issue Boolean Returns true if the province is backing the current issue in the parliament. Province is_backing_current_issue = yes
is_bankrupt Boolean Returns true if the country is bankrupt. Country is_bankrupt = yes
is_blockaded Boolean Returns true if the province is blockaded. Province is_blockaded = yes
is_blockaded_by Tag, Scope Returns true if the province is blockaded by the specified country. Province
is_blockaded_by = SPA
is_capital Boolean Returns true if the province is a capital. Province is_capital = yes
is_capital_of Tag, Scope Returns true if the province the capital of the specified country. Province is_capital_of = ROOT
is_city Boolean Returns true if the province is a city, i.e. has a population of at least 1000. Province is_city = yes
is_claim Province id Returns true if the country has a claim on the province with the ID X. Country is_claim = 337
Tag, Scope Returns true if the specified country has a claim on the province. Province is_claim = MCH
is_client_nation Boolean Returns true if the country is a client state. Country is_client_nation = yes
is_client_nation_of Tag, Scope Returns true if the country is a client state of X. Country is_client_nation_of = ROOT
is_colonial_nation Boolean Returns true if the country is a non-independent colonial nation. Country is_colonial_nation = yes
is_colonial_nation_of Tag, Scope Returns true if the country is a colonial nation of X. Country is_colonial_nation_of = ROOT
is_colony Boolean Returns true if the province is a colony. Province is_colony = yes
is_core Province ID Returns true if the country has a core on the province with the ID X. Country is_core = 950
Tag, Scope Returns true if the country X has a core on the province. Province is_core = NED
is_council_enabled Boolean Returns true if the Council of Trent has started. Global is_council_enabled = yes
is_crusade_target Boolean Returns true if the country is the target of a crusade. Country is_crusade_target = yes
is_defender_of_faith Boolean Returns true if the country is the defender of the faith. Country is_defender_of_faith = yes
is_defender_of_faith_of_tier Integer Returns true if the country is the defender of the faith of at least tier X. Works even without the Emperor DLC, even though the tier is not shown in game in that case. Country is_defender_of_faith_of_tier = 4
is_dynamic_tag Boolean Returns true, if the country is a dynamically created tag (e.g. client states). Country is_dynamic_tag = yes
is_elector Boolean Returns true if the country is an elector of the HRE. Country is_elector = yes
is_emperor Boolean Returns true if the country is the emperor of the HRE. Country is_emperor = yes
is_emperor_of_china Boolean Returns true if the country is the emperor of China. Country is_emperor_of_china = yes
is_empty Boolean Returns true if province is empty Province is_empty = yes
is_enemy Boolean Returns true if country X has rivalled the country. Country is_enemy = ROOT
is_excommunicated Boolean Returns true if the ruler of the country is excommunicated. Country is_excommunicated = yes
is_federation_leader Boolean Returns true if the country is a federation leader. Country is_federation_leader = yes
is_female Boolean Returns true if ruler of the country is female. Country is_female = yes
is_force_converted Boolean Returns true if country has been force-converted via either religious rebels or an Enforce Religion peace treaty.
Note: The subject interaction Enforce Religion does not cause the subject to be considered as force-converted.
Country is_force_converted = no
is_former_colonial_nation Boolean Returns true if the country is a colonial nation that has gained independence. Country is_former_colonial_nation = no
is_foreign_claim Boolean returns true if the province is a (permanent) claim of any country which is not the owner of the province Province
is_foreign_claim = yes
is_great_power Boolean Returns true if the country is a great power. Country is_great_power = yes
is_harmonizing_with Identifier, Scope Returns true, if the country is currently harmonizing with the specified religion or religion group. Country is_harmonizing_with = tengri_pagan_reformed
is_heir_leader Boolean Returns true if the heir of the country is a general.
Note: Proper localisation for the negation only with NOT = ….
Country is_heir_leader = yes
is_hegemon Boolean Returns true if the country is considered one of the three Hegemon types. Country is_hegemon = yes
is_hegemon_of_type Identifier Returns true if the country holds the specific Hegemony. Country
is_hegemon_of_type = naval_hegemon
hegemon_strength Integer Returns true if the country has X amount of progress towards hegemony Country hegemon_strength = 100
is_imperial_ban_allowed Boolean Returns true if the emperor has a casus belli on occupiers of the Empire.
Note: Enabled/Disabled with Call for Reichsreform.
Anywhere is_imperial_ban_allowed = yes
is_incident_active Identifier Returns true, if the specified incident is active. Country is_incident_active = incident_neo_confucianism
Boolean, any, none Returns true, if any/none incident is active. Country is_incident_active = any
is_incident_happened Identifier Returns true, if the specified incident already happened. Country is_incident_happened = incident_neo_confucianism
is_incident_possible Identifier Returns true, if the specified incident can possibly happen. Country is_incident_possible = incident_neo_confucianism
is_incident_potential Identifier Returns true, if the specified incident is visible and therefor can happen in the future. Country is_incident_potential = incident_neo_confucianism
is_institution_enabled Identifier Returns true if the specified institution has been discovered. Anywhere is_institution_enabled = renaissance
is_institution_origin Identifier Returns true if the province is the origin of the specified institution. Province is_institution_origin = printing_press
is_in_capital_area Boolean Returns true if the province is connected (i.e. has a land connection including straits) to the capital of its owner. Province is_in_capital_area = yes
is_in_coalition Boolean Returns true if the country is in a coalition. Country is_in_coalition = no
is_in_coalition_war Boolean Returns true if the country is fighting a coalition war. Country is_in_coalition_war = yes
is_in_deficit Boolean Returns true if the country is running a deficit. Country is_in_deficit = yes
is_in_extended_regency Boolean Returns true if the country is inside the period an extended regency. Country
is_in_extended_regency = yes
is_in_league_war Boolean Returns true if the country is in a religious league war. Country is_in_league_war = yes
is_in_trade_league Boolean Returns true if the country is a member of a trade league. Country is_in_trade_league = yes
is_in_trade_league_with Tag, Scope Returns true if the country is a member of the same trade league as country X. Country is_in_trade_league_with = VEN
is_in_war Clause Returns true if the country is at war and the mentioned conditions are fulfilled.
Possible conditions are:
  • attacker_leader
  • defender_leader
  • casus_belli
  • defenders
  • attackers
  • participants
  • war_score
  • start_date
  • duration
  • war_goal_province
Country
is_in_war = {
    attacker_leader = ROOT
    duration = 1875
}
is_island Boolean Returns true if the province is an island, i.e. has no neighboring land province and no reachable province via a strait. Province is_island = yes
is_league_enemy Scope Returns true if country X is league enemy of the country('s league). Country is_league_enemy = ROOT
is_lacking_institutions Boolean Returns true if the country is lacking any institution. Country is_lacking_institutions = yes
is_league_friend Scope Returns true, if the country is in the same religious league as the specified country. Country is_league_friend = ROOT
is_league_leader Boolean Returns true if the country leads a religious league. Country is_league_leader = yes
is_lesser_in_union Boolean Returns true if the country is the lesser partner in a personal union. Country is_lesser_in_union = no
is_looted Boolean Returns true if the province is looted. Province is_looted = yes
is_monarch_leader Boolean Returns true if the rulerof the country is a general.
Note: Proper localisation for the negation only with NOT = ….
Country is_monarch_leader = yes
is_month Integer Returns true if the current month is at least X (zero based). Anywhere is_month = 1 # February
is_march Boolean Returns true if the country is a march. Country is_march = yes
is_neighbor_of Tag, Scope Returns true if the country is neighbor of X. Country is_neighbor_of = FRA
is_node_in_trade_company_region Boolean Returns true, if the province's trade node is in a trade company region. Province is_node_in_trade_company_region = yes
is_nomad Boolean Returns true if country's government is nomadic.
(Note: Only the Steppe Nomads government is flagged as nomadic.)
Country is_nomad = yes
is_orangists_in_power Boolean Returns true if in the country the orangists are in power. Country is_orangists_in_power = yes
is_origin_of_consort Scope, Tag Returns true if the specified country is the origin country of the scoped country’s consort. Country is_origin_of_consort = ROOT
is_overseas Boolean Returns true if the province is overseas Province is_overseas = yes
is_overseas_subject Boolean Returns true if the subject is overseas. Country (subject) is_overseas_subject = yes
is_owned_by_trade_company Boolean Returns true if the province belongs to a trade company. Province is_owned_by_trade_company = yes
is_papal_controller Boolean Returns true if the country is the papal controller. Country is_papal_controller = yes
is_part_of_hre Boolean Returns true if the country/province is part of the HRE. Country
Province
is_part_of_hre = yes
is_permanent_claim Tag, Scope Returns true if the province is a permanent claim of X. Province is_permanent_claim = ROOT
is_playing_custom_nation Boolean Returns true if the country is a player-designed custom nation. Country is_playing_custom_nation = yes
is_possible_march Tag, Scope Returns true if vassal X is a possible march of the country. Country is_possible_march = ROOT
is_possible_vassal Tag, Scope Returns true if country X is releasable as vassal of the country. Country ENG = { is_possible_vassal = CRN }
is_previous_papal_controller Boolean Returns true if the country is the previous papal controller. Country is_previous_papal_controller = yes
is_prosperous Boolean Returns true if the province is prosperous. NOTE: Does not have a tooltip. Province is_prosperous = yes
is_protectorate Boolean Returns true if the country is a protectorate Country is_protectorate = yes
is_random_new_world Boolean Returns true if playing with a random New World. Anywhere is_random_new_world = no
is_reformation_center Boolean Returns true if the province is a reformation center. Global is_reformation_center = no
is_religion_grant_colonial_claim Boolean, Tag, Scope Returns true if the province has been granted to any country, to no country or to a specific country. Province is_religion_grant_colonial_claim = ROOT
is_religion_enabled Identifier Returns true if the specified religion is enabled. Anywhere is_religion_enabled = reformed
is_religion_reformed Boolean Returns true if the country has reformed their religion. Country is_religion_reformed = yes
is_renting_condottieri_to Tag Returns true if the country is renting condottieri to the specified country. Country is_renting_condottieri_to = ENG
is_revolution_target Boolean Returns true if the country is the revolution target. Country is_revolution_target = yes
is_rival Tag, Scope Returns true if country X is a rival of the country. Country is_rival = FRA
is_ruler_commanding_unit Boolean Returns true if the unit is commanded by the owner's ruler, heir or consort. Unit is_ruler_commanding_unit = yes
is_sea Boolean Returns true if the province is sea.
Mostly used for trade nodes.
Province is_sea = yes
is_state Boolean Returns true if the province is in a state. Province is_state = yes
is_state_core Province ID Returns true if the country has a state core on the province with the ID X. Country is_state_core = 950
Tag, Scope Returns true if the country X has a state core on the province. Province is_state_core = NED
is_statists_in_power Boolean Returns true if in the country the statists are in power. Province is_statists_in_power = yes
is_strongest_trade_power Tag, Scope Returns true if the specified country has the most trade power in the area. Province
(Trade node)
is_strongest_trade_power = POR
is_subject Boolean Returns true if the country is a subject. Country is_subject = yes
is_subject_of Tag Returns true if the country is a subject of X. Country is_subject_of = FRA
is_subject_of_type Identifier Returns true if the country is a subject of subject type. Country is_subject_of_type = tributary_state
is_subject_of_type_with_overlord Clause Returns true if the country is a subject of subject type of the specified overlord. who can use scopes like ROOT, but the tooltip only works with tags. Country is_subject_of_type_with_overlord = { who = MNG type = tributary_state }
is_supporting_independence_of Tag, Scope Returns true if the country is supporting the independence of the specified country. Country is_supporting_independence_of = SWI
is_territorial_core Province ID Returns true if the country has a territorial core on the province with the ID X. Country is_territorial_core = 950
Tag, Scope Returns true if the country X has a territorial core on the province. Province is_territorial_core = NED
is_territory Boolean Returns true if the province is in a territory. Province is_territory = no
is_threat Tag, Scope Returns true if country X is threatened by the country. Country is_threat = ROOT
is_trade_league_leader Boolean Returns true if the country is the leader of a trade league. Country is_trade_league_leader = yes
is_tribal Boolean Returns true if the country has a tribal government.
Essentially the same as "government = tribal"
Country is_tribal = yes
is_vassal Boolean Returns true if the country is a vassal. Country is_vassal = yes
is_variable_equal Clause Returns true if the specified variable is equal to X.
is_variable_equal = {
	which = myvar
	value = 5
}
is_wasteland Boolean Returns true if the province is wasteland. Province is_wasteland = yes
is_year Integer Returns true if the current year is at least X. Anywhere is_year = 1750
island Boolean Returns true if the province is an island, i.e. has no neighboring land provinces. Province island = yes
isolationism Integer Returns true, if the country has an isolationism level of at least X. Country isolationism = 2
janissary_percentage Float Returns true if the country has an army of at least X k janissaries.
Cradle of Civilization.png Available only with the Cradle of Civilization DLC enabled.
Country janissary_percentage = 0.3
num_of_janissaries Integer Returns true if the country has at least X Janissaries. Country num_of_janissaries = 10
junior_union_with Tag, Scope Returns true if the country is the junior partner in a personal union under country X. Country junior_union_with = ENG
karma Integer Returns true if the country has a karma of at least X. Country karma = -50
Tag, Scope Returns true if the country has at least as much karma as the specified country. Country karma = DAI
knows_country Tag. Scope Returns true if the country has knowledge of country X. Country knows_country = INC
land_forcelimit Integer Returns true if the country has a land force limit of at least X. Country land_forcelimit = 32
Tag, Scope Returns true if the country has a land force limit of at least as much regiments than the specified country. Country land_forcelimit = ROOT
land_maintenance Float Returns true if the country has set its land maintenance to X. Country land_maintenance = 0.90
land_morale Float Returns true if the country has a morale of armies of at least X. Country land_morale = 3.5
Tag, Scope Returns true if the country has an at least as high morale of armies as the specified country. Country land_morale = PRU
last_mission Identifier Returns true if the last mission of the country was the specified mission. Country NOT = { last_mission = conquer_finland }
legitimacy Integer Returns true if the country has at least X legitimacy. Country legitimacy = 100
Tag, Scope Returns true if the country has at least as much legitimacy as the specified country. Country legitimacy = ENG
legitimacy_equivalent Integer Returns true, if the country's legitimacy equivalent (legitimacy, republican tradition, devotion, horde unity, meritocracy etc.) is at least X. Country legitimacy_equivalent = 80
Tag, Scope Returns true, if the country has at least as much legitimacy equivalent (legitimacy, republican tradition, devotion, horde unity, meritocracy etc.) as the specified country. Country legitimacy_equivalent = FRA
legitimacy_or_horde_unity Integer Returns true if the country has at least X legitimacy or horde unity. Country legitimacy_or_horde_unity = 90
Tag, Scope Returns true if the country has at least as much legitimacy or horde unity as the specified country. Country legitimacy_or_horde_unity = ROOT
liberty_desire Integer Return true if the subject has a liberty desire of at least X. Country (subject) liberty_desire = 50
light_ship_fraction Float Returns true if the ratio of the light ship fraction to the navy size of the country is at least X. Country light_ship_fraction = 0.3
light_ships_in_province Integer Returns true if there are at least X light ships in the province. Province light_ships_in_province = 10
Tag, Scope Returns true if there are light ships from the specified country in the province. Province light_ships_in_province = ROOT
likely_rebels Identifier Returns true if the province has the specified rebel faction as likely rebels. Province likely_rebels = revolutionary_rebels
local_autonomy Integer Returns true if the province has a local autonomy of at least X. Province local_autonomy = 50
local_autonomy_above_min Float Returns true, if the province's local autonomy is at least X above the province's minimum local autonomy. Province local_autonomy_above_min = 10
luck Boolean Returns true if the country is a lucky nation. (AI controlled counties only.) Country luck = yes
march_of Tag, Scope Returns true if the country is a march under country X. Country march_of = PAP
manpower Integer Returns true if the country has at least available manpower. Country manpower = 22
manpower_percentage Float Returns true if the country has a manpower level of at least X%. Country manpower_percentage = 0.50
marriage_with Tag, Scope Returns true if the country has a royal marriage with X. Country marriage_with = ROOT
max_manpower Integer Returns true if the country has at least maximum manpower. Country max_manpower = 5
mercantilism Float Returns true if the country's mercantilism is at least X. Country mercantilism = 5
meritocracy Integer Returns true, if the country has a meritocracy value of at least X. Country meritocracy = 80
mil Integer Returns true if the country has a ruler with a military skill of at least X. Country mil = 6
Tag, Scope Returns true if the country has a ruler with at least as high military skill as the ruler of the specified country. Country mil = HJO
militarised_society Integer Returns true if the country has a militarization of country of at least X. Country militarized_society = 20
mil_power Integer Returns true if the country has at least X military power. Country mil_power = 333
Tag, Scope Returns true if the country has at least as much military power than the specified country. Country mil_power = MAM
mil_tech Integer Returns true if the country has an military technology of at least level X. Country mil_tech = 4
mission_completed Identifier Returns true if the country has completed mission X. Country mission_completed = eng_mighty_army
monthly_income Integer Returns true if the country has a monthly income of at least X. Country monthly_income = 5
Tag, Scope Returns true if the country has an at least as high monthly income as the specified country. Country monthly_income = MAM
monthly_adm Integer Returns true if the country gains at least X adm power every month. Country monthly_adm = 3
monthly_dip Integer Returns true if the country gains at least X dip power every month. Country monthly_dip = 3
monthly_mil Integer Returns true if the country gains at least X mil power every month. Country monthly_mil = 3
months_of_ruling Integer Returns true if the country has a ruler that has ruled for at least X months. Country months_of_ruling = 12
months_since_defection Integer Returns true if the province defected within the last X months. Province months_since_defection = 12
military_strength Clause Returns true, if the country's military strength (army size & navy size combined) is at least the size of X times the military strength of the specified country Country
military_strength = {
	who = FROM
	value = 2.0
}
nationalism Integer Returns true if province has at least X years of separatism remaining. Province nationalism = 5
national_focus Identifier Returns true if country has set the national focus to X. Country national_focus = ADM
nation_designer_points Identifier Returns true if at least X points were used when creating the custom nation. Country nation_designer_points = 802
native_ferocity Integer Returns true if ferocity of natives in the province is at least X. Province native_ferocity = 3
native_hostileness Integer Returns true if hostileness of natives in the province is at least X. Province native_hostileness = 2
native_policy Identifier Returns true if country has the specified native policy. Country
native_policy = native_policy_trade
native_size Integer Returns true if size of natives in the province is at least X. Province native_size = 30
naval_forcelimit Integer Returns true if the country has a naval force limit of at least X. Country naval_forcelimit = 24
Tag, Scope Returns true if the country has a naval force limit of at least as much ships than the specified country. Country naval_forcelimit = SWE
naval_maintenance Float Returns true if the country's naval maintenance slider is at least X fraction of maximum. Country naval_maintenance = 0.33
naval_morale Float Returns true if the country has a morale of navies of at least X. Country naval_morale = 2.5
Tag, Scope Returns true if the country has an at least as high morale of navies as the specified country. Country naval_morale = GBR
navy_size Integer Returns true if the current scope has a navy of at least X ships. Country navy_size = 300
Tag, Scope Returns true if the current scope has a navy at least as large as the specified country. Country navy_size = SPA
navy_size_percentage Integer Returns true if the ratio of the total navy size of the country to its naval force limit is at least X. Country navy_size_percentage = 0.50
naval_strength Clause Returns true, if the country's navy size is at least the size of X times the navy size of the specified country. Country
naval_strength = {
	who = ENG
	value = 0.5
}
navy_tradition Integer Returns true if the country has a navy tradition of at least X. Country navy_tradition = 95
Tag, Scope Returns true if the country has an at least as high navy tradition as specified country. Country navy_tradition = GBR
normal_or_historical_nations Boolean Returns true if game is set to use normal or historical nations. Anywhere normal_or_historical_nations = yes
normal_province_values Boolean Returns true if game is set to use normal province values. Anywhere normal_province_values = yes
num_accepted_cultures Integer Returns true, if the country has at least X accepted cultures. Country num_accepted_cultures = 1
num_free_building_slots Integer Returns true if the province has at least X building slots remaining. Province num_free_building_slots = 1
num_investments_in_trade_company_region Clause Returns true if there are at least X trade company investments in the trade company region. Province
num_investments_in_trade_company_region = { 
	investment = company_administration
	value = 3
}
num_of_active_blessings Integer Returns true if the country has enabled at least X blessings. Country num_of_active_blessings = 5
num_of_admirals Integer Returns true if the country has at least X admirals. Country num_of_admirals = 2
Tag, Scope Returns true if the country has at least as much admirals than the specified country. Country num_of_admirals = SPA
num_of_admirals_with_traits Integer Returns true if the country has at least X admirals with traits. Country num_of_admirals_with_traits = 1
num_of_allies Integer Return true if the country has at least X allies. Country num_of_allies = 7
Tag, Scope Returns true if the country has at least as much allies than the specified country. Country num_of_allies = ARA
num_of_artillery Integer Returns true if the country has at least X artillery regiments. Country num_of_artillery = 12
Tag, Scope Returns true if the country has at least as much artillery regiments than the specified country. Country num_of_artillery = FRA
num_of_aspects Integer Returns true if the country has at least X church aspects. Country num_of_aspects = 2
Tag, Scope Returns true if the country has at least as much church aspects than the specified country. Country num_of_aspects = SWE
num_of_banners Integer Returns true, if the country has at least X banner units. Country num_of_banners = 3
num_of_buildings_in_province Integer Returns true, if the province has at least X buildings Province num_of_buildings_in_province = 3
num_of_captured_ships_with_boarding_doctrine Integer Returns true if the country has captured at least X ships while having the ‘Ship Boarding’ naval doctrine. Country num_of_captured_ships_with_boarding_doctrine = 20
num_of_centers_of_trade Integer Returns true if the country has at least X centers of trade. Country num_of_centers_of_trade = 5
num_of_cardinals Integer Returns true if the country has at least X cardinals in the Holy See. Country num_of_cardinals = 3
Tag, Scope Returns true if the country has at least as much cardinals than the specified country. Country num_of_cardinals = FRA
num_of_cavalry Integer Returns true if the country has at least X cavalry regiments. Country num_of_cavalry = 23
Tag, Scope Returns true if the country has at least as much cavalry regiments than the specified country. Country num_of_cavalry = FRA
num_of_cawa Integer Returns true if the country has at least X cawa regiments. Country
num_of_cawa = 10
num_of_cities Integer Returns true if the country owns at least X cities. Country num_of_cities = 15
Tag, Scope Returns true if the country owns at least as much cities than the specified country. Country num_of_cities = ROOT
num_of_coalition_members Integer Returns true if the country is in a coalition of at least X members. Country num_of_coalition_members = 6
num_of_colonies Integer Returns true if the country has at least X unfinished colonies. Country num_of_colonies = 2
num_of_colonists Integer Returns true if the country has at least X colonists. Country num_of_colonists = 2
num_of_conquistadors Integer Returns true if the country has at least X conquistadors. Country num_of_conquistadors = 2
Tag, Scope Returns true if the country has at least as much conquistadors than the specified country. Country num_of_conquistadors = ROOT
num_of_consorts Integer Returns true, if the ruler of the country had at least X separate consorts. Country num_of_consorts = 6
num_of_continents Integer Returns true, if the country owns provinces on at least X continents. Only provinces owned by the country itself are taken into account, not provinces owned by subjects. Country num_of_continents = 3
num_of_cossacks Integer Returns true, if the country has at least X cossack units. Country num_of_cossacks = 3
num_of_custom_nations Integer Returns true if there are at least X custom nations in the game. Country num_of_custom_nations = 1
num_of_different_religions_in_court Integer Returns true if there are at least X possible advisors with a different religion to the country in court. Country num_of_different_religions_in_court = 4
num_of_different_cultures_in_court Integer Returns true if there are at least X possible advisors with a different culture to the primary culture of the country in court. Country num_of_different_cultures_in_court = 4
num_of_diplomatic_relations Integer Returns true if the country has at least X diplomatic relations. Country num_of_diplomatic_relations = 3
num_of_diplomats Integer Returns true if the country has at least X diplomats. Country num_of_diplomats = 2
num_of_electors Integer Returns true if there are at least X electors of the HRE. Anywhere num_of_electors = 7
num_of_estate_privileges Clause Returns true if the country has granted at least X privileges to the specified estate. Country
num_of_estate_privileges = {
	estate = estate_brahmins
	value = 2
}
num_of_explorers Integer Returns true if the country has at least X explorers. Country num_of_explorers = 1
Tag, Scope Returns true if the country has at least as much explorers than the specified country. Country num_of_explorers = ENG
num_of_foreign_hre_provinces Integer Returns true if there are at least X provinces owned by non-member states or subjects of non-member states. Anywhere num_of_foreign_hre_provinces = 2
num_of_free_diplomatic_relations Integer Returns true if the country has at least X free diplomatic relations slots. Country num_of_free_diplomatic_relations = 1
num_of_galley Integer Returns true if the country has at least X galleys. Country num_of_galley = 20
Tag, Scope Returns true if the country has at least as much galleys than the specified country. Country num_of_galley = VEN
num_of_generals Integer Returns true if the country has at least X generals. Country num_of_generals = 2
Tag, Scope Returns true if the country has at least as much generals than the specified country. Country num_of_generals = FROM
num_of_generals_with_traits Integer Returns true if the country has at least X generals with traits. Country num_of_generals_with_traits = 1
num_of_harmonized Integer Returns true, if the country has harmonized with at least X religions or religion groups. Country num_of_harmonized = 2
num_of_heavy_ship Integer Returns true if the country has at least X heavy ships. Country num_of_heavy_ship = 20
Tag, Scope Returns true if the country has at least as much heavy ships than the specified country. Country num_of_heavy_ship = ENG
num_of_infantry Integer Returns true if the country has at least X infantry regiments. Country num_of_infantry = 300
Tag, Scope Returns true if the country has at least as much infantry regiments than the specified country. Country num_of_infantry = FROM
num_of_light_ship Integer Returns true if the country has at least X light ships. Country num_of_light_ship = 20
Tag, Scope Returns true if the country has at least as much light ships than the specified country. Country num_of_light_ship = GEN
num_of_loans Integer Returns true if the country has at least X loans. Country num_of_loans = 15
Tag, Scope Returns true if the country has taken at least as much loans than the specified country. Country num_of_loans = LIT
num_of_marches Integer Returns true if the country has at least X marches. Country num_of_marches = 2
Tag, Scope Returns true if the country has at least as much marches than the specified country. Country num_of_marches = POL
num_of_marines Integer Returns true if the country has enabled at least X marines. Country num_of_marines = 5
num_of_mercenaries Integer Returns true if the country has at least X mercenaries. Country num_of_mercenaries = 10
Tag, Scope Returns true if the country has at least as much mercenaries than the specified country. Country num_of_mercenaries = TUR
num_of_merchants Integer Returns true if the country has at least X merchants. Country num_of_merchants = 3
num_of_missionaries Integer Returns true if the country has at least X missionaries. Country num_of_missionaries = 2
num_of_owned_and_controlled_institutions Integer Returns true, if the country owns and controls at least X provinces that are institution origins. Country num_of_owned_and_controlled_institutions = 2
num_of_owned_provinces_with Clause Returns true if at least X provinces of the scoped country match the specified condition(s). Country
num_of_owned_provinces_with = {
	value = 15
	has_owner_accepted_culture = no
	NOT = { culture = root }
	is_overseas = no
}
num_of_ports Integer Returns true if country owns at least X home ports (in lands contiguously connected to the capital). Country num_of_ports = 20
Tag, Scope Returns true if the country has at least as much home ports than the specified country. Country num_of_ports = MNG
num_of_ports_blockading Integer Returns true if the country blockades at least X ports. Country num_of_ports_blockading = 10
num_of_powerful_estates Integer Returns true if the country has at least X estates with at least 70 influence. Country num_of_powerful_estates = 2
num_of_protectorates Integer Returns true if the country has at least X protectorates. Country num_of_protectorates = 2
Tag, Scope Returns true if the country has at least as much protectorates than the specified country. Country num_of_protectorates = POR
num_of_provinces_in_states Integer Returns true if the country has at least X provinces is states. Country num_of_provinces_in_states = 14
num_of_provinces_in_territories Integer Returns true if the country has at least X provinces is territories. Country num_of_provinces_in_territories = 12
num_of_provinces_owned_or_owned_by_non_sovereign_subjects_with Clause Returns true if there are at least X provinces that fulfill the declared conditions owned by the country and its non-tributary subjects. Country
num_of_provinces_owned_or_owned_by_non_sovereign_subjects_with = {
	value = 1
	colonial_region = colonial_the_carribean
	is_city = yes
}
num_of_provinces_owned_or_owned_by_subjects_with Clause Returns true if there are at least X provinces that fulfill the declared conditions owned by the country and its subjects. Country
num_of_provinces_owned_or_owned_by_subjects_with = {
	value = 8
	region = sahel_region
}
num_of_rajput Integer Returns true if the country has at least X rajput regiments. Country num_of_rajput = 20
num_of_regiments_at_full_drill Integer Returns true if the country has at least X regiments at full drill Country num_of_regiments_at_full_drill = 100
num_of_rebel_armies Integer Returns true if the number of rebel armies in the country is at least X. Country num_of_rebel_armies = 3
Tag, Scope Returns true if there are at least as much rebel armies in the country than the specified country. Country num_of_rebel_armies = SWI
num_of_rebel_controlled_provinces Integer Returns true if the number of rebel controlled provinces in the country is at least X. Country num_of_rebel_controlled_provinces = 3
Tag, Scope Returns true if the country has at least as much rebel controlled provinces than the specified country. Country num_of_rebel_controlled_provinces = TIM
num_of_religion Clause Float value: Returns true if the ratio of the provinces with the specified religion to the total provinces of the country is at least X.
Integer value: Returns true if the country has at least X provinces with the specified religion.
It is also possible to specify the secondary religion by secondary = yes.
Country
num_of_religion = {
	religion = animism
	value = 0.3
}
num_of_revolts Integer Returns true if the number of revolts in the country is at least X.
The same as ‘num_of_rebel_controlled_provinces’.
Country num_of_revolts = 3
Tag, Scope Returns true if the country has at least as much rebel controlled provinces than the specified country. Country num_of_revolts = TIM
num_of_royal_marriages Integer Returns true if the country has at least X royal marriages. Country num_of_royal_marriages = 2
Tag, Scope Returns true if the country has at least as much royal marriages than the specified country. Country num_of_royal_marriages = ENG
num_of_ruler_traits Tag, Scope Returns true if the ruler has at least X personality traits. Country num_of_ruler_traits = { amount = 3 }
num_of_states Integer Returns true if the country has at least X states. Country num_of_states = 8
num_of_streltsy Integer Returns true, if the country has at least X streltsy units. Country num_of_streltsy = 3
num_of_strong_trade_companies Integer Returns true if the country has at least X strong trade companies. Country num_of_strong_trade_companies = 4
num_of_subjects Integer Returns true if the country is the overlord of at least X subject countries of any type. Country num_of_subjects = 1
num_of_territories Integer Returns true, if the country has at least X territories (areas that aren't states). Country num_of_territories = 10
num_of_times_improved Integer Returns true if the development of the province was improved at least X times. Province num_of_times_improved = 5
num_of_times_improved_by_owner Integer Returns true if the development of the province was improved at least X times by the current owner. Province num_of_times_improved_by_owner = 5
num_of_times_used_pillage_capital Integer Returns true if the country has used the Pillage Capital peace treaty at least X times. Country
num_of_times_used_pillage_capital = 10
num_of_times_used_transfer_development Integer Returns true if the country has used the Concentrate Development action at least X times. Country
num_of_times_used_transfer_development = 5
num_of_total_ports Integer Returns true if the country owns at least X total ports (anywhere in the world). Country num_of_total_ports = 20
Tag, Scope Returns true if the country owns at least as much total ports than the specified country. Country num_of_total_ports = JAP
num_of_trade_companies Integer Returns true if the country has at least X trade companies. Country num_of_trade_companies = 3
num_of_trade_embargos Integer Returns true if the country has at least X trade embargos. Country num_of_trade_embargos = 3
num_of_trading_bonuses Integer Returns true if the country hasat least X ‘trading in’ bonuses. Country num_of_trading_bonuses = 7
num_of_transport Integer Returns true if the country has at least X transports. Country num_of_transport = 24
Tag, Scope Returns true if the country has at least as much transports than the specified country. Country num_of_transport = DEN
num_of_trusted_allies Integer Returns true if the country has at least X allies with 100 trust. Country num_of_trusted_allies = 3
personal_union Integer Returns true if the country has at least X personal unions. Country personal_union = 3
num_of_units_in_province Clause Returns true if the specified country has at least X units of the specified type in the province. (type and who are not needed, if not included will default to all.) Province
num_of_units_in_province = {
    who =
    type =
    amount =
}
num_of_unlocked_cults Integer Returns true if the country has unlocked at least X cults. Country num_of_unlocked_cults = 13
num_of_war_reparations Integer Returns true if the country receives war reparations from at least X countries. Country num_of_war_reparations = 4
Tag, Scope Returns true if the country receives war reparations from at least as much countries than the specified country. Country num_of_war_reparations = ROOT
num_ships_privateering Integer Returns true if country has at least X ships privateering. Country num_ships_privateering = 20
Tag, Scope Returns true if the country has at least as much ships privateering than the specified country. Country num_ships_privateering = HSA
offensive_war_with Tag, Scope Returns true if the country is in an offensive war with country X. Country offensive_war_with = ROOT
overextension_percentage Float Returns true if country has at least X% overextension. Country overextension_percentage = 0.75
overlord_of Tag, Scope Returns true if the country is the overlord of X. Country overlord_of = FRA
overseas_provinces_percentage Float Returns true if the country has X percentage of overseas provinces. Country overseas_provinces_percentage = 0.05
owes_favors Integer Returns true if the scoped country owes favours to the specified country. Country
owes_favors = { 
         who = FRA 
         value = 10 
}
owned_by Tag, Scope Returns true if the province is owned by the country X. Province owned_by = TUR
owns Province ID Returns true if the country owns the specified province. Country owns = 236
owns_all_provinces Clause Returns true if the country or its non-tributary subjects own all provinces with the specified conditions. Country
owns_all_provinces = {
	continent = asia
	has_terrain = grasslands
}
owns_core_province Province ID Returns true if the country owns and has a core on the specified province. Country owns_core_province = 217
owns_or_non_sovereign_subject_of Province ID Returns true, if the country or a subject that is not categorized as "sovereign" (e.g. tributary states are excluded) owns the specified province. Country owns_or_non_sovereign_subject_of = 151
owns_or_subject_of Province ID, Scope Returns true, if the country or a subject owns the specified province. Country owns_or_subject_of = 151
papacy_active Boolean Returns true if the papacy is active. Anywhere papacy_active = yes
papal_influence Integer Returns true if the country's papal influence is at least X. Country papal_influence = 100
Tag, Scope Returns true if the country has at least as much papal influence as the specified country. Country papal_influence = KID
patriarch_authority Float Returns true if the country's patriarch authority is at least X. Country patriarch_authority = 0.75
percentage_backing_issue Float Returns true if at least the Xth part of the seats in the parliament is backing for the current issue. Country percentage_backing_issue = 0.5
personality Identifier Returns true if the country has a ruler which personality is X. Is limited to ai_personalities listed in base game file 'common/ai_personalities/00_ai_personalities.txt'. For ruler personality, use ruler_has_personality Country personality = ai_militarist
piety Float Returns true if the country's piety is at least X. Country piety = -0.75
Tag, Scope Returns true if the country has at least as much piety as the specified country. Country piety = MOR
preferred_emperor Tag, Scope Returns true if an elector has the country X is the preferred emperor. Country (Elector) preferred_emperor = HAB
prestige Integer Return true if the country has a prestige of at least X. Country prestige = 99
Tag, Scope Returns true if the country has at least as much prestige as the specified country. Country prestige = ADA
previous_owner Tag, Scope Returns true if the previous owner of the province was X. Province previous_owner = HUN
power_projection Integer Returns true if country has a Power_projection of at least X. Appeared in 1.30 Country power_projection = 90
primary_culture Identifier, Scope Returns true if the country's primary culture is X. Country primary_culture = dutch
primitives Boolean Returns true if the country is primitive. Country primitives = yes
privateer_power Clause Returns true if the country has at least X trade power from privateering in the trade node. Province
(Trade node)
1744 = { #Antwerpen
	privateer_power = {
		country = FROM
		share = 25
	}
}
production_efficiency Float Returns true if the country has a production efficiency of at least X. Country production_efficiency = 0.10
Tag, Scope Returns true if the country has an at least as high production efficiency as the specified country. Country production_efficiency = AAC
production_income_percentage Float Returns true if the ratio of production income to total income is at least X. Country production_income_percentage = 0.10
production_leader Clause Returns true if the country is the production leader of the trade good X. Country
production_leader = {
	trade_goods = coffee
}
province_distance Clause Returns true, if the distance between specified provinces is at least X. Province
any_owned_province = {
	province_distance = {
		who = 151
		distance = 50
	}
}
province_id Integer,Scope Returns true if the province has the ID X. Province province_id = 1
province_is_on_an_island Boolean Returns true if the province is on an island. Province province_is_on_an_island = yes
province_getting_expelled_minority Boolean Returns true if the province is getting minorities. Province province_getting_minorities = yes
province_group Identifier Returns true if the province belongs to the specified province group. Province province_group = my_province_group
province_size Integer Returns true if the province, in provinces.bmp, contains X pixels. Province province_size = 100
province_trade_power Integer Returns true if trade power generated by the province is at least X. Province province_trade_power = 5
provinces_on_capital_continent_of Scope Returns true if the country has a province on the continent with the capital of the specified country. Country provinces_on_capital_continent_of = ROOT
pure_unrest Integer Returns true if the province has a base unrest of at least X. Province pure_unrest = 2
range Tag, Scope Returns true if the province is within the range of the specified country. Province range = TUR
real_day_of_year Integer Returns true, if today is X. Refers to the actual real day (probably takes system time). Anywhere Example needed
real_month_of_year Integer Returns true if the month of the year in reality is at least X (January ≙ 0) Anywhere real_month_of_year = 6 # Mai
reform_desire Float Returns true if the reform desire is at least X%. Anywhere reform_desire = 0.95
receives_military_access_from Tag, Scope Returns true if the scoped country receives military access from the specified country. Country
owner = {
        receives_military_access_from = FRA
}
receives_fleet_basing_rights_from Tag, Scope Returns true if the scoped country receives fleet basing rights from the specified country. Country
owner = {
        receives_fleet_basing_rights_from = FRA
}
reform_level Identifier Retrurn true if the country has reached at least X levels of government reforms. Country reform_level = 5
region Identifier Returns true if the province is part of the region X. Province region = west_india_region
religion Identifier, Scope Returns true if the country/province has religion X. Country
Province
religion = catholic
religion_group Identifier, Scope Returns true if the country/province has a religion of the specified religious group. Country
province
religion_group = christian
religion_years Clause Returns true if the specified religion is enabled for at least X years. Anywhere religion_years = { confucianism = 100 }
religious_school Clause Returns true, if the country has the specified religious school. Country
religious_school = {
	group = muslim
	school = hanbali_school
}
religious_unity Float Returns true if the country's religious unity is at least X. Country religious_unity = 0.99
republican_tradition Integer Returns true if country's republican tradition is at least X. Country republican_tradition = 90
revanchism Integer Returns true if country's revanchism is at least X. Country revanchism = 10
reverse_has_opinion Clause Returns true if the country specified by who has at least value opinion of the country. Country
reverse_has_opinion = {
	who = DAN
	value = 80
}
reverse_has_opinion_modifier Clause Returns true if the country specified by who has the opinion modifier modifier towards the country.
Can also specify a value of the modifier (but it is not displayed).
Country
reverse_has_opinion_modifier = {
	who = ROOT
	modifier = opinion_spurned_pu
}
revolt_percentage Float Returns true if at least the Xth part of the provinces of the country have revolts. Country revolt_percentage = 0.1
revolution_target_exists Boolean Returns true if there is a revolutionary target in the world. revolution_target_exists = yes
ruler_age Integer Returns true if the country has a ruler that is at least X years old. Country ruler_age = 40
ruler_consort_marriage_length Integer Needs description Country ruler_consort_marriage_length = 10
ruler_culture Identifier, Scope Returns true, if the country's ruler has the specified culture. Can utilise Event Scope Values. Country ruler_culture = prussian
ruler_has_personality Identifier Returns true if the country’s ruler has the specified personality. Country ruler_has_personality = malevolent_personality
ruler_is_foreigner Boolean Returns true if the country has foreign ruler. Country ruler_is_foreigner = no
ruler_religion Identifier, Scope Returns true, if the country's ruler has the specified religion. Can utilise Event Scope Values. Country ruler_religion = catholic
sailors Integer Returns true if the country has at least X sailors. Country sailors = 2500
sailors_percentage Float Returns true if the country has a sailor level of at least X%. Country sailors_percentage = 0.50
max_sailors[2] Integer Returns true if the country has at least X maximum sailors. Country max_sailors = 5000
same_continent Integer, Scope Returns true, if specified province is on the same continent as the province. If used in country scope, capitals are checked. Country, Province
FRA = {
	same_continent = ROOT
}
all_owned_province = {
	same_continent = capital
}
secondary_religion Identifier Returns true the secondary religion of the country is X. Country secondary_religion = ibadi
senior_union_with Tag, Scope Returns true if the country is the senior partner in a personal union over country X. Country senior_union_with = HAB
sieged_by Tag, Scopes Returns true if the province is being besieged by country X. Province sieged_by = ROOT
splendor Integer Returns true, if the country has at least X splendor. Country splendor = 800
stability Integer Returns true if the country has a stability of at least X. Country stability = 1
Tag, Scope Returns true if the country has at least as much stability than the specified country. Country stability = HAB
start_date Date Returns true if the start date of the campaign is X. Anywhere start_date = 1776.7.4
started_in Date Returns true if the start date of the campaign is X or after. Anywhere started_in = 1776.7.4
statists_vs_orangists Float Returns true if Statists vs Orangists is at least X. Country statists_vs_orangists = 0.9
subsidised_percent_amount Float Returns true if the country receives subsidies of at least X% of its monthly income. Country
subsidised_percent_amount = { 
	value = 0.5
}
succession_claim Tag, Scope Returns true if the country has claimed the throne of the country X. Country succession_claim = FROM
superregion Identifier Returns true if the province belongs to the superregion X. Province superregion = east_indies_superregion
tag Tag, Scope Returns true if the country is the specified country. Country tag = HAB
tariff_value Float Returns true if the colonial nation pays at least X% tariffs. Country tariff_value = 0.25
tax_income_percentage Float Returns true if the ratio of tax income to total income is at least X. Country tax_income_percentage = 0.2
tech_difference Integer Returns true if the scoped country is at least X technologies ahead (compared to the country). Country
any_neighbor_country = {
	tech_difference = 3
} 
technology_group Identifier Returns true if the country has the technology group X. Country technology_group = western
Scope Returns true if the countries have the same technology group. Country technology_group = PREV
tolerance_to_this Integer Returns true if the country has a tolerance of at least X towards the religion of the country or scoped province. Country Province tolerance_to_this = 0
total_base_tax Integer Returns true if the base tax of the country's provinces totals at least X. Country total_base_tax = 75
Tag, Scope Returns true if the country has at least as much total base tax as the specified country. Country total_base_tax = MNG
total_development Integer Returns true if the country has a total development of at least X. Country total_development = 200
Tag, Scope Returns true if the country has more total development than the specified country. Country total_development = HUN
total_number_of_cardinals Integer Returns true if the total number of cardinals is at least X. Anywhere total_number_of_cardinals = 49
total_losses_in_won_wars Clause Returns true if the country specified by looser has lost at least the amount of troops specified by casualties in wars lost against the country specified by winner. Both have to be primary targets. Anywhere
total_losses_in_won_wars = {
	winner = NPL
	looser = PRU
	casualties = 100000
} 
trade_league_embargoed_by Tag, Scope Description needed Country trade_league_embargoed_by = FROM
total_own_and_non_tributary_subject_development Tag, Scope Returns true if the country and its non-tributary subjects have more Total development than the specified country and its non-tributary subjects. Country
total_own_and_non_tributary_subject_development = FRA
transports_in_province Integer Returns true if there are at least X transports in the province. Province transports_in_province = 10
Tag, Scope Returns true if there are transports from the specified country in the province. Province transports_in_province = TER
trade_company_region Identifier Returns true if the province is in the trade company region. Province trade_company_region = trade_company_moluccas
trade_company_size Integer Returns true if the trade company has at least X provinces. Province trade_company_size = 5
trade_efficiency Float Returns true if the country has a trade efficiency over X. Country trade_efficiency = 0.50
trade_embargoing Tag, Scope Returns true if the country is embargoing country X. Country trade_embargoing = HAB
trade_embargo_by Tag, Scope Returns true if country X is embargoing the country. Country trade_embargo_by = HAB
trade_goods Identifier Returns true if the province is producing the trade good X. Province trade_goods = fur
trade_goods_produced_amount Clause Returns true if country X is producing amount Y of trade good Z. Country
trade_goods_produced_amount = {
	trade_goods = grain
	amount = 25
}
trade_income_percentage Float Returns true if the ratio of trade income to total income is at least X. Country trade_income_percentage = 0.10
trade_node_value Float Returns true if total trade value in the node is at least X. Province (Trade Node)
1744 = { #Antwerpen
	trade_node_value = 50
}
trade_range Tag, Scope Returns true if the trade node is within the trade range of the specified country. Province
(Trade node)
trade_range = ENG
trade_share Clause Returns true if the country controls at least X% of the trade in the specified trade node. Province
(Trade node)
1744 = { #Antwerpen
	trade_share = {
		country = NED
		share = 25
	}
}
trading_bonus Clause Returns true if the country has the ‘trading in’ bonus of the specified trade good. Country
trading_bonus = {
	trade_goods = coffee
	value = yes
}
trading_part Clause Returns true if the country has access to X% of the world market of the specified trade good. Country
trading_part = {
	trade_goods = cocoa
	value = 0.05
}
trading_policy_in_node Clause Returns true, if the country has the specified trading policy in the specified trade node. Can also use "policy = any". Country
any_active_trade_node = {
	ROOT = {
		trading_policy_in_node = {
			node = PREV
			policy = propagate_religion
		}
	}
}
transport_fraction Float Returns true if the ratio of the transport fraction to the navy size of the country is at least X. Country transport_fraction = 0.55
treasury Integer Returns true if country's treasury contains at least X ducats. Country treasury = 100
Tag, Scope Returns true if the country has at least as much ducats in its treasury as the specified country. Country treasury = ROOT
tribal_allegiance Integer Returns true, if the country has a tribal allegiance of at least X. Country tribal_allegiance = 10
tribal_development Integer Returns true, if the country or province has at least X tribal development Province, Country tribal_development = 50
Tag, Scope Returns true, if the country has more development than the specified country Country tribal_development = DAN
tribal_land_of Tag, Scope Returns true, if the province is tribal land of the specified country
Anything that is not a valid tag will check for 'not tribal land'
Province tribal_land_of = ROOT
truce_with Tag, Scope Returns true if the country has a truce with X. Country truce_with = FRA
trust Tag, Scope Returns true if the current scope has a trust level of at least X with the specified tag. Country trust = { who = FRA value = 50 }
unit_has_leader yes Returns true if any unit is in the province has a leader.
Warning: Works only with 'yes'.
Province unit_has_leader = yes
unit_in_battle Boolean Returns true if any unit in the province is in a battle. Province unit_in_battle = no
unit_in_siege Boolean Returns true if any unit in the province is in a siege. Province unit_in_siege = yes
units_in_province Integer Returns true if there are at least X units in the province. Province units_in_province = 1
Tag, Scope Returns true if the specified country has units in the province. Province units_in_province = RUS
unit_type Identifier Returns true if the country has units of type X. Country unit_type = sub_saharan
unrest Integer Returns true if the unrest in the province is at least X. If it is used in a country scope, it checks for the global_unrest modifier Province, Country unrest = 3
uses_authority Boolean Returns true if the country uses authority mechanics. Country uses_authority = yes
uses_church_aspects Boolean Returns true if the country uses church aspects mechanics. Country uses_church_aspects = yes
uses_blessings Boolean Returns true if the country uses blessings mechanics. Country uses_blessings = yes
uses_cults Boolean Returns true if the country uses cults mechanics. Country uses_cults = yes
uses_devotion Boolean Returns true, if the country uses devotion instead of legitimacy. Country uses_devotion = yes
uses_doom Boolean Returns true if the country uses doom mechanics. Country uses_doom = yes
uses_fervor Boolean Returns true if the country uses fervor mechanics. Country uses_fervor = yes
uses_isolationism Boolean Returns true, if the country uses the isolationism mechanic. Country uses_isolationism = yes
uses_karma Boolean Returns true if the country uses karma mechanics. Country uses_karma = yes
uses_papacy Boolean Returns true if the country uses papacy mechanics. Country uses_papacy = yes
uses_patriarch_authority Boolean Returns true if the country uses patriarch authority mechanics. Country uses_patriarch_authority = yes
uses_personal_deities Boolean Returns true if the country uses personal deities mechanics. Country uses_personal_deities = yes
uses_piety Boolean Returns true if the country uses piety mechanics. Country uses_piety = yes
uses_religious_icons Boolean Returns true, if the country uses religious icons. Country uses_religious_icons = yes
uses_syncretic_faiths Boolean Returns true if the country uses syncretic faiths mechanics. Country uses_syncretic_faiths = yes
variable_arithmetic_trigger Clause Can use variable effects and triggers to compare or change and compare modifier and trigger values. "variable_arithmetic_trigger" sections can include more "variable_arithmetic_trigger" sections. This has to be done for effects such as "change_variable" or effects of "if" sections inside the "variable_arithmetic_trigger", since the game may crash otherwise. Anywhere
variable_arithmetic_trigger = {
	custom_tooltip = from_total_development_is_10_times_bigger_than_ours
	export_to_variable = {
		which = our_total_development
		value = trigger_value:total_development
	}
	export_to_variable = {
		which = from_total_development
		value = trigger_value:total_development
		who = FROM
	}
	multiply_variable = { which = from_total_development value = 10 }
	
	check_variable = { which = from_total_development which = our_total_development }
}
vassal_of Tag, Scope Returns true if the country is a vassal of country X. Country vassal_of = ROOT
war_exhaustion Integer Returns true if the country has a war exhaustion of at least X. Country war_exhaustion = 8
Tag, Scope Returns true if the country has at least as much war exhaustion as the specified country. Country war_exhaustion = NPL
war_score Integer Returns true if the coutry has a warscore of at least X%. Country war_score = 100
war_score_against Clause Returns true if the coutry has a warscore of at least X against the specified country. Country
war_score_against = {
	who = INC
	value = 75
}
war_with Tag, Scope Returns true if the country is at war with country X. Country war_with = INC
was_player Boolean Returns true if the country was controlled by a human player. Country was_player = no
was_tag Country Returns true if the country was a particular tag. Country was_tag = MUG
will_back_next_reform Boolean Returns true if the member of the HRE is backing the next imperial reform. Country will_back_next_reform = yes
yearly_corruption_increase Float Returns true if the country has a yearly corruption increase of at least X. Country NOT = { yearly_corruption_increase = 0.001 }
years_in_union_under Clause Returns true if the country is in a personal union under the specified country for at least X years. Country
years_in_union_under = {
	who = ROOT
	years = 50
}
years_in_vassalage_under Clause Returns true if the country is a vassal of the specified country for at least X years. Country
years_in_vassalage_under = {
	who = ROOT
	years = 10
}
years_of_income Float Returns true if the country's treasury contains ducats of at least X times their yearly income. Country years_of_income = 1.0
Tag, Scope Returns true if the country's treasury contains ducats of at least the yearly income of the specified country. Country years_of_income = SER

Scripted triggers[edit | edit source]

To script triggers means to bundle two or more of them together, making it possible to use them together with a single string, as opposed to typing them all individually every time. This is useful if you need to use the same triggers on multiple occasions, especially if it might be edited later. Scripted triggers are in "common/scripted_triggers" folder. Here is an example of a scripted trigger:

example_scripted_trigger = {
	primary_culture = irish
	religion = catholic
}

To now check whether a country has Irish as its primary culture and is Catholic, the following string can be used:

example_scripted_trigger = yes

Province-scope scripted triggers can also be added.

As of Version 1.23 it is possible to add arguments to scripted triggers:

is_subject_of_scripted_trigger = {
	is_subject_of = $overlord$
	is_subject_of_type = $subject_type$
}

In a trigger section you can now use the scripted trigger and set overlord and subject_type to matching values/types:

is_subject_of_scripted_trigger = {
	overlord = FRA
	subject_type = tributary_state
}

The arguments can be chosen freely and there is no maximum amount of arguments that a scripted trigger can have. Every call to the scripted effect must supply exactly the arguments it expects.

References[edit | edit source]

  1. 1.0 1.1 The advisor ids can be found in the files in /Europa Universalis IV/history/advisors.
  2. Not documented, no localisation.
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