Дневник разработчиков №105 Список изменений обновления 2.0 «Черри»

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Всем привет! Обновление 2.0 «Черри» и дополнение «Апокалипсис» выйдут уже через неделю, поэтому, как обычно, вашему вниманию предлагается полный список изменений. Поскольку мы всё ещё находимся в процессе его редактуры, там могут быть пропуски и ошибки, поэтому сообщите нам пожалуйста, если заметите что-то странное. Спасибо!

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####################### VERSION 2.0.0 ###########################
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# DESIGNERS' NOTE #
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# #
# Stellaris has changed quite dramatically for 2.0, and in our #
# experience, for the better. Overall you can expect the game- #
# play to have been slowed down a little, and you now need to #
# make active decisions on which star systems you want to #
# expand into and control. #
# #
# You will need to build starbases to control systems and #
# defend your borders. You will need to outfit your starbases #
# with shipyards to build military ships, or turn them into #
# powerful fortresses to defend vital choke points and #
# strategically important locations. #
# #
# How you use your fleets will be different as well, as you now #
# have a limit on how many ships you can have in one fleet. #
# It will also be important to make sure that your fleets are #
# positioned correctly so that they can respond to any threat #
# to your borders - whether be it from pirates or hostile #
# space empires. #
# #
# The war system has changed as well, and you now need to make #
# claims on an enemy's territory before declaring war on them. #
# This means that it is now possible to declare war for a #
# single system without having to wage a long, drawn-out #
# war for it. #
# #
# Larger wars have changed as well, with the arrival of the #
# Colossus in the Apocalypse expansion. The Colossus is a #
# powerful super-weapon that can be equipped with various #
# armaments, one of which is capable of blowing up a planet. #
# #
# We hope you are ready for the Apocalypse. #
# #
#################################################################
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# Expansion Features
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# Colossus
* Added a new ship size called the Colossus, with graphical variations for all ship sets (including Plantoid and Humanoid if those species packs are owned). The Colossus needs an Ascension Perk and can be equipped with different planet-killer weapons capable of devastating entire planets.
# Titan
* Added a new ship size called the Titan, with graphical variations for all ship sets (including Plantoid and Humanoid if those species packs are owned). Titans are massive ships with Titanic-class weaponry that serve as the flagships of your fleet and have auras that can buff friendly ships and debuff hostiles.
# Ion Cannon
* Added a new defensive platform called the Ion Cannon. The Ion Cannon is a Titanic-class weapon meant to defend your Starbases against enemy capital ships.
# Ascension Perks
* Colossus Project, required to build the Colossus.
* Enigmatic Engineering, prevents enemies from reverse-engineering debris from your ships and extends sensor range.
* Nihilistic Acquisition, allows you to abduct Pops while bombarding enemy planets.
# Civics
* Life-Seeded, changes your homeworld into a size-25 Gaia World but also makes other planet classes uninhabitable for your species.
* Barbaric Despoilers, allows you to raid and abduct Pops while bombarding enemy planets but other empires will dislike you.
* Post-Apocalyptic, changes your homeworld into a Tomb World and allows your species to survive on other Tomb Worlds.
# Unity Ambitions
* A new set of very powerful edicts that cost Unity to enact. The cost is equal to one tradition unlock. Unity Ambitions are unlocked by the Ascension Theory technology.
# Marauders
* Added a new type of non-playable empire, from which you may hire fleets, admirals, generals or pay them to attack your rivals. A Marauder empire can "awaken" under the leadership of a Great Khan, constituting a mid-game crisis. When that happens, the Marauder empire will begin to expand and attack its neighbors.
# Music
* Added 3 new music tracks by Andreas Waldetoft
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# Other Expansion Features
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* UTOPIA: Psionic Assimilation: It is now possible for empires that have completed Psionic Ascension to give other biological species residing in their empire the Psionic trait through assimilation
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# Free Features
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# FTL Rework
* Every empire now starts with the Hyperdrive FTL.
* Wormhole Travel and Warp Travel are no longer available FTL types at the start of the game, and have been changed into additional (and very different from before) modes of travel detailed below.
* Pairs of Natural Wormholes can now be found scattered across the galaxy, connecting two star systems across vast distances. It is possible to pass through them for near-instantaneous travel, with the correct technology.
* Gateways are ancient megastructures connected in a network. Like the Wormholes, they allow instant travel across the galaxy. Gateways need to be activated before they can be used, and you are able to construct new Gateways once you have the technology to do so. Gateways do not require Utopia to restore or build.
* FTL Inhibitors prevent hostile fleets from advancing, they can only leave by the hyperlane they came from while any FTL Inhibitors in the system remain active. Starbases and planets get access to FTL Inhibitors if you have researched the associated technology.
* Jump Drives now allow fleets to make near-instantaneous point-to-point jumps that ignore hyperlanes. However, jumping has a long cooldown and significantly debuffs the fleet while the cooldown is in effect.
# Starbases
* System ownership is now determined by who controls the Starbase in it. Starbases are similar to Frontier Outposts and Spaceports combined into one, and they can be upgraded and specialized with different modules and buildings. You must now fully survey a system before constructing a Starbase in it
* Starbases can be upgraded from Outposts into Citadels (5 levels total)
* Starbases have module slots (0/2/4/6/6) that can be filled out with different Modules such as Shipyards and Trading Hubs
* Starbases have building slots (0/1/2/3/4) that can be filled out with different Buildings such as the Fleet Academy and the Nebula Refinery
* Starbases can build and maintain their own fleet of defensive platforms. The number of defensive platforms a Starbase can support depends on its size, buildings and other factors such as ascension perks
# Fleets
* Fleet Command Limit is a cap on how many ships can be in the same fleet, effectively limiting how many ships a single admiral can command and provide bonuses to.
# Ascension Perks
* Most basic ascension perks are now available in the base version of Stellaris. Megastructures and Psionic/Biological/Synthetic ascension paths still require Utopia
* Added the Eternal Vigilance ascension perk that boost your defensive capabilities, increasing starbase defensive platform cap, and effectiveness of defensive platforms and starbases
* Added the Executive Vigor ascension perk that doubles your edict duration
# Army rework
* Attachments have been cut from the game. Some of their effects were rolled into techs
* Defensive armies are no longer built, but are rather created automatically to garrison planets from certain buildings, such as Capitals and Fortresses
* Orbital Bombardment was changed. While a fleet is bombarding a planet, it will now deal damage to both armies defending the planet, and the planet itself. Planet damage is a value that goes from 0 to 100%, and once it hits maximum, a tile on the planet will be damaged, ruining any building on it and potentially killing pops and creating blockers. More severe forms of bombardment do more damage to both armies and planets
* Planets can now construct Fortress buildings that provide additional defensive garrisons. Armies spawned by a Fortress cannot suffer any damage from orbital bombardment while the Fortress is functional
* Assault armies engaged in battle on a planet will now cause collateral damage to the planet, in the form of planetary damage similar to from bombardment. Different types of armies cause different amounts of collateral damage
* Armies at low (<50%) morale will now have their combat ability reduced, in addition to the more severe penalty that already exists for being at 0 morale
* Planets now have a combat width that determines how many units can take and deal damage at the same time during combat
* Planets no longer have a limit to how many armies can be garrisoned on them
* Armies now have a chance to disengage from battle when they take damage and their health is at <50%. Disengaged units will not deal damage or take damage as long as there are other units to fill the combat width
* Retreating from an invasion now results in each retreating unit having a chance of being overrun and destroyed. The chance increases if the unit is at low health
# Unit Experience
* Armies and Ships will now gain experience from combat and rank up. Higher rank armies/ships are more effective in battle
# Galactic Terrain
* Certain systems will now have effects on ships in them. Pulsars, Neutron Stars and Black Holes will affect ships in the same system in various ways, while Nebulas prevent all outside sensors from having a view of the system
# Fleet Manager
* We have added a new interface that lets you manage your fleets. You can manage templates, retrofit designs and reinforce all fleets.
# Technology
* Technologies have been reworked into 5 tiers, and many have had their base costs changed
* Renamed Atmospheric Restoration to Atmospheric Transformation
* Doctrine: Fleet Support no longer unlocks any spaceport modules, but instead increases naval capacity
* Interstellar Fleet Traditions tech no longer unlocks any spaceport module, but instead unlocks two starbase buildings
* Auxiliary Fire-control technology added to the game
* Modular Engineering technology has been added, which reduces starbase building and module build cost by 25%
* Each ship size has two technologies that increases hull points. For example, corvettes can increase their hull points by +100 two times
* Each ship size has a technology to increase the build speed of that ship size by 25%
* Technologies that unlock new ship sizes also increase Fleet Command Limit by +10
* Orbital Hydroponics tech removed from game
* Will to Power tech removed from game
* Wormhole Stabilization technology has been added to the game, and it is required to travel through Wormholes
* Gateway Activation technology has been added to the game, and it is required to activate Gateways and to travel through them
* Gateway Construction technology has been added to the game, and it is required to build new Gateways
# Traits
* Traditional species trait has been added, which increases unity output
* Quarrelsome species trait has been added, which reduces unity output
# Spaceports
* Spaceports as an entity no longer exist, and starbases with shipyards are required to build military ships. Every planet can build civilian ships through the spaceport tab, including Habitats
* All spaceport modules removed from the game. Some were converted into Starbase buildings
# Pirates
* Pirates can now spawn in any unowned system near your borders. Pirate spawns keep getting stronger as the game goes on. Pirates will raid systems to destroy mining and research stations
* Pirates cannot spawn during the first 10 years of the game
# Sensors & Intel
* Sensor range is now a measure of how many FTL jumps away you can see rather than euclidian distance. A sensor range of 1 gives view of only the same system, 2 of same and neighboring system, and so on
* Intel levels have changed. They are as follows: None (Unknown), Low (unsurveyed but known), Medium (surveyed, not in sensor range), High (unsurveyed, in sensor range) and Full (surveyed, in sensor range)
* You no longer need to survey systems owned by other empires you have comms with. Exception is systems owned by Fallen Empires or Marauders
# Edicts
* Edicts now all have an up-front cost and a duration, rather than being able to be toggled on and off. The only exception are one-off edicts such as Land Reclamation
* Removed a bunch of planetary edicts, and many others were turned into empire edicts. In addition, many of them have had their effects tweaked or reworked.
* Recycling Campaign empire edict added to the game, which reduces consumer goods cost
* Healthcare Campaign empire edict added to the game, which increases pop growth
* Education Campaign empire edict added to the game, which increases leader experience gain
* Fear Campaign empire edict added to the game, which increases unity output and xenophobia
# Game Setup
* Can now set when mid-game and end-game events will start at galaxy setup
* Can now set overall speed at which tech and traditions are unlocked at galaxy setup
* Can now set frequency of wormholes and abandoned gateways at galaxy setup
# Misc.
* Added some new events for gaining additional Precursor artifacts outside of anomalies, this should guarantee that precursor chains can always be completed
* It is now possible to start a game with no other empires in it, but this will disable conquest victory
* You now start with your home system explored, and largely fixed (slightly randomized) number of resources present
* No longer possible to trade star charts with other empires, instead you can trade for communications
* War Philosophy now controls whether or not you can freely make claims on other empires. It is always possible to claim systems of empires that you are fighting a defensive war against
* Broken planets are now their own planet class, instead of using the barren planet class
* The Scyldari are now Spiritualist rather than Materialist, as the prescripted empires were looking a bit Materialist-heavy
* Changed the Iferyx from Xenophobe to Pacifist, and gave them Corporate Dominion, to give them a different AI personality from Yondars
* Added new component reactor booster with 3 levels and accompanying techs - aux slot component that gives extra power to ships, the basic version is available as a start tech
* Mineral Processing technology no longer gives +2000 Mineral storage cap, but rather unlocks Nebula Refinery
* Consolidated mineral storage modifiers from techs into just a few techs instead of spread all over
* Military Stations removed as a buildable station type. They are now Defensive Platforms for starbases.
* Added Resource Replicator building and accompanying late-game tech, which converts 50 energy into 30 minerals per month
* Auxiliary Fire-control aux component added to the game, which is an aux slot component that increases weapon hit chance
* Curators now ask if you wish to renew their research agreement when it ends
* Added a new Corvette-section: Picket Ship with 1 point-defense slot and 2 small slots
* Added Feral Prethoryn events
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# Balance
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# Important
* Armor has been reworked completely. It is no longer a damage reduction modifier, but rather a separate source of hit point, similar to hull points or shields.
* Weapons can deal additional (or reduced) damage to hull points, armor and shields. Damage is first applied to shields, then armor and lastly hull.
* Most weapons have been reworked in accordance with these new changes. All weapons have been rebalanced according to a 1.3 tech curve, meaning for example that Blue Lasers are 1.3x stronger than Red Lasers (rather than about 1.10-1.15x as before)
* Missiles have been completely reworked. All missiles now use the guided slot and ignore shields completely
* Reactors are now a required component, and are no longer placed in Utility Slots
* Strike Craft now only exist as one entity, and are no longer split up between bombers and fighters
* Point-Defense has been reworked to adjust for new strike craft stats
* You now always start the game with laser, projectile and missile weapon techs, as well as basic shields and armor tech
* Becoming Federation President now requires an empire to own at least 10% of a Federation's total planets, OR at least half the number of planets of the largest member. Empires who do not fulfill this condition will be passed over for leadership.
* Only science ships staffed by scientists can now enter systems that you completely lack intel on (stops 'corvette exploration')
* Added Force Disparity mechanics. In combat, a smaller force that is engaging a larger one (based on total combined fleet sizes) will now get a bonus to firing speed, to make casualties in battles less lop-sided
* Ships now have a chance to disengage from combat whenever they take hull damage while already at <50% health. The chance depends on the amount of damage dealt, the ship size (smaller ships have an easier time disengaging) and ship/country modifiers. Disengaged ships are not dead, but do not take any further part in the combat, and rejoin the fleet once combat ends
* Leaders now cost 200 energy to hire instead of 50 influence
* Resettlement now costs energy instead of influence
* Basic (lvl 0) Farms, Mines and Power Plants removed
* Lvl 1 buildings (Farms, Mines, Power Plants) can now be built on new colonies
* Ship upkeep is now 1% of cost in minerals, and 0.5% of cost in energy
# Ethics
* Xenophobe ethics now reduce starbase influence cost by 20%, and claim cost by 10%
* Fanatic Xenophobe ethics now reduce starbase influence cost by 40%, and claim cost by 20%
* Spiritualist ethics now increase unity output by 10%, and reduce edict cost by 5%
* Fanatic Spiritualist ethics now increase unity output by 20%, and reduce edict cost by 10%
# Civics
* Buffed Shadow Council to -75% influence election cost
* Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
* Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
* Driven Assimilators can now research most Genetics techs
* Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
* Servitor Morale modifier scaling has been made more granular, updating per every 5% Bio-Trophy population rather than every 10%
* Rogue Servitors and Assimilators can now uplift species
* Corporate Dominion civic now increases Trading Hub energy output by 1, instead of +10% energy credits. In addition, it also unlocks Private Colony Ship
* Imperial Cult civic no longer reduces edict cost by 33%, but rather increases edict duration by 20%
* Cutthroat Politics civic no longer increases monthly influence by +1, but rather reduces edict cost by -20%
* Inward Perfection no longer increases monthly influence by +1, but rather increases edict duration by 10%
* Charismatic ruler trait effect on edict cost reduced from -20% to -10%
* Planetary Unification technology now increases monthly unity by +5
* Distinguished Admiralty civic no longer increases evasion or fire rate, but rather increases admiral level cap by 2
# Traits
* Fortifier ruler trait effect changed to reduce starbase upgrade cost by 20%
* Trickster admiral trait now gives +25% ship disengagement chance instead of -50% emergency FTL damage
* Charismatic ruler trait effect on edict length reduced from +25% to +20%
* Deep Connections ruler trait now requires Planetary Unification technology and is no longer available for starting rulers
* Eye for Talent ruler trait no longer increases leader recruitment cost, but instead increases Leader Experience Gain by 20%
* Eager and Newboot now reduce leader cost by -50% (instead of -33%)
* Fertile trait now also increases unity output by 10% and other species happiness by 5%
* Erudite trait effect on leader level cap increased from 1 to 2
* Robust trait gene point cost reduced from 6 to 4, and also increases all pop output by 5%
# Technology
* Technology cost is now based on number of owned planets & systems, number of pops has no effect
* Corps of Engineers now increases starbase upgrade speed by 25% and reduces starbase upgrade cost by 15%
* Combat Training technology now gives +15% assault army damage and morale
* Technology is now twice as expensive to research for Awakened Fallen Empires
* Moved some techs to the Computing and New Worlds tech categories, to make them more useful specializations
* Renamed Rocketry category to Propulsion, and moved kinetics weapons tech into it, to make it a more useful specialization
* All technologies should now belong to a category intended for its field, ie no more statecraft technologies in physics
* Gaia Creation technology removed from the game, Gaia World terraforming is now a part of the World Shaper ascension perk
* Planetary Unification technology now unlocks campaign edicts
* Atmospheric Manipulation technology removed
* Terrestrial Sculpting technology now allows you to terraform planets into other climates as well
* Terrestrial Sculpting technology base cost increased from 1000 to 2000
* Ecological Adaptation technology base cost increased from 3000 to 4000
* Ecological Adaptation technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation
* Climate Restoration technology now requires Terrestrial Sculpting instead of Atmospheric Manipulation
* Galactic Markets technology now requires Colonial Centralization instead of Galactic Administration
* Galactic Benevolence technology now requires Colonial Centralization instead of Galactic Administration
* Interplanetary Research Initiative technology now requires Colonial Centralization instead of Galactic Administration
# Traditions
* Tradition cost is now based on number of owned planets & systems, number of pops has no effect
# Expansion
* Reach for the Stars expansion tradition no longer affects colonization influence cost, but rather reduces starbase influence cost by 10%
* Galactic Ambitions expansion tradition no longer reduces upkeep for frontier outpost, but rather increases starbase capacity by 2
# Domination
* Domination adopt effect now unlocks Demand Tribute and Demand Vassalization diplomatic actions instead of the previous effects.
# Purity
* Never Surrender purity tradition now increases starbase hull points by +10% and defensive army health +50%
# Prosperity
* Administrative Operations now also reduces starbase upkeep by 10%
* Trans-Stellar Corporations no longer unlocks private colony ship, but rather increases energy output by 5% and Trading Hubs produce an additional 1 energy
# Harmony
* The Greater Good effect on unrest reduction reduces from 25% to 20%
# Supremacy
* Supremacy adopt effect no longer increases border range, but rather increases starbase capacity by 2 and reduces starbase upgrade cost by 20%
* Supremacy finish effect no longer increases fire rate, but instead unlocks War Doctrine policies, which allow you to give different bonuses to your ships
* Master Shipwrights no longer increases naval capacity, but rather reduces upgrade cost by 20%.In addition, the effect on ship build speed has been increased from +15% to +25%
* Right of Conquest now reduces claim cost by 20% instead of war demand cost
* War Games no longer increases admiral level cap, but rather increases command limit by 20 and ship fire rate by 10%
# Discovery
* Polytechnic Education effect on leader experience gain reduced from 33% to 25%
# Ascension Perks
* Interstellar Dominion no longer increases border range, but rather reduces starbase influence cost and claim cost by 20%
* Mastery of Nature no longer unlocks all tile blocker clearing technologies, but rather gives your planets access to an edict that can permanently increase their size by 1 to 3, depending on their size. In addition, effect on tile blocker clear cost reduces from 50% to 33%.
* One Vision now also increases unity output by 10%
* World Shaper now requires Climate Restoration technology
* World Shaper no longer gives Atmospheric Manipulation technology, but rather unlocks the ability to terraform planets into Gaia Worlds. In addition, effect on terraforming speed removed.
* Voidborne now only requires Star Fortress technology
* Galactic Force Projection effect on naval capacity reduced from 200 to 80. In addition, fleet command limit is also increased by 20.
# Crisis
* Reduced the chance of the Contingency crisis triggering
* Contingency now uses particle/tachyon lances instead of Arc Emitters
* Contingency-occupied planets are now left without an owner upon liberation to prevent border gore
# Fallen Empire
* It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
# Misc.
* No longer possible to release a planet undergoing Stellar Culture Shock as a vassal
* Native Indoctrination now costs energy but gives society research
* Increased the energy cost of native Enlightenment and Infiltration
* Boosted the society output of Passive and Active native observation
* Living Metal now gives -20% Megastructure Build Cost instead of +30% Megastructure Build Speed
* Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare, as the happiness boosts provided were simply not worth the massively increased costs
* Increased effect of leader skill on election support
* Domesticated Prethoryn fleet no longer uses naval capacity, and cannot be disbanded
* Colonized planets and habitats always have a spaceport tab to build civilian ships
* The fleet donated by the Cybrex no longer uses up naval capacity and cannot be disbanded
* Machine Leaders no longer cost 100% more influence (random breakdowns are balanced enough against leader age)
* Afterburners now add some evasion
* Synthetics in Servitude no longer have a penalty to energy production
* Hacking the Infinity Machine is now far more likely to succeed, and yields a better reward
* Self-Modified Pops now count as a different species for the purpose of species rights
* Planetary Shield Generator now only requires Planetary Administration rather than Capital
* Xenophobe empires will no longer experience Pop self-modification, as this would just result in them being instantly enslaved
* Shields and Armor technologies have now had their costs rescaled a bit
* You now automatically have survey data on most systems owned by empires you have communications with. Certain empires, such as Fallen Empires, will not share survey data
* Each ship class now has multiple types of combat computers to choose from, with different combat tactics suitable for the ship class.
* Science, Construction, Transport and Colony Ships are no longer designable, but rather has a fixed cost and are auto-updated with the latest components
* Reworked Enigmatic Shields and Power Cores into Dark Matter Deflectors/Reactors, tier 5 techs that can be scavenged from Fallen Empires
* You can now repair and get reduced orbit maintenance at allied starbases
* The orbit maintenance cost reduction is now applied when orbiting a starbase with Crew Quarters, not when orbiting a planet
* Stars now always have some sort of deposit, so that there are no completely useless systems
* Crystal-Infused and Crystal-Forged plating are now regular utility slot items that add hull points to ships
* Significantly reduced the amount of naval capacity empires get in the late game. Maximum possible naval capacity is now 1000
* Doubled the impact of more advanced thrusters on ship sublight speed
* Shield Capacitors now increase shield hit points by +10% instead of increasing shield regen
* Lowered MTTH on the Dragon's Hoard events
* Most ship sizes can now be inspected, even crisis ship designs
* Defensive Platform build time reduced from 180 to 120
* Defense Platform upkeep costs reduced from x0.75 to x0.25
* Mineral Processing and Advanced Mineral Processing technologies no longer unlock Mineral Silos
* Removed Mineral Silo buildings from the game, and is now instead a starbase building
* Added tradition effects on tech weights for some technologies
* Private Colony Ship is now unlocked by the Corporate Dominion civic
* Authoritarians can now use species-wide slavery
* Equalized combat computer stats and specialized them more towards their specific roles
* Habitat Labs effect on research output reduced from 3/3/3 to 2/2/2
* Gaia Planets and Machine Worlds now have the same cost (10000) and time to complete (7200)
* Gaia World now increases pop output by +10% instead of increasing unity output by +15%
* Machine World effect on pop output reduced from +25% to +20%
* Delicious Titans modifier now gives +20 food (static) instead of +50% food
* Doubled the chance for non-Tomb World colony event chains to fire within the first five years after colonization
* Trader Enclaves now give resources monthly instead of in lump sums when you make a trade deal with them.
* The Artisan opinion reward for patronage is now given immediately instead of monthly
* Demand Vassalization and Demand Tribute diplomatic actions now require Domination Traditions to be adopted
* Art Monument purchase cost increased from 1500 to 3000
* Ministry of Culture purchase cost increased from 2000 to 5000
* Ministry of Benevolence building influence cost increased from 100 to 150
* Ministry of Benevolence building mineral cost reduced from 500 to 300
* Galactic Stock Exchange building influence cost increased from 100 to 150
* Galactic Stock Exchange building mineral cost reduced from 500 to 300
* Research Institute building mineral cost reduced from 500 to 300
* Research Institute building influence cost increased from 100 to 150
* Plague Memorial building effect on happiness reduced from +10% to +5%, but now also produced 2 unity
* Consolidated the three Curator enclaves into a single country
* Energy Torpedoes have been reworked into a long-range plasma-like artillery weapon that go into the L-slot
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# AI
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* Major AI work and changes for new and changed features
* Fixed AI evaluation of which portal belongs to which extra-dimensional invader
* Added a 'crisis fighter' AI module used for Cybrex and Sentinels, that should make them more effective at their jobs and less prone to getting stuck
* Roaming space monsters now have their own AI module that should make them less prone to getting stuck or wandering into suicidal situations
* Sectors will now always want to have at least 300 energy left after clearing a blocker, instead of spending their last energy credits
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# User Interface
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* 'Maintenance' is now always referred to as 'Upkeep'
* Tooltip for planet view pop counter now tells you the amount of each species on the planet
* Expansion planner now hides planets in other empires' space
* Map icons now differentiate between different kinds of military & civilian ships, and show a different icon for ships that are in FTL
* You can now see in the outliner when you have planets that need buildings or upgrades
* Added more descriptive tooltips to species view to tell you which species are living on which planets
* Added a Help button in the connection window shown when failing to connect to a server
* Systems now have a brief descriptive tag (such as 'Homeworld System' or 'Mining System') shown in the nameplate in system view. This descriptive tag is scriptable in the system_types database folder.
* Added a notification for when an edict expires
* Sensor Range is no longer displayed on the Galaxy Map
* Single ships that are heading to merge with another fleet are no longer shown in the outliner
* Galaxy and system view now show remaining duration in the tooltips for planets with ongoing terraforming processes
* Component Torpedo Slot (T) is now called the Guided slot (G)
* Transport fleets can now be set to aggressive stance. Aggressive stance transports will automatically follow nearby military fleets and invade hostile planets, if odds are favorable
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# User modding
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# Misc.
* armor_damage can now be specified for components
* Added a hull_damage column to the components sheet which decides how much bonus damage is dealt to hulls
* combat_max_speed and combat_rotation_speed have been removed, only max_speed and rotation_speed are used now
* can_recharge_shield component property has been removed
* Added shipsize_X_hull_add
* Add add_casus_belli effect
* you can now skip the hyperlane creation and the auto discovery of systems created by spawn_system
* Rename on_white_peace -> on_status_quo, on_white_peace_forced -> on_status_quo_forced
* Removed declare_white_peace_with effect
* Added fleet settings can_disband and uses_naval_capacity
* Removed can_support_spaceport option from planet class
* Removed spaceport context switch
* Removed random_spaceport, every_spaceport effects and any_spaceport, has_spaceport_construction triggers
* Removed create_spaceport effect
* added effects add_seen_bypass_type, add_seen_bypass
* Added support for show_tech_unlock_if for armies
* change_species now works to change country founder species
* Civics can enforce species traits on the primary species
* Added new scope system_star, targets the star object in a solar system
* Added new scope capital_star, targets the star object in capital solar system
* Added set_species_flag, remove_species_flag and set_timed_species_flag effects
* Added effect remove_auto_move_target
* Added effect auto_move_to_planet, this makes a fleet automatically move to and orbit the targeted planet
* Added fleet_uses_templates game rule
* Added an on-action for when an auto-moving fleet completes its movement to destination
* Added optional parameter destroy_on_arrival to auto_move_to_planet effect
* Added new effect auto_attack_fleet = { target = <fleet> }, makes a fleet follow and force-attack another fleet regardless of hostility rules. Can be aborted with remove_auto_move_target
* Reworked auto_attack_fleet into auto_follow_fleet with an optional attack_fleet parameter, if off the fleet just keeps following the target
* Fixed every_ship and every_pop effects being read with an incorrect scope
* Files in common/defines and common/sector_settings use UTF-8 encoding (without BOM) to be consistent with other script files
* Added a define to control whether staffed science ships are needed to explore unknown systems
* Scripted base cost for Traditions removed and is now based on a defined base cost
* clear_uncharted_space is now clear_uncharted_space = <Country/GalObj>
* Added leader_age_min and leader_age_max variables for randomizing an age in create_leader effect
* Can now set whether a ship size is able to be inspected with sensors or not using can_be_inspected setting
* Possible to script create_fleet with species name in fleet title name
* Added effect randomize_flag_symbol = <category>
* Add clone_leader effect where the last created leader is cloned
* set_skill effect now ignores level caps
* create_leader effect now takes skill level (skill = 1-10) instead of amount of experience, and ignores level caps
* Added show_notification flag for Casus Belli types
* Add add_static_war_exhaustion effect for planet destruction events
* Add event target for attacking country in add_static_war_exhaustion effect
* Add define for message notification standard duration (30 days)
* ship_emergency_ftl_mult now controls the chance that a ship takes damage or dies during emergency FTL
* Support for Male/Female Second Names in Name Lists
* Added location EventTarget for battle in add_static_war_exhaustion effect
* Add random_owned_starbase effect
* Added add_claims effect
* Added remove_claims effect
* root scope in effect inside create_species now points to root instead of from
* It is now possible to script a limit on how many an empire can build of a certain ship size, potentially scaled to naval capacity
* Add exclusive_trigger to event options that, if valid, disables all other event options
* Use false as default value for is_space_critter (previous named has_leader)
* declare_war, can_declare_war: enemy country is specified with "target"
* declare_war and can_declare_war require the attacker_war_goal to be specified
* Added a should_force_rename setting to governments, that forces an empire renaming if they are switched to or from
* Added set_planet_size effect
* The resettle_pop effect now optionally takes a tile as well, planet does not need to be defined if moving pops on the same planet
* added 'base' parameter to modify_species effect to change the base species of the new species
* Exported orbital bombardment stances into a scriptable database, so new stances can easily be added
* Added a ship size setting for whether designs should have a mineral maintenance cost
* Added tiered_technology_module for country types, unlocks all techs of a certain tier and below
* Armies can now be set as not being limited by number of pops
* Added set_fleet_bombardment_stance effect
* added "can_have_their_comms_shared" to country type to allow countries that have custom diplomacy to be shared with allies
* Added effects add_hyperlane and remove_hyperlane
* change_pc effect now lets you keep the previous planet entity
* added on_action events for on_space_battle_lost and on_space_battle_won the same way other such events are triggered from the combat manager
# Defines
* Added CLAIM_COST_MAX define limiting how much a single claim can cost
* Added define SHIP_DESIGN_SAME_NAME_FACTOR
* Renamed WAR_EXHAUSTION_MAX_FROM_UNITS define to WAR_EXHAUSTION_FROM_UNITS_CUTOFF
* Added WAR_EXHAUSTION_SHIPS_KILLED_DIV gameplay define
* Added WAR_EXHAUSTION_HIGH_ALERT define
* Added WAR_EXHAUSTION_PLANET_OCCUPATION_DIV gameplay define
* WAR_EXHAUSTION_MAJOR_WAR_MULT gameplay define is now added to 1.0 before being applied
* Apply WAR_EXHAUSTION_MAJOR_WAR_MULT properly for fleets and armies
* WAR_EXHAUSTION_PASSIVE_GAIN_MONTHLY gameplay define has been reworked into WAR_EXHAUSTION_PASSIVE_GAIN_YEARLY
* The define PEACE_MAX_WARSCORE_TO_DEMAND has been remade into PEACE_MAX_WAR_EXHAUSTION_TO_DEMAND
* Added WAR_EXHAUSTION_PASSIVE_GAIN_MONTHLY define
* WAR_SCORE_MAJOR_WAR_MULT has been reworked into WAR_EXHAUSTION_MAJOR_WAR_MULT
* WAR_SCORE_SHIP_KILL_MULL has been reworked into WAR_EXHAUSTION_SHIP_KILLED_MUL
* Renamed define WAR_EXHAUSTION_FROM_UNITS_CAP to WAR_EXHAUSTION_MAX_FROM_UNITS
* Added define WAR_EXHAUSTION_MIN_FROM_BATTLE which defines the minimum amount of war exhaustion gained from battles that is required for it to be registered
* Rename WAR_EXHAUSTION_X_MUL defines to WAR_EXHAUSTION_X_MULT for consistency
* WAR_SCORE_X defines have been reworked into WAR_EXHAUSTION_X
* WAR_EXHAUSTION_CAN_ENFORCE_SURRENDER has been renamed to WAR_EXHAUSTION_ENFORCE_SURRENDER
* WAR_EXHAUSTION_CAN_STATUS_QUO has been renamed to WAR_EXHAUSTION_ENFORCE_STATUS_QUO
* Added WAR_EXHAUSTION_ARMY_KILLED_MULT
* Added CLAIM_COST_BASE and CLAIM_COST_DISTANCE_{FREE,FAR,COST,SCALE} economy defines
* Rename SET_DEFENDER_WAR_DEMANDS_TIME_LIMIT -> SET_DEFENDER_WAR_GOAL_TIME_LIMIT
* PLANET_DISSOLVE_ANIMATION_TIME_SCALE define has been added to the game
* MILITARY_POWER_ARMOR_DAMAGE_WEIGHT define has been added to the game
* MILITARY_POWER_ARMOR_WEIGHT define has been added to the game
* DAMAGE_REDUCTION, SIZE_MULTIPLIER_DAMAGE_REDUCTION_EFFECT, DAMAGE_REDUCTION_MAX_SHIP_SIZE, DAMAGE_REDUCTION_HIGH, DAMAGE_REDUCTION_HIGH_SCALING, DAMAGE_REDUCTION_MAX defines have all been removed
* MIN_COMBAT_SPEED_FOR_AFTERBURNERS has been replaced with MIN_SPEED_FOR_UTILITIES
* SHIP_SPEED_SCALE define has been added to the game, which decides how the scripted/displayed ship speed scales towards the internal speed
* REPAIR_RATE ship define has been removed
* STARTING_WEAPON_TECHS_ICONS define has been removed
* STARTING_WEAPON_TECHS define has been removed
* OUTPOST_STATION_BUILD_SPEED_MULT define has been removed
* REPAIR_SHIELD_MUL define has been removed
* START_REPARATION_TIMER_DAYS define has been removed
* STATION_SELF_REPAIR_RATE define has been removed
* WAR_SCORE_WARGOAL_MULT define has been removed
* WAR_SCORE_FLEET_COMBAT_WIN_BASE gameplay define has been removed
* WAR_EXHAUSTION_ENFORCE_SURRENDER define has been removed
* WAR_EXHAUSTION_{PLANET_BASE,PLANET_POP,OCCUPATION_MULT,SUBJECT_MULT,SUBJECT_FE_MULT} gameplay defines have been removed
* WAR_EXHAUSTION_SHIP_KILLED_MUL define has been removed
# Modifiers
* Added ship_max_damaged_effect static modifier which is fully applied to damaged ships at 1% HP and scaling to nothing at 100% HP
* ship_hull_regen_add_perc modifier has been added to the game
* ship_hull_regen_add_static modifier has been added to the game
* ship_armor_regen_add_perc modifier has been added to the game
* ship_armor_regen_add_static modifier has been added to the game
* ship_shield_regen_add_perc modifier has been added to the game
* ship_shield_regen_add_static modifier has been added to the game
* station_self_repair static modifier has been added to the game
* ship_armor_damage_mult modifier has been added to the game
* ship_armor_regen_add modifier has been added to the game
* ship_disengage_chance_mult modifier has been added to the game
* ship_shield_reduction modifier has been added to the game
* ship_armor_reduction modifier has been added to the game
* ship_speed_reduction modifier has been added to the game
* country_claim_influence_cost_mult modifier has been added to the game
* country_distant_claim_influence_cost_mult modifier has been added to the game
* country_claim_distance_mult modifier has been added to the game
* ship_auto_repair_add modifier has been removed
* ship_auto_repair_mult modifier has been removed
* ship_hitpoints_add has been renamed to ship_hull_add
* ship_hitpoints_mult modifier has been renamed to ship_hull_mult
* ship_hull_damage_mult modifier has been added to the game, which decides how much bonus damage is dealt to hulls
* starbase_building_build_{cost,speed}_mult modifiers has been added to the game
* starbase_module_build_{cost,speed}_mult modifiers has been added to the game
* shipclass_<class>_build_speed_mult modifiers has been added to the game
* ship_disengagement_chance_reduction modifier has been added to the game
* ship_shield_regen_mult modifier has been removed
* orbit_repair_effect static modifier has been added to the game
* ship_combat_speed_mult modifier has been removed, only ship_speed_mult should be used
* opinion_white_peace_not_accepted has been renamed to opinion_status_quo_not_accepted
* country_starbase_upkeep_mult modifier has been added to the game, it affects upkeep of all Starbases, Starbase Buildings/Modules and Defense Platforms in empire
* ship_speed_reduction modifier has been added to the game
* ship_speed_reduction modifier has been added to the game
* ship_shield_hp_add has been renamed to ship_shield_add, to be consistent with armor and hit points
* Component armor_value has been removed and is now handled via the ship_armor_add modifier
* Replaced the define for ship orbit reduction with ship_orbit_upkeep_mult modifier, multiplicative on maintenance when ship is docked with Starbase
* renamed leader_influence_x_cost modifiers to leader_x_cost
* shipclass_X_hit_points_mult has been renamed to shipclass_X_hull_mult
# Triggers
* Added is_designable trigger which checks if the ship design/ship/fleet is designable
* Added has_auto_move_target trigger
* Added has_species_flag trigger
* added "owns_any_bypass" trigger. Returns true if the scoped country owns a bypass of the type passed in parameter. Ex = "owns_any_bypass = gateway"
* the "distance" trigger can now skip either min_distance or max_distance for when you want don't need both
* New trigger "num_active_gateways" compares the number of currently active trigger to a value
* Removed war_demand_counter trigger
* Removed is_proposing_war_demands trigger
* Added count_starbase_modules trigger
* Added has_starbase trigger and set_starbase_owner effect
* add has_casus_belli trigger to check if a country has a valid CB (any CB or a specific one) on another country
* Added trigger has_hyperlane_to
* Add count_starbase_sizes trigger
* Add any_owned_starbase trigger
* Add using_war_goal trigger
* Add free_army_slots trigger
* expended trigger "is_constructing" to also accept "starbase", "mining_station", "research_station", "observation_post" and specific ship class to see if a constructor ship is constructing it
* {off,def}_war_score_sum triggers have been reworked into {off_def}_war_exhaustion_sum triggers
* {attacker,defender}_war_score triggers have been reworked into {attacker,defender}_war_exhaustion triggers
* Rework is_charging trigger to has_status trigger for checking the current status of colossus
* Added has_orbital_bombardment = yes/no trigger
* Renamed orbital_bombardment trigger to has_orbital_bombardment_stance
* Add is_charging trigger for checking if a colossus is charging to attack a planet
* added triggers has_seen_any_bypass, has_seen_specific_bypass
###################
# Graphics
###################
* Added new main title screen
* Improved the look of borders in galaxy map. Empire colors now use two colors and have their borders shaped by all owned systems rather than just colonies
* Exploring a system next to the galactic core will now lift the Terra Incognita on the galactic core
* Terra Incognita is now entirely based on which systems you have intel on
* Hyperlanes are now brighter and more visible
* Changed hyperlane color from Green to Cyan to help with accessibility
###################
# Performance
###################
* Improved caching of pathfinding and system distance from FTL consolidation into hyperlanes
* Less ships overall in late-game should lead to increased performance
###################
# Achievements
###################
* Added 10 new achievements
###################
# Bugfixes
###################
* Small Space Amoeba weapon is now properly a small-sized weapon instead of a medium-sized weapon
* Fixed event-generated countries getting the wrong randomized name lists
* Improved descriptive triggers for Species Rights
* Fixed and improved Artisan Troupe interactions
* Fixed layout and added new assets for Gene-modding header button
* Fixed rebel countries sometimes getting one Ethic too many
* Avoids crash when using a country that doesn't have a tech module
* Fixes crash when a leader is of an invalid class
* Fixed fleet move order showing the real name of unvisited systems
* Outlawing sapient AI now only removes sapient AI assistant, rather than also removing non-sapient AI assistant
* Devouring Swarms can no longer process robotic pops into food
* Fixed a couple of Anomaly categories never spawning
* Fixed hot join country selector using multiple stars to indicate the previously played country
* Crash fix when an invalid country invites a correct country to a Federation
* Fixed an assert and potential crash when a saved technology no longer exists
* It is no longer possible to rename planets owned by other empires that are inside your borders
* Auto-Exploring fleets now use the correct status icon in the outliner
* Added missing scope switch for description trigger in certain leader trait events
* Fixed Machine Uprising silently fizzling out in some edge cases
* Fallen Machine Empires can no longer have two simultaneous compliance demands on the same empire
* Gene-modding a species will now also modify an appropriate portion of owned colony ships with that species
* Fixed the Horizon Signal event chain causing unintended events to fire on Tomb Worlds in the player's capital system
* Fixed factions in Inwards Perfection empires referring to Diplomacy traditions when they mean Adaptability
* Habitats are now destroyed when their Pops are purged by the Prethoryn
* Prevent crash in weird cases when a galaxy has more nebulas than actual systems
* Fixed National Purity and Native Privilege agendas being available for fanatic xenophile empires
* Fix blurry egalitarian ethics icons when using low graphics quality
* Fixed Machine Integrated species sometimes not respecting their Military Service species rights
* Human Russian last names now have both masculine and feminine forms
* Fixed Fallen Empires built from prescripted species not always getting all the traits they should
* Earth Custodianship now uses the Humanoid graphical culture by default
* Fix Plantoids Species Pack being listed as "Plantoid" in the launcher
* Fixes Platypi species never being selected for random species
* Fixes human preset and custom empires not spawning
* Fixes the Default Species Right not showing if you currently have a species without rights selected
* Self-modified species are no longer blocked from colonizing, resettling, etc, in an empire where they are the primary species
* Fixed a bug where ruler could level up and get traits focusing on ship sizes you had yet to unlock
* Fixed a bug where aux slots would not get a proper border in ship details view
* Made sure that the same existing order check used for construction ships to see if order is valid is also used to anomaly research
* Fixed the faction demand "Recent Enlightenment" immediately invalidating itself when fulfilled
* Fixed Armies list displaying a non-functional scrollbar marker when precisely five armies are present
* Fixed Gestalt Consciousness empires being able to enable the tutorial once in-game
* Fixed a missing event title in the Ancient Drones chain
* Fixed duplicate tooltip in Migration Controls species rights
* Fixed a couple of prescripted Machine names popping up in random generation
* Using set_disable_at_health no longer immediately disables ship, but just sets the health limit when it should be disabled.
* Disabled ships and stations no longer automatically regenerate hull (same as with armor and shields
* Ships and starbases disabled through events should not auto heal. Had to reintroduce a flag for this
* Fixed the Artisan Troupe becoming incommunicable when trying to buy a Ministry of Culture after declining an earlier offer
* Improved some potentially risky code. CTD possibly already fixed, but this should catch the only possibly crash in this function
* Fix bug where the local missile target wasn't updated when the actual target was
* Added missing homeworld name to hostile Servitor dialog
* Hunt for the Hyacinth event chain will no longer trigger if there are no valid systems for it
* Fix potential OOS where ship design modifiers weren't cleared before being recalculated
* Fixed reference to wrong species in white peace offer
* Numerous other bug fixes

== TRIGGER DOCUMENTATION ==
text - For 'desc=

igger={' use. Shows custom text
text = <text>
Supported Scopes: all
Supported Targets: none
custom_tooltip - Replaces the tooltips for the enclosed triggers with a custom text
custom_tooltip = {
text = <text used as fallback for both fails and successes>
fail_text = <text used for fails["string"/default/none]>
success_text = <text used for seccesses["string"/default/none]>
<triggers>
}
Supported Scopes: all
Supported Targets: none
if - A conditional trigger
if = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
any_playable_country - Checks if any playable country meet the specified criteria
any_playable_country = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_mission - Checks if the observation post has a specific mission
has_mission = technological_enlightenment_4
Supported Scopes: fleet
Supported Targets: none
switch - Switch case for a trigger
switch = {
trigger = pop_has_ethic
ethic_xenophile = { <effect> }
ethic_xenophobe = { <effect> }
default = { <effect> }
}
Supported Scopes: all
Supported Targets: ???
num_fleets - Checks the country's number of fleets
num_fleets < 8
Supported Scopes: country
Supported Targets: ???
num_ships - Checks the country/fleet's number of ships
num_ships > 39
Supported Scopes: country fleet
Supported Targets: ???
research_leader - Checks if the country's researcher in a specific field meets the specified criteria
research_leader = { area = engineering <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_fleet_order - Checks if the ship/fleet has a specific fleet order
has_fleet_order = survey_planet_order
Supported Scopes: ship fleet
Supported Targets: none
closest_system - Checks if any close-by systems meet the criteria
closest_system = { min_steps = 2 max_steps = 20 <triggers> }
Supported Scopes: all
Supported Targets: ???
any_owned_fleet - Checks if any of the country's owned fleets meet the specified criteria
any_owned_fleet = { <targets> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_country_strategic_resource - Checks if the country has a specific amount of a specific strategic resource
has_country_strategic_resource = { type = sr_pitharan amount > 1 }
Supported Scopes: country
Supported Targets: ???
has_orbital_station - Checks if the planet has any kind of orbital station
has_orbital_station = yes
Supported Scopes: planet
Supported Targets: none
any_orbital_station - Checks if the planet's orbital station meets the specified criteria
any_orbital_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
happiness - Checks the pop's happiness percentage
happiness < 90
Supported Scopes: pop
Supported Targets: none
has_ring - Checks if the planet has a planetary ring
has_ring = yes
Supported Scopes: planet
Supported Targets: none
is_moon - Checks if the planet is the moon of another planet
is_moon = yes
Supported Scopes: planet
Supported Targets: none
opinion - Checks the country's opinion of the target country
opinion = { who = <target> value = -70 }
Supported Scopes: country
Supported Targets: ???
ideal_planet_class - Checks if the country's ideal planet class is a specific class
ideal_planet_class = pc_tundra
Supported Scopes: country
Supported Targets: none
ethos - Checks the average ethics divergence on the planet
ethos < 0.4
Supported Scopes: planet
Supported Targets: none
distance - Checks the ship/fleet/planet/leader/pop/system's galaxy map distance to target in absolute units
distance = { source = <target> min = 50 max = 120 }
Supported Scopes: planet ship pop fleet galactic_object leader
Supported Targets: none
is_pirate - Checks if the country is a pirate country
is_pirate = yes
Supported Scopes: country
Supported Targets: none
planet_size - Checks the planet's size, in number of tiles
planet_size < 20
Supported Scopes: planet
Supported Targets: ???
influence - Checks the country's Influence total
influence > 350
Supported Scopes: country
Supported Targets: none
gender - Checks the leader's gender
gender = female
Supported Scopes: leader
Supported Targets: ???
any_planet_within_border - Checks if any planets within the country's borders meet the specified criteria
any_planet_within_border = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_owned_ship - Checks if any of the country's ships meet the specified criteria
any_owned_ship = { <triggers> }
Supported Scopes: country fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_ship - Checks if any ships in the game meet the specified criteria
any_ship = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
energy - Checks the country's Energy Credits total
energy < 2350
Supported Scopes: country
Supported Targets: none
pop_has_ethic - Checks if the pop has a specific ethos
pop_has_ethic = ethic_fanatic_xenophile
Supported Scopes: pop
Supported Targets: none
pop_has_trait - Checks if the pop has a specific trait
pop_has_trait = trait_decadent
Supported Scopes: pop
Supported Targets: none
has_planet_edict - Checks if the planet has a specific edict active
has_planet_edict = edict_reeducation_campaign
Supported Scopes: planet
Supported Targets: none
has_country_edict - Checks if the country has a specific edict active
has_planet_edict = society_research_focus
Supported Scopes: country
Supported Targets: none
has_observation_outpost - Checks if the planet has an observation post
has_observation_outpost = yes
Supported Scopes: planet
Supported Targets: none
starting_system - Checks if the system is the starting system for any country
starting_system = yes
Supported Scopes: galactic_object
Supported Targets: none
graphical_culture - Checks if the country has specific graphical culture
graphical_culture = fungoid_01
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
vassals - Checks the country's number of vassals
vassals > 0
Supported Scopes: country
Supported Targets: ???
food - Checks the country's Food stockpile total
food > 3350
Supported Scopes: country
Supported Targets: none
minerals - Checks the country's Minerals total
minerals > 3350
Supported Scopes: country
Supported Targets: none
exists - Checks if a target scope exists
exists = <target>
Supported Scopes: all
Supported Targets: ???
has_edict - Checks if the country/planet has a specific edict enabled
has_edict = crystal_sonar
Supported Scopes: planet country
Supported Targets: ???
is_designable - Checks if the scoped ship design, ship or fleet (all ships) has a designable ship size.
is_designable = yes
Supported Scopes: ship fleet design
Supported Targets: none
is_in_cluster - Checks if the planet/system belongs to a specific spawning cluster
is_in_cluster = resource_cluster_3
Supported Scopes: planet galactic_object
Supported Targets: ???
any_moon - Checks if any of the planet's moons meet the specified criteria
any_moon = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_empires - Checks the number of regular empires in the galaxy
num_empires > 3
Supported Scopes: country
Supported Targets: none
leader_class - Checks if the leader is of a specific class
leader_class = scientist
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
observation_outpost_owner - Checks if the planet's observation post's owner meets the specified criteria
observation_outpost_owner = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
observation_outpost - Checks if the planet's observation post meets the specified criteria
observation_outpost = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_deposit - Checks if the planet/tile has any, or a specific, deposit
has_deposit = yes
has_deposit = d_immense_engineering_deposit
Supported Scopes: planet tile
Supported Targets: none
sectors - Checks the country's number of sectors
sectors < 4
Supported Scopes: country
Supported Targets: none
is_same_value - Checks if the current scope and the target scope are the same thing
is_same_value = <target>
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_orbital_tile - Checks if the tile is the tile that orbital stations work
is_orbital_tile = yes
Supported Scopes: tile
Supported Targets: none
members - Checks the number of members in the alliance
members < 5
Supported Scopes: alliance
Supported Targets: none
has_pop_faction_flag - Checks if the pop faction has a specific flag
has_pop_faction_flag = <flag>
Supported Scopes: pop pop_faction
Supported Targets: none
num_communications - Checks the country's number of established communications
num_communications > 3
Supported Scopes: country
Supported Targets: none
last_changed_policy - Checks if the last policy changed by the country was a specific policy
last_changed_policy = slavery
Supported Scopes: country
Supported Targets: ???
pops_have_happiness - Checks if pops of the species can have happiness
pops_have_happiness = yes
Supported Scopes: species
Supported Targets: ???
is_species - Checks if the pop/country's founder species is of a specific pre-defined species
is_species = ROBOT_POP_SPECIES_2
Supported Scopes: pop leader species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
last_increased_tech - Checks if the country's last researched technology was a specific tech
last_increased_tech = tech_gene_expressions
Supported Scopes: country
Supported Targets: ???
any_war - Checks if any wars meet the specified criteria
any_war = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_defender - Checks if any of the defenders in the war meet the specified criteria
any_defender = { <triggers> }
Supported Scopes: war
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_attacker - Checks if any attackers in the war meet the specified criteria
any_attacker = { <triggers> }
Supported Scopes: war
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
original_owner - Checks if the planet is still owned by its first colonizer
original owner = yes
Supported Scopes: planet
Supported Targets: none
tech_unlocked_ratio - Checks the relative amount of already-researched tech between the country and target country
tech_unlocked_ratio = { who = <target> ratio = 0.4 }
Supported Scopes: country
Supported Targets: ???
can_colonize - Checks if the planet can be colonized by target country
can_colonize = { who = <target> status = yes }
Supported Scopes: planet
Supported Targets: none
has_special_project - Checks if the country has a specific special project available
has_special_project = EMERGENCY_BUOY_PROJECT
Supported Scopes: country
Supported Targets: none
is_subspecies - Checks if the pop/country/species is a subspecies of the target pop/country/species
is_subspecies = <target>
Supported Scopes: country pop species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_valid - Checks to see if target scope is valid for the country/planet/tile/army
is_valid = <target>
Supported Scopes: planet country army tile
Supported Targets: ???
check_pop_faction_parameter - Checks if one of the faction's parameters is the same as target scope
check_pop_faction_parameter = { which = <parameter> value = <target> }
Supported Scopes: pop_faction
Supported Targets: none
is_robot_pop - Checks if the pop is a robot
is_robot_pop = yes
Supported Scopes: pop
Supported Targets: none
has_any_resource - Checks if the tile has any resource
has_any_resource = yes
Supported Scopes: tile
Supported Targets: none
has_empire_unique_building - Checks if the tile has any empire-unique building
has_empire_unique_building = yes
Supported Scopes: tile
Supported Targets: none
num_fallen_empires - Checks the number of fallen empires in the galaxy
num_fallen_empires > 3
Supported Scopes: country
Supported Targets: none
is_preferred_weapons - Checks if the country's AI prefers weapons using this component tag
is_preferred_weapons = weapon_type_energy
Supported Scopes: country
Supported Targets: none
has_access_fleet - Checks if the system is accessible to the target country with construction vessels
has_access_construction = <target>
Supported Scopes: galactic_object
Supported Targets: ???
is_point_of_interest - Checks if the planet/country/ship/system/ambient object has a specific point of interest for a specific event chain for a specific country
is_point_of_interest = { id = <id> event_chain = <event_chain> owner = <target> }
Supported Scopes: planet country ship galactic_object ambient_object
Supported Targets: ???
won_with_condition - Checks if two countries have a migration treaty.
Supported Scopes: country
Supported Targets: none
terraformed_by - Checks if planet is terraformed by country.
Supported Scopes: planet
Supported Targets: none
has_megastructure - Checks if a country or star has a mega structure.
Supported Scopes: country galactic_object
Supported Targets: none
recently_lost_war - Checks if the country is at war
is_at_war = yes
Supported Scopes: country
Supported Targets: none
count_diplo_ties - Checks the number of diplomatic in the scope that fulfill the specified criteria
count_countries = { count < 6 limit = { <triggers> } }
Supported Scopes: country
Supported Targets: none
has_research_agreement - Checks if two countries have a research agreement.
Supported Scopes: country
Supported Targets: none
has_tributary - Checks if two countries have a research agreement.
Supported Scopes: country
Supported Targets: none
upgrade_days_left - Checks a mega structure amount of upgrade days left.
upgrade_days_left > 360
Supported Scopes: megastructure
Supported Targets: none
has_any_megastructure - Checks if the scope has a megastructure
has_any_megastructure = yes
Supported Scopes: planet galactic_object
Supported Targets: none
pop_can_live_on_planet - Checks if the pop is allowed to live on its planet
pop_can_live_on_planet = yes
Supported Scopes: pop
Supported Targets: none
unrest - Compares the unrest present on the planet with the given value
unrest > 50
Supported Scopes: planet
Supported Targets: none
former_living_standard_type - Compares the former living standard type with the given one.
former_living_standard_type = living_standard_normal
Supported Scopes: pop
Supported Targets: none
former_citizenship_type - Compares the former citizenship type with the given one.
former_citizenship_type = citizenship_full
Supported Scopes: pop
Supported Targets: none
former_military_service_type - Compares the former military service type with the given one.
former_military_service_type = military_service_full
Supported Scopes: pop
Supported Targets: none
former_slavery_type - Compares the former slavery type with the given one.
former_slavery_type = slavery_normal
Supported Scopes: pop
Supported Targets: none
former_purge_type - Compares the former purge type with the given one.
former_purge_type = purge_normal
Supported Scopes: pop
Supported Targets: none
former_population_control_type - Compares the former population control type with the given one.
former_population_control_type = population_control_yes
Supported Scopes: pop
Supported Targets: none
former_migration_control_type - Compares the former migration control type with the given one.
former_migration_control_type = migration_control_yes
Supported Scopes: pop
Supported Targets: none
unity - Checks the country's Unity total
unity < 70
Supported Scopes: country
Supported Targets: none
planet_health - Checks the planet's health percentage
planet_health > 0.9
Supported Scopes: planet
Supported Targets: ???
and - all inside trigger must be true
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
or - At least one entry inside the trigger must be true
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
not - An inverted trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_planet - Checks if any planet in the system/sector meets the specified criteria
any_planet = { <triggers> }
Supported Scopes: galactic_object sector
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_star - Checks if the planet is a star
is_star = yes
Supported Scopes: planet
Supported Targets: none
is_asteroid - Checks if the planet is an asteroid
is_asteroid = yes
Supported Scopes: planet
Supported Targets: none
species_portrait - Checks if the species (or pop/empire's dominant species) uses a certain portrait
species_portrait = rep13
Supported Scopes: country pop species
Supported Targets: none
is_neutral_to - Checks if the country has a neutral attitude towards target country
is_neutral_to = <target>
Supported Scopes: country
Supported Targets: none
trust - Checks the country's trust of the target country
trust = { who = <target> value = 50 }
Supported Scopes: country
Supported Targets: ???
hidden_trigger - Hides the tooltip for the triggers within
hidden_trigger = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_owner - Checks if the planet/system is colonized
has_owner = yes
Supported Scopes: planet galactic_object
Supported Targets: none
any_owned_planet - Checks if any of the country's owned planets meet the specified criteria
any_owned_planet = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_controlled_planet - Checks if any of the country's controlled planets meet the specified criteria
any_controlled_planet = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_ai - Checks if the country is played by the AI
is_ai = no
Supported Scopes: country
Supported Targets: none
always - Sets trigger to be either always true or false
always = yes
Supported Scopes: all
Supported Targets: none
has_trait - Checks if a pop/leader/species/country's dominant species has a certain trait
has_trait = leader_trait_carefree
Supported Scopes: country pop leader species
Supported Targets: none
has_ethic - Checks if a country has a certain ethos
has_ethic = ethic_fanatic_pacifist
Supported Scopes: country pop
Supported Targets: none
is_owned_by - Checks if the planet/system/army/ship is owned by the target country
is_owned_by = <target>
Supported Scopes: planet ship galactic_object army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_same_species - checks if the scoped object is of the same species as another object
is_same_species = <target>
Supported Scopes: country ship pop leader army species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_same_empire - Checks if the country is the same as another, target country
is_same_empire = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_planet_class - Checks if the planet is of a certain class
is_planet_class = pc_tundra
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_strategic_resource - Checks if the planet has any strategic resource
has_strategic_resource = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_star_class - Checks if the system/planet(star) is of a certain class
is_star_class = sc_black_hole
Supported Scopes: planet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_technology - Checks if the country has a technology (of at least a specific level)
has_technology = tech_spaceport_4
Supported Scopes: country
Supported Targets: none
has_planet_modifier - Checks if the planet has a specific planet modifier
has_planet_modifier = pm_titanic_life
Supported Scopes: planet
Supported Targets: none
has_planet_flag - Checks if the planet has a specific flag
has_planet_flag = <flag>
Supported Scopes: planet
Supported Targets: none
has_country_flag - Checks if the empire has a specific flag
has_country_flag = <flag>
Supported Scopes: country
Supported Targets: none
has_fleet_flag - Checks if the fleet has a specific flag
has_fleet_flag = <flag>
Supported Scopes: fleet
Supported Targets: none
has_ship_flag - Checks if the ship has a specific flag
ships_flag = <flag>
Supported Scopes: ship
Supported Targets: none
is_ship_class - Checks if the ship/fleet is a specific class
is_ship_class = shipclass_colonizer
Supported Scopes: ship fleet
Supported Targets: none
is_ship_size - Checks if the ship/fleet is a specific ship size
is_ship_size = mining_station
Supported Scopes: ship fleet
Supported Targets: none
is_capital - Checks if the planet is its owner's capital
is_capital = yes
Supported Scopes: planet
Supported Targets: none
has_ground_combat - Checks if ground combat is taking place on the planet
has_ground_combat = yes
Supported Scopes: planet
Supported Targets: none
is_at_war - Checks if the country is at war
is_at_war = yes
Supported Scopes: country
Supported Targets: none
num_owned_planets - Checks the country's number of owned planets
num_owned_planets < 8
Supported Scopes: country
Supported Targets: none
has_government - Checks if the country has a specific government type
has_government = despotic_hegemony
Supported Scopes: country
Supported Targets: none
num_pops - Checks the number of pops on the planet/country/pop faction
num_pops > 12
Supported Scopes: planet country pop_faction
Supported Targets: none
is_primitive - Checks if the country is a primitive, pre-FTL civilization
is_primitive = yes
Supported Scopes: country
Supported Targets: none
is_inside_nebula - checks if the planet/ship/fleet/system is inside a nebula
is_inside_nebula = yes
Supported Scopes: planet ship fleet galactic_object
Supported Targets: none
is_inside_border - Checks if the planet/ship/fleet/system is inside the borders of the target country
is_inside_border = <target>
Supported Scopes: planet ship fleet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_country - Iterate through all countries
any_country = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_pop - Checks if any of the planet/species/pop faction/sector's pops meet the specified criteria
any_pop = { <triggers> }
Supported Scopes: planet species pop_faction sector
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_overlord - Checks if the country is the overlord of any subject countries
is_overlord = yes
Supported Scopes: country
Supported Targets: none
is_at_war_with - Checks if the country is at war with the target country
is_at_war_with = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
their_opinion - Checks target country's opinion value of the current country
their_opinion = { who = <target> value > 25 }
Supported Scopes: country
Supported Targets: ???
is_same_species_class - Checks if the pop/country is of the same species class as another pop/country
is_same_species_class = <target>
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_federation - Checks if the country is in a federation
has_federation = yes
Supported Scopes: country
Supported Targets: none
is_colonizable - Checks if the planet can theoretically be colonized
is_colonizable = yes
Supported Scopes: planet
Supported Targets: none
has_level - Checks if the leader has a specific experience level
has_level > 2
Supported Scopes: leader
Supported Targets: ???
num_minerals - Checks the planet's total amount of minerals
num_minerals < 20
Supported Scopes: planet
Supported Targets: none
num_physics - Checks the planet's total amount of physics research
num_physics = 8
Supported Scopes: planet
Supported Targets: none
num_society - Checks the planet's total amount of society research
num_society > 8
Supported Scopes: planet
Supported Targets: none
num_engineering - Checks the planet's total amount of engineering research
num_engineering < 8
Supported Scopes: planet
Supported Targets: none
num_modifiers - Checks the planet's number of modifiers
num_modifiers < 3
Supported Scopes: planet
Supported Targets: none
has_any_strategic_resource - Checks if the planet has any strategic resource
has_any_strategic_resource = yes
Supported Scopes: planet
Supported Targets: none
free_leader_slots - Checks the country's open leader slots
free_leader_slots > 1
Supported Scopes: planet country ship pop fleet leader
Supported Targets: none
has_pop_flag - Checks if the pop has a specific flag
has_pop_flag = <flag>
Supported Scopes: pop
Supported Targets: none
is_occupied_flag - Checks if the planet is under military occupation
is_occupied_flag = yes
Supported Scopes: planet
Supported Targets: none
is_damaged - Checks if the ship is damaged
is_damaged = yes
Supported Scopes: ship
Supported Targets: none
has_hp - Checks the ship's hull points
has_hp > 200
Supported Scopes: ship
Supported Targets: none
is_surveyed - Checks if the planet/system has been survey by target country
is_surveyed = { who = <target> status = yes }
Supported Scopes: planet galactic_object
Supported Targets: none
has_global_flag - Checks if a Global Flag has been set
has_global_flag = <flag>
Supported Scopes: all
Supported Targets: none
check_variable - Checks a variable for the country/leader/planet/system/fleet
check_variable = { which = <variable> value < 4 }
Supported Scopes: planet country fleet galactic_object leader
Supported Targets: none
is_colony - Checks if the planet is colonized
is_colony = yes
Supported Scopes: planet
Supported Targets: none
habitability - Checks the planet's habitability (0 to 1) for target pop/species
habitability = { who = <target> value = 0.6 }
Supported Scopes: planet
Supported Targets: none
has_building - Checks if the planet/tile has any, or a specific, building
has_building = yes
has_building = building_capital_3
Supported Scopes: planet tile
Supported Targets: none
is_controlled_by - Checks if the planet is controlled by the target country
is_controlled_by = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_terraformed - Checks if the planet has ever been terraformed
is_terraformed = yes
Supported Scopes: planet
Supported Targets: none
is_terraforming - Checks if the planet is currently being terraformed
is_terraforming = yes
Supported Scopes: planet
Supported Targets: none
is_federation_leader - Checks if the country is the leader of their federation
is_federation_leader = yes
Supported Scopes: country
Supported Targets: none
has_star_flag - Checks if the solar system has a specific flag
has_star_flag = <flag>
Supported Scopes: galactic_object
Supported Targets: none
has_mining_station - Checks if the planet has an orbital mining station
has_mining_station = yes
Supported Scopes: planet
Supported Targets: none
has_research_station - Checks if the planet has an orbital researc station
has_research_station = yes
Supported Scopes: planet
Supported Targets: none
any_research_station - Checks if the planet's orbital research station meets the specified criteria
any_research_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_mining_station - Checks if the planet's orbital mining station meets the specified criteria
any_mining_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
army_type - Checks the army's type
army_type = assault_army
Supported Scopes: army
Supported Targets: none
has_army - Checks if the planet has an army
has_army = yes
Supported Scopes: planet
Supported Targets: none
is_advisor_active - checks if a country has an advisor
Supported Scopes: country
Supported Targets: none
count_pops - Checks the number of pops in the scope that fulfill the specified criteria
count_pops = { limit = { <triggers> } count < 6 }
Supported Scopes: planet species pop_faction sector
Supported Targets: none
is_enslaved - Checks if the pop is a slave
is_enslaved = yes
Supported Scopes: pop
Supported Targets: none
is_being_purged - Checks if the pop is being purged
is_being_purged = yes
Supported Scopes: pop
Supported Targets: none
income - Checks the country's monthly energy credit income
income < 90
Supported Scopes: country
Supported Targets: none
expenses - Checks the country's monthly energy credit expenses
expenses > 28
Supported Scopes: country
Supported Targets: none
produced_energy - Checks the country's gross amount of produced energy credits
produced_energy < 100
Supported Scopes: country
Supported Targets: none
trade_income - Checks the country's energy credits income from trade for the previous month
trade_income < 30
Supported Scopes: country
Supported Targets: none
trade_expenses - Checks the country's energy credits expenses from trade for the previous month
trade_expenses < 30
Supported Scopes: country
Supported Targets: none
ship_maintenance - Checks the country's total ship maintenance expenses for the previous month, in energy credits
ship_maintenance < 226
Supported Scopes: country
Supported Targets: none
army_maintenance - Checks the country's total army maintenance expenses for the previous month, in energy credits
army_maintenance > 226
Supported Scopes: country
Supported Targets: none
colony_maintenance - Checks the country's total colony maintenance expenses for the previous month, in energy credits
colony_maintenance > 25
Supported Scopes: country
Supported Targets: none
station_maintenance - Checks the country's total orbital station maintenance expenses for the previous month, in energy credits
station_maintenance > 126
Supported Scopes: country
Supported Targets: none
construction_expenses - Checks the country's construction expenses for the previous month
construction_expenses > 290
Supported Scopes: country
Supported Targets: none
federation_expenses - Checks the country's federation expenses for the previous month
federation_expenses < 1000
Supported Scopes: country
Supported Targets: none
has_anomaly - Checks if the planet has an anomaly
has_anomaly = yes
Supported Scopes: planet
Supported Targets: none
stored_physics_points - Checks the country's amount of stored physics research
stored_physics_points
Supported Scopes: country
Supported Targets: none
stored_society_points - Checks the country's amount of stored society research
stored_society_points
Supported Scopes: country
Supported Targets: none
stored_engineering_points - Checks the country's amount of stored engineering research
stored_engineering_points
Supported Scopes: country
Supported Targets: none
balance - Checks the country's energy credit balance
balance < 39
Supported Scopes: country
Supported Targets: none
running_balance - Checks the country's running energy credit balance
running_balance > 61
Supported Scopes: country
Supported Targets: none
is_planet - Checks if the planet is the same as target planet
is_planet = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_pop - Checks if the pop is the same as target pop
is_pop = <target>
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_ship - Checks if the ship is the same as target ship
is_ship = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_army - Checks if the army is the same as target army
is_army = <target>
Supported Scopes: army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_country - Checks if the country is the same as target country
is_country = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_tutorial_level - Checks the country's tutorial level (0 off, 1 limited, 2 full)
is_tutorial_level = 0
Supported Scopes: country
Supported Targets: none
is_multiplayer - Checks if the game is running in multiplayer
is_multiplayer = yes
Supported Scopes: all
Supported Targets: none
has_event_chain - Checks if the country has a specific event chain
has_event_chain = old_gods_chain
Supported Scopes: country
Supported Targets: none
is_species_class - Checks if the pop/country's founder species is a specific species class
is_species_class = MAM
Supported Scopes: country pop species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_opinion_modifier - Checks if the country has a specific opinion modifier towards target country or anyone
has_opinion_modifier = { who = <target (optional)> modifier = encroaching_colony is_reverse = no }
Supported Scopes: country
Supported Targets: none
has_established_contact - Checks if the country has established contact with target country
has_established_contact = <target>
Supported Scopes: country
Supported Targets: none
has_completed_event_chain_counter - Checks if the country has completed a specific counter in an event chain
has_completed_event_chain_counter = { event_chain = amoebas_2_chain counter = amoebas_slaughtered }
Supported Scopes: country
Supported Targets: none
has_planet_class - Checks if the system has planet of specific class
has_planet_class = pc_tundra
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_disabled - Checks if the ship/fleet is disabled
is_disabled = yes
Supported Scopes: ship fleet
Supported Targets: ???
has_existing_ship_design - Checks if the country has a specific ship design available
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_grown_pop - Checks if the planet/tile has a fully-grown pop
has_grown_pop = yes
Supported Scopes: planet tile
Supported Targets: ???
has_growing_pop - Checks if the planet/tile has a still-growing pop
has_growing_pop = yes
Supported Scopes: planet tile
Supported Targets: ???
has_resource - Checks if the planet/tile has a specific amount of a specific resource
has_resource = { type = minerals amount < 5 }
has_resource = no
Supported Scopes: planet tile
Supported Targets: ???
has_building_construction - Checks if the planet/tile has any, or a specific, ongoing building construction
has_building_construction = yes
has_building_construction = building_capital_3
Supported Scopes: planet tile
Supported Targets: none
any_neighboring_tile - Checks if any of the tile's neighbors meet the specified criteria
any_neighboring_tile = { <triggers> }
Supported Scopes: tile
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_tile - Checks if any tiles on the planet meet the criteria
any_tile = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_blocker - Checks if the planet/tile has any, or a specific, tile blocker
has_blocker = yes
has_blocker = tb_dangerous_wildlife
Supported Scopes: planet tile
Supported Targets: none
free_pop_tiles - Checks the planet's number of open tiles for pops
free_pop_tiles < 6
Supported Scopes: planet
Supported Targets: ???
free_building_tiles - Checks the planet's number of tiles available for new constructions
free_building_tiles > 2
Supported Scopes: planet
Supported Targets: ???
has_relation_flag - Checks if the country has a relation flag towards target country
has_relation_flag = { who = <target> flag = <flag> }
Supported Scopes: country
Supported Targets: ???
reverse_has_relation_flag - Checks if the target country has a relation flag towards the country
reverse_has_relation_flag = { who = <target> flag = <flag> }
Supported Scopes: country
Supported Targets: ???
has_moon - Checks if the planet has a moon
has_moon = yes
Supported Scopes: planet
Supported Targets: none
num_moons - Checks the planet's number of moons
num_moons < 4
Supported Scopes: planet
Supported Targets: none
num_adjacent_tiles - Checks the tile's number of adjacent tiles
num_adjacent_tiles < 2
Supported Scopes: tile
Supported Targets: none
is_sapient - Checks if the pop is sapient
is_sapient = no
Supported Scopes: pop species
Supported Targets: none
is_preventing_anomaly - Checks if the planet is prevented from generating anomalies
is_preventing_anomaly = yes
Supported Scopes: planet
Supported Targets: ???
has_deposit_for - Checks if the planet has a deposit for a specific ship class
has_deposit_for = shipclass_mining_station
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
colony_age - Checks the planet's (colony's) age in months
colony_age > 12
Supported Scopes: planet
Supported Targets: none
is_rim_system - Checks if the system is on the galactic rim
is_rim_system = yes
Supported Scopes: galactic_object
Supported Targets: ???
any_rim_system - Iterate through all rim systems
any_rim_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_country_type - Checks if the country is a specific type
is_country_type = fallen_empire
Supported Scopes: country
Supported Targets: none
has_modifier - Checks if the country/planet/pop has a certain modifier
has_modifier = <modifier>
Supported Scopes: planet country ship pop pop_faction
Supported Targets: none
any_ship_in_system - Checks if any ships in the system meet the specified criteria
any_ship_in_system = { <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
mission_progress - Checks if the observation post has achieved specific progress in a mission
mission_progress > 0.7
Supported Scopes: fleet
Supported Targets: none
num_ethics - Checks the country/pop's number of ethics
num_ethics = 3
Supported Scopes: country pop
Supported Targets: none
num_traits - Checks the country/pop/leader/species' number of traits
num_traits < 3
Supported Scopes: country pop leader species
Supported Targets: none
has_truce - Checks if the country has a truce with target country
has_truce = <target>
Supported Scopes: country
Supported Targets: none
is_ringworld - Checks if the planet is a ringworld
is_ringworld = yes
Supported Scopes: planet
Supported Targets: none
member_of_faction - Checks if the pop belongs to any, or a specific, faction
member_of_faction = no
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
support - Checks the faction's support level
support > 0.5
Supported Scopes: pop_faction
Supported Targets: none
is_ideal_planet_class - Checks if the planet is of the ideal class for target country
is_ideal_planet_class = { who = <target> status = yes }
Supported Scopes: planet
Supported Targets: none
is_pop_faction_type - Checks the faction's type
is_pop_faction_type = malcontent_slaves
Supported Scopes: pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
sector_controlled - Checks if the planet/fleet is controlled by a sector
sector_controlled = yes
Supported Scopes: planet fleet
Supported Targets: none
sectors_over_limit - Checks the country's number of sectors over its sector cap
sectors_over_limit > 0
Supported Scopes: country
Supported Targets: none
intel_level - Checks the country's intel level of target system
intel_level = { level > low system = <target> }
Supported Scopes: country
Supported Targets: none
is_researching_area - Checks the scientist's field of research
is_researching_area = society
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_owned_leader - Checks if any of the country's leaders meet the specified criteria
any_owned_leader = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_owned_pop - Iterate through all owned pops
any_owned_pop = { <count=<num/all>> <triggers> }
Supported Scopes: planet country pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_faction - Checks if the country has any instance of target faction type
has_faction = planet_separatists
Supported Scopes: country
Supported Targets: none
count_owned_pops - Count the number of owned pops in the country that fulfill the specified criteria
count_owned_pops = { limit = { <triggers> } count > 12 }
Supported Scopes: planet country pop_faction
Supported Targets: none
can_declare_war - Checks if the country can declare war against target country
can_declare_war = {
target = <target country>
attacker_war_goal = <war goal>
}
Supported Scopes: country
Supported Targets: ???
is_hostile - Checks if the country is hostile towards target country
is_hostile = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_communications - Checks if the country has established communications with target country
has_communications = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_country_resource - Checks the country's amount of a specific stored resource
has_country_resource = { type = minerals amount > 99 }
Supported Scopes: country
Supported Targets: ???
has_leader_flag - Checks if the leader has a specific flag
has_leader_flag = <flag>
Supported Scopes: leader
Supported Targets: none
num_killed_ships - Checks how many of target country's ships that the country has destroyed
num_killed_ships = { target = <target> value > 5 }
Supported Scopes: country
Supported Targets: ???
num_taken_planets - Checks how many planets the country has taken from target country
num_taken_planets = { target = <target> value > 1 }
Supported Scopes: country
Supported Targets: ???
count_ships - Checks the number of ships in the galaxy that meet the specified criteria
count_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: all
Supported Targets: ???
count_owned_ships - Checks the country's number of ships that meet the specified criteria
count_owned_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: country
Supported Targets: ???
leader_of_faction - Checks if the leader is the leader of a faction
leader_of_faction = yes
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_scope_valid - Checks if the current scope is valid
is_scope_valid = yes
Supported Scopes: all
Supported Targets: none
opposing_ethics_divergence - Checks how far removed the country/pop's ethos is from target's
opposing_ethics_divergence = { steps > 1 who = <target> }
Supported Scopes: country pop
Supported Targets: ???
is_war_leader - Checks if the country leads in a war
is_war_leader = yes
Supported Scopes: country pop_faction
Supported Targets: none
can_create_sector - Checks if the country can create a sector out of the target system
can_create_sector = <target>
Supported Scopes: country
Supported Targets: ???
is_in_federation_with - Checks if the country is in a federation with target country
is_in_federation_with = <target>
Supported Scopes: country
Supported Targets: none
can_change_policy - Checks if the country can change a specific policy
can_change_policy = slavery_not_allowed
Supported Scopes: country
Supported Targets: ???
count_pop_factions - Checks the country's number of factions that meet the criteria
count_pop_factions = { limit = { <triggers> } count < 2 }
Supported Scopes: country
Supported Targets: none
is_ironman - Check if current game is running in ironman mode
is_ironman = yes
Supported Scopes: all
Supported Targets: none
has_monthly_income - Checks the country's monthly income of a specific resource
has_monthly_income = { resource = engineering_research value < 20 }
Supported Scopes: country
Supported Targets: ???
any_sector - Checks if any of the country's sectors meet the specified criteria
any_sector = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_policy_flag - Checks if the country has a specific policy
has_policy_flag = slavery_not_allowed
Supported Scopes: country
Supported Targets: none
count_deposits - Checks the number of deposits on the tile/planet that meet the specified criteria
count_deposits = { limit = { <triggers> count < 2 }
Supported Scopes: planet tile
Supported Targets: ???
has_tech_option - Checks if the country has a tech research option currently available
has_tech_option = tech_mining_network_2
Supported Scopes: country
Supported Targets: none
count_tech_options - Checks the country's number available tech research options in a specific field
count_tech_options = { area = physics count > 0 }
Supported Scopes: country
Supported Targets: ???
has_point_of_interest - Checks if the scoped country has a specific point of interest in its situation log
has_point_of_interest = { poi = <id> }
Supported Scopes: planet country ship fleet galactic_object ambient_object
Supported Targets: ???
is_being_repaired - Checks if the ship/fleet is being repaired
is_being_repaired = yes
Supported Scopes: ship fleet
Supported Targets: none
has_prev_building - Checks the building that was previously on the tile
has_prev_building = building_capital_3
Supported Scopes: tile
Supported Targets: none
any_ambient_object - Checks if any ambient objects in the game meet the specified criteria
any_ambient_object = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_system_ambient_object - Checks if any ambient objects in the system meet the specified criteria
any_system_ambient_object = { <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_ambient_object_flag - Checks if the ambient object has a specific flag
has_ambient_object_flag = <flag>
Supported Scopes: ambient_object
Supported Targets: none
any_bordering_country - Iterate through all bordering countries of a system
any_bordering_country = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
galaxy_percentage - Checks if the country has a specific percentage (0.00-1.00) of the galaxy within its borders
galaxy_percentage > 0.40
Supported Scopes: country
Supported Targets: ???
custom_tooltip_fail - Shows custom text only when the associated trigger fails
custom_tooltip_fail = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none
count_armies - Checks the number of armies on/in the planet/country that meet the specified criteria
count_armies = { limit = { <triggers> } count < 12 }
Supported Scopes: planet country
Supported Targets: none
is_in_combat - Checks if the ship/fleet is engaged in combat
is_in_combat = yes
Supported Scopes: ship fleet
Supported Targets: none
any_member - Checks if any members of the alliance meet the specified criteria
any_member = { <triggers> }
Supported Scopes: alliance
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_guaranteeing - Checks if the country is guaranteeing the independence of target country
is_guaranteeing = <target>
Supported Scopes: country
Supported Targets: none
is_war_participant - Checks if target country is participating in the war on the specified side
is_war_participant = { who = <target> side = <target> }
Supported Scopes: war
Supported Targets: none
is_homeworld - Checks if the planet is its owner's homeworld
is_homeworld = yes
Supported Scopes: planet
Supported Targets: none
is_friendly_to - Checks if the country has a friendly attitude towards target country
is_friendly_to = <target>
Supported Scopes: country
Supported Targets: none
is_hostile_to - Checks if the country has a hostile attitude towards target country
is_hostile_to = <target>
Supported Scopes: country
Supported Targets: none
is_protective_to - Checks if the country has a protective attitude towards target country
is_protective_to = <target>
Supported Scopes: country
Supported Targets: none
is_threatened_to - Checks if the country has a threatened attitude towards target country
is_threatened_to = <target>
Supported Scopes: country
Supported Targets: none
is_ruined - Checks if the tile has a ruined building
is_ruined = yes
Supported Scopes: tile
Supported Targets: none
years_passed - Checks the number of in-game years passed since the 2200 start
years_passed < 150
Supported Scopes: all
Supported Targets: none
mid_game_years_passed - Checks the number of in-game years passed since the mid-game start date
mid_game_years_passed >= 50
Supported Scopes: all
Supported Targets: none
end_game_years_passed - Checks the number of in-game years passed since the end-game start date
end_game_years_passed >= 50
Supported Scopes: all
Supported Targets: none
is_dismissive_to - Checks if the country has a dismissive attitude towards target country
is_dismissive_to = <target>
Supported Scopes: country
Supported Targets: none
is_patronizing_to - Checks if the country has a patronizing attitude towards target country
is_patronizing_to = <target>
Supported Scopes: country
Supported Targets: none
is_angry_to - Checks if the country has an angry attitude towards target country
is_angry_to = <target>
Supported Scopes: country
Supported Targets: none
is_neighbor_of - Checks if the country/planet is neighbors with target country
is_neighbor_of = <target>
Supported Scopes: planet country ship fleet galactic_object
Supported Targets: none
is_rival - Checks if the country has a rival attitude towards target country
is_rival = <target>
Supported Scopes: country
Supported Targets: none
is_unfriendly_to - Checks if the country has an unfriendly attitude towards target country
is_unfriendly_to = <target>
Supported Scopes: country
Supported Targets: none
is_loyal_to - Checks if the country has a loyal attitude towards target country
is_loyal_to = <target>
Supported Scopes: country
Supported Targets: none
is_disloyal_to - Checks if the country has a disloyal attitude towards target country
is_disloyal_to = <target>
Supported Scopes: country
Supported Targets: none
is_cordial_to - Checks if the country has a cordial attitude towards target country
is_cordial_to = <target>
Supported Scopes: country
Supported Targets: none
is_domineering_to - Checks if the country has a domineering attitude towards target country
is_domineering_to = <target>
Supported Scopes: country
Supported Targets: none
fleet_power - Checks the scope's total fleet power
fleet_power > 2500
Supported Scopes: country fleet
Supported Targets: none
has_election_type - Checks if the country has a specific election type
has_election_type = oligarchic
Supported Scopes: country
Supported Targets: none
has_ai_personality - Checks if an AI empire has a certain personality type
has_ai_personality = fanatic_befrienders
Supported Scopes: country
Supported Targets: none
has_ai_personality_behaviour - Checks if a country has a certain AI personality behavior
has_ai_personality_behaviour = slaver
Supported Scopes: country
Supported Targets: none
has_valid_ai_personality - Checks if the country has a valid AI personality
has_valid_ai_personality = yes
Supported Scopes: country
Supported Targets: none
has_migration_access - Checks if the country has migration access to target country
has_migration_access = <target>
Supported Scopes: country
Supported Targets: none
logged_in_to_pdx_account - Checks if the local human is logged in to a Pdx account. This WILL cause an out of sync if used for anything that can change the game state
Supported Scopes: all
Supported Targets: ???
would_join_war - Checks if the country would join the side of target country in a hypothetical war
would_join_war = { attacker = <target> defender = <target> side = <target> }
Supported Scopes: country
Supported Targets: none
can_be_subject - Checks if the country can be a subject of a specific type under target country
can_be_subject = { subject_type = tributary overlord = <target> }
Supported Scopes: country
Supported Targets: ???
count_war_participants - Checks the number of participants in the war on a specific side that meet the specified criteria
count_war_participants = { limit = { <triggers> } side = target count < 4
Supported Scopes: war
Supported Targets: none
count_potential_war_participants - Checks the amount of potential war participants in a specific war that meet the specified criteria
count_potential_war_participants = { attacker = <target> defender = <target> side = <target> limit = { <triggers> } count > 2
Supported Scopes: all
Supported Targets: none
has_skill - Checks if the leader has a specific experience level
has_skill > 2
Supported Scopes: leader
Supported Targets: none
has_experience - Checks if the leader has a specific amount of experience
has_experience < 900
Supported Scopes: leader
Supported Targets: none
any_neighbor_system - Checks if any of the system's neighboring systems meet the specified criteria
any_neighbor_system = { ignore_hyperlanes = <yes/no> <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_under_colonization - Checks if the planet is being colonized
is_under_colonization = yes
Supported Scopes: planet
Supported Targets: none
has_colony_progress - Checks the planet's progress towards completing colonization
has_colony_progress > 20
Supported Scopes: planet
Supported Targets: none
distance_to_empire - Checks the ship/fleet/planet/system's galaxy map distance to target empire
distance = { who = <target> distance = x }
Supported Scopes: planet ship fleet galactic_object
Supported Targets: none
is_unemployed - Checks if the pop is unemployed
is_unemployed = yes
Supported Scopes: pop
Supported Targets: none
years_of_peace - Checks the number of in-game years country has been at peace, with optional parameter to delay from start of game
years_at_peace = { value > 10 delay = 0 }
Supported Scopes: country
Supported Targets: none
is_within_borders_of - Checks if the planet/system is within the borders of the target country
is_within_borders_of = <target>
Supported Scopes: planet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_marauder_empires_to_spawn - Checks the number of marauder empires specified by the galaxy setup
num_marauder_empires_to_spawn > 1
Supported Scopes: all
Supported Targets: none
has_species_flag - Checks if the species has a specific flag
has_species_flag = <flag>
Supported Scopes: species
Supported Targets: none
has_auto_move_target - Checks if the fleet/ship has an active auto-move target set
has_auto_move_target = yes
Supported Scopes: ship fleet
Supported Targets: none
count_system_ships - Checks the system's number of ships that meet the specified criteria
count_system_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: galactic_object
Supported Targets: ???
count_starbase_modules - Checks the number of starbase modules that are of the specified type
count_starbase_modules = { type = anchorage count < 12 }
Supported Scopes: starbase
Supported Targets: none
is_belligerent_to - Checks if the country has a belligerent attitude towards target country
is_belligerent_to = <target>
Supported Scopes: country
Supported Targets: none
is_imperious_to - Checks if the country has a imperious attitude towards target country
is_imperious_to = <target>
Supported Scopes: country
Supported Targets: none
is_arrogant_to - Checks if the country has a arrogant attitude towards target country
is_arrogant_to = <target>
Supported Scopes: country
Supported Targets: none
has_association_status - Check if the country has federation association status with target country
has_association_status = <target>
Supported Scopes: country
Supported Targets: none
is_original_owner - Checks if the target country is the planet's original owner
is_original_owner = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_growing - Checks if the pop is currently growing
is_growing = yes
Supported Scopes: pop
Supported Targets: none
is_colony_pop - Checks if the pop is a designated colonization pop
is_colony_pop = yes
Supported Scopes: pop
Supported Targets: none
subject_can_diplomacy - Checks if the country is allowed by its overlord to take diplomatic action towards target country
subject_can_diplomacy = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_surveyed_class - Checks if the country has surveyed any planet of a specific class
has_surveyed_class = pc_tundra
Supported Scopes: country
Supported Targets: none
fleet_size - Checks the fleet's fleet size
fleet_size < 125
Supported Scopes: fleet
Supported Targets: none
host_has_dlc - Checks if the host has a specific DLC enabled
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
local_has_dlc - Checks if the local player has a specific DLC enabled
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_rare_techs - Checks the country's number of researched rare technologies
num_rare_techs < 4
Supported Scopes: country
Supported Targets: none
is_core_sector - Checks if the sector is its owner country's core sector
is_core_sector = no
Supported Scopes: sector
Supported Targets: ???
has_mandate - Checks if the leader has any, or a specific, mandate
has_mandate = no
has_mandate = mandate_shipwright
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
nor - An inverted OR trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
nand - An inverted AND trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_energy - Checks the planet's total amount of energy
num_energy > 19
Supported Scopes: planet
Supported Targets: none
num_armies - Checks the country's number of armies
num_armies < 20
Supported Scopes: country
Supported Targets: ???
has_war_goal - Checks if a war goal is set.
has_war_goal = yes
Supported Scopes: all
Supported Targets: ???
max_naval_capacity - Checks the country's max naval capacity in absolute numbers
max_naval_capacity > 120
Supported Scopes: country
Supported Targets: none
used_naval_capacity_integer - Checks the country's used naval capacity in absolute numbers
used_naval_capacity_integer < 89
Supported Scopes: country
Supported Targets: none
used_naval_capacity_percent - Checks the country's used naval capacity in relative terms (0.00-1.00)
used_naval_capacity_percent < 0.75
Supported Scopes: country
Supported Targets: none
war_begun_num_fleets_gone_mia - Checks amount of target country's fleets that went MIA when the war began
war_begun_num_fleets_gone_mia = { who = <target> value < 10 }
Supported Scopes: war
Supported Targets: none
custom_tooltip_success - Shows custom text only when the associated trigger passes
custom_tooltip_success = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none
success_text - For 'desc=

igger={' use. Shows custom text when the associated trigger passes.
success_text = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none
fail_text - For 'desc=

igger={' use. Shows custom text when the associated trigger fails.
fail_text = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none
is_subject_type - Checks if the country is a specific type of subject
is_subject_type = vassal
Supported Scopes: country
Supported Targets: none
has_defensive_pact - Checks if the country has a defensive pact with target country
has_defensive_pact = <target>
Supported Scopes: country
Supported Targets: none
calc_true_if - Returns true if the specified number of sub-triggers return true
calc_true_if = { amount = 2 <trigger> <trigger> <trigger> }
Supported Scopes: all
Supported Targets: none
is_researching_technology - Checks if the country is currently researching a specific technology
is_researching_technology = tech_gene_seed_purification
Supported Scopes: country
Supported Targets: none
is_subject - Checks if the country is a subject of any other country
is_subject = no
Supported Scopes: country
Supported Targets: none
any_subject - Checks if any of the country's subject states meet the specified criteria
any_subject = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
log - Prints a message to game.log for debugging purposes
log = <string>
Supported Scopes: planet country ship pop fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_enigmatic_to - Checks if the country has a enigmatic attitude towards target country
is_enigmatic_to = <target>
Supported Scopes: country
Supported Targets: none
is_berserker_to - Checks if the country has a berserker attitude towards target country
is_berserker_to = <target>
Supported Scopes: country
Supported Targets: none
has_same_ethos - Checks if a country has the same ethos (complete set of ethics) as a country or pop
has_same_ethos = <target>
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_majority_species - checks if a planet/country has a particular species as its dominant species
Supported Scopes: planet pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_closed_borders - Check if the country has closed its borders to target country
has_closed_borders = <target>
Supported Scopes: country
Supported Targets: none
is_difficulty - Checks the game's difficulty level (0 normal, 1 hard, 2 insane)
is_difficulty = 2
Supported Scopes: all
Supported Targets: none
is_exact_same_species - Checks if the scoped object is originally of the same species, or currently of the exact same species instance, as another object
is_exact_same_species = <target>
Supported Scopes: country ship pop leader army species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
can_control_access_for - Checks if the country is allowed to control target country's border access to the country
can_control_access_for = <target>
Supported Scopes: country
Supported Targets: none
is_overlord_to - Checks if the country has an overlord attitude towards target country
is_overlord_to = <target>
Supported Scopes: country
Supported Targets: none
distance_to_core_percent - Checks the ship/fleet/planet/leader/pop/system's distance to the galactic core in percent, where center = 0 and galactic rim = 100
distance_to_core_percent < 60
Supported Scopes: all
Supported Targets: ???
has_non_aggression_pact - Check if the country has a non-aggression pact with target country
has_non_aggression_pact = <target>
Supported Scopes: country
Supported Targets: none
happiness_planet - Checks the average happiness on the planet
happiness_planet < 60
Supported Scopes: planet
Supported Targets: none
count_fleet_ships - Checks the number of ships in the fleet that meet the specified criteria
count_fleet_ships = { limit = { <triggers> } count > 15 }
Supported Scopes: fleet
Supported Targets: ???
pre_ruler_leader_class - Checks the rulers previous leader class
pre_ruler_leader_class = scientist
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_hp_percentage - Checks a fleet or ship's hit points percentage
has_hp_percentage > 0.5
Supported Scopes: ship fleet
Supported Targets: none
can_join_factions - Checks if scoped pop can join a faction
Supported Scopes: pop
Supported Targets: ???
is_custodial_to - Checks if the country has a custodial attitude towards target country
is_custodial_to = <target>
Supported Scopes: country
Supported Targets: none
has_pop - Checks if the tile has a pop
has_pop = yes
Supported Scopes: planet tile
Supported Targets: ???
has_frontier_station - Checks if the planet has an orbital researc station
has_frontier_station = yes
Supported Scopes: planet
Supported Targets: none
has_valid_civic - Checks if the current country has a certain civic and if its validated
has_valid_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_being_force_purged - Checks if the pop is being purged via script effect
is_being_force_purged = yes
Supported Scopes: pop
Supported Targets: none
has_non_swapped_tradition - Checks if a country has the given tradition and it is not swapped.
has_non_swapped_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none
has_swapped_tradition - Checks if a country has the given swapped tradition.
has_swapped_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none
is_event_leader - Checks if a leader is a special event leader (defined in create_leader)
is_event_leader = no
Supported Scopes: leader
Supported Targets: ???
num_strategic_resources - Checks the country's num of strategic resources
num_strategic_resources < 3
Supported Scopes: country
Supported Targets: none
is_crises_allowed - Check if current game allows crises
is_crises_allowed = yes
Supported Scopes: all
Supported Targets: none
is_custom_capital_location - Checks if the spatial object is its owner's custom capital location
is_custom_capital_location = yes
Supported Scopes: planet ship fleet galactic_object
Supported Targets: ???
pop_percentage - Checks the percentage of pops in the scope that fulfill the specified criteria
pop_percentage = { percentage > 0.74 limit = { <triggers> } }
Supported Scopes: planet country pop_faction
Supported Targets: none
num_species - Checks if the number of species on a planet, in an empire or in a pop faction is according to the argument. Does not count genetically modified species as unique.
num_species > 8
Supported Scopes: planet country pop_faction
Supported Targets: none
num_unique_species - Checks if the number of species on a planet, in an empire or in a pop faction is according to the argument. Counts genetically modified species as unique.
num_unique_species < 12
Supported Scopes: planet country pop_faction
Supported Targets: none
has_diplo_migration_treaty - Checks if two countries have a migration treaty.
Supported Scopes: country
Supported Targets: none
has_presence - Checks if a system contains any fleets, stations, mega structures or colonized planets.
has_presence = yes
Supported Scopes: galactic_object
Supported Targets: none
is_megastructure_type - is_megastructure_type = <name of type>. Compares the type of scope's mega structure to a type from the database
Supported Scopes: megastructure
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
is_upgrading - is_upgrading = <yes/no>. Checks if the scope's fleet or mega structure is currently upgrading
Supported Scopes: megastructure fleet
Supported Targets: ???
relative_power - Compares relative power between two countries. relative_power = { who = <target country> category = <fleet/capacity/technology/all> value ><= <pathetic/inferior/equivalent/superior/overwhelming>
Supported Scopes: country
Supported Targets: ???
has_tradition - Checks if a country has the given tradition.
has_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none
any_relation - Iterate through all relations
any_relation = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_megastructure_flag - Checks if the mega structure has a specific flag
has_megastructure_flag = <flag>
Supported Scopes: megastructure
Supported Targets: none
has_citizenship_type - Checks if a species/pop/leader has a particular citizenship type in their country
has_citizenship_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none
has_population_control - Checks if the pop is prevented from reproducing
has_population_control = yes
Supported Scopes: pop
Supported Targets: ???
has_migration_control - Checks if the pop is prevented from migrating
has_migration_control = yes
Supported Scopes: pop
Supported Targets: ???
species_planet_slave_percentage - Checks if a pop's planet has a specific percentage (0.00-1.00) of the same species enslaved
species_planet_slave_percentage > 0.40
Supported Scopes: pop
Supported Targets: ???
has_ascension_perk - Checks if a country has the given ascension perk.
has_ascension_perk = ap_my_ascension_perk
Supported Scopes: country
Supported Targets: none
num_ascension_perks - Compares the number of AP points the country has spent with the given value
num_ascension_perks > 7
Supported Scopes: country
Supported Targets: none
pop_produces_resource - Checks if a pop is currently producing a particular resource
pop_produces_resource = { type = minerals amount < 5 }
Supported Scopes: pop
Supported Targets: ???
has_military_service_type - Checks if a species/pop/leader has a particular military service type in their country
has_military_service_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none
has_purge_type - Checks if a species/pop/leader has a particular purge type in their country
has_purge_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none
has_slavery_type - Checks if a species/pop/leader has a particular slavery type in their country
has_slavery_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none
has_living_standard - Checks if a species/pop/leader has a particular living standard in their country
has_living_standard = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none
count_planets - Checks the planets in system that meet the criteria
count_planets = { limit = { <triggers> } count < 2 }
Supported Scopes: galactic_object
Supported Targets: none
num_ascension_perk_slots - Compares the number of unlocked ascension perk slots of the scope with the given value
num_ascension_perks > 7
Supported Scopes: country
Supported Targets: none
is_fleet_idle - Checks if the ship/fleet is idfle
is_fleet_idle = yes
Supported Scopes: ship fleet
Supported Targets: none
debug_break - Trigger an assertion to stop the debugger when encountering this trigger; returns the value it is assigned
debug_break = yes
Supported Scopes: all
Supported Targets: ???
has_civic - Checks if the current country has the specified civic
has_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_authority - Checks if the current country has the specified government authority
has_government_authority = democratic
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_invalid_civic - Checks if the current country has a certain civic and if its invalidated
has_invalid_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_colonization_control - Checks if the pop is prevented from migrating
has_colonization_control = yes
Supported Scopes: pop
Supported Targets: ???
count_species - Counts the number of species in the scope that fulfill the specified criteria, not counting sub-species as unique.
count_species = { count > 4 limit = { <triggers> } }
Supported Scopes: planet country
Supported Targets: none
count_exact_species - Counts the number of species in the scope that fulfill the specified criteria, counting sub-species as unique.
count_exact_species = { count > 4 limit = { <triggers> } }
Supported Scopes: planet country
Supported Targets: none
is_constructing - Checks if the scoped construction ship is building the specified thing
is_constructing = megastructure | <megastructure type> | starbase | mining_station | research_station | observation_post | <ship class>
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_ruler_trait - Checks if a leader has a certain ruler trait, even if they are not currently ruler
has_ruler_trait = leader_trait_carefree
Supported Scopes: leader
Supported Targets: none
num_trait_points - Checks the country/pop/leader/species' number of traits points spent
num_traits < 3
Supported Scopes: country pop leader species
Supported Targets: none
has_component - Checks if a ship has a certain component
has_component = <component template key>
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_notification_modifier - Checks if a country has a certain notification modifier
has_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
pop_maintenance_cost - Checks the maintenace costs of a pop
pop_maintenance_cost > 0
Supported Scopes: pop
Supported Targets: none
pop_can_reproduce - Checks if a pop, or the pops of a particular species can reproduce
Supported Scopes: pop species
Supported Targets: ???
count_tile - Iterate through each defending army on a planet
count_tile = { <count=<num/all>> <triggers> }
Supported Scopes: planet
Supported Targets: none
conditional_tooltip - The enclosed trigger will be completely ignored if the condition in "trigger" isn't true. Useful to hide part of tooltips that are not relevant.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
has_natural_wormhole - Returns true if the scopes system contains at least one natural wormhole
has_natural_wormhole = yes
Supported Scopes: galactic_object
Supported Targets: none
has_claim - Checks if the country has claims on the given country or system.
has_claim = <country|system>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
num_active_gateways - Checks the number of active gateways in the galaxy
num_active_gateways < 3
Supported Scopes: all
Supported Targets: none
attacker_war_exhaustion - Checks the war exhaustion of the war's attackers
attacker_exhaustion_score > 60
Supported Scopes: war
Supported Targets: ???
defender_war_exhaustion - Checks the war exhaustion of the war's defenders
defender_war_exhaustion < 20
Supported Scopes: war
Supported Targets: ???
off_war_exhaustion_sum - Checks the country's total war exhaustion for all offensive wars
off_war_exhaustion_sum < 10
Supported Scopes: country
Supported Targets: ???
def_war_exhaustion_sum - Checks the country's total war exhaustion for all defemsove wars
def_war_exhaustion_sum > 75
Supported Scopes: country
Supported Targets: ???
has_starbase_module - Checks if the starbase has a specific module
has_starbase_module = <starbase module>
Supported Scopes: starbase
Supported Targets: none
has_starbase_building - Checks if the starbase has a specific building
has_starbase_building = <starbase building>
Supported Scopes: starbase
Supported Targets: none
has_starbase_size - Compares the starbase ship size
has_starbase_size >= <starbase ship size>
Supported Scopes: starbase
Supported Targets: none
has_seen_any_bypass - Checks the scoped country has ever encountered a bypass of a given type before
has_seen_any_bypass = bypass_type
Supported Scopes: country
Supported Targets: none
has_seen_specific_bypass - Checks the scoped country has encountered a specific bypass before
has_seen_specific_bypass = ROOT
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
owns_any_bypass - Checks if the scoped country controls any system containing a bypass of a specific type
owns_any_bypass = bypass_type
Supported Scopes: country
Supported Targets: ???
has_casus_belli - Checks if the country has a valid casus belli (any casus belli or a specific one) on the given country.
has_casus_belli = {
target = <country>
type = <cb_type> #optional
}
Supported Scopes: country
Supported Targets: THIS
num_starbases - Counts the number of starbases owned by the scoped country
num_starbases >= 1
Supported Scopes: country
Supported Targets: ???
num_owned_active_gateways - Checks the number of active gateways owned by the scoped country
num_owned_active_gateways < 3
Supported Scopes: country
Supported Targets: none
using_war_goal - Checks if a war has a specific war goal
using_war_goal = { type = <war goal> owner = <eventtarget, country> }
Supported Scopes: war
Supported Targets: none
has_status - Checks the current status of the scoped ship or fleet.
has_status = <colossus status> #charging/firing
Supported Scopes: ship fleet
Supported Targets: none
valid_planet_killer_target - Checks if the scoped fleet can target the given planet with its planet killer weapon
valid_planet_killer_target = <planet>
Supported Scopes: fleet
Supported Targets: none
has_orbital_bombardment - Checks whether a planet is under bombardment
has_orbital_bombardment = yes
Supported Scopes: planet
Supported Targets: none
has_orbital_bombardment_stance - Checks to what degree the planet is being bombarded
has_orbital_bombardment_stance = selective
Supported Scopes: planet
Supported Targets: none
count_starbase_sizes - Checks if the scoped country has a specified quantity of a starbase size
count_starbase_sizes = {
starbase_size = <starbase_ship_size>
count >= 2}
Supported Scopes: country
Supported Targets: none
command_limit - Checks the country's command limit
command_limit > 120
Supported Scopes: country
Supported Targets: none
has_hyperlane_to - Checks if the system has a hyperlane connection to target system
has_hyperlane_to = <target>
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
any_owned_army - Iterate through each army that is owned by the country
any_owned_army = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_army - Iterate through each army that is owned by the country
count_owned_army = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none
any_planet_army - Iterate through each defending army on a planet
any_planet_army = { <count=<num/all>> <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_planet_army - Iterate through each defending army on a planet
count_planet_army = { <count=<num/all>> <triggers> }
Supported Scopes: planet
Supported Targets: none
count_country - Iterate through all countries
count_country = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none
count_relation - Iterate through all relations
count_relation = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none
any_neighbor_country - Iterate through all neighbor countries
any_neighbor_country = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_neighbor_country - Iterate through all neighbor countries
count_neighbor_country = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none
count_bordering_country - Iterate through all bordering countries of a system
count_bordering_country = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object
Supported Targets: none
any_combatant_fleet - Iterate through each fleet this fleet is in combat with
any_combatant_fleet = { <count=<num/all>> <triggers> }
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_combatant_fleet - Iterate through each fleet this fleet is in combat with
count_combatant_fleet = { <count=<num/all>> <triggers> }
Supported Scopes: fleet
Supported Targets: none
any_pool_leader - Iterate through each leader that is recruitable for the country
any_pool_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_pool_leader - Iterate through each leader that is recruitable for the country
count_pool_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none
any_megastructure - Iterate through each megastructure
any_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_megastructure - Iterate through each megastructure
count_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none
any_owned_megastructure - Iterate through each owned megastructure
any_owned_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_megastructure - Iterate through each owned megastructure
count_owned_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none
any_system_megastructure - Iterate through each megastructure in system
any_system_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_system_megastructure - Iterate through each megastructure in system
count_system_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none
count_owned_pop - Iterate through all owned pops
count_owned_pop = { <count=<num/all>> <triggers> }
Supported Scopes: planet country pop_faction
Supported Targets: none
any_owned_pop_species - Iterate through each species of a country's owned pops
any_owned_pop_species = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_pop_species - Iterate through each species of a country's owned pops
count_owned_pop_species = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none
any_owned_starbase - Iterate through every owned starbase
any_owned_starbase = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_owned_starbase - Iterate through every owned starbase
count_owned_starbase = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none
any_system - Iterate through all systems
any_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_system - Iterate through all systems
count_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none
count_rim_system - Iterate through all rim systems
count_rim_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none
any_system_within_border - Iterate through all systems within the country's borders
any_system_within_border = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_system_within_border - Iterate through all systems within the country's borders
count_system_within_border = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none
any_war_participant - Iterate through all war participants
any_war_participant = { <count=<num/all>> <triggers> }
Supported Scopes: war
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
count_war_participant - Iterate through all war participants
count_war_participant = { <count=<num/all>> <triggers> }
Supported Scopes: war
Supported Targets: none

=================
[14:04:39][consolecmdimpl.cpp:2659]:
== EFFECT DOCUMENTATION ==
tooltip - Just a tooltip
Supported Scopes: planet country ship pop
Supported Targets: ???
hidden_effect - Prevents enclosed effects from being displayed in tooltip
hidden_effect = { <effects> }
Supported Scopes: all
Supported Targets: none
custom_tooltip - Displays a specific localization string in tooltip
custom_tooltip = <string>
Supported Scopes: all
Supported Targets: none
if - Executes enclosed effects if limit criteria are met
if = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_list - Picks one random set of effects from a list, influenced by relative weight
random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } }
Supported Scopes: all
Supported Targets: none
every_owned_planet - Executes enclosed effects on every planet -owned by the scoped country- that meet the limit criteria
every_owned_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_owned_planet - Executes enclosed effects on a planet -owned by the scoped country- that meets the limit criteria
random_owned_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_controlled_planet - Executes enclosed effects on every planet -controlled by the scoped country- that meet the limit criteria
every_controlled_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_controlled_planet - Executes enclosed effects on a random planet -owned by the scoped country- that meets the limit criteria
random_controlled_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
add_energy - Adds a sum of energy credits to the scoped country
add_energy = 500
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_minerals - Adds a sum of minerals to the scoped country)
add_minerals = 3500
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_owner - Instantly sets the owner of the scoped planet/fleet/army/starbase to target country
set_owner = <target>
Supported Scopes: planet fleet army starbase
Supported Targets: none
every_war_defender - Executes enclosed effects on every defender that meets the limit criteria in the scoped country's war with a specific enemy
every_war_defender = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_war_attacker - Executes enclosed effects on every attacker that meets the limit criteria in the scoped country's war with a specific enemy
every_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_war_defender - Executes enclosed effects on a random defender that meets the limit criteria in the scoped country's war with a specific enemy
random_war_defender = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_war_attacker - Executes enclosed effects on a random attacker that meets the limit criteria in the scoped country's war with a specific enemy
random_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
give_technology - Instantly gives a specific tech to the scoped country
give_technology = { tech = tech_desert_colonization message = yes }
Supported Scopes: country
Supported Targets: none
add_physics_research - Instantly gives stored physics research points to the scoped county
add_physics_research = 300
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_society_research - Instantly gives stored society research points to the scoped county
add_society_research = 300
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_engineering_research - Instantly gives stored engineering research points to the scoped county
add_engineering_research = 300
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_country_flag - Sets an arbitrarily-named flag on the scoped country
set_country_flag = <key>
Supported Scopes: country
Supported Targets: none
set_planet_flag - Sets an arbitrarily-named flag on the scoped planet
set_planet_flag = <key>
Supported Scopes: planet
Supported Targets: none
set_fleet_flag - Sets an arbitrarily-named flag on the scoped fleet
set_fleet_flag = <key>
Supported Scopes: fleet
Supported Targets: none
set_ship_flag - Sets an arbitrarily-named flag on the scoped ship
set_ship_flag = <key>
Supported Scopes: ship
Supported Targets: none
remove_country_flag - Removes a flag from the scoped country
remove_country_flag = <key>
Supported Scopes: country
Supported Targets: none
remove_planet_flag - Removes a flag from the scoped planet
remove_planet_flag = <key>
Supported Scopes: planet
Supported Targets: none
remove_fleet_flag - Removes a flag from the scoped fleet
remove_fleet_flag = <key>
Supported Scopes: fleet
Supported Targets: none
remove_ship_flag - Removes a flag from the scoped ship
remove_ship_flag = <key>
Supported Scopes: ship
Supported Targets: none
every_owned_ship - Executes enclosed effects on every ship -owned by the scoped country- that meet the limit criteria
every_owned_ship = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_owned_ship - Executes enclosed effects on a random ship -owned by the scoped country/fleet- that meets the limit criteria
random_owned_ship = { limit = { <triggers> } <effects> }
Supported Scopes: country fleet
Supported Targets: none
create_species - Creates a new species
create_species = {
name = <string>
plural = <string>
class = <species class key>
portrait = <random/portrait id>
homeworld = <target>
traits = { <specific/random traits> }
sapient = <Y/N, determines if species is pre-sapient>
is_mod = <Y/N, determines if species is a modification of another>
immortal = <Y/N, determines if species leaders are immortal>
}
Supported Scopes: all
Supported Targets: none
create_country - Creates a new country
create_country = {
name = <string/random>
type = <key>
auto_delete = <bool>
name_list = <key>
ship_prefix = <string>
authority = <key>
civics = random / { civic = <key> civic = random }
species = <target>
flag = <random / { icon = { category = <key> file = <filename.dds> } background = { category = <key> file = <filename.dds> } colors = { <key> <key> } }
ethos = <random / { ethic = <key> ethic = <key> }>
effect = { <effects executed on country> }
}
Supported Scopes: all
Supported Targets: none
create_fleet - Creates a new fleet
create_fleet = { name = <string> effect = { <create_ship, set_owner, set_location etc effects go here> } }
Supported Scopes: all
Supported Targets: none
create_army - Creates a new army
create_army = {
name = <string>
owner = <target>
species = <target>
type = <key>
}
Supported Scopes: planet
Supported Targets: none
set_location - Sets the fleet/ambient object's location, can be fine-tuned
set_location = <target>
set_location = { target = <target> distance = <int/random> angle = <int/random> }
Supported Scopes: fleet ambient_object
Supported Targets: none
create_ship - Creates a new ship
create_ship = {
name = <string/random>
design = <ship design key/target, or use random_existing_design>
random_existing_design = <ship size key>
graphical_culture = <graphical culture key>
prefix = <Y/N, determines if ship name should use owner country prefix>
}
Supported Scopes: fleet starbase
Supported Targets: none
set_primitive - [DEPRECATED, USE SET_COUNTRY_TYPE] Sets the scoped country as primitive
set_primitive = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_pop - Creates a new pop on the scoped tile/planet
create_pop = {
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet tile
Supported Targets: none
create_colony - Creates a colony on the scoped planet
create_colony_effect = {
owner = <target>
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
Supported Targets: none
set_capital - Sets the scoped planet to be the capital of its owner country
set_capital = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
change_pc - Changes the class of the scoped planet
change_pc = <class/random list>
change_pc = { class = <class/random list> inherit_entity = yes }
Supported Scopes: planet
Supported Targets: none
random_country - Iterate through all countries
random_country = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_pop - Executes enclosed effects on a random pop that meets the limit criteria
random_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet sector
Supported Targets: none
kill_pop - Instantly destroys the scoped pop/pop on scoped tile
kill_pop = yes
Supported Scopes: pop tile
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
enslave_pop - Immediately enslaves or frees the scoped pop
enslave_pop = no
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
destroy_colony - Destroys the colony on the scoped planet
destroy_colony = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_experience - Adds a sum of experience points to the scoped leader
add_experience = 200
Supported Scopes: leader
Supported Targets: none
set_ring - Adds or removes a planetary ring around the scoped planet
set_ring = no
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_mining_station - Creates a mining station in orbit of the scoped planet
create_mining_station = { owner = <target> }
Supported Scopes: planet
Supported Targets: none
create_research_station - Creates a research station in orbit of the scoped planet
create_research_station = { owner = <target> }
Supported Scopes: planet
Supported Targets: none
set_pop_flag - Sets an arbitrarily-named flag on the scoped country
set_country_flag = <key>
Supported Scopes: pop
Supported Targets: none
remove_pop_flag - Removes a flag from the scoped pop
remove_fleet_flag = <key>
Supported Scopes: pop
Supported Targets: none
every_owned_pop - Iterate through all owned pops
every_owned_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet country pop_faction
Supported Targets: none
set_name - Sets the name of the scoped country/planet/ship/fleet/leader/army/system/pop faction
set_name = <string>
Supported Scopes: megastructure planet country ship fleet galactic_object leader army pop_faction
Supported Targets: none
random_planet - Executes enclosed effects on a random planet that meets the limit criteria
random_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
add_modifier - Adds a specific modifier to the scoped planet/pop/country/fleet/ship/pop faction for a set duration
add_modifier = { modifier = <key> days = <int, -1 means it never expires> }
Supported Scopes: megastructure planet country ship pop fleet pop_faction
Supported Targets: none
reduce_hp - Reduces the hull points of the scoped ship by a specific amount
reduce_hp = 120
Supported Scopes: ship
Supported Targets: none
reduce_hp_percent - Reduces the hull points of the scoped ship by a relative amount
reduce_hp_percent = 0.25
Supported Scopes: ship
Supported Targets: none
repair_ship - Restores all hull points to the scoped ship
repair_ship = yes
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
destroy_country - Destroys the scoped country
destroy_country = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_variable - Sets or creates an arbitrarily-named variable with a specific value in the current scope
set_variable = { which = <string> value = <int> }
Supported Scopes: all
Supported Targets: none
remove_global_flag - Removes a global flag
remove_global_flag = <key>
Supported Scopes: all
Supported Targets: none
set_global_flag - Sets an arbitrarily-named global flag
set_global_flag = <key>
Supported Scopes: all
Supported Targets: none
change_variable - Increments a previously-set variable by a specific amount
change_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none
every_pop - Executes enclosed effects for every pop in the game that meet the limit criteria
every_pop = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
every_country - Iterate through all countries
every_country = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
every_playable_country - switches Scope to and goes through all playable countries
Supported Scopes: all
Supported Targets: none
random_playable_country - Scopes to a random playable country
Supported Scopes: all
Supported Targets: none
every_ship - Executes enclosed effects for every ship in the game that meet the limit criteria
every_ship = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
every_planet - Executes enclosed effects for every planet in the game that meet the limit criteria
every_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
set_event_locked - Silently disables the scoped fleet to prevent player action, remember to unlock at the end of the event
set_event_locked = no
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
clear_orders - Clears all fleet orders from the scoped fleet
clear_order = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
order_forced_return - Forces scoped fleet to retreat to friendly territory
order_forced_return = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
declare_war - Declares war between the scoped country and target country
declare_war = {
target = <target country>
name = <optional war name>
attacker_war_goal = <war goal>
}
Supported Scopes: country
Supported Targets: none
set_star_flag - Sets an arbitrarily-named flag on the scoped system
set_star_flag = <key>
Supported Scopes: galactic_object
Supported Targets: none
remove_star_flag - Removes a flag from the scoped system
remove_star_flag = <key>
Supported Scopes: galactic_object
Supported Targets: none
spawn_system - Spawns a new system at a position relative to the scoped system/planet/ship.
spawn_system = { min_distance = <int 0-100> max_distance = <int 0-100> initializer = <key for pre-defined system> hyperlane=<yes/no> is_discovered=<yes/no>}
Supported Scopes: planet ship galactic_object
Supported Targets: none
random_research_station - Executes enclosed effects on a random orbital research station that meets the limit criteria
random_research_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: ???
dismantle - Dismantles the scoped orbital station (fleet)
dismantle = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
random_mining_station - Executes enclosed effects on a random orbital mining station that meets the limit criteria
random_research_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: ???
set_advisor_active - Enables or disables the VIR window pop-in
set_advisor_active = no
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
save_event_target_as - Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain
save_event_target_as = <string>
Supported Scopes: all
Supported Targets: none
save_global_event_target_as - Saves the current scope as an arbitrarily-named target to be referenced later, accessible globally until cleared
save_event_target_as = <string>
Supported Scopes: all
Supported Targets: none
clear_global_event_target - Deletes the specified saved global target reference
clear_global_event_target = <string>
Supported Scopes: all
Supported Targets: none
clear_global_event_targets - Deletes all saved global target references
clear_global_event_targets = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
break - Prevents execution of subsequent effects in the same effect block, used with if-statements
break = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_tutorial_level - Changes the scoped country's tutorial level (0 none, 1 limited, 2 full)
set_tutorial_level = 0
Supported Scopes: country
Supported Targets: none
begin_event_chain - Starts a situation log event chain for target country
begin_event_chain = { event_chain = <key> target = <target> }
Supported Scopes: all
Supported Targets: none
end_event_chain - Ends a specific situation log event chain for the scoped country
end_event_chain = <key>
Supported Scopes: country
Supported Targets: none
queue_actions - Adds actions to the scoped fleet's action queue
queue_actions = { repeat = { <fleet actions> } }
Supported Scopes: fleet
Supported Targets: none
clear_fleet_actions - Clears all queued fleet actions for target fleet
clear_fleet_actions = <target>
Supported Scopes: fleet
Supported Targets: none
destroy_fleet - Destroys the target fleet (with death graphics)
destroy_fleet = <target>
Supported Scopes: all
Supported Targets: none
create_ambient_object - Creates a new ambient object
create_ambient_object = { type = <key> location = <target> }
For VFX use:
create_ambient_object = {
type = <key>
scale = <float>
location = <target>
use_3d_location = <bool, use 3D entity or 2D coordinate of the location entity as base>
entity_offset = {
min = <int>
max = <int>
}
entity_offset_angle = {
min = <int>
max = <int>
}
entity_offset_height = {
min = <int>
max = <int>
}
entity_face_object = star/FROM/etc
entity_scale_to_size = yes/no
target = <target>
duration = <int, days>
}
Supported Scopes: all
Supported Targets: none
destroy_ambient_object - Destroys target ambient object
destroy_ambient_object = <target>
Supported Scopes: all
Supported Targets: none
add_trait - Adds a specific trait to the scoped leader
add_trait = <trait>
Supported Scopes: leader
Supported Targets: none
remove_trait - Removes a specific trait from the scoped leader
remove_trait = <key>
Supported Scopes: leader
Supported Targets: none
modify_species - Creates a new, modified species based on an already-extant species
modify_species = {
species = <target> # species to modify
base = <target>/auto/none # new base species; default: auto (uses species)
add_trait = <key> # optional, can specify multiple
remove_trait = <key> # optional, can specify multiple
ideal_planet_class = <target or pc_name> # optional
change_scoped_species = yes/no # modify scoped pops/planet/leader/country; default: yes
portrait = <target or portrait name> # optional
}
Supported Scopes: planet country pop leader
Supported Targets: none
add_opinion_modifier - Adds a specific opinion modifier for the scoped country towards target country
add_opinion_modifier = { modifier = <key> who = <target> }
Supported Scopes: country
Supported Targets: none
establish_contact - Establishes first contact between the scoped country and target country at the set location
establish_contact = { who = <target> location = <target> }
Supported Scopes: country
Supported Targets: none
set_faction_hostility - Sets the aggro state of the scoped faction-type country
set_faction_hostility = { target = country set_hostile = yes set_neutral = no set_friendly = no }
Supported Scopes: country
Supported Targets: none
random_system_planet - Executes enclosed effects on a random planet within the scoped system that meets the limit criteria
random_system_planet = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
add_event_chain_counter - Increments (or decrements with negative values) an event chain counter for the scoped country by a specific amount
add_event_chain_counter = { event_chain = <key> counter = <key> amount = <int> }
Supported Scopes: country
Supported Targets: none
add_anomaly - Adds a specific anomaly category to the scoped planet
add_anomaly = <key>
Supported Scopes: all
Supported Targets: none
set_disable_at_health - Sets the scoped ship to become disabled at a certain hull point percentage
set_disable_at_health = <0-1 float>
Supported Scopes: ship
Supported Targets: none
add_building_construction - Begins construction of a specific building on the scoped tile
add_building_construction = <key>
Supported Scopes: tile
Supported Targets: none
set_building - Immediately adds a specific building to the scoped tile
set_building = <key>
Supported Scopes: tile
Supported Targets: none
remove_building - Removes a building from the scoped tile
remove_building = yes
Supported Scopes: tile
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
change_planet_size - Adds/Removes tiles to/from the scoped planet to adjust its planet size
change_planet_size = <+/- int>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_blocker - Adds a specific tile blocker to the scoped tile
set_blocker = <random / key>
Supported Scopes: tile
Supported Targets: none
remove_blocker - Removes the tile blocker from the scoped tile
remove_blocker = yes
Supported Scopes: tile
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
every_tile - Executes on every tile on planet
Supported Scopes: planet
Supported Targets: none
random_tile - Executes enclosed effects on a random tile on the scoped planet that meets the limit criteria
random_tile = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none
every_neighboring_tile - Executes enclosed effects on every one of the scoped tile's neighboring tiles that meet the limit criteria
every_neighboring_tile = { limit = { <triggers> } <effects> }
Supported Scopes: tile
Supported Targets: none
random_neighboring_tile - Executes enclosed effects on a random tile neighboring the scoped tile that meets the limit criteria
random_neighboring_tile = { limit = { <triggers> } <effects> }
Supported Scopes: tile
Supported Targets: none
create_point_of_interest - Creates a point of interest for the scoped country at a specific location, associated with an event chain
create_point_of_interest = { id = <key> name = <string> desc = <string> event_chain = <key> location = <target> }
Supported Scopes: planet country ship pop
Supported Targets: none
remove_point_of_interest - Removes a specific point of interest from the scoped country's situation log
remove_point_of_interest = <key>
Supported Scopes: country
Supported Targets: none
set_relation_flag - Sets a relation flag for the scoped country towards target country
set_relation_flag = { who = <target> flag = <key> }
Supported Scopes: country
Supported Targets: none
remove_relation_flag - Removes a specific relation flag towards target country from the scoped country
remove_relation_flag = { who = <target> flag = <key> }
Supported Scopes: country
Supported Targets: none
random_moon - Executes enclosed effects on a random moon that meets the limit criteria
random_moon = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none
every_moon - Executes enclosed effects on every moon that meets the limit criteria
every_moon = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none
kill_leader - Kills the scoped leader or leader of the scoped country/fleet/ship/planet/army
kill_leader = { type = general type = scientist etc. }
kill_leader = { type = <key, optional, if left out will kill scoped leader> show_notification = <yes/no> heir = <yes, optional, if added to type = ruler, will kill heir instead> }
Supported Scopes: planet country ship fleet leader army
Supported Targets: none
assign_leader - Assigns target leader to the scoped country/fleet/army/pop faction
assign_leader = <target>
Supported Scopes: country fleet army pop_faction
Supported Targets: none
country_add_ethic - Adds a specific ethic to the scoped country
country_add_ethic = <key>
Supported Scopes: country
Supported Targets: none
country_remove_ethic - Removes a specific ethic from the scoped country
country_remove_ethic = <key>
Supported Scopes: country
Supported Targets: none
set_timed_country_flag - Sets an arbitrarily-named flag on the scoped country for a set duration
set_timed_country_flag = { flag = <key> days = <int> }
Supported Scopes: country
Supported Targets: none
set_timed_fleet_flag - Sets an arbitrarily-named flag on the scoped fleet for a set duration
set_timed_fleet_flag = { flag = <key> days = <int> }
Supported Scopes: fleet
Supported Targets: none
set_timed_global_flag - Sets an arbitrarily-named global flag for a set duration
set_timed_global_flag = { flag = <key> days = <int> }
Supported Scopes: all
Supported Targets: none
set_timed_planet_flag - Sets an arbitrarily-named flag on the scoped planet for a set duration
set_timed_planet_flag = { flag = <key> days = <int> }
Supported Scopes: planet
Supported Targets: none
set_timed_pop_flag - Sets an arbitrarily-named flag on the scoped pop for a set duration
set_timed_pop_flag = { flag = <key> days = <int> }
Supported Scopes: pop
Supported Targets: none
set_timed_relation_flag - Sets an arbitrarily-named flag for the scoped country towards target country for a set duration
set_timed_relation_flag = { flag = <key> who = <target> days = <int> }
Supported Scopes: country
Supported Targets: none
set_timed_ship_flag - Sets an arbitrarily-named flag on the scoped ship for a set duration
set_timed_ship_flag = { flag = <key> days = <int> }
Supported Scopes: ship
Supported Targets: none
set_timed_star_flag - Sets an arbitrarily-named flag on the scoped system for a set duration
set_timed_system_flag = { flag = <key> days = <int> }
Supported Scopes: galactic_object
Supported Targets: none
every_planet_within_border - Executes enclosed effects on every planet within the scoped country's borders that meet the limit criteria
every_planet_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_rim_system - Iterate through all rim systems
every_rim_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_rim_system - Iterate through all rim systems
random_rim_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
purge - Starts or stops purging the scoped pop/planet
purge = no
Supported Scopes: planet pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_modifier - Removes a specific modifier from the scopes planet/country/pop
remove_modifier = <key>
Supported Scopes: megastructure planet country ship pop fleet pop_faction
Supported Targets: none
add_ship_design - Adds a specific ship design to the scoped country
add_ship_design = <target>
Supported Scopes: country
Supported Targets: none
add_mission_progress - Adds or subtracts progress to/from the scoped observation post's current mission
add_mission_progress = <+/- float>
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_army_transport - Creates a new army in a new transport ship
create_army_transport = {
ship_name = <string>
graphical_culture = <key>
army_name = <string>
army_type = <key>
species = <target>
}
Supported Scopes: fleet
Supported Targets: none
switch - Executes the first appropriate effect set for a specific trigger
switch = {
trigger = <trigger>
<corresponding key/bool/int> = { <effect> }
<corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> }
default = { <effect> }
}
Supported Scopes: all
Supported Targets: none
set_pop_faction - Sets the scoped pop to belong to a specific pop faction
set_pop_faction = <target>
Supported Scopes: pop
Supported Targets: none
set_graphical_culture - Sets the scoped object's graphical culture
set_graphical_culture = <key>
Supported Scopes: megastructure country
Supported Targets: none
set_formation_scale - Scales the scoped fleet's formation's ship spacing, above and below 1.0
set_formation_scale = <float>
Supported Scopes: fleet
Supported Targets: none
set_controller - Instantly sets the planet/fleet's controller to target country
set_controller = <target>
Supported Scopes: planet fleet
Supported Targets: none
force_faction_evaluation - Forces target pop to immediately evaluate their attraction to various pop factions
force_faction_evaluation = yes
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
enable_faction_of_type - Forces scoped country to evaluate whether to create a specific faction type immediately, rather than monthly
enable_faction_of_type = <key>
Supported Scopes: country
Supported Targets: none
clear_uncharted_space - Clears uncharted space from the galaxy map for the scoped country, in a radius around target system
clear_uncharted_space = { from = <target> }
Supported Scopes: country
Supported Targets: none
every_owned_leader - Executes enclosed effects on every leader owned by scoped country that meets the limit criteria
every_owned_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_owned_leader - Executes enclosed effects on a random leader owned by scoped country that meets the limit criteria
random_owned_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
establish_communications - Establish communications between scoped country and target country
establish_communications = <target>
Supported Scopes: country
Supported Targets: none
add_monthly_resource_mult - Adds a lump sum of a resource to the scoped country, defined as a multiple of the country's monthly income of that resource (clamped to max and min allowed values)
add_monthly_resource_mult = { resource = <key> value = <multiplier, float> max = <max cap, int> min = <min cap, int> }
Supported Scopes: country
Supported Targets: none
set_leader_flag - Sets an arbitrarily-named flag on the scoped leader
set_leader_flag = <key>
Supported Scopes: leader
Supported Targets: none
remove_leader_flag - Removes a flag from the scoped leader
remove_leader_flag = <key>
Supported Scopes: leader
Supported Targets: none
add_research_option - Adds a tech research option to the scoped country's tech view list, permanent until researched
add_research_option = <key>
Supported Scopes: country
Supported Targets: none
set_heir - Sets the target leader to be the scoped country's heir
set_heir = <target>
Supported Scopes: country
Supported Targets: none
leave_alliance - Removes scoped country from any alliances it is in
leave_alliance = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_sector - Creates a sector with a specific capital planet, of a specific type, and with optional additional systems within the scoped country
create_sector = { capital = <target> type = <string> add = <target> add = <target>}
Supported Scopes: country
Supported Targets: none
random_owned_pop - Iterate through all owned pops
random_owned_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet country pop_faction
Supported Targets: none
set_policy - Sets a policy to a specific option for the scoped country and specifies if policy cooldown should go into effect
set_policy = { policy = <key> option = <key> cooldown = <bool> }
Supported Scopes: all
Supported Targets: none
recruitable - Sets scoped leader as non/recruitable
recruitable = yes
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
closest_system - Executes enclosed effects on a system -within a specific relative distance span- that meets the limit criteria
closest_system = { min_steps = <int, minimum # of systems 'away'> max_steps = <int, maximum # of systems 'away'> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_sector - Executes enclosed effects on a random sector that meets the limit criteria
random_sector = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_sector - Executes enclosed effects on every sector that meets the limit criteria
every_sector = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_owned_fleet - Executes enclosed effects on a random fleet owned by the scoped country that meets the limit criteria
random_owned_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_ambient_object - Executes enclosed effects on a random ambient object in the game that meets the limit criteria
random_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_system_ambient_object - Executes enclosed effects on a random ambient object in the scoped system that meets the limit criteria
random_system_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
every_ambient_object - Executes enclosed effects on every ambient object in the game that meets the limit criteria
every_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
every_system_ambient_object - Executes enclosed effects on every ambient object in the scoped system that meets the limit criteria
every_system_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
set_ambient_object_flag - Sets an arbitrarily-named flag on the scoped ambient object
set_ambient_object_flag = <key>
Supported Scopes: ambient_object
Supported Targets: none
set_timed_ambient_object_flag - Sets an arbitrarily-named flag on the scoped ambient object for a set duration
set_timed_ambient_object_flag = { flag = <key> days = <int> }
Supported Scopes: fleet
Supported Targets: none
remove_ambient_object_flag - Removes a flag from the scoped ambient object
remove_ambient_object_flag = <key>
Supported Scopes: ambient_object
Supported Targets: none
every_fleet_in_system - Executes enclosed effects on every fleet in the scoped system that meets the limit criteria
every_fleet_in_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
random_fleet_in_system - Executes enclosed effects on a random fleet in the scoped system that meets the limit criteria
random_fleet_in_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
set_aggro_range - Sets the scoped fleet/country's aggro range in intra-system units
set_aggro_range = <int>
Supported Scopes: country fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_fleet_stance - Sets the stance of the scoped fleet
set_fleet_stance = <key, aggressive/passive/evasive>
Supported Scopes: fleet
Supported Targets: none
set_aggro_range_measure_from - Determines whether the scoped fleet/country's aggro range is measured from the fleet's current position or its spawn location
set_aggro_range_measure_from = <key, self/return_point>
Supported Scopes: country fleet
Supported Targets: none
set_ruined - Sets or unsets the scoped tile's building to Ruined status
set_ruined = <bool>
Supported Scopes: tile
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
establish_communications_no_message - Silently establish communications between scoped country and target country
establish_communications_no_message = <target>
Supported Scopes: country
Supported Targets: none
set_subject_of - Sets the scoped country to be a specific subject of target country
set_subject_of = { who = <target> subject_type = <key> }
Supported Scopes: country
Supported Targets: none
unassign_leader - Unassigns scoped leader from their post or unassigns leader from the scoped planet/ship/fleet/army/sector
unassign_leader = <target>
Supported Scopes: planet ship fleet leader army sector
Supported Targets: none
exile_leader_as - Exiles the scoped country/fleet/army/pop faction's leader and saves them with a custom name
exile_leader_as = <key>
Supported Scopes: country fleet leader army pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_leader - Reinstates a previously-exiled leader to the scoped country/fleet/army/pop faction
set_leader = <key>
Supported Scopes: country fleet army pop_faction
Supported Targets: none
add_skill - Adds a sum of experience points to the scoped leader
add_skill = 200
Supported Scopes: leader
Supported Targets: none
set_skill - Sets the scoped leader's level
set_skill = 3
Supported Scopes: leader
Supported Targets: none
every_neighbor_system - Executes enclosed effects on every one of the scoped system's neighboring systems that meet the limit criteria
every_neighboring_system = { ignore_hyperlanes = <yes/no> limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
random_neighbor_system - Executes enclosed effects on a random system neigboring the scoped system that meets the limit criteria
random_neighboring_system = { ignore_hyperlanes = <yes/no> limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
set_federation_leader - Sets a country to lead a federation
Supported Scopes: country
Supported Targets: none
add_colony_progress - Adds to ongoing colonization progress on the scoped planet
add_colony_progress = <0.0-1.0 float>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
start_colony - Starts colonization of the scoped planet
start_colony = {
owner = <target>
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
Supported Targets: none
subtract_variable - Decrements a previously-set variable by a specific amount
subtract_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none
multiply_variable - Multiplies a previously-set variable by a specific amount
multiply_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none
divide_variable - Divides a previously-set variable by a specific amount
divide_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none
play_sound - Play the defined sound effect
play_sound = myfirstsoundeffect
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_crisis_sound - Sets the crisis ambient loop to the current effect
set_crisis_sound = myfirstsoundeffect
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
stop_crisis_sound - Stops the crisis ambient loop
stop_crisis_sound = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_is_female - Sets the gender of the scoped leader
set_is_female = true
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_fleet_from_naval_cap - Creates a new fleet from empire designs up to specified fraction of naval cap
create_fleet_from_naval_cap = 0.5
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_opinion_modifier - Removes a specific opinion modifier towards target country or any contry from the scoped country
remove_opinion_modifier = { modifier = <key> who = <target (optional)> }
Supported Scopes: country
Supported Targets: none
set_war_goal - Sets a war goal to the scoped rebel country/war
set_war_goal = { type = <key> target = <target> enemy = <target> }
Supported Scopes: country war
Supported Targets: none
change_country_flag - Changes the scoped country's flag
change_country_flag = random
change_country_flag = { icon = { category = <key> file = <filename> } background = { category = <key> file = <filename> } colors = { <key> <key> } }
Supported Scopes: country
Supported Targets: none
add_threat - Adds diplomatic threat from target country
add_threat = { who = <target> amount = 4 }
Supported Scopes: planet galactic_object
Supported Targets: none
set_mission - Sets the current mission of an observation station
Supported Scopes: fleet
Supported Targets: none
change_dominant_species - Changes the dominant species of the current Country, change_all also changes all usage of that species (Pops etc) in the empire
change_dominant_species = { species = target change_all = yes }
Supported Scopes: country
Supported Targets: none
end_rivalry - Force-end rivalry with target country
end_rivalry = <target>
Supported Scopes: country
Supported Targets: none
set_species_flag - Sets an arbitrarily-named flag on the scoped species
set_species_flag = <key>
Supported Scopes: species
Supported Targets: none
set_timed_species_flag - Sets an arbitrarily-named flag on the scoped species for a set duration
set_timed_species_flag = { flag = <key> days = <int> }
Supported Scopes: species
Supported Targets: none
remove_species_flag - Removes a flag from the scoped species
remove_species_flag = <key>
Supported Scopes: species
Supported Targets: none
auto_move_to_planet - Makes a fleet or ship auto-move to target planet
auto_move_to_planet = { target = <planet> clear_auto_move_on_arrival = yes }
Supported Scopes: ship fleet
Supported Targets: none
remove_auto_move_target - Makes a fleet or ship stop auto-moving
remove_auto_move_target = yes
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
auto_follow_fleet - Makes a fleet or ship auto-move to target fleet and potentially attack it
auto_follow_fleet = { target = <fleet> attack_fleet = yes }
Supported Scopes: ship fleet
Supported Targets: none
set_closed_borders - Changes closed borders status between two countries
Supported Scopes: country
Supported Targets: none
every_war_participant - Iterate through all war participants
every_war_participant = { limit = { <triggers> } <effects> }
Supported Scopes: war
Supported Targets: none
repair_percentage - Restores all hull points to the scoped ship
repair_ship = yes
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
endgame_telemetry - Send endgame telemetry event
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_deposit - Replaces resource deposit on the scoped tile
set_deposit = <key>
Supported Scopes: tile
Supported Targets: none
randomize_flag_symbol - Randomizes a country's flag symbol within the selected category
randomize_flag_symbol = pirate
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_claims - Adds claims on target system
add_claims = { who = <country> num_of_claims = x show_notification = no }
Supported Scopes: galactic_object
Supported Targets: none
remove_claims - Removes claims on target system
remove_claims = { who = <country> num_of_claims = x }
Supported Scopes: galactic_object
Supported Targets: none
create_military_fleet - Creates a military fleet with the designs of a specified country.
Supported Scopes: all
Supported Targets: none
guarantee_country - Makes a country guarantee another country
Supported Scopes: country
Supported Targets: none
every_owned_fleet - Executes enclosed effects on every fleet owned by the scoped country that meets the limit criteria
every_owned_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_subject - switches Scope to and goes through all Subjects
Supported Scopes: country
Supported Targets: none
random_subject - Scopes to a random Subject
Supported Scopes: country
Supported Targets: none
set_species_homeworld - Defines a homeworld for the current species.
Supported Scopes: species
Supported Targets: none
clear_resources - Clears resources of a tile or country
Supported Scopes: country tile
Supported Targets: none
reroll_planet_modifiers - Rebuild modifiers on target planet
reroll_planet_modifiers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
reroll_blockers - Rebuild resource blockers on target planet
reroll_blockers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
reroll_deposits - Rebuild resource deposits on target planet
reroll_deposits = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
delete_fleet - Deletes the target fleet (no death graphics)
delete_fleet = <target>
Supported Scopes: all
Supported Targets: none
add_trust - Adds trust on scope country towards target country
add_trust = { amount = <amount> who = <target> }
Supported Scopes: country
Supported Targets: none
join_war - Joins wars on the side of target country
join_war = <target>
Supported Scopes: country
Supported Targets: none
add_global_ship_design - Adds a specific global design to the game
add_global_ship_design = <target>
Supported Scopes: all
Supported Targets: none
every_mining_station - Executes enclosed effects on every orbital mining station in the game that meets the limit criteria
every_mining_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none
every_research_station - Executes enclosed effects on every orbital mining station in the game that meets the limit criteria
every_mining_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none
set_timed_leader_flag - Sets an arbitrarily-named flag on the scoped leader for a set duration
set_timed_leader_flag = { flag = <key> days = <int> }
Supported Scopes: leader
Supported Targets: none
set_species_identity - Sets the current species scopes identity to match the target scopes making them evaluate as the same species in is_same_species trigger.
Supported Scopes: species
Supported Targets: none
pop_force_add_ethic - Adds a specific ethic to the scoped pop regardless if pop-species allows ethic divergence or not.
pop_add_ethic = <key>
Supported Scopes: pop
Supported Targets: none
set_empire_name - Sets the name of the current Empire.
Supported Scopes: country
Supported Targets: none
set_empire_flag - Sets the flag of the current Empire.
Supported Scopes: country
Supported Targets: none
set_planet_name - Sets the name of the current planet.
Supported Scopes: planet
Supported Targets: none
set_sector_name - Sets the name of the current sector.
Supported Scopes: planet
Supported Targets: none
set_fleet_formation - Sets a custom fleet formation on a fleet. set_fleet_formation = { position = { x = 1 y = 1 } position = { x = 2 y = 1 } }
Supported Scopes: fleet
Supported Targets: none
build_pop - Creates a buildable pop on the scoped tile/planet
create_pop = {
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet tile
Supported Targets: none
create_message - Creates a message
Supported Scopes: all
Supported Targets: none
set_halted - Sets the mega structure upgrade to halted status for n days
set_halted = nDays
Supported Scopes: megastructure
Supported Targets: none
upgrade_megastructure_to - Starts an upgrade process on a mega structure. upgrade_megastructure_to = <new_type>
Supported Scopes: megastructure
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_planet_entity - Change entity of a planet. set_planet_entity = { entity = <name of entity> graphical_culture = <target or name of culture> }
Supported Scopes: planet
Supported Targets: none
remove_planet - Removes the planet from the scope
remove_planet = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_megastructure_flag - Sets an arbitrarily-named flag on the scoped mega structure
set_star_flag = <key>
Supported Scopes: megastructure
Supported Targets: none
set_timed_megastructure_flag - Sets an arbitrarily-named flag on the scoped mega structure for a set duration
set_timed_megastructure_flag = { flag = <key> days = <int> }
Supported Scopes: megastructure
Supported Targets: none
remove_megastructure_flag - Removes a flag from the scoped mega structure
remove_megastructure_flag = <key>
Supported Scopes: megastructure
Supported Targets: none
destroy_ship - Destroys the target ship (with death graphics)
destroy_ship = <target>
Supported Scopes: all
Supported Targets: none
delete_ship - Deletes the target ship (no death graphics)
delete_ship = <target>
Supported Scopes: all
Supported Targets: none
change_species - Changes the species of the scoped object
change_species = <target>
Supported Scopes: ship pop leader army
Supported Targets: none
change_leader_portrait - Changes the portrait of the leader in scope.
change_leader_portrait = <key or species event target>
Supported Scopes: leader
Supported Targets: none
copy_orbital_tile - Copies orbital tile of source planet onto scoped planet
copy_orbital_tile = <source>
Supported Scopes: planet
Supported Targets: none
resettle_pop - Instantly resettles pop
resettle_pop = { pop = <target pop> planet = <target planet> tile = <target tile> }
Supported Scopes: all
Supported Targets: none
set_citizenship_type - Set citizenship type for scoped species/pop/leader
set_citizenship_type = { country = <target> type = citizenship_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none
set_military_service_type - Set military service type for scoped species/pop/leader
set_military_service_type = { country = <target> type = military_service_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none
set_purge_type - Set purge type for scoped species/pop/leader
set_purge_type = { country = <target> type = purge_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none
set_slavery_type - Set slavery type for scoped species/pop/leader
set_slavery_type = { country = <target> type = slavery_livestock cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none
set_population_controls - Set population control for scoped species/pop/leader
set_population_controls = { country = <target> type = yes cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none
set_migration_controls - Set migration control for scoped species/pop/leader
set_migration_controls = { country = <target> type = yes cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none
set_living_standard - Set living standard for scoped species/pop/leader
set_living_standard = { country = <target> type = living_standard_good cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none
shift_ethic - Shifts an empire towards a specific ethic, adjusting aferwards to keep number of ethics points consistent
shift_ethic = <key>
Supported Scopes: country
Supported Targets: none
pop_change_ethic - Changes scoped pop to chosen ethic
pop_change_ethic = <key>
Supported Scopes: pop
Supported Targets: none
clear_ethos - Clears all ethics of specified pop or country
clear_ethos = yes
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_food - Adds a sum of food to the scoped country)
add_food = 3500
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
clear_planet_modifiers - Clear modifiers on target planet
clear_planet_modifiers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_all_armies - Removes all armies on scoped planet
remove_all_armies = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
mutate_species - Randomly mutate a species.
Supported Scopes: species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
rename_species - rename_species = {
use one of the following:
name = "an explicit name with [Bracket.Stuff]"
name = random
name_list = "key"
}
Supported Scopes: species
Supported Targets: none
reset_years_of_peace - Resets years of peace for a country.
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_ruler_trait - Adds a specific ruler trait to the scoped leader, even if they are not currently ruler; it becomes active when they become ruler
add_ruler_trait = <trait>
Supported Scopes: leader
Supported Targets: none
remove_ruler_trait - Removes a specific ruler trait from the scoped leader, even if they are not currently ruler; this is relevant if they ever become ruler
remove_ruler_trait = <trait>
Supported Scopes: leader
Supported Targets: none
add_notification_modifier - Add a notification modifier to the country
add_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_notification_modifier - Remove a notification modifier to the country
remove_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_city_graphical_culture - Sets the scoped country's city graphical culture
set_city_graphical_culture = <key>
Supported Scopes: country
Supported Targets: none
set_player - Assign the player of the target country to play the scoped country instead
event_target:new_country = { set_player = event_target:eek:ld_country }
Supported Scopes: country
Supported Targets: none
change_species_characteristics - Changes the characteristics of a species
change_species_characteristics = {
sapient = <Y/N, determines if species is pre-sapient>
immortal = <Y/N, determines if species leaders are immortal>
pops_can_be_colonizers = <Y/N, determines if pops of that species can colonize>
pops_can_migrate = <Y/N, determines if pops of that species can migrate>
pops_can_reproduce = <Y/N, determines if pops of that species can reproduce>
pops_can_join_factions = <Y/N, determines if pops of that species can join factions>
can_generate_leaders = <Y/N, determines if that species can generate leaders>
pops_can_be_slaves = <Y/N, determines if pops from that species can become slaves>
pops_have_happiness = <Y/N, determines if pops from that species have happiness>
consumer_goods = <Y/N, determines if pops from need consumer goods>
can_be_modified = <Y/N, determines if the species can be modified>
pops_auto_growth = <1, speed at which the pops from that species grow automatically
pop_maintenance = <1, amount of energy each pop of that species consume monthly
new_pop_resource_requirement = { type = food_surplus value = 42 }
portrait = <key or species event target>
Supported Scopes: species
Supported Targets: none
copy_techs_from - Copies all techs from the target country to the scoped country, except for some exceptions listed. Tech weights (and weight modifiers) are honoured, meaning that techs a country should not have will not be copied.
copy_techs_from = {
target = country
except = { tech_1 tech_2 }
}
Supported Scopes: country
Supported Targets: none
create_bypass - Creates a bypass in the parent SpatialObject (stored in FromFrom), of the type passed in "type".
Supported Scopes: megastructure
Supported Targets: none
activate_gateway - Activates the gateway associated with a megastructure.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
spawn_natural_wormhole - Spawns a new natural wormhole in the scoped system.
spawn_system = { orbit_distance = 100 orbit_angle = 90 random_pos = yes/no }
Supported Scopes: galactic_object
Supported Targets: none
link_wormholes - Link the wormhole from the scoped system to the wormhole in the target system.
link_wormholes = from
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_starbase - Creates a starbase in orbit of the star of the scoped galactic object
create_starbase = {
owner = <target>
size = <ship_size>
module = <starbase_module>
building = <starbase_building>
effect = { ... }
}
Supported Scopes: galactic_object
Supported Targets: none
set_starbase_size - Sets the ship size of a starbase
set_starbase_size = <ship_size>
Supported Scopes: starbase
Supported Targets: none
set_starbase_module - Sets a module in a slot on a starbase
set_starbase_module = { slot = <int> module = <starbase_module> }
Supported Scopes: starbase
Supported Targets: none
set_starbase_building - Sets a building in a slot on a starbase
set_starbase_building = { slot = <int> buiding = <starbase_buildin> }
Supported Scopes: starbase
Supported Targets: none
add_casus_belli - Adds a Casus Belli to the scoped country against the target country.
add_casus_belli = { type = cb_subjugation who = <country> days = 10 }
Supported Scopes: country
Supported Targets: none
get_galaxy_setup_value - Copies a value from the galaxy setup into a variable, optionally scaling it by an int value
get_galaxy_setup_value = { which = <string> setting = <string> [ scale = <int> ] }
Supported Scopes: all
Supported Targets: none
finish_upgrade - Finish the current upgrade of a Mega Structure.
Supported Scopes: megastructure
Supported Targets: none
effect_on_blob - Executes an effect on systems with planets owned by the scoped country, starting at an origin, and until a certain percentage of owned planets matching the planet_limit has been covered.
effect_on_blob = {
center = <system target>
owned_planets_percentage = 1.0
planet_limit = { <planet triggers> }
effect = { <system effects> }
}
Supported Scopes: country
Supported Targets: none
add_seen_bypass_type - Makes the scoped country remember that it has encountered the bypass type
add_seen_bypass_type = bypass_type
Supported Scopes: country
Supported Targets: none
add_seen_bypass - Makes the scoped country remember that it has encountered the bypass
add_seen_bypass = FROM
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_fleet_bombardment_stance - Sets the bombardment stance of the scoped fleet
set_fleet_stance = selective
Supported Scopes: fleet
Supported Targets: none
check_casus_belli_valid - Re-evaluate the specified casus belli type with given target country
check_casus_belli_valid = {
target = none/<optional country target>
type = <optional casus belli type>
}
Supported Scopes: country
Supported Targets: none
copy_ethos_and_authority - Makes the scoped country copy the ethos and government authority of the target country.
copy_ethos_and_authority = FROM
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
clone_leader - Clones the last created leader for the scoped country
clone_leader = {
target = <event target>
#properties to override, see create_leader
effect = { ... }
}
Supported Scopes: country
Supported Targets: none
set_home_base - Set the home base of the scoped fleet to the specified starbase
set_home_base = event_target:cool_starbase
Supported Scopes: fleet
Supported Targets: ???
add_hyperlane - Adds a hyperlane between two systems
add_hyperlane = { from = <system> to = <system> }
Supported Scopes: all
Supported Targets: none
remove_hyperlane - Removes existing hyperlane between two systems
remove_hyperlane = { from = <system> to = <system> }
Supported Scopes: all
Supported Targets: none
country_event - Fires a country event for the scoped country, with optional DAYS and RANDOM delay
country_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: country
Supported Targets: none
planet_event - Fires a planet event for the scoped planet, with optional DAYS and RANDOM delay
planet_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: planet
Supported Targets: none
random - All enclosed effects may or may not be executed depending on set chance
random = { chance = 50 <effects> }
Supported Scopes: all
Supported Targets: none
create_ship_design - Creates a new ship design for use with last_created_design target
create_ship_design = { design = <key> ftl = <target, optional, sets FTL drive to target country's> }
Supported Scopes: all
Supported Targets: none
change_government - Change the scoped country's government authority and/or civics
change_government = random
or
change_government = {
authority = random / <key>
civics = random / { civic = <key> civic = random }
}
Supported Scopes: country
Supported Targets: none
ship_event - Fires a ship event for the scoped ship, with optional DAYS and RANDOM delay
ship_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: ship
Supported Targets: none
pop_event - Fires a pop event for the scoped pop, with optional DAYS and RANDOM delay
pop_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: pop
Supported Targets: none
enable_special_project - Enables a specific special research project for target country at a specific location (should be same as the current scope where possible)
enabble_special_project = { name = <project key> owner = <target> location = <target, ideally THIS> }
Supported Scopes: all
Supported Targets: none
fleet_event - Fires a fleet event for the scoped fleet, with optional DAYS and RANDOM delay
fleet_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: fleet
Supported Targets: none
random_planet_within_border - Executes enclosed effects on a random planet within the scoped country's borders that meets the limit criteria
random_planet_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
add_influence - Adds a specific sum of influence to the scoped country
add_influence = 200
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
pop_remove_ethic - Removes a specific ethic from the scoped pop
pop_remove_ethic = <key>
Supported Scopes: pop
Supported Targets: none
pop_migration - Sets the scoped pop's migration speed
Supported Scopes: pop
Supported Targets: none
create_rebels - Creates a rebellion
create_rebels = {
name = <random / string>
authority = <random / key>
civics = random / { civic = <key> civic = random }
species = <target>
ethos = <random / { ethic = <key> ethic = <key> }
}
Supported Scopes: planet
Supported Targets: none
cancel_terraformation - Cancels terraformation of the scoped planet
cancel_terraformation = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
asteroids_distance - Sets an asteroid belt at the distance in the scope
asteroid_distance = N, distance of zero will remove the belt
Supported Scopes: galactic_object
Supported Targets: none
set_primitive_age - Sets a 'primitive age' for the scoped (primitive, pre-FTL) country
set_primitive_age = renaissance_age
Supported Scopes: country
Supported Targets: none
while - Repeats enclosed effects while limit criteria are met or until set iteration count is reached
while = { limit = { <triggers> } <effects> }
while = { count = [3|Variable] <effects> }
Supported Scopes: all
Supported Targets: none
every_system_in_cluster - Executes enclosed effects on every system in the cluster that meet the limit criteria
every_system_in_cluster = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
create_cluster - Creates a cluster centered around the specified spatial object
Supported Scopes: all
Supported Targets: none
remove_army - Removes the scoped army
remove_army = yes
Supported Scopes: army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
prevent_anomaly - Disables or enables anomaly generation for the scoped planet
prevent_anomaly = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
observation_outpost_owner - Executes enclosed effects on the owner of the observation post in orbit around the scoped planet
observation_outpost_owner = { <effects> }
Supported Scopes: planet
Supported Targets: ???
observation_outpost - Executes enclosed effects on every observation post in the game that meets the limit criteria
observation_outpost = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none
add_deposit - Adds a specific deposit to the scoped tile
add_deposit = <key>
Supported Scopes: tile
Supported Targets: none
clear_deposits - Removes all deposits from the scoped tile or planet
clear_desposits = yes
Supported Scopes: planet tile
Supported Targets: none
set_country_type - Changes the country type of the scoped country
set_country_type = <key>
Supported Scopes: country
Supported Targets: none
set_age - Sets the age of the scoped leader
set_age = <int>
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
conquer - Conquers the planet by setting its owner to target country and adding an unhappiness modifier
conquer = <target country>
Supported Scopes: planet
Supported Targets: none
pop_faction_event - Fires a pop faction event for the scoped pop faction, with optional DAYS and RANDOM delay
pop_faction_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: pop_faction
Supported Targets: none
set_pop_faction_flag - Sets an arbitrarily-named flag on the scoped pop's faction/pop faction
set_pop_faction_flag = <key>
Supported Scopes: pop pop_faction
Supported Targets: none
remove_pop_faction_flag - Removes a flag from the scoped pop's faction/pop faction
remove_pop_faction_flag = <key>
Supported Scopes: pop pop_faction
Supported Targets: none
set_timed_pop_faction_flag - Sets an arbitrarily-named flag on the scoped pop faction for a set duration
set_timed_pop_faction_flag = { flag = <key> days = <int> }
Supported Scopes: pop pop_faction
Supported Targets: none
add_tech_progress - Gives percentage progress (0.0-1.0) in a specific tech to the scoped country
add_tech_progress = { tech = <key> progress = <float> }
Supported Scopes: country
Supported Targets: none
abort_special_project - Aborts a specific special project for the country, removing it from the situation log
abort_special_project = { type = <project key> location = <target> }
Supported Scopes: country
Supported Targets: none
every_pop_faction - Executes enclosed effects on every pop faction within the scoped country that meets the limit criteria
every_pop_faction = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_pop_faction - Executes enclosed effects on a random pop faction within the scoped country that meets the limit criteria
random_pop_faction = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
set_custom_capital_location - Sets a custom spatial object as custom country capital location.
Supported Scopes: country
Supported Targets: none
spawn_planet - Spawns a planet in a system.
Supported Scopes: galactic_object
Supported Targets: none
spawn_megastructure - Spawns a mega structure in a system.
Supported Scopes: galactic_object
Supported Targets: none
remove_megastructure - Removes a mega structure.
remove_megastructure = <target mega structure>
Supported Scopes: all
Supported Targets: none
trigger_megastructure_icon - if a planet has trigger_megastructure_icon = yes then the map icon for the star will show a megastructure icon
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
run_ai_strategic_data - Runs strategic data for AI
destroy_country = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_static_war_exhaustion - Adds static war exhaustion, scaled with value_for_planet_destruction, to owner of the battle location
owner = { add_static_war_exhaustion = { attacker = <country> location = <planet> value_for_planet_destruction = <0.0-1.0> #scales the amount WE that is added }}
Supported Scopes: country
Supported Targets: none
set_planet_size - Adds/Removes tiles to/from the scoped planet to adjust its planet size
set_planet_size = <int>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
every_system_planet - Executes enclosed effects on every planet within the scoped system that meets the limit criteria
random_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
surveyed - Sets the planet as un/surveyed by target country
surveyed = { set_surveyed = yes surveyor = <target> }
Supported Scopes: planet
Supported Targets: none
join_alliance - Join federation with target
join_alliance = { who = <target> }
Supported Scopes: country
Supported Targets: none
create_leader - Creates a new leader for the scoped country
create_leader = {
name = <random / string>
species = <target / key>
gender = <optional / gender> #defalut = random
type = <random / key>
skill = <random / int>
set_age = <int>
traits = { trait = <key> trait = <key> }
}
Supported Scopes: country
Supported Targets: none
set_disabled - Enables or disables the scoped ship
set_disabled = no
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
log - Prints a message to game.log for debugging purposes.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_unity - Adds a sum of unity to the scoped country
add_unity = 3500
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
debug_break - Trigger an assertion to stop the debugger when encountering this effect; argument is ignored
debug_break = yes
Supported Scopes: all
Supported Targets: none
random_owned_army - Iterate through each army that is owned by the country
random_owned_army = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_owned_army - Iterate through each army that is owned by the country
every_owned_army = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_planet_army - Iterate through each defending army on a planet
random_planet_army = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none
every_planet_army - Iterate through each defending army on a planet
every_planet_army = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none
random_relation - Iterate through all relations
random_relation = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_relation - Iterate through all relations
every_relation = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_neighbor_country - Iterate through all neighbor countries
random_neighbor_country = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_neighbor_country - Iterate through all neighbor countries
every_neighbor_country = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_bordering_country - Iterate through all bordering countries of a system
random_bordering_country = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
every_bordering_country - Iterate through all bordering countries of a system
every_bordering_country = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none
random_combatant_fleet - Iterate through each fleet this fleet is in combat with
random_combatant_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: fleet
Supported Targets: none
every_combatant_fleet - Iterate through each fleet this fleet is in combat with
every_combatant_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: fleet
Supported Targets: none
random_pool_leader - Iterate through each leader that is recruitable for the country
random_pool_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_pool_leader - Iterate through each leader that is recruitable for the country
every_pool_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_megastructure - Iterate through each megastructure
random_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
every_megastructure - Iterate through each megastructure
every_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_owned_megastructure - Iterate through each owned megastructure
random_owned_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_owned_megastructure - Iterate through each owned megastructure
every_owned_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_system_megastructure - Iterate through each megastructure in system
random_system_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
every_system_megastructure - Iterate through each megastructure in system
every_system_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_owned_pop_species - Iterate through each species of a country's owned pops
random_owned_pop_species = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_owned_pop_species - Iterate through each species of a country's owned pops
every_owned_pop_species = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_owned_starbase - Iterate through every owned starbase
random_owned_starbase = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_owned_starbase - Iterate through every owned starbase
every_owned_starbase = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_system - Iterate through all systems
random_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
every_system - Iterate through all systems
every_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none
random_system_within_border - Iterate through all systems within the country's borders
random_system_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
every_system_within_border - Iterate through all systems within the country's borders
every_system_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none
random_war_participant - Iterate through all war participants
random_war_participant = { limit = { <triggers> } <effects> }
Supported Scopes: war
Supported Targets: none

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