1. Questo sito utilizza i cookies. Continuando a navigare tra queste pagine acconsenti implicitamente all'uso dei cookies. Scopri di più.

Stellaris Stellaris patch 2.2 - una nuova rivoluzione? + DLC MegaCorp

Discussione in 'Altri Giochi Paradox' iniziata da ^_AC_^, 9 Agosto 2018.

  1. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Per rispondere a @metalupo ecco a voi il nuovo DD!

    Stellaris Dev Diary #131 - MegaCorporations
    Oggi si parla dell'espansione MegaCorp che verrà rilasciata insieme alla patch 2.2 e in particolare si parla della caratteristica che ha dato il nome al DLC, ovvero le MegaCorporazioni. Viene reiterato che numeri e arte degli screenshot non sono ancora finalizzati.

    MegaCorporazioni
    Una MegaCorporazione è un tipo di impero che usa la nuova autorità "Corporativa" aggiunta in MegaCorp. Questo impero è strutturato come un'azienda ed è focalizzato su commercio, espansione verticale e generazione di una grande quantità di Crediti Energetici. A differenza della altre due autorità aggiunte in Utopia e in Synthetic Dawn, l'autorità "Corporativa" non ha un'etica specifica ma può sostenere ogni combinazione di etiche degli imperi normali - si potrà creare una corporazione spiritualista autoritaria con lavoratori schiavizzati oppure una cooperativa egualitaria che bada al welfare dei propri cittadini. Indipendentemente dall'etica, l'autorità Corporativa ha un formato di elezioni oligarchico, con un nuovo leader eletto ogni 20 anni da una ristretta cerchia di candidati.
    [​IMG] L'autorità Corporativa ha però un set speciale e unico di civic e vari vantaggi e svantaggi. Le MegaCorporazioni hanno un limite amministrativo più elevato (quanto un impero può essere largo prima di avere penalità come aumento dei costi di tecnologie e Unità) ma oltre quel limite ha il doppio delle penalità rispetto a un impero normale. Questo significa che sono poco adatti a controllare direttamente grande quantità di spazio interstellare e che dovrebbero invece concentrarsi sull'ottenere pochi sistemi e pianeti di qualità. Le MegaCorporazioni hanno anche varianti speciali dei Lavori per Amministratori e Lavoratori Culturali, chiamati rispettivamente "Direttori" e "Manager", ed entrambi producono valore commerciale oltre agli altri loro effetti.
    [​IMG]
    [​IMG]
    L'autorità Corporativa sostituisce completamente il vecchio civic "Corporate Dominion" per chi ha il DLC MegaCorp, che rimane invece per chi non ha questa espansione.

    Filiali
    Per compensare gli svantaggi relativi al controllo diretto del territorio, le MegaCorporazioni possono costruire Filiali nei pianeti di altri imperi. Una Filiale è gestita da un tab separato gestito dalla MegaCorporazione che l'ha creata e da lì si può creare uno speciale edificio Corporativo. Di solito le Filiali possono essere create solo su pianeti di imperi normali (non-Gestalt, non-Corporate) con cui è stato siglato un Patto Commerciali. I Patti Commerciali sono accordi tra due imperi non-Gestalt che permettono a entrambi i firmatari di ottenere Crediti Energetici in base alle dimensioni della rete commerciale dell'altro impero (ed è parte della patch 1.22 Le Guin). Per le MegaCorporazioni questi accordi aggiungono la possibilità di creare Filiali, dopo aver pagato una somma di Crediti Energetici.
    [​IMG]
    Le Filiali generano soldi per le MegaCorporazioni che le creano in base al valore commerciale del pianeta dove sono presenti quindi è meglio costruirle su pianeti con molti POP. Inoltre, per ogni 25 POP sul pianeta, si può creare un Edificio Corporativo, fino a un massimo di 4. Gli Edifici Corporativi forniscono benefici a entrambi: le MegaCorporazioni ottengono un modificatore (ad esempio alla Capacità Navale) o la produzione di una risorsa (come le Leghe) mentre il possessore del pianeta riceve un modificatore (ad esempio alle Amenità) o un aumento dei Lavori disponibili. Molti Edifici Corporativi inoltre aumentano il valore commerciale, dando così un ulteriore beneficio a entrambi. In generale però le MegaCorporazioni avranno più vantaggi di chi controlla il pianeta. Le Filiali aggiungono una piccola quantità di dimensione dell'Impero e in generale non conviene crearle su pianeti scarsamente popolati.
    [​IMG]
    Anche se creare Filiali richiede un patto commerciale, cancellare il patto non implica la chiusura immediata delle Filiali - una volta che una MegaCorporazione si è insediata su un tuo pianeta, non è facile mandarla via! Invece, ogni impero con almeno un pianeta dove una MegaCorporazione ha una Filiale non autorizzata (ovvero senza un Patto Commerciale attivo) ottiene un casus belli "Espropriazione" sulla MegaCorporazione. Se si vince una guerra con questo casus belli tutte le Filiali di quella MegaCorporazione sui propri pianeti vengono chiuse e si ottiene una quantità di Crediti Energici per ogni ufficio chiuso. Ma se è la MegaCorporazione a vincere la guerra, il perdente è costretto a diventare un Sussidiario della MegaCorporazione (vedi sotto per dettagli). Una MegaCorporazione non può creare Filiali su pianeti di imperi con cui è in guerra oppure con cui ha una tregua in corso.
    [​IMG]

    Sussidiarie
    Le Sussidiari sono dei soggetti speciali disponibili solo per la MegaCorporazioni e sostituiscono tutti gli altri tipi di soggetto (Vassallo, Tributario, Protettorato). Le Sussidiari hanno una diplomazia indipendente, possono espandersi in nuovi sistemi e farsi guerra tra di loro, ma solo obbligati ad aiutare le MegaCorporazioni nelle loro guerra e a pagare il 25% dei propri Crediti Energetici al proprio padrone. Le Sussidiarie non possono essere integrate.
    [​IMG]
    Oltre a un set di civic abbastanza normale, le MegaCorporazioni hanno anche due Civic che cambiano decisamente il gameplay, ovvero Eredità Criminale e Vangelo delle Masse.


    Eredità Criminale
    L'Eredità Criminale non ha requisiti di etiche ma non può essere rimosso o acquisito a gara in corso. Questo Civic transforma la MegaCorporazione in un'associazione criminale che non può creare Patti Commerciali, ma a cui non serve il permesso per creare Filiali sui pianeti altrui. Gli introiti delle loro Filiali si basano sul livello di Crimine del pianeta e hanno edifici speciali che tendono ad aumentare il Crimine del pianeta, oltre ad altri effetti. Gli edifici corporativi criminali non sono però totalmente negativi per chi controlla il pianeta. Si possono in ogni caso combattere tramite i Corpi di Polizia che se efficaci possono portare a un evento dove la Filiale viene eliminata e non si può ricostruire per un certo periodo di tempo.
    [​IMG]

    Vangelo delle Masse
    Il Vangelo delle Masse richiede un'etica spiritualista e si può aggiungere o rimuovere a gioco in corso. Questo civic trasforma la MegaCorporazioni in una MegaChiesa che ha un bonus all'attrazione per l'etica spiritualista e che ottiene benefici economici dai POP spiritualisti e dalle Filiali sotto forma di un aumento del commercio, che rappresenta un sistema di decime e un generale culto del consumismo. Potranno costruire un edificio corporativo speciale nelle loro Filiali, il Tempio della Prosperità, che aumenta l'attrazione dell'etica Spiritualista, con benefici sia per la MegaChiesa che per il possessore del pianeta. Chi non apprezza l'etica spiritualista per i propri POP deve quindi stare attento a concedere il permesso, ma potrebbe non avere scelta se la MegaCorporazione ha sia il civic Vangelo delle Masse che il civic Eredità Criminale.
    [​IMG]
    Questo è tutto per oggi! Settimana prossima si continuerà a parlare dell'espansione MegaCorp e in particolare di Ecumenopoli e delle nuove Megastrutture.

    PS: mi aiutate a trovare una buona traduzione per il concetto di "civic"?

    EDIT chiarimenti vari post-DD:
    • le MegaCorporazioni hanno un set specifico di nuove civic (e alcune di questi sono simili a quelle normali), ma non hanno accesso alle civic normali
    • un pianeta può avere un'unica Filiale di un'unica MegaCorporazione - ma le MegaCorporazioni avranno la possibilità di impadronirsi di Filiali di altre MegaCorporazioni
    • se una guerra di Espropriazione finisce senza resa ma tramite status quo, le Filiali sono cmq chiuse ma la MegaCorporazione ottiene un rimborso in Crediti Energetici; inoltre se ha conquistato pianeti nemici questi ottengono l'indipendenza e diventano una loro Sussidiaria;
    • è possibile cambiare Autorità in corso di gioco e diventare o smettere di essere una MegaCorporazione;
    • a parte le Filiali criminali che aumentano il Crimine, non ci sono svantaggi nell'avere la Filiale di una MegaCorporazione su un proprio pianeta, tranne il fatto che questo rende la MegaCorporazione più forte;
    • i Fanatici Purificatori possono accettare Filiali da MegaCorporazioni della loro stessa specie;
    • dovrebbe essere possibile avere una MegaCorporazione come vassallo, anche se al momento non c'è un modo esplicito per farlo;
    • è possibile creare una MegaCorporazione Xenofobica;
     
    • Like Like x 2
    • Informative Informative x 1
    Ultima modifica: 25 Ottobre 2018
  2. PPCT

    PPCT

    Registrato:
    19 Agosto 2013
    Messaggi:
    279
    Ratings:
    +43
    Mi piace l'idea, pare molto ben realizzata
     
    • Agree Agree x 1
  3. SkySpace

    SkySpace

    Registrato:
    26 Agosto 2009
    Messaggi:
    3.866
    Ratings:
    +196
    Civic = politiche, politiche governative, caratteristiche governative? Civic riguarda i doveri e i sentimenti nei confronti della città e della comunità.

    Caspita non avevo pensato ad una MegaChurch criminale :love:
    Perchè non c'è un modo 'esplicito' per vassallizzare le corporazioni? Non basterà seguire i classici requisiti?
     
  4. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Proprio perché rappresenta certi sentimenti non mi piace la parola "politiche" ma se non ci sono altre scelte penso che userò questa.

    Non mi è chiaro, per essere precisi la frase originale era: "It's possible to have MegaCorp vassals, but there is no explicit way to create one as of right now."
    Fonte: https://forum.paradoxplaza.com/foru...megacorporations.1125380/page-4#post-24779808
     
  5. SkySpace

    SkySpace

    Registrato:
    26 Agosto 2009
    Messaggi:
    3.866
    Ratings:
    +196
    Forse intende che se tu crei vassalli dal nulla -e non che rendi vassalli imperi preesistenti -non puoi scegliere che la nuova entità sia una megacorp. Ma come da regolamento, avrà la forma di governo del creatore. Se ho interpretato bene, non mi preoccuperei, ci penseranno le mod ;)
     
    • Agree Agree x 1
  6. Carlos V

    Carlos V

    Registrato:
    15 Dicembre 2010
    Messaggi:
    1.713
    Località:
    Puglia
    Ratings:
    +546
    La parola "civic" potrebbe essere tradotta come "Etica Nazionale" o "Ethos Nazionale", come avviene in HoI4.

    Penso che "civic" intenda un concetto a metà strada da una precisa linea politica e un modus operandi frutto della mentalità del popolo (o della classe politica) che l'adotta.
     
  7. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Il problema è secondo me che farebbe confusione con le Etiche esistenti (Materialista, Spiritualista, Xenofobo, etc.).

    É proprio il fatto che sia a metà strada tra una linea politica e un modus operandi a rendermi difficile trovare una traduzione.

    Stavo pensando a Tradizione Civica, ma questo farebbe confusione con le Tradizioni normali. :cautious:

    Forse alla fine "Politica Civica" potrebbe andare bene, solo perché non fa confusione con i nomi di altri concetti, ma non mi soddisfa. :unsure:
     
    • Agree Agree x 1
  8. paolot

    paolot

    Registrato:
    11 Febbraio 2009
    Messaggi:
    541
    Ratings:
    +57
    Libera interpretazione personale: Per ora, non c'è un modo esplicito...
    Quindi, o ora c'è un modo implicito o ci sarà un modo esplicito tra un po', cioè quando la patch uscirà.
    Ci stanno ancora lavorando: è possibile che non abbiano ancora deciso esattamente come fare, ma che intendano farlo.
     
    • Like Like x 1
  9. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Stellaris Dev Diary #132 - Ecumenopolis and Megastructures
    Oggi si parla del DLC Megacorp, anche se la data di rilascio non è ancora nota. Viene reiterato che numeri e arte degli screenshot non sono ancora finalizzati.

    Ecumenopolis
    “Thus shall we make a world of the city, and a city of the world”.[​IMG]
    Per creare una Ecumenopolis, una città pianeta, bisogna prima sbloccare il relativo Ascension Perk, che è disponibile solo per imperi non-gestalt e che richiede la nuova tecnologia Ingegneria Antigravitazionale.
    [​IMG]
    [​IMG]
    Una volta ottenuto l'Ascension Perk, una decisione apparirà sui tuoi pianeti colonizzati. Per prendere la decisione, tale pianeta deve avere solo Distretti Cittadini (oltre ad avere un certo costo).
    [​IMG]
    Le Ecumenopolisis sostituiscono i normali distretti con distretti speciali disponibili solo per loro. Tali distretti sono le Arcologie Residenziali, Arcologie Fonderie, Arcologie Industriali e Arcologie Ricreative. Questi distretti sono più potenti di quelli normali e offrono più Lavori. Inoltre, le Ecumenopolisis forniscono un bonus a crescita dei POP e produzione risorse per tutti i Lavori del pianeta.
    [​IMG] [​IMG] [​IMG] [​IMG]
    Le Arcologie sono un "must" per chi vuole costruire un pianeta veramente "verticale".

    Megastrutture
    MegaCorp vedrà il rilascio di 4 nuove Megastrutture:
    • Decompressore di Materia
    • Centro di Coordinamento Strategico
    • Mega Installazione d'Arte
    • Assemblea Interstellare
    Queste nuove Megastrutture sono sbloccate dall'Ascension Perk Meraviglie Galattiche.

    [​IMG]
    Le Megastrutture hanno subito un ribilanciamento con la nuova economia galattia e ora costano leghe e non più minerali.

    Decompressore di Materia
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    Il Decompressore di Materia è simile alla Sfera di Dyson ma, con tecnologie complesse, estrae minerali invece di energia. Ha 4 livelli che forniscono diverse quantità di minerali: 250/500/750/1000

    Centro di Coordinamento Strategico
    [​IMG] [​IMG] [​IMG] [​IMG] [​IMG]
    Il Centro di Coordinamento Strategico contiene i migliori strateghi militari che passano il tempo a pianificare e prevedere 3 livelli forniscono diversi effetti:
    • Capacità Navale: 75/150/225
    • Capacità base stellari: 5/10/15
    • Piattaforme di difesa: 8/16/24
    • Velocità non luce: 5%/10%/15%
    Mega Installazione d'Arte
    [​IMG] [​IMG] [​IMG]
    Un radiofaro artistico su scala stellare, questa installazione ispira e rappresenta lo spirito dei suoi creatori. Ha 3 livelli che forniscono diversi effetti:
    • Unità: 100/200/300
    • Amenità: 5%/10%/15%
    Assemblea Interstellare
    [​IMG] [​IMG] [​IMG]
    Una spazio per incontri tra potenze galattiche, aumenta l'attrazione dell'immigrazione e l'opinione globale. Ha 4 livelli che forniscono:
    • Spinta Immigrazione: 25%/50%/75%/100%
    • Opinione degli altri imperi: 10/20/30/50
    Settimana prossima si parlerà delle Carovane e del Mercato degli Schiavi.

    Screenshot bonus:
    [​IMG]
    Nuova schermata di vittoria che sostituisce l'attuale (disattivabile a inizio gioco)

    [​IMG]
    Politiche del commercio

    [​IMG]
    La politica civica Idillio Agrario ora ha effetti più profondi sulla società
     
    • Like Like x 2
  10. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Stellaris Dev Diary #133 - The Caravaneers
    Oggi si parla del DLC Megacorp e in particolare dei Carovanieri, anche se la data di rilascio non è ancora nota. Viene reiterato che numeri e arte degli screenshot non sono ancora finalizzati.

    Le Basi
    I Carovanieri sono mercanti dello spazio che inviano flotte nella galassia per offrire ottimi scambi! Gli affari migliori! Ci sono 3 differenti flotte di Carovanieri che partono dalla base della coalizione nel Compasso di Chor.
    [​IMG]

    [​IMG] [​IMG] [​IMG]
    Le Flotte
    Le 3 flotte in viaggio sono la Racket Industrial Enterprise, l'Ordine Numistico, e il Trium Vengraliano.
    [​IMG]

    [​IMG] [​IMG] [​IMG] [​IMG]
    Viaggiano per la galassia e quando entrano nei tuoi confini sono pronti a offrire ottimi scambi. Ogni flotta ha delle proposte specializzate e possono fare richieste diverse in cambio.
    [​IMG]

    [​IMG] [​IMG] [​IMG]
    La Base della Coalizione dei Carovanieri
    Una visita alla base dei Carovanieri è sicuramente interessante. I Carovanieri hanno ottimi affari da proporre - solo Crediti Energetici sono accettati per essere scambiati con CaravanCoinz! (le vostre valute primitive £, $, € non saranno accettate qui!)
    I CaravanCoinz permettono di partecipare a vari giochi o per comprare loot boxes. Chi lo sa, potresti essere così fortunato da trovare l'oggeto più glorioso e prezioso dell'universo: il Galatron!
    In ogni caso non rimpiangerete una visita alla base della coalizione dei Carovanieri. Ci sono così tanti affari da valutare!

    [​IMG]

    [​IMG] [​IMG]
    Questo è tutto per oggi! La prossima settimana si parlerà del Mercato degli Schiavi e di altre aggiunte minori.
     
  11. Sir Matthew

    Sir Matthew

    Registrato:
    27 Aprile 2012
    Messaggi:
    1.812
    Località:
    Salzburg
    Ratings:
    +582
    questa sembra una simpatica parodia di lootboxes e sistemi p2w, nella migliore tradizione dei free to play, con migliaia di currencies diverse...
     
  12. SkySpace

    SkySpace

    Registrato:
    26 Agosto 2009
    Messaggi:
    3.866
    Ratings:
    +196
    Hanno rimandato il mercato degli schiavi previsto per oggi
     
  13. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Si, pare ci sia almeno una citazione famosa ("a sense of pride and accomplishment") ma spero che ci siano tante piccole sorprese. Poi è da valutare nel gioco quanto sia divertente e sopratutto utile, ma immagino sia più adatto a certe partite piuttosto che ad altre.
    Sì, Wiz ha scritto che non era ancora pronto, ma dovrebbe esserlo per settimana prossima.
     
  14. Sir Matthew

    Sir Matthew

    Registrato:
    27 Aprile 2012
    Messaggi:
    1.812
    Località:
    Salzburg
    Ratings:
    +582
    devo ammettere che dal punto di vista narrativo ha pure senso, non stona nel contesto del gioco. magari ci sarà una regola per disattivarlo, o per regolarne il comportamento. secondo me alla fine queste flotte saranno una specie di enclavi nomadi
     
    • Agree Agree x 1
  15. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Stellaris Dev Diary #134 - Slave Market, and more!
    Oggi si parla sia DLC Megacorp sia della patch 2.2. Viene reiterato che numeri e arte degli screenshot non sono ancora finalizzati.

    Mercato degli schiavi (DLC Megacorp)
    Accesso al Mercato degli Schiavi è fornito dopo la creazione del Mercato Galattico e solo chi ha accesso a quest'ultimo può usare il Mercato degli Schiavi (in generale tutti tranne Exterminators, Purifiers e Devouring Swarms. Solo POP che sono già schiavi possono essere venduti, ma chiunque li può comprare (anche con lo scopo di liberarli). Si sta discutendo di permettere anche compravendita di robot non-Gestalt e senza diritti, ma niente è stato deciso.

    [​IMG]
    Per venderlo, basta selezionare uno o più POP di un pianeta. L'attuale interfaccia probabilmente verrà cambiata per permettere di selezionare prima una specie e poi la lista dei pianeti dove si trova. In generale quest'interfaccia è ancora in sviluppo e potrebbe cambiare molto.
    [​IMG]
    Il POP scelto viene quindi messo sul mercato, al prezzo di 500 crediti +- modifiche dovute ai tratti. Molti tratti non modificano il prezzo.

    [​IMG]
    Per comprare uno schiavo, si selezionare una destinazione e si schiacchia il botttone "Compra". Il trasferimento è immediato.
    Si sta valutando se aggiungere un semplice sistema di aste a offerte, ma non si fanno promesse a riguardo.

    Ambizioni d'Unità (gratuito nella patch)
    A causa delle modifiche all'economia, l'Unità diventa più abbondante. Per renderla più utile, le Ambizioni d'Unità, in precedenza una caratteristica del DLC Apocalypse, sono ora presenti per tutti nella patch 2.2. Vedi attuale lista sulla wiki: https://stellaris.paradoxwikis.com/Edicts#Unity_Ambitions

    Mandati (gratuito nella patch)

    A seguito delle tante novità della 2.2, i Mandati per gli imperi democratici sono stati rifatti e ne sono stati aggunti di nuovi. In generale si tratta di costruire più distretti, più stazioni di raccolta risorse, aumentare gli introiti mensili, etc.

    [​IMG]
    La prossima settimana si parlerà delle tantissime nuove opportunità offerte al modding nella 2.2.
     
    • Like Like x 1
  16. Xander86

    Xander86

    Registrato:
    8 Aprile 2010
    Messaggi:
    82
    Ratings:
    +5
    Scientology :eek:
    Trantor!
     
    • Like Like x 4
  17. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Data di rilascio: 6 Dicembre 2018!
     
    • Like Like x 2
  18. Sir Matthew

    Sir Matthew

    Registrato:
    27 Aprile 2012
    Messaggi:
    1.812
    Località:
    Salzburg
    Ratings:
    +582
    questa è una notizia completamente inaspettata e un bellissimo regalo di natale!
     
    • Agree Agree x 1
  19. SkySpace

    SkySpace

    Registrato:
    26 Agosto 2009
    Messaggi:
    3.866
    Ratings:
    +196
    Hanno preso gusto a fare i trailer...da Apocalypse ne sfornano di davvero belli
     
  20. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    3.743
    Ratings:
    +1.576
    Stellaris Dev Diary #135 - Script changes and modding in 2.2
    Oggi si parla di modding nella patch 2.2 'Le Guin'.
    Nota del traduttore: a volte sono stato sintetico, per maggiori dettagli leggete il DD originale.

    Iniziamo:
    • la sintassi sequenziale if/else_if/else è ora applicata ai trigger oltre che agli effetti; i mod vanno aggiornati!!!
    • Triggers ed effetti con risorse hard-coded sono ora stati sostituiti da alternative per gestire eventuali nuove risorse da script; e.g. invece di “energy >= 200” si userà “resource_stockpile_compare = { resource = energy value >= 200 }” e “add_resource = { my_mod_resource = 10 }” etc.
    • molte delle nuove "unità economiche" hanno modificatori generati automaticamente; diventerà familiare col tempo;
    • pesi negli effetti random_*! Quasi tutti gli effetti random_* (e.g. random_playable_country, random_owned_ship, etc.) possono ora avere pesi, tramite una base e modificatori additivi o moltiplicativi;
    random_playable_country = {
    limit = { # has comms with 16 or more empires
    count_country = {
    limit = {
    is_country_type = default
    has_communications = prev
    }
    count >= 16
    }
    }
    weights = {
    base = 1
    modifier = { # strongly weighted towards democracies
    add = 6
    has_authority = auth_democratic
    }
    modifier = { # twice as likely for players
    mult = 2
    is_ai = no
    }
    }
    country_event = { id = my_mod.1 }
    }

    Rifacimento Planetario & Economico
    Come direbbe ogni Content Designer, il modo migliore di imparare gli script è leggere gli script. Ci saranno ora esempi delle pietre basilari del nuovo sistema economico e planetario: caratteristiche planetarie, distretti, edifici, lavori, strati sociali e risorse.

    Caratteristiche planetarie
    common\deposits\
    Il vecchio concetto di Deposito è cambiato, non più associato alle scomparse Caselle. Ora possono cambiare col Terraforming, applicare modificatori ai pianeti e eseguire effetti quando rimossi.

    d_rich_mountain = {
    is_for_colonizeable = yes
    use_for_min_max_adjustments = yes

    category = deposit_cat_minerals

    use_weights_for_terraforming_swap_types = yes
    should_swap_deposit_on_terraforming = yes
    terraforming_swap_types = {
    d_submerged_ore_veins
    }

    planet_modifier = {
    district_mining_max = 3
    }

    potential = {
    OR = {
    is_planet_class = pc_continental
    is_planet_class = pc_desert
    is_planet_class = pc_alpine
    is_planet_class = pc_arctic
    is_planet_class = pc_arid
    is_planet_class = pc_tundra
    is_planet_class = pc_gaia
    }
    }

    drop_weight = {
    weight = @low
    modifier = {
    factor = @planet_type_bonus
    is_cold = yes
    }
    }
    }

    d_minerals_2 = {
    resources = {
    category = orbital_mining_deposits
    produces = {
    minerals = 2
    }
    }
    station = shipclass_mining_station
    is_for_colonizeable = no

    potential = {
    OR = {
    is_planet_class = pc_asteroid
    is_planet_class = pc_molten
    is_planet_class = pc_toxic
    is_planet_class = pc_frozen
    is_planet_class = pc_barren
    is_planet_class = pc_barren_cold
    is_planet_class = pc_broken
    is_planet_class = pc_shattered
    }
    }

    drop_weight = {
    weight = 5
    modifier = {
    factor = 0.5
    OR = {
    is_planet_class = pc_molten
    is_planet_class = pc_toxic
    is_planet_class = pc_frozen
    }
    }
    modifier = {
    factor = 2.0
    is_asteroid = yes
    }
    }
    }

    d_collapsed_burrows = {
    icon = d_deep_sinkhole
    time = 120

    is_for_colonizeable = yes
    category = deposit_cat_blockers

    potential = { always = no } # added by event

    planet_modifier = {
    planet_max_districts_add = -1
    }

    on_cleared = {
    create_pop = {
    species = owner
    }
    }

    resources = {
    category = deposit_blockers
    cost = {
    energy = 300
    }
    }
    }

    Distretti
    common\districts\
    I Distretti sostituiscono le Caselle e generano Lavori.
    Guardiamo un Distretto Minerario, ha definiti i tempi di costruzione, quando può essere costruito, quando può essere convertito, quando costa la costruzione e il mantenimento, modificatori statici e triggerati al pianeta oltre a pesi per determinare le priorità dell'IA.

    district_mining = {
    base_buildtime = 240

    min_for_deposits_on_planet = 1
    max_for_deposits_on_planet = 15

    show_on_uncolonized = {
    habitable_structure = no
    NOR = {
    is_planet_class = pc_machine
    is_planet_class = pc_hive
    is_planet_class = pc_city
    }
    }

    potential = {
    habitable_structure = no
    NOT = {
    is_planet_class = pc_machine
    is_planet_class = pc_hive
    is_planet_class = pc_city
    }
    }

    allow = {
    NOT = { has_modifier = resort_colony }
    }

    conversion_ratio = 1
    convert_to = {
    district_mining_uncapped
    }

    resources = {
    category = planet_districts
    cost = {
    minerals = @base_cost
    }
    upkeep = {
    energy = 1
    }
    }

    planet_modifier = {
    planet_housing_add = 2
    }

    triggered_planet_modifier = {
    potential = {
    exists = owner
    owner = {
    has_valid_civic = civic_agrarian_idyll
    }
    }
    modifier = {
    planet_housing_add = 1
    }
    }

    triggered_planet_modifier = {
    potential = {
    exists = owner
    owner = { is_hive_empire = yes }
    }
    modifier = {
    job_mining_drone_add = 3
    }
    }

    triggered_planet_modifier = {
    potential = {
    exists = owner
    owner = { is_machine_empire = yes }
    }
    modifier = {
    job_mining_drone_add = 2
    }
    }

    triggered_planet_modifier = {
    potential = {
    exists = owner
    owner = {
    is_gestalt = no
    is_fallen_empire_spiritualist = no
    }
    }
    modifier = {
    job_miner_add = 2
    }
    }

    triggered_planet_modifier = {
    potential = {
    exists = owner
    owner = { is_fallen_empire_spiritualist = yes }
    }
    modifier = {
    job_fe_acolyte_mine_add = 2
    }
    }

    triggered_desc = {
    trigger = {
    exists = owner
    owner = { is_gestalt = yes }
    }
    text = job_mining_drone_effect_desc
    }
    triggered_desc = {
    trigger = {
    exists = owner
    owner = {
    is_gestalt = no
    is_fallen_empire_spiritualist = no
    }
    }
    text = job_miner_effect_desc
    }

    triggered_desc = {
    trigger = {
    exists = owner
    owner = { is_fallen_empire_spiritualist = yes }
    }
    text = job_fe_acolyte_mine_effect_desc
    }

    prerequisites = {
    tech_mechanized_mining
    }

    ai_weight = {
    weight = 1
    modifier = {
    factor = 3
    owner = {
    has_monthly_income = {
    resource = minerals
    value < 0
    }
    }
    }

    modifier = {
    factor = 2
    free_housing < 0
    }

    modifier = {
    factor = 3
    any_owned_pop = { is_unemployed = yes }
    }

    # No one to work it anyway
    modifier = {
    factor = 0
    free_housing > 0
    NOT = {
    any_owned_pop = { is_unemployed = yes }
    }
    }
    }

    ai_resource_production = {
    minerals = 1
    trigger = {
    always = yes
    }
    }
    }

    Edifici
    common\buildings\
    Possono avere vari effetti in base a vari fattori. Nell'esempio sotto cambia tra imperi normali, Hive Minds e Macchine.
    building_foundry_2 = {
    base_buildtime = 480
    can_build = no

    category = manufacturing

    allow = {
    has_upgraded_capital = yes
    }

    triggered_planet_modifier = {
    potential = {
    exists = owner
    owner = { is_hive_empire = yes }
    }
    modifier = {
    job_alloy_drone_add = 5
    }
    }

    triggered_planet_modifier = {
    potential = {
    exists = owner
    owner = { is_machine_empire = yes }
    }
    modifier = {
    job_fabricator_add = 5
    }
    }

    triggered_planet_modifier = {
    potential = {
    exists = owner
    owner = { is_regular_empire = yes }
    }
    modifier = {
    job_foundry_add = 5
    }
    }

    resources = {
    category = planet_buildings
    cost = {
    minerals = 600
    volatile_motes = 50
    }
    upkeep = {
    energy = 4
    volatile_motes = 1
    }
    }

    upgrades = {
    building_foundry_3
    }

    prerequisites = {
    tech_alloys_1
    }

    triggered_desc = {
    trigger = {
    exists = owner
    owner = { is_regular_empire = yes }
    }
    text = job_foundry_effect_desc
    }

    triggered_desc = {
    trigger = {
    exists = owner
    owner = { is_hive_empire = yes }
    }
    text = job_alloy_drone_effect_desc
    }

    triggered_desc = {
    trigger = {
    exists = owner
    owner = { is_machine_empire = yes }
    }
    text = job_fabricator_effect_desc
    }

    ai_weight = {
    weight = 1
    modifier =
    {
    factor = 4
    owner = {
    has_monthly_income = {
    resource = alloys
    value < 15
    }
    }
    }
    }

    ai_resource_production = {
    alloys = 1
    trigger = {
    always = yes
    }
    }
    }

    Lavori
    common\pop_jobs\
    Vediamo il gendarme, che produce 1 Unità, ne produce un'altra se in uno Stato di Polizia, costa 2 energia di mantenimento e riduce il Crimine.
    enforcer = {
    category = specialist
    condition_string = SPECIALIST_JOB_TRIGGER
    building_icon = building_precinct_house
    clothes_texture_index = 5

    possible = {
    specialist_job_check_trigger = yes
    }

    resources = {
    category = planet_enforcers
    produces = {
    unity = 1
    }
    produces = {
    trigger = {
    owner = { has_valid_civic = civic_police_state }
    }
    unity = 1
    }
    upkeep = {
    trigger = {
    planet = { has_modifier = anticrime_campaign }
    }
    energy = 2
    }
    }

    pop_modifier = {
    pop_defense_armies_add = 2
    }

    planet_modifier = {
    planet_crime_add = -25
    }

    triggered_planet_modifier = {
    potential = {
    owner = { has_non_swapped_tradition = tr_domination_judgment_corps }
    }
    modifier = {
    planet_crime_add = -5
    }
    }

    triggered_planet_modifier = {
    potential = {
    planet = { has_modifier = anticrime_campaign }
    }
    modifier = {
    planet_crime_add = -10
    }
    }

    weight = {
    weight = @specialist_job_weight
    modifier = {
    factor = 0.2
    has_citizenship_rights = no
    NOT = { has_trait = trait_mechanical }
    }
    modifier = {
    factor = 2
    has_trait = trait_resilient
    }
    modifier = {
    factor = 2
    has_trait = trait_very_strong
    }
    modifier = {
    factor = 1.5
    has_trait = trait_strong
    }
    modifier = {
    factor = 10
    is_enslaved = yes
    has_slavery_type = { type = slavery_military }
    }
    modifier = {
    factor = 0.50
    has_trait = trait_weak
    }
    modifier = {
    factor = 0.1
    can_take_servant_job = yes
    }
    modifier = {
    factor = 1.5
    has_job = enforcer
    }
    }
    }

    Strati Sociali
    common\pop_categories\
    Vediamo il drone, un esempio classico.

    simple_drone = {
    rank = 0
    clothes_texture_index = 2

    # This is called whenever a Pop is created, moved to a different planet, or gets a new owner
    assign_to_pop = {
    exists = owner
    owner = { is_gestalt = yes }
    }
    weight = {
    weight = 1
    }

    pop_modifier = {
    pop_housing_usage_base = 1
    pop_amenities_usage_no_happiness_base = 1
    }

    # scope: pop to be resettled
    allow_resettlement = {
    always = yes
    }

    resettlement_cost = {
    energy = 100
    }

    unemployment_resources = {
    category = unemployment_resources
    # Standby Mode Crime event
    upkeep = {
    trigger = {
    planet = {
    has_modifier = standby_mode
    }
    }
    energy = 2
    }
    }

    resources = {
    category = pop_category_drones

    upkeep = {
    trigger = {
    is_organic_species = yes
    }
    food = @living_standard_food_normal
    }

    upkeep = {
    trigger = {
    is_robotic_species = yes
    }
    energy = @living_standard_energy_normal
    }
    }
    }

    Risorse
    common\strategic_resources\
    Completamente gestite da script e non più hardcoded. Comprende anche le Risorse Strategiche.

    food = {
    tradable = yes
    market_amount = 100
    market_price = 100
    max = 10000

    deficit_modifier = food_deficit #found in static modifiers

    ai_weight = {
    weight = 1
    }

    ai_wants = {
    base = 300
    }
    }

    sr_dark_matter = {
    tradable = yes
    market_amount = 5
    market_price = 100
    max = 10000

    prerequisites = { "tech_mine_dark_matter" }
    visibility_prerequisite = { always = yes }

    ai_weight = {
    weight = 100
    }
    }

    trigger_docs
    Ecco la documentazione completa!
    == TRIGGER DOCUMENTATION ==
    text - For 'desc={trigger={' 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 - Evaluates the triggers if the display_triggers of the limit are met
    if = { limit = { <display_triggers> } <triggers> }
    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 = { <trigger> }
    ethic_xenophobe = { <trigger> }
    default = { <trigger> }
    }
    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_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

    else_if - Evaluates the enclosed triggers if the display_triggers of the preceding `if` or `else_if` is not met and its own display_trigger of the limit is met
    if = { limit = { <display_triggers> } <triggers> }
    else_if = { limit = { <display_triggers> } <triggers> }
    Supported Scopes: all
    Supported Targets: none

    happiness - Checks the pop's happiness percentage
    happiness < 90
    Supported Scopes: pop
    Supported Targets: none

    is_half_species - Check if scoped species is half species of specific/any species
    is_half_species = <target/any>
    Supported Scopes: species
    Supported Targets: none

    faction_approval - Checks the scoped faction's approval percentage
    faction_approval < 90
    Supported Scopes: pop
    Supported Targets: none

    last_building_changed - Checks if the last building queued/unqueued/built/demolished/upgraded was the specified building
    last_building_changed = building_capitol
    Supported Scopes: planet
    Supported Targets: none

    empire_size - Checks the empire's size
    empire_size < 20
    Supported Scopes: country
    Supported Targets: ???

    last_district_changed - Checks if the last district queued/unqueued/built/demolished/upgraded was the specified district
    last_district_changed = district_capitol
    Supported Scopes: planet
    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 type=<hyperlane/euclidean> uses_bypass=<yes/no> bypass_empire=<empire> min_jumps = 2 max_jumps = 10 }
    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
    planet_size < 20
    Supported Scopes: planet
    Supported Targets: ???

    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

    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_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: ???

    exists - Checks if a target scope exists
    exists = <target>
    Supported Scopes: all
    Supported Targets: ???

    has_edict - Checks if the country has a specific edict enabled
    has_edict = crystal_sonar
    Supported Scopes: 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 has any, or a specific, deposit
    has_deposit = yes
    has_deposit = d_immense_engineering_deposit
    Supported Scopes: planet deposit
    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

    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: ???

    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/army
    is_valid = <target>
    Supported Scopes: planet country army
    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

    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: ???

    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

    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

    is_alliance_fleet - Checks if the scoped fleet is an alliance fleet.
    is_alliance_fleet = <yes/no>
    Supported Scopes: fleet
    Supported Targets: none

    is_researching_special_project - Checks if the country is currently researching a specific special project
    is_researching_special_project = special_project_name
    Supported Scopes: country leader
    Supported Targets: none

    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 meets the specified criteria
    any_planet = { <triggers> }
    Supported Scopes: galactic_object
    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_district - Checks if the planet has any, or a specific, district
    has_district = yes
    has_district = district_mining
    Supported Scopes: planet
    Supported Targets: none

    free_district_slots - Checks the planet's number of slots available for new constructions
    free_district_slots > 2
    Supported Scopes: planet
    Supported Targets: ???

    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

    free_housing - Checks the planet's available housing
    free_housing > 5
    Supported Scopes: planet
    Supported Targets: ???

    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

    pop_can_live_on_planet - Checks if the pop's species is allowed to live on its planet
    pop_can_live_on_planet = yes
    Supported Scopes: pop
    Supported Targets: none

    days_passed - Checks the number of in-game days passed since the 2200.1.1 start
    days_passed < 15
    Supported Scopes: all
    Supported Targets: none

    free_amenities - Checks the planet's available amenities
    free_amenities > 5
    Supported Scopes: planet
    Supported Targets: ???

    has_deficit - Checks if the country has a deficit of the defined resource
    has_deficit = minerals
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    has_commercial_pact - Check if the country has a commercial pact with target country
    has_commercial_pact = <target>
    Supported Scopes: country
    Supported Targets: none

    is_being_assimilated - Checks if the pop is being purged
    is_being_assimilated = yes
    Supported Scopes: pop
    Supported Targets: none

    num_guaranteed_colonies - Checks the number of guaranteed colonies defined in setup
    num_guaranteed_colonies > 1
    Supported Scopes: all
    Supported Targets: none

    has_branch_office - Check if the planet has a branch office owned by target country/any country/no country
    has_branch_office = <target/yes/no>
    Supported Scopes: planet
    Supported Targets: none

    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_criminal_syndicate - Checks if the country is a criminal syndicate
    is_criminal_syndicate = yes
    Supported Scopes: country
    Supported Targets: none

    is_blocker - Checks if scoped deposit is a blocker-type
    is_blocker = yes
    Supported Scopes: deposit
    Supported Targets: none

    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

    free_branch_office_building_slots - Checks the planet's number of branch office slots available for new constructions
    free_building_slots > 2
    Supported Scopes: planet
    Supported Targets: ???

    branch_office_value - Checks the planet's branch officevalue
    branch_office_value = { who = <target> value > 10 }
    Supported Scopes: planet
    Supported Targets: ???

    free_jobs - Checks the number of jobs compared to pops on the planet
    free_jobs > 12
    Supported Scopes: planet
    Supported Targets: none

    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

    any_fleet_in_orbit - Checks if any fleet in orbit of the planet meet the specified criteria
    any_fleet_in_orbit = { <triggers> }
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    planet_devastation - Checks the planet's devastation
    planet_devastation > 10
    Supported Scopes: planet
    Supported Targets: ???

    is_pop_category - Checks if the pop has the chosen pop category
    is_pop_category = <key>
    Supported Scopes: pop
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    won_the_game - Checks if scoped country won the game
    won_the_game = yes
    Supported Scopes: country
    Supported Targets: none

    planet_stability - Compares the stability present on the planet with the given value
    planet_stability > 50
    Supported Scopes: planet
    Supported Targets: none

    perc_communications_with_playable - Checks the country's percentage of communications with playable empires
    num_communications > 3
    Supported Scopes: country
    Supported Targets: none

    planet_crime - Compares the crime present on the planet with the given value
    planet_crime > 50
    Supported Scopes: planet
    Supported Targets: none

    has_job - Checks if the pop has a specific job, or any job if set to yes
    has_job = <key/yes>
    Supported Scopes: pop
    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

    is_deposit_type - Checks if deposit is specified type
    is_deposit_type = d_immense_engineering_deposit
    Supported Scopes: deposit
    Supported Targets: none

    has_built_species - Checks if country has a built species defined
    has_built_species = yes/no
    Supported Scopes: country
    Supported Targets: ???

    num_buildings - Checks the number the planet has of any, or a specific, building
    num_buildings = { type = <key/any> value > 2 }
    Supported Scopes: planet
    Supported Targets: none

    num_districts - Checks the number the planet has of any, or a specific, district
    num_districts = { type = <key/any> value > 2 }
    Supported Scopes: planet
    Supported Targets: none

    num_free_districts - Checks the number of available slots the planet has of any, or a specific, district
    num_free_districts = { type = <key/any> value > 2 }
    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/design is a specific class
    is_ship_class = shipclass_colonizer
    Supported Scopes: ship fleet design
    Supported Targets: none

    is_ship_size - Checks if the ship/fleet/design is a specific ship size
    is_ship_size = mining_station
    Supported Scopes: ship fleet design
    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 pops meet the specified criteria
    any_pop = { <triggers> }
    Supported Scopes: planet species pop_faction
    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

    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 has any, or a specific, building
    has_building = yes
    has_building = building_capital_3
    Supported Scopes: planet
    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
    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_resource - Checks if the planet has a specific amount of a specific resource
    has_resource = { type = minerals amount < 5 }
    has_resource = no
    Supported Scopes: planet country deposit
    Supported Targets: ???

    has_building_construction - Checks if the planet has any, or a specific, ongoing building construction
    has_building_construction = yes
    has_building_construction = building_capital_3
    Supported Scopes: planet
    Supported Targets: none

    any_deposit - Checks if any deposits on the planet meet the criteria
    any_deposit = { <triggers> }
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    free_building_slots - Checks the planet's number of slots available for new constructions
    free_building_slots > 2
    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

    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_bottleneck_system - Checks if the system is bottleneck within the range NDefines::NGameplay::SYSTEM_BOTTLENECK_RADIUSis_bottleneck_system = yes
    Supported Scopes: galactic_object
    Supported Targets: ???

    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/system has a certain modifier
    has_modifier = <modifier>
    Supported Scopes: planet country ship pop galactic_object 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

    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

    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: ???

    else - Evaluates the triggers if the display_triggers of preceding 'if' or 'else_if' is not met
    if = { limit = { <display_triggers> } <triggers> }
    else = { <triggers> }
    Supported Scopes: all
    Supported Targets: none

    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
    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

    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

    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_of_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

    can_work_job - Checks if the pop can work a job
    can_work_job = 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

    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

    has_active_event - Checks if country has active events:
    has_active_event = {
    event.1
    event.2
    event.n
    }
    Supported Scopes: country
    Supported Targets: none

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

    fail_text - For 'desc={trigger={' 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_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

    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: ???

    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: ???

    resource_stockpile_compare - Checks specific resource stockpile for the country scope:
    resource_stockpile_compare = {
    resource = <resource_name>
    value ><= <value>
    }

    Supported Scopes: country
    Supported Targets: ???

    resource_income_compare - Checks specific resource income value for the country scope:
    resource_income_compare = {
    resource = <resource_name>
    value ><= <value>
    }

    Supported Scopes: country
    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/economy/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 species
    Supported Targets: none

    has_trade_route - Checks if a system has trade route going through.
    has_trade_route = <yes/no>
    Supported Scopes: galactic_object
    Supported Targets: none

    trade_route_value - Checks the trade value going through the system.
    trade_route_value >=< 40
    Supported Scopes: galactic_object
    Supported Targets: none

    trade_intercepted_percentage - Checks the intercepted trade value ratio going through the system.
    trade_intercepted_percentage >=< 40
    Supported Scopes: galactic_object
    Supported Targets: none

    trade_intercepted_value - Checks the intercepted trade value going through the system.
    trade_intercepted_value >=< 40
    Supported Scopes: galactic_object
    Supported Targets: none

    trade_protected_value - Checks the protected trade value going through the system.
    trade_protected_value >=< 40
    Supported Scopes: galactic_object
    Supported Targets: none

    trade_protected_percentage - Checks the protected trade value ratio going through the system.
    trade_protected_percentage >=< 40
    Supported Scopes: galactic_object
    Supported Targets: none

    num_trade_routes - Counts the number trade routes in the empire.
    num_trade_routes >=< 40
    Supported Scopes: country
    Supported Targets: none

    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

    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

    is_bridge - Checks if a system has the bridge flag or not.
    is_bridge = <yes/no>
    Supported Scopes: galactic_object
    Supported Targets: none

    inverted_switch - Switch case for a trigger treated as NOT.
    inverted_switch = {
    trigger = pop_has_ethic
    ethic_xenophile = { <trigger> }
    ethic_xenophobe = { <trigger> }
    default = { <trigger> }
    }
    Supported Scopes: all
    Supported Targets: ???

    is_scope_set - Checks if the scope is set for appropriate target
    is_scope_set = <target>
    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_primary_star - Checks if the planet is the system's primary star
    is_primary_star = yes
    Supported Scopes: planet
    Supported Targets: none

    last_changed_species_rights_type - Check if the last species rights type changed for the pop or leader is of type type
    last_changed_species_rights_type = <living_standard/citizenship/military_service/slavery/purge/colonization_control/population_control/migration_control/none>
    Supported Scopes: pop leader
    Supported Targets: none

    controlled_systems - Checks the country's number of controlled systems
    controlled_systems < 3
    Supported Scopes: country
    Supported Targets: none

    exploitable_planets - Checks the country has planets that are unexploited
    exploitable_planets < 3
    Supported Scopes: country
    Supported Targets: none

    controlled_colonizable - Checks the country controls planets that are colonizable
    controlled_colonizable > 0
    Supported Scopes: country
    Supported Targets: none

    ai_colonize_plans - Checks how many plans the AI have for colonization (lighter than controlled_colonizable for AI)
    ai_colonize_plans > 0
    Supported Scopes: country
    Supported Targets: none

    scientist_count - Checks the countrys' number of scientists
    scientist_count < 4
    Supported Scopes: country
    Supported Targets: none

    has_ai_expansion_plan - Checks if the country AI has any plans to expand
    has_ai_expansion_plan = no
    Supported Scopes: country
    Supported Targets: none

    is_on_market - Checks if resource is enabled on the Galactic Market
    is_on_market = <resource_name>
    Supported Scopes: all
    Supported Targets: none

    highest_threat - Checks the countrys' highest threat against it
    highest_threat > 100
    Supported Scopes: country
    Supported Targets: none

    has_rival - Checks if the target country is the country's rival
    has_rival = <target>
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    has_overlord - Checks if the target country is the country's overlord
    has_overlordo = <target>
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    has_sector_type - Checks if the sector has a specific type
    has_sector_type = <sector type>
    Supported Scopes: sector (unknown)
    Supported Targets: none

    num_sectors - Counts the number of sectors owned by the scoped country
    num_sectors >= 1
    Supported Scopes: country
    Supported Targets: none

    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

    any_sector - Iterate through all sectors
    any_sector = { <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_sector - Iterate through all sectors
    count_sector = { <count=<num/all>> <triggers> }
    Supported Scopes: all
    Supported Targets: none

    any_owned_sector - Iterate through every owned sector
    any_owned_sector = { <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_sector - Iterate through every owned sector
    count_owned_sector = { <count=<num/all>> <triggers> }
    Supported Scopes: country
    Supported Targets: none


    =================
    [12:53:27][consolecmdimpl.cpp:2652]:
    == 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

    remove_deposit - Remove resource deposit on the scoped planet or deposit, does not fire on_cleared if used on a blocker
    add_deposit = <key/yes>
    Supported Scopes: planet deposit
    Supported Targets: none

    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

    unemploy_pop - Fires scoped pop from its job
    unemploy_pop = yes
    Supported Scopes: pop
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    check_planet_employment - Immediately runs a job evaluation on the planet, firing and employing pops as needed
    check_planet_employment = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    change_species_portrait - Changes the portrait of the species in scope.
    change_species_portrait = <key or species event target>
    Supported Scopes: species
    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

    clear_pop_category - Resets category of a pop
    clear_pop_category = yes
    Supported Scopes: pop
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    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

    add_random_non_blocker_deposit - Adds random non-blocker resource deposit to the scoped planet
    add_random_non_blocker_deposit = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    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

    remove_last_built_building - Removes last built building from the scoped planet
    remove_last_built_building = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    remove_all_buildings - Removes all buildings from the scoped planet
    remove_all_buildings = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    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_building - Begins construction of a specific building on the scoped tile
    add_building = <key>
    Supported Scopes: planet
    Supported Targets: none

    add_planet_devastation - Instantly adds devastation to scoped planet
    add_planet_devastation = 5
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    create_half_species - Creates a new pop from a half-species on the planet
    create_half_species = { species_one = <target> species_two = <target> }
    Supported Scopes: all
    Supported Targets: none

    calculate_modifier - Forces target planet or country to calculate its internal modifier
    calculate_modifier = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    establish_branch_office - Establish branch office on scoped planet for target country
    establish_branch_office = <target>
    Supported Scopes: planet
    Supported Targets: none

    close_branch_office - Close branch office on scoped planet
    close_branch_office = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    clear_blockers - Removes all blockers from the scoped planet
    clear_blockers = yes
    Supported Scopes: planet
    Supported Targets: none

    set_built_species - Changes the built species of the scoped object
    set_built_species = <target>
    Supported Scopes: country
    Supported Targets: none

    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

    modify_army - Modifies army with parameters:
    modify_army = {
    name = <string>
    owner = <target>
    species = <target>
    type = <key>
    }
    Supported Scopes: army
    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>
    direction = <in_system/out_system>
    }
    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>
    colonizer_species = <species, default: fleet owner founder species>
    }
    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 planet
    create_pop = {
    species = <target / key>
    ethos = <random / target / { ethic = <key> ethic = <key> }>
    }
    Supported Scopes: planet
    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
    Supported Targets: none

    kill_pop - Instantly destroys the scoped pop
    kill_pop = yes
    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/system/faction for a set duration
    add_modifier = { modifier = <key> days = <int, -1 means it never expires> }
    Supported Scopes: megastructure planet country ship pop fleet galactic_object 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

    set_spawn_system_batch - Optimizes the calls for spawn_system effect.
    Spawn system should be located in a block between Begin and End.
    Begin: set_spawn_system_batch = begin
    End: set_spawn_system_batch = end
    Supported Scopes: all
    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 no_scope
    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>
    destroy_fleet = {
    target=<target>
    kill_leader=<yes/no> #default yes
    destroy_template=<yes/no> #default no
    }
    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

    set_market_leader - Set scoped country as the current Galactic Market leader. set_market_leader = <yes/no>
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    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

    remove_building - Removes a specific building from the scoped planet
    remove_building = <key>
    Supported Scopes: planet
    Supported Targets: none

    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

    every_deposit - Executes on every deposit on planet
    Supported Scopes: planet
    Supported Targets: none

    random_deposit - Executes enclosed effects on a random deposit on the scoped planet that meets the limit criteria
    random_deposit = { limit = { <triggers> } <effects> }
    Supported Scopes: planet
    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

    remove_modifier - Removes a specific modifier from the scopes planet/country/pop/system
    remove_modifier = <key>
    Supported Scopes: megastructure planet country ship pop fleet galactic_object 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: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    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 = { override_requirements = yes/no }
    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 number of jumps span- that meets the limit criteria. This completely ignores bypasses (wormholes and gateways)
    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_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

    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
    unassign_leader = <target>
    Supported Scopes: ship fleet leader army
    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>
    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 = <system/planet/country> amount = 4 }
    Supported Scopes: planet country 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 planet
    set_deposit = <key/random>
    Supported Scopes: planet
    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 country
    Supported Scopes: country
    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_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>
    delete_fleet = {
    target=<target>
    kill_leader=<yes/no> #default yes
    destroy_template=<yes/no> #default no
    }
    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

    add_tradition - Adds the specified tradition to the scoped country. add_tradition = <tradition_key>
    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_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

    create_message - Creates a message, can take multiple variables
    create_message = { type = BYPASS_EXPLORED localization = BYPASS_EXPLORED_MESSAGE days = 30 target = root variable = { type = name localization = SYSTEM1 scope = from } variable = { type = name localization = SYSTEM2 scope = fromfrom } }
    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.
    Example:
    set_planet_entity = {
    entity = <name of entity>
    graphical_culture = <target or name of culture>
    picture = <picture override>
    atmosphere_color = <color from 3 components>
    atmosphere_intensity = <0.0 - 1.0>
    atmosphere_width = <0.0 - 1.0>
    }
    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: country 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

    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

    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>
    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 = { bypass_type = <wormhole/sealed_wormhole> 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

    else_if - Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met, and its own limit is met
    if = { limit = { <triggers> } <effects> }
    else_if = { limit = { <triggers> } <effects> }
    Supported Scopes: all
    Supported Targets: none

    create_saved_leader - Creates a new saved leader for the scoped country with a lookup key
    create_saved_leader = {
    key = <string>
    creator = <target>
    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

    remove_saved_leader - Removes a saved leader for the scoped country with a lookup key
    remove_saved_leader = <string>
    Supported Scopes: country
    Supported Targets: none

    activate_saved_leader - Moves a saved leader to the active for the scoped country with a lookup key
    activate_saved_leader = {
    key = <string>
    add_to_owned=<yes/no> #default yes
    effect = {...}
    }
    Supported Scopes: country
    Supported Targets: none

    delete_megastructure - Deletes the target mega structure (no death graphics)
    delete_megastructure = <target>
    Supported Scopes: all
    Supported Targets: none

    add_random_research_option - Adds s random tech research option to the scoped country's tech view list, permanent until researched. if none applicable it runs fail_effects
    add_random_research_option = {
    category = <string>
    area = <key>
    tier = <int>
    add_progress = <num>
    ignore_prereqs = <yes/no> #default no
    fail_effects = {}
    }
    Supported Scopes: country
    Supported Targets: none

    add_asteroid_belt - Adds an asteroid belt at the distance in the scope.
    Example:
    add_asteroid_belt = {
    radius=<desired radius>
    type=<asteroid belt type key>
    }
    Supported Scopes: galactic_object
    Supported Targets: none

    set_asteroid_belt - Sets an asteroid belt at the distance in the scope.
    Example:
    set_asteroid_belt = {
    radius=<desired radius>
    type=<asteroid belt type key>
    }
    Supported Scopes: galactic_object
    Supported Targets: none

    fleet_action_research_special_project - Sends a fleet to research a special project
    fleet_action_research_special_project = { special_project = test_project target = event_target:project_planet }
    Supported Scopes: fleet
    Supported Targets: none

    remove_last_built_district - Removes last built district from the scoped planet
    remove_last_built_district = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    remove_all_districts - Removes all districts from the scoped planet
    remove_all_districts = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    remove_district - Removes a specific district from the scoped planet
    remove_district = <key>
    Supported Scopes: planet
    Supported Targets: none

    add_district - Begins construction of a specific district on the scoped tile
    add_district = <key>
    Supported Scopes: planet
    Supported Targets: none

    enable_on_market - Enables a resource on the Galactic Market
    enable_on_market = <resource_key>
    Supported Scopes: all
    Supported Targets: none

    enable_galactic_market - Enables the galactic market. enable_galactic_market = <yes/no>
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    validate_planet_buildings_and_districts - 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

    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

    add_resource - Adds specific resource to the stockpile for the country scope:
    add_resource = {
    <resource_name_1> = <value_1>
    <resource_name_2> = <value_2>
    ...
    }

    Supported Scopes: country
    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

    pop_remove_ethic - Removes a specific ethic from the scoped pop
    pop_remove_ethic = <key>
    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

    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

    clear_blocker - Clears scoped deposit blocker and fires its on_cleared effect
    clear_blocker = yes
    Supported Scopes: deposit
    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 resource deposit to the scoped planet
    add_deposit = <key/random>
    Supported Scopes: planet
    Supported Targets: none

    clear_deposits - Removes all deposits from the scoped planet
    clear_desposits = yes
    Supported Scopes: planet
    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

    observer_event - Fires an observer event for all observers.
    Supported Scopes: all
    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> override_requirements = yes/no }
    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

    else - Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met
    if = { limit = { <triggers> } <effects> }
    else = { <effects> }
    Supported Scopes: all
    Supported Targets: none

    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

    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

    inverted_switch - Executes the first appropriate effect set for a specific trigger treated as NOT.
    inverted_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

    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

    random_sector - Iterate through all sectors
    random_sector = { limit = { <triggers> } <effects> }
    Supported Scopes: all
    Supported Targets: none

    every_sector - Iterate through all sectors
    every_sector = { limit = { <triggers> } <effects> }
    Supported Scopes: all
    Supported Targets: none

    random_owned_sector - Iterate through every owned sector
    random_owned_sector = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    every_owned_sector - Iterate through every owned sector
    every_owned_sector = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none


    =================
    La prossima settimana le patch note complete della patch 2.2!
     
    • Like Like x 1

Condividi questa Pagina