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Stellaris Patch 2.7 "Wells"

Discussione in 'Altri Giochi Paradox' iniziata da ^_AC_^, 4 Aprile 2020.

  1. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Stellaris Dev Diary #175 - Space Fauna
    Abbiamo iniziato a lavorare a una corposa patch gratuita per Maggio. Nel frattempo però la patch 2.6.3 dovrebbe essere disponibile come beta a breve.

    Background
    La galassia è diventata un po' vuota ultimamente rispetto al passato, ora che l'IA è più proattiva nell'eliminare la fauna spaziale ostile. Vogliamo rinvigorire la galassia con nuova vita aliena, che possa esistere per lunghi periodi di tempo.

    Tiyanki

    I Tiyanki ora hanno un sistema di origini, Tiyana Vek, dove nascono nuove balene spaziali per tutti il gioco, a meno che tutti i Tiyanki del sistema non vengano eliminati. La nascita di Tiyanki dipende dalle dimensioni della galassia, che limita il numero massimo di nascite.
    [​IMG]
    Tiyana Vek, in tutta la sua gloria gassosa


    I Tiyanki ora esistono anche come cuccioli, oltre che come i già esistenti Tori, Mucche e Vitelli. Gruppi di Tiyanki vaganti ora avranno una composizione più varia.

    [​IMG]
    Caccia a balene spaziali


    Cacciare i Tiyanki permette di ottenere Crediti Energetici e Gas Esotici, ma gli Xenofili potrebbero non approvare.
    [​IMG]
    No, i numero NON sono definitivi

    Amebe Spaziali
    Come i Tiyanki, ora anche le Amebe Spaziali hanno un sistema di origine dove nascono, ma in maniera differente. In certe occasioni le amebe sceglieranno di lasciare tale sistema per migrare altrove in grandi numeri in cerca di una nuova casa.[​IMG]
    Amor Alveo, casa delle amebe!


    Come ora, imperi xenofili o pacifisti possono completare il Progetto di Pacificazione delle Amebe per renderle non ostili. In tale situazione potrebbero migrare in un tuo sistema, dove saranno amichevoli nei tuoi confronti ma forse non lo saranno altrettanto nei confronti dei tuoi nemici!

    Comunità Galattica
    Ora ci saranno nuove risoluzioni per decidere come gestire i Tiyanki.

    [​IMG]

    Con il Tiyanki Conservation Act, un impero che uccide un Ttiyanki diventa in Violazione di Legge Galattica.

    con il Tiyanki Pest Control, un impero sarà in Violazione di Legge Galattica se ha Tiyanki dentro i suoi confini.

    Stiamo anche pensando a una risoluzione per pacificare le amebe, che può essere proposta solo da chi le ha pacificate. Gli altri Imperi potranno accettare o meno; se accettano le pacificheranno anche loro.

    Questi sono i nostri primi passi nel cercare di rinvigorire la Galassia. Nelle prossime settimane vi daremo maggiori dettagli!
     
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  2. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Stellaris Dev Diary #176 - Habitat Tiers
    Oggi parleremo di modifiche agli Habitat Orbitali che faranno parte della patch che verrà rilasciata a Maggio!

    Introdotti col DLC Utopia, gli Habitat Orbitali hanno permesso un'espansione limitata dopo aver già colonizzato tutti i pianeti abitabili. Nella patch 2.3 “Wolfe” abbiamo aggiunto Distretti specializzati basati sul corpo celeste che stanno orbitando, quindi con la possibilità di creare ad esempio strutture dedicate all'estrazione mineraria. Più recentemente nel DLC Federation abbiamo aggiunto l'Origine "Void Dwellers" che permette di iniziare una partita senza pianeta ma con 3 habitat.

    Con la patch di Maggio introdurre diversi livelli di Habitat, che saranno accessibili a chiunque abbia il DLC Utopia oppure a chi usa l'Origine "Void Dwellers" con il DLC Federations.

    Il primo livello di Habitat Orbitale ora è una tecnologia che arriva un po' prima di adesso e che richiede meno Leghe. L'Habitat Orbitale di base è più piccolo della versione attuale, con soli 4 distretti possibili. L'aspetto esteriore è più semplice di quella attuale e cerca di rappresenta il nucleo su cui costruire il resto della struttura in futuro.
    [​IMG]
    Habitat Orbitale Fungoide
    La tecnologia di ingegneria "Espansione Habitat" ora è più o meno al livello di quella di base attuale, ma permetterà di migliorare un Habitat Orbitale che abbia già costruito tutti i suoi distretti in un Habitat Avanzato tramite l'uso di una Decisione planetaria, al costo di tempo e Leghe.
    [​IMG]
    Un Habitat Avanzato ha 2 Distretti addizionali e permette di costruire edifici abitativi anche per imperi normali.
    L'Habitat Avanzato aggiunge un anello di moduli attorno al nucleo centrale.
    [​IMG]
    Habitat Avanzato Aviario

    Una terza tecnologia permette di migliorare un Habitat Avanzato completamente sviluppato dotato di Centro Controllo Habitat in un Mondo Habitat.
    [​IMG]

    I Mondi Habitat hanno 8 Distretti, mostrati con un'altro anello di moduli intorno all'Habitat.
    [​IMG]
    Mondo Habitat Umanoide

    L'Ascension Perk Voiborne ha subito anch'esso delle modifiche:
    [​IMG]
    Questo perk ora fornisce ai tuoi habitat 2 slot addizionali per edifici e fornisce automatico accesso alle due tecnologie avanzate per gli Habitat. Imperi normali con questo perk possono costruire edifici abitativi avanzati sui loro Habitat Avanzati e Mondi Habitat, invece di essere limitati a struttura di base.

    Imperi con l'Origine "Void Dwellers" inizieranno automaticamente con la tecnologia "Habitat Expansion" disponibile per la ricerca e il loro Habitat principale sarà un Habitat Avanzato mentre gli altri due saranno Habitat Orbitali normali, forse un po' angusti. Nei nostri test interni sembra che Voidborne sia per questi imperi un perk interessante da scegliere nella fase iniziale di una partita, grazie soprattutto agli slot extra per gli edifici; inoltre la riduzione del costo in Leghe per costruire Habitat ha ridotto la pressione causata dal partire con Habitat secondari di dimensioni ridotte.

    Con l'attenzione sugli Habitat abbiamo colto l'occasione per risolvere alcuni problemi a loro legati: ad esempio Habitat costruiti sopra depositi di naniti ora mantengono la produzione di naniti mentre Habitat costruiti sopra depositi di Zro, Materia Oscura, Metallo Vivente, o Naniti sono ora considerati Habitat di ricerca. Come miglioramento qualità-della-vita, non è più necessario rimuovere stazioni orbitali minerarie o di ricerca per costruire un Habitat, ora il processo di costruzione le rimuove automaticamente al completamento dell'Habitat.

    Questi sono tutti i livelli per alcuni livelli di Habitat:
    [​IMG]
    Habitat Umanoidi

    [​IMG]
    Habitat Plantoidi

    [​IMG]
    Habitats Litoidi

    La settimana prossima continueremo a parlare della patch di Maggio!
     
  3. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Stellaris Dev Diary #177 - Edict Rework
    Oggi si parla di Editti.

    Background
    Gli Editti sono un modo per focalizzare il tuo impero su certi temi ma senza fare una scelta permanente. Le scelte permanenti sono coperte dalle Politiche.

    Ma gli Editti si possono migliorare. Rinnovarli ogni tot anni è pesante e non si ha la sensazione di focalizzarsi su specifiche tematiche, potendole scegliere tutte. Abbiamo deciso quindi di enfatizzare la scelta.
    [​IMG]
    Alcuni editti sono ora permanenti invece che temporanei

    Capacità Editti

    E così c'è una nuova meccanica, la Capacità degli Editti, che è un limite soffice al numero di Editti attivi. Se si eccede tale Capacità, c'è una penalità del +25 alll'Empire Sprawl per ogni Editto sopra il limite.

    Di default, ogni impero inizia con Capacità 2 ma si può modificare con Autorità, Civic e Ascension Perk. Su questo tema vogliamo il vostro feedback.
    [​IMG]
    Autorità Dittatoriale e Imperiali aumentano la Capacità degli Editti di +1

    [​IMG]
    Il Dio Imperatore sa cosa è giusto

    [​IMG]
    Ora puoi vigorosamente scegliere due Editti in più

    Non tutti gli Editti usano la Capacità, solo quelli permanenti fino alla loro cancellazione. Questi Editti hanno un costo di Attivazione e uno di Disattivazione, di solito Influenza. Questo significa che paghi influenza per cambiare le cose, invece che per far proseguire un Editto già attivo come ora.

    Gli Editti permanenti hanno un'icona diversa da quelli con durata fissa.

    [​IMG]
    Un esempio con due tipi di Editti diversi. Il primo dura finché non viene cancellato e usa Capacità Editti, il secondo dura 10 anni e non usa Capacità Editti

    Editti
    Alcuni Editti sono cambiati e ne abbiamo aggiunti un paio.
    [​IMG]

    [​IMG]

    [​IMG]

    La Crescita dei Pop è un problema, quindi nella prossima patch ci saranno varie modifiche per rallentarla (ne parleremo meglio in futuro). Le Politiche sul Cibo non ci sono più e al loro posto c'è l'Editto permanente Nutritional Plenitude.
    [​IMG]

    Editti su Risorse, Campagne e Ambizioni di Unità

    La Capacità degli Editti non ha senso per tutti i tipi di Editti. Editti relativi a Risorse Rare, Campagne e Ambizioni di Unità rimangono con durata fissa come ora.

    Pensieri finali
    Pensiamo che il numero sistema permetta ai giocatori di focalizzare meglio il proprio impero e risolva alcuni problemi.
    ----

    Settimana prossima parleremo di contenuto relativo alle federazioni!
     
  4. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Stellaris Dev Diary #178 - Federal improvements (UI and more!)
    Oggi parliamo dei miglioramenti alle federazioni nella prossima patch gratuita di maggio!

    Votazioni nella Federazioni

    Ora è possibile aumentare le probabilità di accettazione dei membri IA di una federazione usando i Favori.
    [​IMG]

    Abbiamo anche cambiato e reso più trasparente l'accettazione dell'IA per i cambiamenti delle legge della Federazione. Ad esempio imperi militaristi o con personalità Guerrieri Onorevoli o Costruttori di Federazioni hanno maggiori probabilità di accettare alti contributi alla Flotta Federale.

    L'IA non suggerirà spesso cambiamenti, a meno che non sia presidente della Federazione.

    In generale ora il modo migliore per far passare nuove leggi è avere Coesione sopra 90. La Coesione sopra 90 influenza l'accettazione di un fattore x 0.25 (quindi Coesione 100 dà +25 accettazione).
    [​IMG]


    [​IMG]
    L'Interfaccia per dichiarare guerra è più chiara sul wargoal utilizzato e puoi vedere un sommario sul bersaglio della guerra e sui suoi alleati, rendendo più facile la decisione.

    [​IMG]
    Quando una votazione termina ora si viene informati del risultato e se come hanno votato gli alleati.

    [​IMG]


    Abbiamo migliorato il feedback anche sul raggiungimento di nuovi livelli della Federazione
    Operazioni Congiunte

    Una cosa che volevamo aggiungere nella 2.6 ma che non abbiamo fatto per mancanza di tempo era di aggiungere eventi per le federazioni. Nella 2.7 ne aggiungeremo alcuni.

    Operazioni Congiunge sono eventi in cui membri delle federazioni possono contribuire e il tipo di eventi dipende dal tipo di federazione.

    Cooperative di Ricerca hanno la possibilità di fare scavi archeologici congiunti nello spazio federale. Unioni Galattiche e Cooperative di Ricerca possono anche affrontare nuovi fenomeni stellari nelle loro capitali. Le Egemonie avranno l'opzione di creare grandi progetti per celebrare l'uniformità culturale - e vedere chi rimane in riga. Alleanze Militari possono fare esercizi militari congiunti, mentre le Leghe Commerciali possono migliorare i ricavi armonizzando la logistica.
    In ogni caso, la collaborazione aumenterà la Coesione delle federazioni - tuttavia a volta i membri potranno essere tentati da vantaggi individuali e questo potrebbe minare il futuro della federazione.
    [​IMG]


    Origin
    Ora è molto meno probabile che il leader di un'Origine Common Ground o Hegemony inizi bloccato dai membri della sua Federazione. Ci dovrebbe essere almeno una hyperlane aperta verso sistemi inesplorati.

    ---

    Settimana prossima continueremo a parlare della prossima patch gratuita!
     
  5. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

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    Stellaris Dev Diary #179 - 4th Anniversary & 2.7 'Wells' Update
    Ciao a tutti! Con l'avvicinarsi del 4° anniversario dal rilascio di Stellaris, ho pensato di dare un'occhiata allo Stellaris di oggi e a quanto sia cambiato dal rilascio del 9 Maggio 2006.

    Stellaris è stato il primo IP originale dello studio dopo molti anni, quindi al rilascio non eravamo sicuri neanche noi di cose fosse Stellaris. Di conseguenza il gioco è cambiato molto dal rilascio perché abbiamo esplorato varie strade, cercando di capire quali esperienza fossero divertenti e preziose.

    Stellaris è un gioco di strategia fantascientifico-spaziale focalizzato sull'esplorazione, che esplora tematiche utopiche e distopiche in maniera giocosa e spensierata. Non c'è una vera "timeline" e quello che conta per i giocatori è raccontare le proprie storie - ogni storia è vera a modo suo.

    La cosa migliore che possiamo fare è fornire più strumenti per raccontare storie e ovviamente nuova giocabilità per rendere giocare più interessante.

    Uno sguardo all'indietro
    Stellaris è cresciuto molto in questi 4 anni e penso sia divertente dare uno sguardo all'indietro e vedere il cammino percorso.

    In questi 4 anni abbiamo (in nessun ordine particolare):
    • aggiunte un sacco di nuove anomalie da esplorare
    • aggiustato la galassia molte volte per includere cose sempre più interessanti da scoprire
    • aggiunto un nuovo sistema di Archeologie
    • aggiunti Reliquie e Artefatti Minori
    • aggiunti terrificanti Leviatani
    • rivisto il sistema economico con l'aggiunta di Lavori
    • aggiunti Civics & Autorità per personalizzare il proprio impero al momento della sua creazione
    • aggiunte Tradizioni & Ascension Perks per personalizzare il proprio impero mentre si gioca
    • aggiunti un sacco di ritratti tra cui scegliere
    • aggiunte Basi Stellari e cambiata il modo con cui si prende il controllo di un sistema stellare
    • aggiunte Menti Alveare & Macchine Intelligenti
    • aggiunte navi sempre più grandi come Titani, Colossi e Juggernaut
    • riviste le Federazioni e aggiunti nuovi tipi di Federazioni
    • aggiunta la Comunità Galattica
    • aggiunte un sacco di azioni diplomatiche, come stato di associato con federazioni, miglioramento relazioni, patti difensivi
    • aggiunte Enclavi di Curatori, Artisti e Commercianti
    • rivisti più e più volte il combattimento spaziale e il bilanciamento, aggiunte nuove armi come gli extra large Lancia Tachionica e Mega Cannone
    • aggiunte una serie di megastrutture come la Sfera di Dyson o la Mega Installazione Artistica
    • e tanto altro ancora...

    Ne abbiamo viste tante dal rilascio di Stellaris, ma la nostra storia è appena iniziata. Abbiamo tanti motivi per essere eccitati per il futuro, dato che Stellaris ha un potenziale quasi infinito.

    Guardiamo insieme al futuro!

    Annuncio della patch 2.7 ‘Wells’ per il 4° Anniversario

    [​IMG]

    Per celebrare questi 4 anni e per fare un ulteriore passo verso il futuro, rilasceremo la patch gratuita 2.7 ‘Wells’ settimana prossima, il 12 maggio 2020!

    Per questo aggiornamento abbiamo preso in considerazione il vostro feedback sulla 2.6 Federations e aggiunto nuove meccaniche, oltre ad aver aggiustato alcune di quelle esistenti.

    Rilasceremo contemporaneamente la 2.7 ‘Wells’ e la 2.7.1.
    #################################################################
    ######################### VERSION 2.7.1 ###########################
    #################################################################

    ######################
    # 2.7.1 "Wells" Free Features
    ######################

    * Federation votes show the voting method in the voting popup. Law votes also show the current law of that category.
    * The Galactic Community will occasionally send strongly worded letters to empires that are in Breach of Galactic Law, giving them an opportunity to make all adjustments necessary with a single bureaucratic stroke.
    * 70+ Original Audio Assets Remastered
    ** New Ship Designer sounds with more variations.
    ** Loads of new ambient planet reveals.
    ** Mono to Stereo Upgrade of legacy sounds.
    ** Technical fixes on several sound effects
    * Added Extended Shifts edicts which increases worker and slave output at the cost of happiness.
    * Added Industrial Subsidies edict, which increases consumer goods output of artisan jobs, at the cost of energy upkeep. It is unlocked by Global Production Strategy tech.
    * Added Forge Subsidies edict, which increases alloy output of metallurgist jobs, at the cost of energy upkeep. It is unlocked by Global Production Strategy tech.
    * Added Extended Shifts edict which increases worker output at the cost of worker happiness. It is unlocked by Workplace Motivators domination tradition.
    * Added Drone Overdrive edict for gestalt empires that is unlocked by the Drone Networks domination tradition.
    * Added Evacuation Protocols edict which is available to Doomsday origin empires.
    * Implemented Slave Trade Resolutions.
    * Which peace offer is possible must now be scripted per war goal type.
    * Added accessibility settings for Multiplayer chat.
    * Added new VFX and SFX for “Space Storms”, which can appear randomly from the mid-game onwards.
    * Added new VFXs and SFXs for Nebulas.
    * Added new VFX and SFX Crisis Systems.
    * Added new VFX and SFX for consecrated planets.
    * Added a galaxy generation option to completely disable Xeno Compatibility.
    * Added some Envoy related events.
    * Added new Hive Mind name list.
    * Added a joint operation event chain for Galactic Unions and Research Co-operatives.
    * Added a joint operation event chain for Research Co-operatives.
    * Added a joint operation event chain for Hegemony Federations.
    * Added a joint operation event chain for Trade Leagues.
    * Added event chain for joint military exercises for a militarist federation.
    * Habitats no longer require removing mining or research stations and can be built directly on top of them. Habitats built above nanite deposits now retain the nanite production. Habitats built above Zro, Dark Matter, Living Metal, or Nanite deposits are now treated as research habitats.
    * Added a home system each for Tiyanki and Space Amoebas.
    * Added several events to spawn amoebas and during the game.
    * Added the Tiyanki Conservation Act resolution to the Galactic Community
    * Added the Tiyanki Pest Control resolution to the Galactic Community
    * Added a Space Amoeba Protection Act galactic resolution, letting all countries peacefully coexist with space amoebas (or face the consequences).
    * Added a new Tiyanki Hatchling type and randomized Tiyanki fleet compositions
    * New Tiyanki fleets can now spawn from their home system
    * Added a new roaming Space Cloud
    * Added a pirate fleet which may also spawn in the late game, raiding systems for basic resources.
    * Added turbulent nebula systems where ship systems are impaired
    * Remnants Origin is now unlocked by owning either Ancient Relics or Federations (does not require both)
    * Orbital Habitats now have reduced tech and construction requirements, and start with 4 districts. Two additional tiers of Habitat technology have been added, which unlock planetary decisions to expand the size of your habitats. Advanced Habitats can also support basic housing buildings. The Voidborne Ascension Perk has been changed to give each of your Advanced Habitats 2 additional building slots, add the new Habitat technologies as research options, and permit the construction of advanced housing buildings on Advanced Habitats. Void Dwellers now begin with their capital Habitat upgraded to be an Advanced Habitat, and have Habitat Expansion available as an engineering research option.
    * Mining Drones can now occasionally expand to nearby unclaimed systems.
    * Crystals can now occasionally spawn a single ship that seeks out far away asteroids to crash into and spawn new crystals.
    * Made it possible for edicts to be running perpetually until turned off.
    * There is now an edict capacity, and going over it means a hit on empire sprawl.
    * Praise be! A new set of resolutions have been added to the Galactic Community that uphold the Divinity of Life. We expect the righteous empires of the Community to support this cause.
    * Favors can now be used to convince your federation allies to accept your law proposal.
    * Added Expanded Breeding Program edict, that is unlocked by the Gene Crops tech

    ######################
    # Balance
    ######################

    * Encourage Planetary Growth decision has been removed from the game
    * Food Policies removed from game, and Nutritional Plenitude has been changed into an Edict, now unlocked by the Gene Crops tech
    * Healthcare Campaign, Drone Campaign (hive) and Drone Campaign (machine) have been removed from the game.
    * Inward Perfection civic effect on growth speed reduces from +20% to +10%.
    * Inward Perfection civic now also increases edict cap by +1.
    * AI Empires are more willing to conform to Galactic Law.
    * Greater than Ourselves now moves pops more regularly and more often.
    * Adopting Diplomacy traditions no longer increases pop growth from immigration, but unlocks the Diplomatic Grants edict instead.
    * Farming Subsidies edict is now unlocked by Food Processing tech instead of Eco Simulation.
    * Databank Uplinks discovery tradition now also unlocks Research Subsidies edict.
    * Adopting Discovery traditions now also unlocks Map the Stars edict.
    * Gestalt Crystal Mining, Gas Extracting, and Mote Harvesting drones are now classified as miners like their non-gestalt counterparts. (This does not alter drones working in synthetic special resource production jobs).
    * Increased the duration and research boost for rewards from joint operation "Dismembered Cloud" (Galactic Union & Research Co-operative).
    * Cut the size of rebel armies spawned when revolts take place by a third.
    * Nerfed the randiness induced by event-spawned mushroom spores so that the planet no longer turns into a pop factory.
    * Added some help for the AI to not die as badly when Doomsday happens.
    * Galactic Community Senate debate time has been reduced to 4 years.
    * The cooldown on declaring a resolution an Emergency Measure has been increased to 20 years.
    * Increased the chance of getting the Lesser Messenger arc site.
    * You no longer need to demolish mining or research stations to build Dyson Spheres or Matter Decompressors, they will automatically remove those upon completion.
    * Wenkwort Artem is no longer a viable candidate for the Ecumenopolis project if you accept custodianship of its (unpaved) paradise.
    * Hive Minds will now treat hive-minded pops that aren't of their species as full members of the hive, meaning that they must be given full citizenship and can no longer be enslaved or purged.
    * Weak pops are now more likely to embrace pacifist ethics.
    * Marauder successor state civics now have an effect (+15% naval cap and +10% ship fire rate, respectively).* Space Clouds are now individually far more powerful but no longer spawn in fleets
    * Added empire modifier effects for empire's that propose Resolutions, depending on whether the Resolution passes or fails.
    * Killing Tiyanki now yields energy and exotic gases but upsets xenophile empires

    ######################
    # Stability & Performance
    ######################

    * Fixing CTD that happened during finishing the joint operations special project.
    * Automatically create a save when receiving a hotjoin request.
    * Fixed OOS on hotjoin due to zombie pops.
    * Significantly reduced the impact of assimilating species on the length of the yearly tick.
    * Fixed a possible OOS on hotjoin when a new resolution has been passed.
    * Fixed tooltip in planet view colonization tab not clearing between updates and just adding lines each update until it CTDs
    * Disabled threaded polling of events on linux during startup since it may cause CTD due to race conditions in X
    * Safed up some code that should prevent a CTD from happening when accidentally being able to open an extra "downgrade" popup.
    * Fixed a freeze when loading a savegame and encountering impossible government configurations.
    * Fix OOS with species when growing half-species.
    * Fixed technology status being read incorrectly, causing OOS.
    * Fixed a couple of OOS happening on hotjoin (PLANET_MODIFIERS and pretty much all modifiers)
    * Fixed an oos related to faction approval.

    ######################
    # UI
    ######################

    * Clicking on a topbar resource selects it when opening the market view.
    * Fixed some overflowing texts in different languages.
    * Improvements to declare war vote to show enemy and potential enemies.
    * Added a scrollbar to the advisor voices tab.
    * Tweaked habitat names and renamed the old orbital station core.
    * Made the position between tabs in planet view consistent so they don't move when changing tabs.
    * Increased the height of the portrait window in the planet view for the governor so that it does not get cut off.
    * Switched the ship size icons for Gardening Drones and various drakes for more appropriate ones.
    * Improved Ethics tooltips in factions screen.
    * Display modifiers to Naval Capacity are now grouped, so that we don't get 200 anchorages with +4.
    * Improved AI acceptance tooltips when attempting to change a federation law.
    * More appropriate event pics used for Feral Overload.
    * Edicts have more clearly disabled checkboxes when you cannot interact with them. Also added a tooltip for clarity.

    ######################
    # AI
    ######################

    * AI will always use the best available template when modifying a species (to avoid creating hundreds of species with just a few pops each).
    * AI takes edict cap into consideration The AI now takes the edict cap into consideration when deciding which edicts to enact. The AI will always try to be at the edict cap, prioritizing removing exceeding edicts over adding new ones.
    * Updated AI economic plans to support subplans, also made it so that if the AI finishes a plan early it can take a plan ahead of time.
    * Ensure military AI doesn’t try to merge Federation fleets with regular ones.
    * Improved AI weightings for various Gestalt resource-producing jobs to factor species traits into the weightings.
    * AI has more granularity while considering federation laws.
    * Align AI evaluation code between ask to join and invite to federation. (Hopefully fixing the issue where AI Nation continuously asks to join a Federation).
    * Fixed economic AI computation of admin cap (and subplans in general)
    * Improve AI economic plan logging
    * Military AI should issue orders to orbit in the current system when waiting for others to regroup.

    ######################
    # Modding
    ######################

    * Abandoned Terraforming Equipment is now less likely to break in hilarious ways when people mod in new planet classes.
    * Made auto open an attribute on the message type to control if a message is gonna remain an alert or show a popup on creation.
    * added flag "regenerates_when_disabled" to ship design. It is set to true by default.
    * Added any/every/random/count_envoy scope
    * Added trigger has_envoy_task = { task = harm_relations/improve_relations/galactic_community/federation (optional: who = country) }
    * Added more debug information (AI weights, scopes) for event options.
    * Added localisation command GetGovernmentName.
    * Added is_leader_age trigger
    * Added any_pop_faction scope change
    * Added has_envoy_cooldown = yes/no
    * Added envoy_location_country scope change (for the country where an envoy is improving/harming relations at)
    * Added fleet trigger can_access_system = <system>
    * You can now used triggered option names ("name = { trigger = { <triggers> } text = localisation }" rather than just "name = localisation")
    * Made the tooltip for add_deposit effect show the full information for what the deposit does when used on a colonisable planet
    * Added system-scope trigger has_system_trade_value >= 25
    * Added effect country_list_tooltip = { limit = { triggers = yes } }, which will print a list of the countries that fulfill those conditions, and similar lists for owned planets, pop factions, leaders and fleets.
    * Added has_completed_special_project / has_failed_special_project = <special project> triggers, for when you have several projects in an ongoing event chain.
    * Added complete_special_project effect
    * Added country_modifier to deposits.
    * Added on_colony_5_year_pulse on_action (fires for each planet every 5 years (counting up from colonisation date)
    * unassign_leader will now work on envoys too
    * Added set_cooldown effect to lock a leader in its current position for a specified number of days
    * Allow script to set a title for event diplo windows not tied to a country (diplomatic_title)
    * orbital_station scope now exists, scoping to any station in orbit of a planet
    * Added has_current_purge trigger, checking if any pop on the scoped planet is being purged
    * Added random/every/any/count_rival_country and _federation_ally scopes, also count_playable_country
    * Added sector_capital scope change (usable from sector scope)
    * Turned observation_outpost_owner into a proper scope, so exists = observation_outpost_owner will now work
    * Renamed every_pop to every_galaxy_pop so as to make clear what it does and avoid disastrous misunderstandings!
    * Improved the tooltip for various count_x triggers
    * Added trigger is_sector_capital and effect set_sector_capital
    * Added trigger has_sector_focus and effect set_sector_focus
    * Added effect set_colony_type to set the colony designation
    * Improved intermod compatibility with planet classes and districts: Added district_set tag in planet classes and uses_district_set trigger to check that. Note: Mods adding habitable planet classes will need to add this tag to their planets.
    * Added num_housing trigger
    * Added planetary_resource_compare trigger to check the production/upkeep/balance of a specified resource on a planet
    * Added "=yes" and "=no" to the "has_government" trigger to expand its usefulness and detect countries without government.
    * Added triggers is_forced_friendly and is_forced_neutral to check if the country has been forced to be neutral or friendly to another via set_faction_hostility. (is_hostile already covers if they are set to hostile).
    * Added effects to start and end truces. Starting can be done with either a country or a war as target.
    * every_owned_ship now works in both country and fleet scope (referring to every ship in the fleet in the latter). Also added count_owned_ship, making count_fleet_ships and count_owned_ships obsolete.
    * has_modifier trigger now works in megastructure scope
    * "log" in triggers now works in all scopes, not just a select few
    * AI weight for federation laws is now used to properly build a value instead of just compare to a threshold
    * The tooltip = { } effect now works in every scope
    * Made set/check/etc_variable work in many more scopes than they used to
    * calc_true_if now accepts all logical parameters instead of simply assuming >=
    * assign_leader can now be used to assign governors to sectors.
    * Added forced_add_civic and forced_remove_civic effects.
    * Fixed effect create_research_station so it now does what it’s meant to.
    * Erosion Explosion Exposed: Entities now have erosion_in and erosion_out values set in shaders that are tied to creation and destruction of the entity, look at the new system effects for reference.
    * Added command line arguments "-rng_seed" and "-rng_position" to force a specific seed/position when starting (or loading) a game.
    * Added slot_restriction attribute to ship component templates for preventing components to be used for a certain slot template.

    ######################
    # Bugfixes
    ######################
    * Fixed minor problem with options being greyed out in the Golden Rule Federation Challenge.
    * Events about interdimensional trade increasing or decreasing now have a tooltip describing their effects.
    * Added a location to the Drums of War event, so that you don't need to search for the Great Khan
    * Enclave and Marauder species now have habitat habitability preferences.
    * Random effects should display correctly in tooltip even if scope changes are hidden.
    * Fixed from scope in on_cancel in special projects
    * Unrelated ambient objects are no longer nuked when restoring a ruined Mega Shipyard.
    * Fix if more than one planet is missing at the beginning of On the Shoulders of Giants Origin.
    * Fixed issues with the formation of the Non-Aligned League where countries that were rivals of or at war with existing members would be added, leading to various bugs.
    * The Non-Aligned League is now a defensive rather than aggressor party in the War in Heaven
    * Updated the description of the Trade League benefit.
    * Fixed so Juggernauts can now be followed properly.
    * Rudimentary Robots are now spawned only when the planet finishes colonisation, solving a number of UI and gameplay issues caused by having pops on the planet during the colonisation process.
    * Fixed a case where attacking certain neutral fleets e.g. tiyanki could cause them to not turn hostile to you.
    * Tooltip for the breach icon in galactic community now includes info on which resolutions the country is in breach of, and which modifiers are being applied to it.
    * Added better information for federation votes.
    * Fixed an issue where if multiple countries started with the Scion origin with 0 preset Fallen Empires in multiplayer, one country might end up lacking a Fallen Empire overlord.
    * Fixed the bug where Envoys could become faction leaders.
    * Fixed a bug where changing planet owner (i.e. through revolts) didn't release slaves on the market.
    * When voting in the galactic community, favors no longer apply if you are both voting for the same side. Also, you can no longer call in favors from empires voting for the same side.
    * Kicking an Empire from a Federation now triggers a truce.
    * Fixed a minor loc error in a primitive observation event.
    * Prosperous Unification will now give exactly 4 extra start pops in exactly every case.
    * Being Lithoid is now a reason to want to serve in soldier jobs
    * There is now a Void Dweller version of the Sol System that can be manually picked by the Player on the Creation screen.
    * Fixed context switch tooltip creation erroneously reporting invalid switches.
    * The results of the Psionic Federation election are now announced after 60 days rather than 10 days, giving you time to react in multiplayer.
    * You will no longer get rewarded for defeating the Prethoryn if you merely crush the vanguard but the main force is yet to arrive.
    * Slaves of xenophobic Fallen Empires will no longer start without a planetary habitability trait.
    * Fallen Empire fleets now have admirals.
    * Galactic Focuses relating to the War in Heaven will now all only last for as long as the War in Heaven lasts
    * Fixed various irregularities that could happen if you started the Zroni precursor chain later in the game: The arc sites are now spawned closer, in systems that you are more likely to be able to access, and definitely not next to a fallen empire.
    * In the Time Loop event, the research station is now removed when the planet loses its deposit.
    * The Memorex now appears on your capital, not your home world (which might have been destroyed in the meantime...)
    * Sentinels events now check if you have resources before giving you the option to spend them.
    * Fixed a bug where playing Shoulders of Giants in multiplayer with multiple people picking the origin would lead to you getting the arc sites multiple times.
    * The event "Eat or be Eaten" now establishes communication with an empire with all the normal messages and content being triggered.
    * The slaves of the xenophobe Fallen Empire can no longer be robots with biological traits.
    * Factions now need at least 5 pops to have their ethos before they can be spawned.
    * Imperialist faction loyalty boost "Leviathan Slayer" will no longer disappear if all leviathans are dead, i.e. people won't suddenly have collective amnesia about the terrible horrors they have just freed the galaxy from.
    * Variants of a country's founder species should now be allowed to have different rights.
    * The title of various diplomatic events is no longer "?"
    * Fixed an error with the Gateway Construction tech weight that made it almost always appear as soon as its prerequisites were met.
    * The "Relic Activation Alert" is no longer shown when you can't afford to activate a relic.
    * Ships start in orbit around the starbase (for real, this time).
    * The Galactic Focus to resolve the War in Heaven is now resolved if one of the combatants defeats the other.
    * envoy_events.16 will no longer improve relations with unlikely suspects such as the Caravansary Coalition.
    * Fixed the bug when the policy in breach alert hasn't been updated in UI properly.
    * The "Claim" CB for Conquest wars now mention that you have x claims on the enemy and their allies, to reduce the confusion in the case where you have claimed one of the defenders, but none the one you are actually attempting to declare the war on. (You must declare the Conquest war on a target which you have claims on.)
    * Fixed so that the Space Storm negative modifier went away once the event was over.
    * You can no longer select Void Dweller Sol without the Voidborn origin.
    * Changed default auto open on diplo messages to be minimized for player ones and popup for others (3rd party messages).
    * Don't show "lasts until" for Edicts that have no end date.
    * Use correct tooltip for edict checkbox when active
    * Divinity of Life resolutions no longer incorrectly trigger breach events from the Rules of War line.
    * The Dessanu systems are now set to correctly collect resources from space. Also, their planets' population is up to 30 from 8 (presumably 8 was the pre-Megacorp figure) and now have buildings on them.
    * It is now possible to remove the last shipyard from star bases.
    * Brought the way pops ethics chances are displayed and the way they are calculated when chosen in sync.
    * Ensure modifiers were properly calculated before calculating Ethics attraction when creating original pops in empires.
    * Planet modifier Safety Checked Alien Factory now adds 15% to local building costs rather than +25% to local edicts cost (local edicts no longer exist).
    * Proposing a resolution now requires you to confirm the selection in a pop up.
    * The planet modifier "Shroud Deviance" now has a proper modifier icon rather than a placeholder.
    * The Enigmatic Fortress will no longer spawn on choke points.
    * Fix Empire without a name and civics created due to revolt.
    * Fixed Prikki Ti, Nomads, Machine Uprisings and Awoken Robots sometimes not establishing communications.
    * Space storms and other modifiers on systems are listed as environmental effects when inside the system.
    * Fixed an error in which the Bemat Thalassocracy species adjective was not properly assigned during setup, and so would not appear in some options texts.
    * The enigmatic fortress doesn't regen once it's been disabled anymore
    * Adding some invasion weight to non edible pops for swarm AI so it just do not ignore planets with just robots.
    * Fixed missing localisation for class-T Brown Dwarf stars.
    * Fixed numerous incorrect script tags, where names would fail to show in pirate.155 (communicae from the Bemat Thalassocracy). Also fixed the event location.
    * The menu ambient sound cuts at the right time (on the loading screen).
    * The pool of candidates for oligarchic elections is selected correctly.
    [11:58:41][game_application.cpp:378]: Game Version: Wells 2.7.1.13b1ddab47588800c224347e802a774f3d677710
    [11:58:41][defines.cpp:123]: 1312 defines loaded
    [11:59:16][consolecmdimpl.cpp:2492]:
    == 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 - Iterate through all playable countries
    any_playable_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

    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 - Iterate through each fleet owned by the country
    any_owned_fleet = { <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_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 < 0.9
    Supported Scopes: pop_faction
    Supported Targets: none

    has_designation - Checks if the colony has a certain designation
    has_designation = col_rural
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    colony_type - Checks if the colony is of a certain type
    colony_type = col_rural
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    num_favors - Check amount of favors that scoped country can collect from target country:
    num_favors = {
    arget = <country>
    value ><= <value>
    }

    Supported Scopes: country
    Supported Targets: ???

    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: ???

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

    empire_sprawl_over_cap - Checks how much the empire sprawl is over its admin capacity
    empire_sprawl_over_cap < 5
    Supported Scopes: country
    Supported Targets: ???

    empire_sprawl_cap_fraction - Checks the empire's sprawl compared to its admin level
    empire_sprawl_cap_fraction < 0.5
    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: ???

    opinion_level - Checks the country's opinion level of the target country (with support for comparison operators)
    opinion_level = { who = <target> level >= neutral }
    Supported Scopes: country
    Supported Targets: ???

    envoy_opinion_change - Checks the country's opinion of the target country has been changed by envoys
    opinion_change = { who = <target> value >= 25 }
    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 archaeological_site
    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 - Iterate through each ship in the fleet or owned by the country
    any_owned_ship = { <count=<num/all>> <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

    leader_age - Checks the scope leader's age
    leader_age > 85
    Supported Scopes: leader
    Supported Targets: none

    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 - Iterate through all wars the country is engaged in
    any_war = { <count=<num/all>> <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

    has_completed_special_project - Checks if the country has completed a specific special project as part of an in-progress event chain
    has_completed_special_project = EMERGENCY_BUOY_PROJECT
    Supported Scopes: country
    Supported Targets: none

    has_failed_special_project - Checks if the country has failed, timed out or aborted a specific special project as part of an in-progress event chain
    has_completed_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 target country is allowed to enter the system
    has_access_fleet = <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

    last_activated_relic - Checks if the specified relic was the last activated one
    last_activated_relic = <relic_key>
    Supported Scopes: country
    Supported Targets: none

    any_system_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_scope_type - Checks currently in the specified scope:
    is_scope_type = fleet
    valid tokens are: none, megastructure, planet, country, ship, pop, fleet, galactic_object, leader, army, ambient_object, species, design,pop_faction, war, alliance, starbase,deposit,observer, sector.

    Supported Scopes: all
    Supported Targets: none

    is_robotic - Check if the species in the scope is a robot species or not
    is_robotic=<yes/no>
    Supported Scopes: species
    Supported Targets: none

    has_unlocked_all_traditions - Checks if the country has unlocked all traditions
    has_unlocked_all_traditions = yes/no
    Supported Scopes: country
    Supported Targets: ???

    has_potential_claims - Checks if the country has any potential claims they can make.
    has_potential_claims = yes/no
    Supported Scopes: country
    Supported Targets: ???

    has_available_jobs - Check that you have available job of a specific type
    has_available_job = "miner"
    Supported Scopes: planet
    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 ANYWHERE meets the specified criteria
    any_planet = { <triggers> }
    Supported Scopes: all
    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: ???

    name_list_category - Checks if a specific name list is used for the a species during empire creation
    Supported Scopes: dlc_recommendation
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    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: ???

    diplomacy_weight - Checks the countrys diplomacy weight
    diplomacy_weight > 200
    Supported Scopes: country
    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 dlc_recommendation
    Supported Targets: none

    has_ethic - Checks if a country has a certain ethos
    has_ethic = ethic_fanatic_pacifist
    Supported Scopes: country pop dlc_recommendation
    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

    num_owned_relics - Checks the number of relics owned by the scoped country
    num_owned_relics > 1
    Supported Scopes: country
    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 - Iterate through each fleet orbiting the current planet/starbase/megastructure
    any_fleet_in_orbit = { <count=<num/all>> <triggers> }
    Supported Scopes: megastructure planet starbase
    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_federation_flag - Checks if the federation has a specific flag
    has_federation_flag = <flag>
    Supported Scopes: federation
    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, or any government at all
    has_government = <yes/any/no/none/type>
    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_archetype - Checks if species has specified archetype:
    is_archetype = PRESAPIENT
    Supported Scopes: species
    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_in_frontier_space - checks if the planet/ship/fleet/system is in frontier space
    is_in_frontier_space = 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: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector
    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 dlc_recommendation
    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

    num_uncleared_blockers - Checks the planet's total amount of uncleared blockers
    num_uncleared_blockers > 3
    Supported Scopes: planet
    Supported Targets: none

    local_human_species_class - Checks if local humans founder species is a specific species class
    is_species_class = MAM
    Supported Scopes: all
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    num_envoys_to_federation - Checks the country's number of envoys sent to its federation
    num_envoys_to_federation < 2
    Supported Scopes: country
    Supported Targets: ???

    num_envoys_to_galcom - Checks the country's number of envoys sent to the galactic community
    num_envoys_to_galcom < 2
    Supported Scopes: country
    Supported Targets: ???

    has_envoy_task - Checks the scoped envoy's task.
    has_envoy_task = {
    task = improve_relations/harm_relations/federation/galactic_community/none
    target = <country> (only for harming/improving relations)
    }
    Supported Scopes: leader
    Supported Targets: ???

    has_envoy_cooldown - Checks the scoped envoy currently has a cooldown on its status.
    has_envoy_cooldown = yes/no
    Supported Scopes: leader
    Supported Targets: ???

    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 dlc_recommendation
    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

    num_fallen_empires_setting - Checks the number of fallen empires defined in setup
    num_fallen_empires_setting > 1
    Supported Scopes: all
    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: megastructure planet country ship pop galactic_object pop_faction federation
    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

    has_system_trade_value - Checks the system's trade value
    has_system_trade_value > 200
    Supported Scopes: galactic_object
    Supported Targets: none

    can_access_system - Checks if the scoped fleet is able to enter the system. Note: Avoid overusing this, it is a performance-intensive trigger!
    can_access_system = <solar system>
    Supported Scopes: fleet
    Supported Targets: ???

    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

    is_forced_neutral - Checks if the country has been set to be neutral towards target country via set_faction_hostility
    is_forced_neutral = <target>
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    is_forced_friendly - Checks if the country has been set to be friendly towards target country via set_faction_hostility
    is_forced_friendly = <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: ???

    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: ???

    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 planet that meet the specified criteria
    count_deposits = { type = <deposit> 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 - Iterate through each member of the federation
    any_member = { <count=<num/all>> <triggers> }
    Supported Scopes: federation
    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 federation
    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: all
    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

    is_improving_relations_with - Checks if the country has an envoy sent to the target country to improve relations
    is_improving_relations_with = <target>
    Supported Scopes: country
    Supported Targets: none

    is_harming_relations_with - Checks if the country has an envoy sent to the target country to improve relations
    is_harming_relations_with = <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

    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: ???

    planet_resource_compare - Checks specific resource value for province scope scope:
    planet_resource_compare = {
    resource = <resource_name>
    value ><= <value>
    type = upkeep/produces/balance(default)}

    Supported Scopes: planet
    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 federation
    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 dlc_recommendation
    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 dlc_recommendation
    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

    uses_district_set - Checks if the planet has the specified tag for district usage:
    uses_district_set = standard
    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
    Supported Targets: none

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

    has_deposit_category - Checks if a deposit has specified category
    has_deposit_category = <category key>
    Supported Scopes: deposit
    Supported Targets: none

    has_relic - Checks if the scoped country has the specified relic
    has_relic = <relic_key>
    Supported Scopes: country
    Supported Targets: none

    caravaneers_enabled - Checks if Caravaneers are enabled in game setup
    Supported Scopes: all
    Supported Targets: ???

    xeno_compatibility_enabled - Checks if Xeno Compatibility are enabled in game setup
    Supported Scopes: all
    Supported Targets: none

    num_housing - Checks the planet's total housing
    num_housing > 5
    Supported Scopes: planet
    Supported Targets: ???

    is_sector_capital - Checks if the planet is its sector's capital
    is_sector_capital = yes
    Supported Scopes: planet
    Supported Targets: none

    has_sector_focus - Checks if the sector has a certain focus
    has_sector_focus = basic
    Supported Scopes: sector
    Supported Targets: none

    is_site_last_die_result - Compares the last dice roll.
    is_last_die_result >= <int>
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_current_stage_difficulty - Compares the current stage difficulty.
    is_current_stage_difficulty >= <int>
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_site_at_stage - Compares the current stage index.
    is_at_stage >= <int>
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_current_stage_clues - Compares the current stage clues.
    is_current_stage_clues >= <int>
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_site_days_to_next_die_roll - Compares days to next die roll.
    is_days_to_next_die_roll >= <int>
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_site_last_excavator - Checks last excavating country.
    is_last_excavator = <country>
    Supported Scopes: archaeological_site
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    is_site_type - Checks the type of the site.
    is_site_type = <archaeological site type key>
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_site_completed - Checks if all stages has ben completed.
    is_site_completed = yes/no
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_site_under_excavation - Checks if the site is currently being excavated.
    is_site_under_excavation_ = yes/no
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_site_current_stage_score - Compares the current stage discovery score.
    is_site_current_stage_score >= <int>
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_site_current_stage_score_no_die - Compares the current stage discovery score excluding the current die roll.
    is_site_current_stage_score_no_die >= <int>
    Supported Scopes: archaeological_site
    Supported Targets: none

    is_current_excavator_fleet - Checks current excavator fleet.
    is_current_excavator_fleet = <fleet>
    Supported Scopes: archaeological_site
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    federation_experience - Checks experience of the federation.
    federation_experience >=< 40 );
    Supported Scopes: federation
    Supported Targets: ???

    federation_cohesion - Checks cohesion of the federation.
    federation_cohesion >=< 40 );
    Supported Scopes: federation
    Supported Targets: ???

    federation_cohesion_growth - Checks cohesion growth of the federation.
    federation_cohesion_growth >=< 40 );
    Supported Scopes: federation
    Supported Targets: ???

    has_any_federation_law_in_category - Checks if given law category has any active law
    has_any_federation_law_in_category = <federation law category>
    Supported Scopes: federation
    Supported Targets: none

    has_federation_law - Checks if given law has been enacted in scoped federation
    has_federation_law = <federation law>
    Supported Scopes: federation
    Supported Targets: none

    has_federation_perk - Checks if given perk has been unlocked in scoped federation
    has_federation_perk = <federation perk>
    Supported Scopes: federation
    Supported Targets: none

    has_federation_type - Checks if federation has specific federation type
    has_federation_type = <federation trype>
    Supported Scopes: federation
    Supported Targets: none

    federation_level - Checks federation level in comparison to given value in scoped federation
    federation_level >=< <federation level>
    Supported Scopes: federation
    Supported Targets: none

    is_voting_on_resolution - Checks if the Galactic Community is currently voting on any, or a specific, resolution
    is_voting_on_resolution = <resolution/any>
    Supported Scopes: all
    Supported Targets: none

    is_proposing_resolution - Checks if the scoped country is currently proposing any, or a specific, resolution
    is_proposing_resolution = <resolution/any>
    Supported Scopes: country
    Supported Targets: none

    is_years_since_community_formation - Compare with number of years since the formation of the Galactic Community. NOTE: A negative value means it hasn't been formed yet!
    is_years_since_community_formationn >= <int32>
    Supported Scopes: all
    Supported Targets: none

    is_years_since_council_establishment - Compares with number of years since the establishment of the Galactic Council. NOTE: A negative value means it hasn't been established yet!
    is_years_since_council_establishment >= <int32>
    Supported Scopes: all
    Supported Targets: none

    is_galactic_community_formed - Checks if the Galactic Community has been formed
    is_galactic_community_formed = yes/no
    Supported Scopes: all
    Supported Targets: none

    is_galactic_council_established - Checks if the Galactic Council has been established
    is_galactic_council_established = yes/no
    Supported Scopes: all
    Supported Targets: none

    is_galactic_community_member - Checks if scoped country is part of the Galactic Community
    is_galactic_community_member = yes/no
    Supported Scopes: country
    Supported Targets: none

    is_part_of_galactic_council - Checks if scoped country is part of the Galactic Council
    is_part_of_galactic_council = yes/no
    Supported Scopes: country
    Supported Targets: none

    has_origin - Checks if scoped country has specified origin
    has_origin = <origin key>
    Supported Scopes: country dlc_recommendation
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    is_last_lost_relic - Checks whether the relic passed in parameter is the last relic lost by the country int the current scope.
    is_last_lost_relic = <relic_key>
    Supported Scopes: country
    Supported Targets: none

    is_last_received_relic - Checks whether the relic passed in parameter is the last relic received by the country int the current scope.
    is_last_received_relic = <relic_key>
    Supported Scopes: country
    Supported Targets: none

    is_active_resolution - Checks if the provided Resolution is active in the Community
    is_active_resolution = <resolution_type_key>
    Supported Scopes: all
    Supported Targets: none

    is_in_breach_of_any - Checks if an empire is in breach of any galactic resolution
    is_in_breach_of_any = yes/no
    Supported Scopes: country
    Supported Targets: none

    in_breach_of - Checks if the scoped country is in breach of the specified resolution (or would be, were it to be enacted)
    in_breach_of = <resolution>
    Supported Scopes: country
    Supported Targets: none

    num_council_positions - Compares the number of council positions in the Galactic Community.
    num_council_positions >= <int32>
    Supported Scopes: all
    Supported Targets: none

    galactic_community_rank - Compares empire rank ( sorted by diplomatic weight ) in the Galactic Community. NOTE: If the scoped country isn't part of the community this returns -1.
    galactic_community_rank >= <int32>
    Supported Scopes: country
    Supported Targets: none

    is_permanent_councillor - Checks if an empire has a permanent seat on the Galactic Council
    is_permanent_councillor = yes/no
    Supported Scopes: country
    Supported Targets: none

    has_federation_setting - Checks if given setting is on for scoped federation
    has_federation_setting = <setting>
    Supported Scopes: federation
    Supported Targets: none

    any_owned_species - Check if any of the species <on the planet/in the country> meet the specified criteria
    any_owned_species = { <triggers> }
    any_owned_species = { <count=<num/all>> <triggers> }
    Supported Scopes: planet country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    any_enslaved_species - Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria
    any_enslaved_species = { <triggers> }
    any_enslaved_species = { <count=<num/all>> <triggers> }
    Supported Scopes: planet country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    num_ai_empires_setting - Checks the number of AI empires defined in setup
    num_ai_empires_setting >= 1
    Supported Scopes: all
    Supported Targets: none

    galaxy_size - Checks whether the galaxy size if of a certain type
    galaxy_size=medium
    Supported Scopes: all
    Supported Targets: none

    pop_has_happiness - Checks if the current pop has happiness or not.
    pop_has_happiness = yes/no
    Supported Scopes: pop
    Supported Targets: none

    has_current_purge - Checks if any pops are being purged on the current planet.
    has_current_purge = yes/no
    Supported Scopes: planet
    Supported Targets: none

    species_has_happiness_with_owner - Checks if the current species has happiness or not when owned by a specified country.
    species_has_happiness_with_owner = country
    Supported Scopes: species
    Supported Targets: none

    num_planets_in_system - Checks the solar system's total number of planets
    num_planets_in_system > 5
    Supported Scopes: galactic_object
    Supported Targets: ???

    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_rival_country - Iterate through all countries rivalled by the scoped country
    any_rival_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_rival_country - Iterate through all countries rivalled by the scoped country
    count_rival_country = { <count=<num/all>> <triggers> }
    Supported Scopes: country
    Supported Targets: none

    any_federation_ally - Iterate through all countries in a federation with the scoped country
    any_federation_ally = { <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_federation_ally - Iterate through all countries in a federation with the scoped country
    count_federation_ally = { <count=<num/all>> <triggers> }
    Supported Scopes: country
    Supported Targets: none

    count_playable_country - Iterate through all playable countries
    count_playable_country = { <count=<num/all>> <triggers> }
    Supported Scopes: all
    Supported Targets: none

    any_federation - Iterate through each federation
    any_federation = { <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_federation - Iterate through each federation
    count_federation = { <count=<num/all>> <triggers> }
    Supported Scopes: all
    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_fleet_in_system - Iterate through each fleet in the current system
    any_fleet_in_system = { <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

    count_fleet_in_system - Iterate through each fleet in the current system
    count_fleet_in_system = { <count=<num/all>> <triggers> }
    Supported Scopes: galactic_object
    Supported Targets: none

    count_owned_fleet - Iterate through each fleet owned by the country
    count_owned_fleet = { <count=<num/all>> <triggers> }
    Supported Scopes: country
    Supported Targets: none

    count_fleet_in_orbit - Iterate through each fleet orbiting the current planet/starbase/megastructure
    count_fleet_in_orbit = { <count=<num/all>> <triggers> }
    Supported Scopes: megastructure planet starbase
    Supported Targets: none

    any_recruited_leader - Iterate through each leader that is owned by the country
    any_recruited_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_recruited_leader - Iterate through each leader that is owned by the country
    count_recruited_leader = { <count=<num/all>> <triggers> }
    Supported Scopes: country
    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_envoy - Iterate through each envoy available to the country
    any_envoy = { <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_envoy - Iterate through each envoy available to the country
    count_envoy = { <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_pop_faction - Iterate through all the country's pop factions
    any_pop_faction = { <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_pop_faction - Iterate through all the country's pop factions
    count_pop_faction = { <count=<num/all>> <triggers> }
    Supported Scopes: country
    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_galaxy_species - Check if any species in the galaxy meet the specified criteria
    any_galaxy_species = { <triggers> }
    any_galaxy_species = { <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_galaxy_species - Check if any species in the galaxy meet the specified criteria
    any_galaxy_species = { <triggers> }
    count_galaxy_species = { <count=<num/all>> <triggers> }
    Supported Scopes: all
    Supported Targets: none

    count_owned_species - Check if any of the species <on the planet/in the country> meet the specified criteria
    any_owned_species = { <triggers> }
    count_owned_species = { <count=<num/all>> <triggers> }
    Supported Scopes: planet country
    Supported Targets: none

    count_enslaved_species - Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria
    any_enslaved_species = { <triggers> }
    count_enslaved_species = { <count=<num/all>> <triggers> }
    Supported Scopes: planet 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

    count_war - Iterate through all wars the country is engaged in
    count_war = { <count=<num/all>> <triggers> }
    Supported Scopes: country
    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

    count_member - Iterate through each member of the federation
    count_member = { <count=<num/all>> <triggers> }
    Supported Scopes: federation
    Supported Targets: none

    count_owned_ship - Iterate through each ship in the fleet or owned by the country
    count_owned_ship = { <count=<num/all>> <triggers> }
    Supported Scopes: country fleet
    Supported Targets: none


    =================
    [11:59:16][consolecmdimpl.cpp:2493]:
    == EFFECT DOCUMENTATION ==
    tooltip - Just a tooltip
    Supported Scopes: all
    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

    end_all_treaties_with - Ends all treaties with the target
    end_all_treaties_with = <target>
    Supported Scopes: country
    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

    locked_random_list - Picks one random set of effects from a list, influenced by relative weight once per event scope
    locked_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
    remove_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 leader 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 planet
    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_federation_flag - Sets an arbitrarily-named flag on the scoped federation
    set_federation_flag = <key>
    Supported Scopes: federation
    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_federation_flag - Removes a flag from the scoped federation
    remove_federation_flag = <key>
    Supported Scopes: federation
    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 - Iterate through each ship in the fleet or owned by the country
    every_owned_ship = { limit = { <triggers> } <effects> }
    Supported Scopes: country fleet
    Supported Targets: none

    random_owned_ship - Iterate through each ship in the fleet or owned by the country
    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> }>
    restrictions = { <restrictions, see "common\governments\readme_requirements.txt"> }
    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 federation
    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 federation
    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: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector
    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: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector
    Supported Targets: none

    every_galaxy_pop - Executes enclosed effects for every pop in the game that meet the limit criteria
    every_galaxy_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 - Iterate through all playable countries
    every_playable_country = { limit = { <triggers> } <effects> }
    Supported Scopes: all
    Supported Targets: none

    random_playable_country - Iterate through all playable countries
    random_playable_country = { limit = { <triggers> } <effects> }
    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_jumps = <value> max_jumps = <value> 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: megastructure planet ship fleet galactic_object starbase 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
    effect = { SCOPE_SPECIES } # optional effect to run on the resulting new species, is executed after any handling of change_scoped_species
    }
    Supported Scopes: planet country pop leader species
    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 = {
    category = <key>
    target = target:country }
    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 - Increases or reduces the size of the scoped planet by a specified amount
    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/sector
    assign_leader = <target>
    Supported Scopes: country fleet army pop_faction sector
    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_federation_flag - Sets an arbitrarily-named flag on the scoped federation for a set duration
    set_timed_federation_flag = { flag = <key> days = <int> }
    Supported Scopes: federation
    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 federation
    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 - Iterate through each fleet owned by the country
    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 - Iterate through each fleet in the current system
    every_fleet_in_system = { limit = { <triggers> } <effects> }
    Supported Scopes: galactic_object
    Supported Targets: none

    random_fleet_in_system - Iterate through each fleet in the current system
    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

    add_favors - Add <value> favors for scoped country to use on target country. add_favor = {
    target = <target>
    value = 2 }
    Supported Scopes: country
    Supported Targets: none

    remove_favors - Remove <value/all> favors that scoped country have on target country:
    remove_favor = {
    target = <target>
    value = <value/all> }
    Supported Scopes: country
    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

    remove_war_participant - Removes a specified country from the war
    remove_war_participant = <target>
    Supported Scopes: war
    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_neighbor_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_neighbor_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: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector
    Supported Targets: none

    multiply_variable - Multiplies a previously-set variable by a specific amount
    multiply_variable = { which = <string> = value = <int> }
    Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector
    Supported Targets: none

    divide_variable - Divides a previously-set variable by a specific amount
    divide_variable = { which = <string> = value = <int> }
    Supported Scopes: megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector
    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

    force_add_civic - Adds civic to a goverment without checking the restrictions
    add_civic = <civic>
    Supported Scopes: country
    Supported Targets: none

    force_remove_civic - Removes civic to a goverment without checking the restrictions
    forced_remove_civic = <civic>
    Supported Scopes: country
    Supported Targets: none

    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_truce - Force a truce with target country of a specified typ, or a war
    set_truce = { target = x type = y }
    Supported Scopes: country
    Supported Targets: none

    end_truce - Force-end truce with target country
    end_truce = <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 - Iterate through each fleet owned by the country
    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

    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_natural_wormhole = { 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

    add_relic - Adds the specified relic to the scoped country. add_relic = <relic_key>
    Supported Scopes: country
    Supported Targets: none

    remove_relic - Removes the specified relic from the scoped country. remove_relic = <relic_key>
    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
    ignore_rare = <yes/no> #default yes
    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

    roject_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 planet
    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

    add_timed_trait - Adds a specific trait to the scoped leader for a specific duration
    add_timed_trait = { trait = <trait> days/months/years = <value> }
    Supported Scopes: leader
    Supported Targets: none

    create_archaeological_site - Creates a archaeological site associated with the scope object
    create_archaeological_site = <site type>
    Supported Scopes: megastructure planet ship fleet galactic_object ambient_object starbase
    Supported Targets: none

    destroy_archaeological_site - Destroys a archaeological site in right hand site event target
    destroy_archaeological_site = <event target>
    Supported Scopes: all
    Supported Targets: ???

    add_stage_clues - Adds clues to the current stage of a archaeological site
    add_stage_clues = <int>
    Supported Scopes: archaeological_site
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    add_expedition_log_entry - Adds clues to the current stage of a archaeological site
    add_stage_clues = <int>
    Supported Scopes: archaeological_site
    Supported Targets: none

    reset_current_stage - Resets the current stage
    reset_current_stage = yes/no
    yes = also randomize new difficulty if stage allows that.
    no = does not change difficulty
    Supported Scopes: archaeological_site
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    finish_current_stage - Finish the current stage
    finish_current_stage = yes/no/<country>
    yes = trigger stage completed for each stage and current excavator.
    no = do not trigger any stage completed
    country = use this country instead of excavator, no stage complete will be triggered.
    Supported Scopes: archaeological_site
    Supported Targets: none

    finish_site - Finish the whole archaeological site
    finish_site = yes/no/<country>
    yes = trigger stage completed for each stage and current excavator.
    no = do not trigger any stage completed
    country = use this country instead of excavator, no stage complete will be triggered.
    Supported Scopes: archaeological_site
    Supported Targets: none

    set_site_progress_locked - Locks or unlocks the progress of a site
    set_site_progress_locked = yes/no
    Supported Scopes: archaeological_site
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    custom_tooltip_with_params - Displays a specific localization string with parameters in tooltip
    custom_tooltip_with_param = {
    description = <loc key>
    description_parameters = {
    <value key> = <string/int/num/bool>
    }
    }
    Supported Scopes: all
    Supported Targets: none

    set_federation_law - Sets the given law for the scoped federation
    set_federation_law = <federation law>
    Supported Scopes: federation
    Supported Targets: none

    add_to_galactic_community - Tries to add the scoped country to the Galactic Community
    add_to_galactic_community = yes/no
    Supported Scopes: country
    Supported Targets: none

    remove_from_galactic_community - Tries to remove the scoped country from the Galactic Community
    remove_from_galactic_community = yes/no
    Supported Scopes: country
    Supported Targets: none

    add_to_galactic_council - Tries to add the scoped country to the Galactic Council
    add_to_galactic_council = yes/no
    Supported Scopes: country
    Supported Targets: none

    remove_from_galactic_council - Tries to remove the scoped country from the Galactic Council
    remove_from_galactic_council = yes/no
    Supported Scopes: country
    Supported Targets: none

    steal_relic - Steal all/a random/a specific relic from a target country
    steal_relice = { target = <Target Country> relic = <relic_name/all/random>
    Supported Scopes: country
    Supported Targets: none

    country_list_tooltip - Prints a list of the countries that match the limit triggers in a tooltip, each separated by a line break.
    country_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }
    Supported Scopes: all
    Supported Targets: none

    owned_planet_list_tooltip - Prints a list of the country's planets that match the limit triggers in a tooltip, each separated by a line break.
    owned_planet_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }
    Supported Scopes: country
    Supported Targets: none

    owned_pop_faction_list_tooltip - Prints a list of the country's pop factions that match the limit triggers in a tooltip, each separated by a line break.
    owned_pop_faction_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }
    Supported Scopes: country
    Supported Targets: none

    owned_leader_list_tooltip - Prints a list of the country's leaders that match the limit triggers in a tooltip, each separated by a line break.
    owned_leader_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }
    Supported Scopes: country
    Supported Targets: none

    owned_fleet_list_tooltip - Prints a list of the country's fleets that match the limit triggers in a tooltip, each separated by a line break.
    owned_fleet_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }
    Supported Scopes: country
    Supported Targets: none

    set_cooldown - Locks the leader in its current role for the next X days.
    set_cooldown = int
    Supported Scopes: leader
    Supported Targets: none

    add_federation_experience - Adds experience to the scoped federation
    add_federation_experience = <federation experience>
    Supported Scopes: federation
    Supported Targets: none

    set_federation_type - Sets federation type to the scoped federation
    set_federation_type = <federation type>
    Supported Scopes: federation
    Supported Targets: none

    set_federation_succession_type - Sets federation succession type to the scoped federation
    Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.
    set_federation_succession_type = <federation succession type>
    Federation succession types: strongest/diplomatic_weight/rotation/challenge/random
    Supported Scopes: federation
    Supported Targets: none

    set_federation_succession_term - Sets federation succession term to the scoped federation
    Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.
    set_federation_succession_type = <federation succession term>
    Federation succession terms: status_change/years_10/years_20/years_30/years_40
    Supported Scopes: federation
    Supported Targets: none

    set_only_leader_builds_fleets - Sets exclusive right to build fleets by federation leader
    Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.
    set_only_leader_builds_fleets = <yes/no>

    Supported Scopes: federation
    Supported Targets: none

    set_allow_subjects_to_join - Sets right for subjects to join federations
    Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.
    set_allow_subjects_to_join = <yes/no>

    Supported Scopes: federation
    Supported Targets: none

    set_equal_voting_power - Sets different voting weight
    Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.
    set_equal_voting_power = <yes/no>

    Supported Scopes: federation
    Supported Targets: none

    set_diplomacy_action_setting - Sets diplomatic action custom setting
    Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.
    set_diplomacy_action_setting = {
    action = <action_key>
    settings = {
    tvote_type = default
    }
    }
    Supported Scopes: federation
    Supported Targets: none

    set_free_migration - Sets unified migration flag for federation
    Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.
    set_free_migration = <yes/no>

    Supported Scopes: federation
    Supported Targets: none

    set_federation_settings - Sets diplomatic action custom setting
    Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead.
    set_federation_setting = {
    <setting> = <value>
    ...
    }
    Supported Scopes: federation
    Supported Targets: none

    add_cohesion - Add cohesion to the federation
    add_cohesion = <value>

    Supported Scopes: federation
    Supported Targets: none

    set_council_size - Sets the number of seats on the Galactic Council
    set_council_size = <int>
    Supported Scopes: all
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    increase_council_size - Increases the number of seats on the Galactic Council by 1
    increase_council_size = yes/no
    Supported Scopes: all
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    decrease_council_size - Decreases the number of seats on the Galactic Council by 1
    decrease_council_size = yes/no
    Supported Scopes: all
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    set_council_veto - Sets whether council members can veto resolutions or not
    set_council_veto = yes/no
    Supported Scopes: all
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    set_council_emergency_measures - Sets whether council members can propose emergency measures or not
    set_council_emergency_measures = yes/no
    Supported Scopes: all
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    add_permanent_councillor - Gives provided country a permanent position on the Galactic Council
    add_permanent_councillor = yes/no
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    remove_permanent_councillor - Remove the provided country from their permanent council position
    remove_permanent_councillor = yes/no
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    set_sector_capital - Sets the scoped planet to be the capital of the sector it is part of. If used in the capital sector, it will shift the empire capital. Warning: Experimental, may have unintended consequences.
    set_sector_capital = yes
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    set_sector_focus - Sets the sector's focus
    set_sector_focus = <sector focus>
    Supported Scopes: sector
    Supported Targets: none

    set_colony_type - Sets the colony's designation type
    set_colony_type = <colony type>
    Supported Scopes: planet
    Supported Targets: none

    complete_special_project - Completes a specific special project for the country, firing the on complete effects
    complete_special_project = { type = <project key> location = <target> }
    Supported Scopes: country
    Supported Targets: none

    validate_planet_buildings_and_districts - Checks whether the planets and districts on the planet are valid (their potential triggers are fulfilled), removes or replaces them if not.
    validate_planet_buildings_and_districts = 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 - 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 - Iterate through all the country's pop factions
    every_pop_faction = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    random_pop_faction - Iterate through all the country's pop factions
    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 - Recomputes ALL strategic data for AI = 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 - Sets the planet size to a specified number
    set_planet_size = <int>
    Supported Scopes: planet
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    run_ai_strategic_war_data - Recomputes strategic war ( attack / defense ) data for AI = yes
    Supported Scopes: country
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    expire_site_event - Manually flags an archaeological event as expired
    expire_site_event = ancrel.7003
    Supported Scopes: archaeological_site
    Supported Targets: none

    pass_resolution - Immediately passes the given resolution. NOTE: Does not support targeted resolutions!
    pass_resolution = <resolution>
    Supported Scopes: country
    Supported Targets: none

    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

    complete_tutorial_step - Create and sends an telemetry event keeping track of the tutorial steps for the current game
    Supported Scopes: all
    Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

    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_rival_country - Iterate through all countries rivalled by the scoped country
    random_rival_country = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    every_rival_country - Iterate through all countries rivalled by the scoped country
    every_rival_country = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    random_federation_ally - Iterate through all countries in a federation with the scoped country
    random_federation_ally = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    every_federation_ally - Iterate through all countries in a federation with the scoped country
    every_federation_ally = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    random_federation - Iterate through each federation
    random_federation = { limit = { <triggers> } <effects> }
    Supported Scopes: all
    Supported Targets: none

    every_federation - Iterate through each federation
    every_federation = { limit = { <triggers> } <effects> }
    Supported Scopes: all
    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_fleet_in_orbit - Iterate through each fleet orbiting the current planet/starbase/megastructure
    random_fleet_in_orbit = { limit = { <triggers> } <effects> }
    Supported Scopes: megastructure planet starbase
    Supported Targets: none

    every_fleet_in_orbit - Iterate through each fleet orbiting the current planet/starbase/megastructure
    every_fleet_in_orbit = { limit = { <triggers> } <effects> }
    Supported Scopes: megastructure planet starbase
    Supported Targets: none

    random_recruited_leader - Iterate through each leader that is owned by the country
    random_recruited_leader = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    every_recruited_leader - Iterate through each leader that is owned by the country
    every_recruited_leader = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    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_envoy - Iterate through each envoy available to the country
    random_envoy = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    every_envoy - Iterate through each envoy available to the country
    every_envoy = { 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_galaxy_species - Check if any species in the galaxy meet the specified criteria
    any_galaxy_species = { <triggers> }
    random_galaxy_species = { limit = { <triggers> } <effects> }
    Supported Scopes: all
    Supported Targets: none

    every_galaxy_species - Check if any species in the galaxy meet the specified criteria
    any_galaxy_species = { <triggers> }
    every_galaxy_species = { limit = { <triggers> } <effects> }
    Supported Scopes: all
    Supported Targets: none

    random_owned_species - Check if any of the species <on the planet/in the country> meet the specified criteria
    any_owned_species = { <triggers> }
    random_owned_species = { limit = { <triggers> } <effects> }
    Supported Scopes: planet country
    Supported Targets: none

    every_owned_species - Check if any of the species <on the planet/in the country> meet the specified criteria
    any_owned_species = { <triggers> }
    every_owned_species = { limit = { <triggers> } <effects> }
    Supported Scopes: planet country
    Supported Targets: none

    random_enslaved_species - Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria
    any_enslaved_species = { <triggers> }
    random_enslaved_species = { limit = { <triggers> } <effects> }
    Supported Scopes: planet country
    Supported Targets: none

    every_enslaved_species - Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria
    any_enslaved_species = { <triggers> }
    every_enslaved_species = { limit = { <triggers> } <effects> }
    Supported Scopes: planet 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_war - Iterate through all wars the country is engaged in
    random_war = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    Supported Targets: none

    every_war - Iterate through all wars the country is engaged in
    every_war = { limit = { <triggers> } <effects> }
    Supported Scopes: country
    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

    random_member - Iterate through each member of the federation
    random_member = { limit = { <triggers> } <effects> }
    Supported Scopes: federation
    Supported Targets: none

    every_member - Iterate through each member of the federation
    every_member = { limit = { <triggers> } <effects> }
    Supported Scopes: federation
    Supported Targets: none

    GRAZIE A TUTTI VOI PER il CONTINUO SUPPORTO! VIA SIAMO GRATI PER AVERCI PERMESSO DI CONTINUARE A LAVORARE SU UN COSI' GRANDE GIOCO E PER AVERE UN COMUNITA' COSI' VASTA E COINVOLTA!

    Spero che potremo celebrare insieme ancora tanti anniversari in futuro!
     
  6. ^_AC_^

    ^_AC_^ Moderator Membro dello Staff

    Registrato:
    20 Dicembre 2006
    Messaggi:
    2.790
    Ratings:
    +1.186
    Stellaris Dev Diary #180 - DLC Visibility Experiment
    Buongiorno. Speriamo che vi stiate divertendo con la 2.7 e con il 4° anniversario di Stellaris! É bello vedere quanto sia cambiato il gioco finora, ma è anche interessante immaginare cosa possa riservare il futuro.

    Vogliamo essere sicuri che Stellaris sia ben preparato per offrire maggiori contenuti in futuro. Abbiamo imparato, soprattutto con CK2, che una lunga lista di nuovi contenuti può rendere difficile per i giocatori capire quali DLC siano disponibili per il gioco. Come abbiamo recentemente annunciato, Stellaris ha più di 3 milioni di giocatori e vogliamo essere sicuri che i giocatori - sia vecchi che nuovi - non abbiamo difficoltà a trovare contenuti che potrebbero trovare piacevoli.

    Per migliorare la visibilità, a partire da oggi e per le prossime settimane faremo alcuni esperimenti sulla visibilità dei DLC nel gioco. Faremo un esperimento controllato che dividerà i giocatori in gruppi differenti, dove ogni gruppo avrà qualche piccola differenza (o nessuna, per il gruppo di controllo). L'esperimento influenzerà solo il menu principale e la creazione/selezione di imperi e non avrà alcun effetto sulle partite. Lo scopo è comprendere su quali tipi di visibilità siano veramente utili.

    Prima di afferrare i vostri forconi-laser e lamentarvi del focus dello sviluppo, vogliamo assicurarvi che tutto questo lavoro è stato fatto da un team esterno (che ha fatto un ottimo lavoro!) e che quindi non ha avuto alcun effetto sullo sviluppo di Stellaris come gioco.


    Voglio enfatizzare che sebbene sia nostra intenzione migliorare la visibilità dei contenuti del gioco, questo non avverrà mai a discapito del gioco stesso, per cui non dovete preoccuparvi di questo. É importante per noi che voi giocatori possiate immergervi nell'universo di Stellaris e che vi divertiate mentre giocate.

    E siccome un Dev Diary non è completo senza immagini o anticipazioni, ecco due icone relative a del contenuto futuro. Cosa mai potranno essere...?
    [​IMG]
     

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