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. 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. Caccia a balene spaziali Cacciare i Tiyanki permette di ottenere Crediti Energetici e Gas Esotici, ma gli Xenofili potrebbero non approvare. 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. 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. 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!
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. 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. 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. Habitat Avanzato Aviario Una terza tecnologia permette di migliorare un Habitat Avanzato completamente sviluppato dotato di Centro Controllo Habitat in un Mondo Habitat. I Mondi Habitat hanno 8 Distretti, mostrati con un'altro anello di moduli intorno all'Habitat. Mondo Habitat Umanoide L'Ascension Perk Voiborne ha subito anch'esso delle modifiche: 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: Habitat Umanoidi Habitat Plantoidi Habitats Litoidi La settimana prossima continueremo a parlare della patch di Maggio!
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. 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. Autorità Dittatoriale e Imperiali aumentano la Capacità degli Editti di +1 Il Dio Imperatore sa cosa è giusto 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. 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. 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. 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!
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. 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). 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. Quando una votazione termina ora si viene informati del risultato e se come hanno votato gli alleati. 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. 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!
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 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. Anticipazione (Spoiler): FULL PATCH NOTES (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. Anticipazione (Spoiler): TRIGGER DOCUMENTATION (FOR MODDERS) [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!
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...?