Conditions - Stellaris Wiki (2024)

Operators allow conditions and triggers to be manipulated in order to return a simple true or false statement to be processed.

NameDescriptionExampleif…
else_if…
else…Returns true if the conditional statement inside the block evaluates to true.

if = { limit = {owner = {has_ethic = ethic_fanatic_xenophile}}…} else_if = { limit = { … }…} else = { … }

ANDReturns true if all conditional statements inside the block evaluate to true.
This is usually the default in a trigger or new scope, so is not needed to be explicitly specified. i.e. trigger = { AND = { A B } } is the same as trigger = { A B }
Putting the conditions most likely to be false first can slightly help performance of the scripting engine.

AND = {has_ethic = ethic_fanatic_xenophilehas_ethic = ethic_egalitarian}

ORReturns true if at least one conditional statement inside the block evaluates to true.
Putting the conditions most likely to be true first can slightly help performance of the scripting engine.

OR = {has_ethic = ethic_fanatic_xenophilehas_ethic = ethic_egalitarian}

NOTReturns true if the conditional statement inside the block evaluates to false, and false if it evaluates to true.
Note that NOT only accepts one statement. If you use more than one, it will usually work, but can cause unforeseen bugs, as well as put an error in the error.log file.
It's better to use NOR or NAND for blocks containing more than one statement.

NOT = {has_ethic = ethic_fanatic_xenophile}

NORReturns true if none of the conditional statements inside the block evaluate to true. Same as NOT = { OR = { <conditions> } } (all are false).

NOR = {has_ethic = ethic_fanatic_xenophilehas_ethic = ethic_fanatic_militarist}

NANDReturns true unless all of the conditional statements inside the block evaluate to true. Same as NOT = { AND = { <conditions> } } (at minimum one is false).

NAND = {has_ethic = ethic_fanatic_xenophilehas_technology = "tech_zero_point_power"}

calc_true_ifReturns true if at least amount conditions return true. amount supports numerical operators.

calc_true_if = {amount >= 3leader_class = scientistis_researching_area = societygender = femalehas_level > 2leader_age < 85}

Scopes specify the target of the trigger or condition in question. They allow for variables to be checked on other objects that the trigger script is not attached to. Currently, Stellaris recognises a set of keywords as valid scopes. The most commonly used are outlined in the table below. An empire or nation scope is referred to as country scope.

NameDescriptioncapitalIf the script this belongs to is attached to a country, capital will return the capital planet of the country.controllerReturns the country which may be not owner, but currently control this object (i.e. in case of occupation)rootReturns the object that the script belongs to. If called on a planet-level script, then this returns the planet.fromReturns the location of the object that the script belongs to. If this is attached to a ship-level script, then this returns the ship's current planet.fromfromReturns the location of the object that the script belongs to, twice removed. If this is attachedownerReturns the country that has control over the object that the script belongs to.planetReturns the planet of the current object.prevReturns the object from previous scopeprevprevReturns the object from the scope before the previous scopeprevprevprevReturns the object from the third previous scope (i.e. the previous scope before the prevprev scope)prevprevprevprevReturns the object from the fourth previous scope in the pattern of prev, prevprev and prevprevprevrandom⁇thisReturns the current scope object in the cycle (i.e., for example, each instance in every_sector)popReturns the pop attached to the current object.

The vanilla game has many scripted triggers defined you can use, though they don't show here, as this list is only the triggers built-in to the engine. In addition, you can write your own scripted triggers. Scripted Triggers are stored in the ./common/scripted_triggers/ directory. Current built-in triggers can be also found in the triggers.log file in your local data folder's script_documentation.[1]

NameDescExampleScopetextFor 'desc={trigger={' use. Shows custom text

text = <text>

allnotAn inverted triggerallcustom_tooltipReplaces 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 successes["string"/default/none]><triggers>}

allifEvaluates the triggers if the display_triggers of the limit are met

if = { limit = { <display_triggers> } <triggers> }

allany_playable_countryIterate through all playable countries - checks whether the enclosed triggers return true for any of them

any_playable_country = { <triggers> }

allhas_missionChecks if the observation post has a specific mission

has_mission = technological_enlightenment_4

fleetswitchSwitch case for a trigger

switch = {trigger = pop_has_ethicethic_xenophile = { <trigger> }ethic_xenophobe = { <trigger> }default = { <trigger> }}

allnum_fleetsChecks the country's number of fleets

num_fleets < 8

countrynum_shipsChecks the country/fleet's number of ships

num_ships > 39

country fleetresearch_leaderChecks if the country's researcher in a specific field meets the specified criteria

research_leader = { area = engineering <triggers> }

countryhas_fleet_orderChecks if the ship/fleet has a specific fleet order. Fleet orders include: move_to_system_point_order orbit_planet_order build_orbital_station_order build_space_station_order colonize_planet_order survey_planet_order research_discovery_orde research_anomaly_order collect_data_fleet_order upgrade_design_at_starbase_fleet_order upgrade_design_at_orbitable_fleet_order return_fleet_order repair_fleet_order evade_hostiles_order follow_order assist_research_order land_armies_order merge_fleet_order aggressive_stance_fleet_order auto_explore_order auto_patrol_order build_megastructure_fleet_order destroy_planet_order planet_killer_weapon_windup_order planet_killer_weapon_fire_order explore_bypass_order use_bypass_order jumpdrive_order jumpdrive_windup experimental_subspace_navigation_fleet_order excavate_archaeological_site_fleet_order

has_fleet_order = survey_planet_order

ship fleetclosest_systemFinds the closest system within the given hyperlane steps and limit = { <triggers> }. If this system does not exist, it returns false. If it does exist, it is checked against the triggers outside of the limit = {}.

closest_system = {limit = { <triggers> }min_steps = 2max_steps = 20use_bypasses = yes/no (default: no)<triggers>}

allany_owned_fleetIterate through each fleet owned by the country - checks whether the enclosed triggers return true for any of them

any_owned_fleet = { <triggers> }

countryhas_orbital_stationChecks if the planet has any kind of orbital station

has_orbital_station = yes

planetany_orbital_stationIterate through each orbital station owned by the current country or in the current system - checks whether the enclosed triggers return true for any of them

any_orbital_station = { <triggers> }

country galactic_objectelse_ifEvaluates 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> }

allhappinessChecks the pop's happiness percentage

happiness < 0.5

popagreement_presetChecks if the agreement has the specified preset

agreement_preset = <preset key>

agreementis_half_speciesCheck if scoped species is half species of specific/any species

is_half_species = <target/any>

speciesfaction_approvalChecks the scoped faction's approval percentage

faction_approval < 0.9

pop_factionhas_designationChecks if the colony has a certain designation

has_designation = col_rural/<planet scope>

planetcolony_typeChecks if the colony is of a certain type

colony_type = col_rural/<planet scope>

planetnum_favorsCheck amount of favors that scoped country can collect from target country:

num_favors = {target = <country>value ><= <value>/<variable>}

countrynum_ships_in_debrisChecks the number of ships of a ship size in debris

num_ships_in_debris = { ship_size = corvette value > 15 }

debrislast_building_changedChecks if the last building queued/unqueued/built/demolished/upgraded was the specified building

last_building_changed = building_capitol

planetempire_sizeChecks the empire's size. Identical to empire_sprawl trigger.

empire_size < 20

countryempire_sprawlChecks the empire's sprawl. Identical to empire_size trigger.

empire_sprawl < 20

countryempire_sprawl_over_capChecks how much the empire's sprawl is over its admin capacity

empire_sprawl_over_cap < 5

countryempire_sprawl_cap_fractionChecks the empire's sprawl compared to its admin level

empire_sprawl_cap_fraction < 0.5

countrylast_district_changedChecks if the last district queued/unqueued/built/demolished/upgraded was the specified district

last_district_changed = district_capitol

planethas_ringChecks if the planet has a planetary ring

has_ring = yes

planetis_moonChecks if the planet is the moon of another planet

is_moon = yes

planetopinionChecks the country's opinion of the target country

opinion = { who = <target> value = -70/variable }

countryopinion_levelChecks the country's opinion level of the target country (with support for comparison operators)

opinion_level = { who = <target> level >= neutral }

countryenvoy_opinion_changeChecks the country's opinion of the target country has been changed by envoys

envoy_opinion_change = { who = <target> value >= 25/variable }

countryideal_planet_classChecks if the pop, species or country's ideal planet class is a specific class

ideal_planet_class = pc_tundra/<planet scope>

country pop speciesethosChecks the average ethics divergence on the planet, i.e. num of pops not of the country's ethics / total num of pops

ethos < 0.4

planetdistanceChecks the ship/fleet/planet/leader/pop/system's galaxy map distance to target in absolute units

distance = {source = <target>min_distance >= 50max_distance <= 120type = <hyperlane/euclidean>bypass_empire = <empire>min_jumps = 2max_jumps = 10same_solar_system = yes/no (default: no; this toggles whether the trigger checks galaxy map or solar system distances)}

megastructure planet ship pop fleet galactic_object leader ambient_object starbase deposit archaeological_site first_contactis_pirateChecks if the country is a pirate country

is_pirate = yes

countryplanet_sizeChecks the planet's size

planet_size < 20

planetgenderChecks the leader's gender

gender = female/male/indeterminable

leaderany_planet_within_borderIterate through each planet within the current empire's borders - checks whether the enclosed triggers return true for any of them

any_planet_within_border = { <triggers> }

countryany_owned_shipIterate through each ship in the fleet or controlled by the country - checks whether the enclosed triggers return true for any of them

any_owned_ship = { <triggers> }

country fleetpop_has_ethicChecks if the pop has a specific ethos

pop_has_ethic = ethic_fanatic_xenophile

poppop_has_traitChecks if the pop has a specific trait

pop_has_trait = trait_decadent

pophas_observation_outpostChecks if the planet has an observation post

has_observation_outpost = yes

planetstarting_systemChecks if the system is the starting system for any country

starting_system = yes

galactic_objectgraphical_cultureChecks if the country has specific graphical culture

graphical_culture = fungoid_01

country shipis_civilianChecks if the scoped fleet or ship is civilian (as set in ship sizes).

is_civilian = <yes/no>

ship fleetvassalsChecks the country's number of subjects with agreement preset 'preset_vassal'

vassals > 0

countryexistsChecks if a target scope exists

exists = <target>

allhas_edictChecks if the country has a specific edict enabled

has_edict = crystal_sonar

countryis_designableChecks if the scoped ship design, ship or fleet (all ships) has a designable ship size.

is_designable = yes

ship fleet designis_in_clusterChecks if the planet/system belongs to a specific spawning cluster

is_in_cluster = resource_cluster_3

planet galactic_objectany_moonIterate through each moon of the planet - checks whether the enclosed triggers return true for any of them

any_moon = { <triggers> }

planetnum_empiresChecks the number of regular empires in the galaxy

num_empires > 3

countryleader_classChecks if the leader is of a specific class

leader_class = scientist

leaderleader_ageChecks the scope leader's age

leader_age > 85

leaderhas_depositChecks if the planet has any, or a specific, deposit

has_deposit = yeshas_deposit = d_immense_engineering_deposit

planet depositis_same_valueChecks if the current scope and the target scope are the same thing

is_same_value = <target>

allintelChecks the country's Intel on the target country

intel = { who = <target> value = 70/variable }

countryhas_pop_faction_flagChecks if the pop faction has a specific flag

has_pop_faction_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

pop pop_factionnum_communicationsChecks the country's number of established communications

num_communications > 3

countrylast_changed_policyChecks if the last policy changed by the country was a specific policy

last_changed_policy = slavery

countryis_speciesChecks if the pop/country's founder species is of a specific pre-defined species

is_species = ROBOT_POP_SPECIES_2

country pop leader specieslast_increased_techChecks if the country's last researched technology was a specific tech

last_increased_tech = tech_gene_expressions

countryany_warIterate through all wars the country is engaged in - checks whether the enclosed triggers return true for any of them

any_war = { <triggers> }

countryany_defenderIterate through all defenders in the current war - checks whether the enclosed triggers return true for any of them

any_defender = { <triggers> }

warany_attackerIterate through all attackers in the current war - checks whether the enclosed triggers return true for any of them

any_attacker = { <triggers> }

waroriginal_ownerChecks if the planet is still owned by its first colonizer

original_owner = yes

planetsubjectsChecks the country's number of subjects

subjects > 0

countrytech_unlocked_ratioChecks the relative amount of already-researched tech between the country and target country

tech_unlocked_ratio = { who = <target> ratio = 0.4/variable }

countrycan_colonizeChecks if the planet can be colonized by target country

can_colonize = { who = <target> status = yes }

planethas_special_projectChecks if the country has a specific special project available

has_special_project = EMERGENCY_BUOY_PROJECT

countryhas_completed_special_project_in_logChecks if the country has completed a specific special project as part of an in-progress event chain

has_completed_special_project_in_log = EMERGENCY_BUOY_PROJECT

countryhas_failed_special_project_in_logChecks if the country has failed, timed out or aborted a specific special project as part of an in-progress event chain

has_failed_special_project_in_log = EMERGENCY_BUOY_PROJECT

countryis_subspeciesChecks if the pop/country/species is a subspecies of the target species

is_subspecies = <target>

country pop leader speciesis_validChecks to see if target scope is valid for the country/planet/army

is_valid = yes/no

planet country armycheck_pop_faction_parameterChecks if one of the faction's parameters is the same as target scope

check_pop_faction_parameter = { which = <parameter> value = <target> }

pop_factionis_robot_popChecks if the pop is a robot, includes machines and synths

is_robot_pop = yes

popnum_fallen_empiresChecks the number of fallen empires in the galaxy

num_fallen_empires > 3

countryis_preferred_weaponsChecks if the country's AI prefers weapons using this component tag

is_preferred_weapons = weapon_type_energy

countryhas_access_fleetChecks if the target country is allowed to enter the system

has_access_fleet = <target>

galactic_objectis_point_of_interestChecks 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> }

planet country ship galactic_object ambient_objectterraformed_byChecks if planet is terraformed by country.

terraformed_by = <scope>

planethas_megastructureChecks if a country or star has a mega structure.

has_megastructure = spy_orb_4

country galactic_objectrecently_lost_warChecks if the country recently lost a war ('recently' meaning recent enough to have a truce)

recently_lost_war = yes

countryhas_research_agreementChecks if two countries have a research agreement.

has_research_agreement = <target>

countryupgrade_days_leftChecks how many days an upgrading megastructure will take to complete its upgrade.

upgrade_days_left > 360

megastructurehas_any_megastructureChecks if the scope has a megastructure

has_any_megastructure = yes

planet galactic_objectformer_living_standard_typeCompares the former living standard type with the given one.

former_living_standard_type = living_standard_normal

popformer_citizenship_typeCompares the former citizenship type with the given one.

former_citizenship_type = citizenship_full

popformer_military_service_typeCompares the former military service type with the given one.

former_military_service_type = military_service_full

popformer_slavery_typeCompares the former slavery type with the given one.

former_slavery_type = slavery_normal

popformer_purge_typeCompares the former purge type with the given one.

former_purge_type = purge_normal

popformer_population_control_typeCompares the former population control type with the given one.

former_population_control_type = population_control_yes

popformer_migration_control_typeCompares the former migration control type with the given one.

former_migration_control_type = migration_control_yes

popadditional_crisis_strengthChecks the degree to which multiply_crisis_strength effect is increasing the strength of endgame crises

additional_crisis_strength > 1.4

allis_alliance_fleetChecks if the scoped fleet is an alliance fleet.

is_alliance_fleet = <yes/no>

fleethas_forbidden_jobsCheck that you have forbidden job of a specific type

has_forbidden_jobs = "miner"

planetis_researching_special_projectChecks if the country is currently researching a specific special project

is_researching_special_project = special_project_name

country leaderlast_activated_relicChecks if the specified relic was the last activated one

last_activated_relic = <relic_key>

countryany_system_planetIterate through each planet (colony or not) in the current system - checks whether the enclosed triggers return true for any of them

any_system_planet = { <triggers> }

galactic_objectis_scope_typeChecks currently in the specified scope:

is_scope_type = fleetvalid 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.

allis_roboticCheck if the species in the scope is a robot species or not

is_robotic = <yes/no>

speciesnum_sapient_popsChecks the number of sapient pops on the planet/country

num_sapient_pops > 12

planet countryhas_unlocked_all_traditionsChecks if the country has unlocked all traditions

has_unlocked_all_traditions = yes/no

countryhas_potential_claimsChecks if the country has any potential claims they can make.

has_potential_claims = yes/no

countrycivics_countChecks the countrys' number of civics

civics_count < 3

countryhas_available_jobsCheck that you have available job of a specific type

has_available_jobs = "miner"

planetis_galactic_custodianChecks if an empire is Custodian of the Galactic Council

is_galactic_custodian = yes/no

countryhas_galactic_custodianChecks if the Galactic Community has named a Custodian

has_galactic_custodian = yes/no

allis_galactic_emperorChecks if an empire is the Galactic Emperor

is_galactic_emperor = yes/no

countryhas_galactic_emperorChecks if the Galactic Emperor has taken over

has_galactic_emperor = yes/no

allimperial_authorityChecks imperial authority.

imperial_authority >=< 40

allhas_stage_modifierChecks if the espionage operation has a certain modifier specific for the current stage

has_stage_modifier = <modifier>

espionage_operationgalactic_defense_force_existsChecks if the Galactic Defense Force or Imperial Armada exists

galactic_defense_force_exists = yes/no

allhas_intel_levelChecks the country's intel level on a category for the target country

has_intel_level = { who = <target> category = economy level = 2/variable }

countryhas_intel_reportChecks if the country has intel report of at least the specified level on a category for the target country

has_intel_report = { who = <target> category = economy level = 2/variable }

countryhas_intelChecks if the specified intel is available for the target country (stale intel will not return true)

has_intel = { who = <target> intel = system_low_intel }

countryhas_stale_intelChecks if the specified intel is stale for the target country (available intel will not return true)

has_stale_intel = { who = <target> intel = system_low_intel }

countryandall inside trigger must be trueallorAt least one entry inside the trigger must be trueallis_starChecks if the planet is a star

is_star = yes

planetis_asteroidChecks if the planet is an asteroid

is_asteroid = yes

planetspecies_portraitChecks if the species (or pop/empire's dominant species) uses a certain portrait

species_portrait = rep13

country pop speciesis_neutral_toChecks if the country has a neutral attitude towards target country

is_neutral_to = <target>

countrytrustChecks the country's trust of the target country

trust = { who = <target> value = 50/variable }

countryname_list_categoryChecks if a specific name list is used for the a species during empire creationdlc_recommendationcurrent_stageChecks if the specified stage is currently active in the scoped situation.

current_stage = <stage> (name defined in situation's stages)

situationis_leasedChecks if the scoped fleet is leased.

is_leased = <yes/no>

fleetlease_daysChecks the number of days left before fleet lease contract is finished

lease_days < 77

fleethas_loyaltyChecks the subject's current loyalty to its overlord.

has_loyalty >=< -50

countryhas_monthly_loyaltyChecks the subject's current monthly loyalty gain/loss.

has_monthly_loyalty >=< -5

countryhidden_triggerHides the tooltip for the triggers within

hidden_trigger = { <triggers> }

allhas_districtChecks if the planet has any, or a specific, district

has_district = yeshas_district = district_mining

planetfree_district_slotsChecks the planet's number of slots available for new constructions

free_district_slots > 2

planetdiplomacy_weightChecks the country's diplomacy weight

diplomacy_weight > 200

countryhas_ownerChecks if the planet is colonized (in planet scope) or the system has an owner (in system scope)

has_owner = yes

planet galactic_objectfree_housingChecks the planet's available housing

free_housing > 5

planetis_aiChecks if the country is played by the AI

is_ai = no

countryalwaysSets trigger to be either always true or false

always = yes

allhas_traitChecks if a pop/leader/species/country's dominant species has a certain trait

has_trait = leader_trait_carefree

country pop leader species dlc_recommendationhas_ethicChecks if a country has a certain ethos

has_ethic = ethic_fanatic_pacifist

country pop dlc_recommendationis_owned_byChecks if the planet/system/army/ship is owned by the target country

is_owned_by = <target>

megastructure planet ship pop fleet galactic_object leader army pop_faction starbase deposit sector archaeological_site first_contact spy_network espionage_operation agreement situationis_immortalChecks if the leader is immortal (either by script effect or species characteristics)

is_immortal = yes/no

leadercan_live_on_planetChecks if the pop or species is allowed to live on a specified planet

can_live_on_planet = from.capital_scope

pop speciesdays_passedChecks the number of in-game days passed since the 2200.1.1 start

days_passed < 15

allfree_amenitiesChecks the planet's available amenities

free_amenities > 5

planethas_deficitChecks if the country has a deficit of the defined resource

has_deficit = minerals

countryhas_commercial_pactCheck if the country has a commercial pact with target country

has_commercial_pact = <target>

countryis_being_assimilatedChecks if the pop is being purged

is_being_assimilated = yes

pophas_unemployed_pop_of_categoryChecks if the planet has an unemployed pop of a category

has_unemployed_pop_of_category = bio_trophy

planetnum_guaranteed_coloniesChecks the number of guaranteed colonies defined in setup

num_guaranteed_colonies > 1

allnum_owned_relicsChecks the number of relics owned by the scoped country

num_owned_relics > 1

countryhas_civic_in_slotChecks if the country has a civic in a slot

has_civic_in_slot = { civic = civic_galactic_sovereign index = 2 }

countryhas_branch_officeCheck if the planet has a branch office owned by target country/any country/no country

has_branch_office = <target/yes/no>

planetis_same_specieschecks if the scoped object is of the same species as another object

is_same_species = <target>

country ship pop leader army speciesis_criminal_syndicateChecks if the country is a criminal syndicate

is_criminal_syndicate = yes

countryis_blockerChecks if scoped deposit is a blocker-type

is_blocker = yes

depositis_same_empireChecks if the country is the same as another, target country

is_same_empire = <target>

countryfree_branch_office_building_slotsChecks the planet's number of branch office slots available for new constructions

free_branch_office_building_slots > 2

planetbranch_office_valueChecks the planet's branch office value

branch_office_value = { who = <target> value > 10/variable }

planetfree_jobsChecks the number of jobs compared to pops on the planet

free_jobs > 12

planetis_planet_classChecks if the planet is of a certain class

is_planet_class = pc_tundra/<planet scope>

planet dlc_recommendationhas_strategic_resourceChecks if the planet has any strategic resource

has_strategic_resource = yes

planetis_star_classChecks if the system/planet(star) is of a certain class

is_star_class = sc_black_hole/<system scope>

planet galactic_objecthas_technologyChecks if the country has a technology (of at least a specific level)

has_technology = tech_spaceport_4

countrycan_research_technologyChecks whether the current country is allowed to have the specified technology, i.e. does it fulfill the potential = { } field for that tech, and for any prereq techs that tech has.

can_research_technology = <tech key>

countrycan_copy_random_tech_fromChecks whether the target country has a technology the current country can steal via copy_random_tech_from effect

can_copy_random_tech_from = {who = <country>category = computing (optional)area = physics (optional)}

countrycan_set_policyChecks if the country is allowed to set its policy to a specific one using set_policy effect

can_set_policy = { policy = <key> option = <key> }

countryany_fleet_in_orbitIterate through each fleet orbiting the current planet/starbase/megastructure - checks whether the enclosed triggers return true for any of them

any_fleet_in_orbit = { <triggers> }

megastructure planet starbaseplanet_devastationChecks the planet's devastation

planet_devastation > 10

planetis_pop_categoryChecks if the pop has the chosen pop category

is_pop_category = <key>

popwon_the_gameChecks if scoped country won the game

won_the_game = yes

countryplanet_stabilityCompares the stability present on the planet with the given value

planet_stability > 50

planetperc_communications_with_playableChecks the country's percentage of communications with playable empires

perc_communications_with_playable > 0.3

countryplanet_crimeCompares the crime present on the planet with the given value

planet_crime > 50

planethas_planetary_ascension_tierChecks if the planet's ascension tier is as specified:

has_planetary_ascension_tier >= 1

planetnum_planetary_ascension_tiersChecks if the empire has activated as many ascension tiers as specified:

num_planetary_ascension_tiers >= 15

countryhas_jobChecks if the pop has a specific job, or any job if set to yes

has_job = <key/yes>

pophas_planet_modifierChecks if the planet has a specific planet modifier

has_planet_modifier = pm_titanic_life

planetis_deposit_typeChecks if deposit is specified type

is_deposit_type = d_immense_engineering_deposit

deposithas_built_speciesChecks if country has a built species defined

has_built_species = yes/no

countrynum_buildingsChecks the number the planet has of any, or a specific, building

num_buildings = { type = <key/any> value > 2/variable disabled = <any(default)/yes(only)/no(only)> in_construction <any/no(default)/yes(only)> }

planet countrynum_districtsChecks the number the planet has of any, or a specific, district

num_districts = { type = <key/any> value > 2/variable }

planet countrynum_free_districtsChecks the number of available slots the planet has of any, or a specific, district

num_free_districts = { type = <key/any> value > 2/variable }

planethas_planet_flagChecks if the planet has a specific flag

has_planet_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

planethas_first_contact_flagChecks if the first contact site has a specific flag

has_first_contact_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

first_contacthas_situation_flagChecks if the situation has a specific flag

has_situation_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

situationhas_agreement_flagChecks if the agreement has a specific flag

has_agreement_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

agreementhas_federation_flagChecks if the federation has a specific flag

has_federation_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

federationhas_country_flagChecks if the empire has a specific flag

has_country_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

countryhas_fleet_flagChecks if the fleet has a specific flag

has_fleet_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

fleethas_ship_flagChecks if the ship has a specific flag

has_ship_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

shiphas_army_flagChecks if the army has a specific flag

has_army_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

armyhas_deposit_flagChecks if the deposit has a specific flag

has_deposit_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

deposithas_war_flagChecks if the war has a specific flag

has_war_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

warhas_starbase_flagChecks if the starbase has a specific flag

has_starbase_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

starbasehas_sector_flagChecks if the sector has a specific flag

has_sector_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

sectorhas_archaeology_flagChecks if the archaeological site has a specific flag

has_archaeology_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

archaeological_sitehas_spynetwork_flagChecks if the spy network has a specific flag

has_spynetwork_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

spy_networkhas_espionage_asset_flagChecks if the espionage asset has a specific flag

has_espionage_asset_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

espionage_assetis_ship_classChecks if the ship/fleet/design is a specific class

is_ship_class = shipclass_colonizer

ship fleet designhas_attitude_behaviorChecks if the country has a AI behavior towards another country

has_attitude_behavior = { target = <country> behavior = attack }

countryis_ship_sizeChecks if the ship/fleet/design is a specific ship size

is_ship_size = mining_station

ship fleet designis_capitalChecks if the planet is its owner's capital

is_capital = yes

planetis_capital_systemChecks if the solar system has its owner's capital

is_capital_system = yes

galactic_objecthas_ground_combatChecks if ground combat is taking place on the planet

has_ground_combat = yes

planetis_at_warChecks if the country is at war

is_at_war = yes

countrynum_owned_leadersChecks the country's number of owned (recruited) non-envoy leaders (includes the ruler)

num_owned_leaders < 8

countrynum_owned_planetsChecks the country's or sector's number of owned planets

num_owned_planets < 8

country sectorhas_governmentChecks if the country has a specific government type, or any government at all

has_government = <yes/any/no/none/type>

countrynum_popsChecks the number of pops on the planet/country/pop faction/sector

num_pops > 12

planet country pop_faction sectornum_unemployedChecks the number of unemployed pops on the planet

num_unemployed > 3

planetcan_work_specific_jobChecks if the pop can work a specific job if a vacancy becomes available

can_work_specific_job = <key>

popis_primitiveChecks if the country is a primitive, pre-FTL civilization

is_primitive = yes

countryis_archetypeChecks if species has specified archetype:

is_archetype = PRESAPIENT

speciesis_inside_nebulachecks if the planet/ship/fleet/system is inside a nebula

is_inside_nebula = yes

planet ship fleet galactic_objectis_in_frontier_spacechecks if the planet/ship/fleet/system is in frontier space

is_in_frontier_space = yes

planet ship fleet galactic_objectis_inside_borderChecks if the planet/ship/fleet/system is inside the borders of the target country

is_inside_border = <target>

planet ship fleet galactic_objectany_countryIterate through all countries - checks whether the enclosed triggers return true for any of them

any_country = { <triggers> }

allany_popChecks if any of the planet/species/pop faction pops meet the specified criteria. Warning: deprecated, use any_owned_pop/any_species_pop

any_pop = { <triggers> }

planet species pop_factionis_overlordChecks if the country is the overlord of any subject countries

is_overlord = yes

countryis_at_war_withChecks if the country is at war with the target country

is_at_war_with = <target>

countrytheir_opinionChecks target country's opinion value of the current country

their_opinion = { who = <target> value > 25/variable }

countryis_same_species_classChecks if the pop/country is of the same species class as another pop/country

is_same_species_class = <target>

country ship pop leader army specieshas_federationChecks if the country is in a federation

has_federation = yes

countryis_colonizableChecks if the planet can theoretically be colonized

is_colonizable = yes

planethas_levelChecks if the leader has a specific experience level

has_level > 2

leadernum_mineralsChecks the planet's total amount of minerals

num_minerals < 20

planetnum_physicsChecks the planet's total amount of physics research

num_physics = 8

planetnum_societyChecks the planet's total amount of society research

num_society > 8

planetnum_engineeringChecks the planet's total amount of engineering research

num_engineering < 8

planetnum_modifiersChecks the planet's number of modifiers

num_modifiers < 3

planethas_any_strategic_resourceChecks if the planet has any strategic resource

has_any_strategic_resource = yes

planethas_pop_flagChecks if the pop has a specific flag

has_pop_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

popis_occupied_flagChecks if the planet is under military occupation

is_occupied_flag = yes

planetis_damagedChecks if the ship is damaged

is_damaged = yes

shiphas_hpChecks the ship's hull points

has_hp > 200

shipis_surveyedChecks if the planet/system has been survey by target country

is_surveyed = { who = <target> status = yes }

planet galactic_objecthas_global_flagChecks if a Global Flag has been set

has_global_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

allis_variable_setChecks if the specified variable is set on the current scope. Use to avoid unset variables errors

is_variable_set = my_var

megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situationcheck_variableChecks a variable for the country/leader/planet/system/fleet

check_variable = { which = <variable> value >=< <float>/<variable>/<scope.variable>/trigger:<trigger> }

megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situationcheck_variable_arithmeticChecks a variable for the scope if a certain amount of arithmetic is done to it (note: the variable's value is not changed by this trigger)

check_variable_arithmetic = {which = <variable>/value:<script_value>add/subtract/multiply/divide/modulo = <float>/<variable>/<scope.variable>/trigger:<trigger> (note: this line can be repeated as many times as desired)value <=> <float>/<variable>/<scope.variable>/trigger:<trigger> (the value to compare against)}

megastructure planet country ship pop fleet galactic_object leader army ambient_object species pop_faction war federation starbase deposit sector archaeological_site first_contact spy_network espionage_operation espionage_asset agreement situationcheck_modifier_valueChecks the value of a specified modifier in the current scope against a value.

check_modifier_value = { modifier = pop_growth_speed_reduction value > 1.05/variable

megastructure planet country ship pop fleet galactic_object leader army species design pop_faction spy_network espionage_operationcheck_economic_production_modifier_for_jobChecks the value of economic production modifiers a pop has for producing a certain resource via a certain job. Can specify checking all modifiers or just those from traits. WARNING: expensive trigger

check_economic_production_modifier_for_job = {job = minerresource = mineralsresource = { minerals = 0.5 energy = 0.5 } (for evaluating the bonuses to multiple resources, with weights)species_modifiers_only = no (default: yes - only checks trait modifiers, trait triggered pop modifiers, and species habitability)value > 1.25}

popcheck_galaxy_setup_valueChecks the value for a specific option from the galaxy setup

check_galaxy_setup_value = { setting = <string> value >=< <float>/<variable> }possible values: num_empires, num_advanced_empires, num_fallen_empires, num_marauder_empires, mid_game_year, end_game_year, victory_year, num_guaranteed_colonies, num_gateways, num_wormhole_pairs, num_hyperlanes, habitable_worlds_scale, primitive_worlds_scale, crisis_strength_scale, tech_costs_scale

allis_colonyChecks if the planet is colonized

is_colony = yes

planethabitabilityChecks the planet's habitability (0 to 1) for target pop/species

habitability = { who = <target> value = 0.6 }

planethas_buildingChecks if the planet has any, or a specific, building

has_building = yeshas_building = building_capital_3

planethas_holdingChecks if the planet has any, or a specific, holding

has_holding = { holding = any/none/<holding> owner = <owner> }

planethas_active_buildingChecks if the planet has a specific building, and that that building is not disabled or ruined.

has_active_building = yeshas_active_building = building_capital_3

planetis_controlled_byChecks if the planet/ship/fleet is controlled by the target country

is_controlled_by = <target>

planet ship fleetis_terraformedChecks if the planet has ever been terraformed

is_terraformed = yes

planetis_terraformingChecks if the planet is currently being terraformed

is_terraforming = yes

planetis_federation_leaderChecks if the country is the leader of their federation

is_federation_leader = yes

countryis_mobileChecks if the scoped fleet can move.

is_mobile = <yes/no>

fleetis_in_sensor_rangeChecks if the specified ship, fleet, planet or system is within sensor range of the scoped country.

is_in_sensor_range = <ship/fleet/system>

countryis_in_sensor_range_of_countryChecks if the scoped ship, fleet, planet or system is within sensor range of the specified country.

is_in_sensor_range_of_country = root.owner

planet ship fleet galactic_objecthas_star_flagChecks if the solar system has a specific flag

has_star_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

galactic_object dlc_recommendationhas_mining_stationChecks if the planet has an orbital mining station

has_mining_station = yes

planethas_research_stationChecks if the planet has an orbital research station

has_research_station = yes

planetarmy_typeChecks the army's type

army_type = assault_army

armyis_defensive_armyChecks if the army is defensive

is_defensive_army = yes

armyhas_armyChecks if the planet has an army

has_army = yes

planetis_advisor_activechecks if a country has an advisor

is_advisor_active = yes

countrycount_popsChecks the number of pops in the scope that fulfill the specified criteria. Warning: deprecated, use count_owned_pop/count_species_pop

count_pops = { limit = { <triggers> } count < 6 }

planet species pop_factionis_enslavedChecks if the pop is a slave

is_enslaved = yes

popis_being_purgedChecks if the pop is being purged

is_being_purged = yes

popis_idleChecks if scoped leader is idle

is_idle = yes

leaderincomeChecks the country's monthly energy credit income

income < 90

countryexpensesChecks the country's monthly energy credit expenses

expenses > 28

countrynum_uncleared_blockersChecks the planet's total amount of uncleared blockers

num_uncleared_blockers > 3

planetlocal_human_species_classChecks if local humans founder species is a specific species class

local_human_species_class = MAM

allnum_envoys_to_federationChecks the country's number of envoys sent to its federation

num_envoys_to_federation < 2

countrynum_envoys_to_galcomChecks the country's number of envoys sent to the galactic community

num_envoys_to_galcom < 2

countryhas_envoy_taskChecks the scoped envoy's task.

has_envoy_task = {task = mprove_relations/ harm_relations/ federation/ galactic_community/ spy_network/ first_contact/ strengthen_imperial_authority/ undermine_imperial_authority/ nonetarget = <country> (optional)}

leaderhas_envoy_cooldownChecks the scoped envoy currently has a cooldown on its status.

has_envoy_cooldown = yes/no

leadertrade_incomeChecks the country's energy credits income from trade for the previous month

trade_income < 30

countryhas_anomalyChecks if the planet has an anomaly

has_anomaly = yes

planetstored_physics_pointsChecks the country's amount of stored physics research

stored_physics_points

countrystored_society_pointsChecks the country's amount of stored society research

stored_society_points

countrystored_engineering_pointsChecks the country's amount of stored engineering research

stored_engineering_points

countrybalanceChecks the country's energy credit balance

balance < 39

countryrunning_balanceChecks the country's running energy credit balance

running_balance > 61

countryis_planetChecks if the planet is the same as target planet

is_planet = <target>

planetis_popChecks if the pop is the same as target pop

is_pop = <target>

popis_shipChecks if the ship is the same as target ship

is_ship = <target>

shipis_armyChecks if the army is the same as target army

is_army = <target>

armyis_countryChecks if the country is the same as target country

is_country = <target>

countryis_tutorial_levelChecks the country's tutorial level (0 off, 1 limited, 2 full)

is_tutorial_level = 0

countryis_multiplayerChecks if the game is running in multiplayer

is_multiplayer = yes

allhas_event_chainChecks if the country has a specific event chain

has_event_chain = old_gods_chain

countryis_species_classChecks if the pop/country's founder species is a specific species class

is_species_class = MAM

country pop species dlc_recommendationhas_opinion_modifierChecks 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 }

countryhas_established_contactChecks if the country has established contact with target country

has_established_contact = <target>

countryhas_completed_event_chain_counterChecks 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 }

countryhas_planet_classChecks if the system has planet of specific class

has_planet_class = pc_tundra/<scope>

galactic_objectis_disabledChecks if the ship/fleet is disabled

is_disabled = yes

ship fleethas_existing_ship_designChecks if the country has a specific ship design availablecountryhas_resourceChecks if the planet has a specific amount of a specific resource

has_resource = { type = minerals amount < 5 }has_resource = no

planet country deposithas_building_constructionChecks if the planet has any, or a specific, ongoing building construction

has_building_construction = yeshas_building_construction = building_capital_3

planetnum_fallen_empires_settingChecks the number of fallen empires defined in setup

num_fallen_empires_setting > 1

allany_depositIterate through each deposit on the planet - checks whether the enclosed triggers return true for any of them

any_deposit = { <triggers> }

planetfree_building_slotsChecks the planet's number of slots available for new constructions

free_building_slots > 2

planethas_relation_flagChecks if the country has a relation flag towards target country

has_relation_flag = {who = <target>flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)}

countryreverse_has_relation_flagChecks if the target country has a relation flag towards the country

reverse_has_relation_flag = {who = <target>flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)}

countryhas_moonChecks if the planet has a moon

has_moon = yes

planetnum_moonsChecks the planet's number of moons

num_moons < 4

planetis_sapientChecks if the pop is sapient

is_sapient = no

pop speciesis_preventing_anomalyChecks if the planet is prevented from generating anomalies

is_preventing_anomaly = yes

planethas_deposit_forChecks if the planet has a deposit for a specific ship class

has_deposit_for = shipclass_mining_station

planetcolony_ageChecks the planet's (colony's) age in months

colony_age > 12

planetis_bottleneck_systemChecks if the system is bottleneck within the range NDefines::NGameplay::SYSTEM_BOTTLENECK_RADIUS

is_bottleneck_system = yes

galactic_objectis_rim_systemChecks if the system is on the galactic rim

is_rim_system = yes

galactic_objectany_rim_systemIterate through all rim systems - checks whether the enclosed triggers return true for any of them

any_rim_system = { <triggers> }

allis_country_typeChecks if the country is a specific type

is_country_type = fallen_empire

countryhas_modifierChecks if the scope object has a certain modifier

has_modifier = <modifier>

megastructure planet country ship pop galactic_object pop_faction federation spy_network espionage_operationany_ship_in_systemIterate through each ship in the current system - checks whether the enclosed triggers return true for any of them

any_ship_in_system = { <triggers> }

galactic_objectmission_progressChecks if the observation post has achieved specific progress in a mission

mission_progress > 0.7

fleetnum_ethicsChecks the country/pop's number of ethics

num_ethics = 3

country popnum_traitsChecks the country/pop/leader/species' number of traits

num_traits < 3

country pop leader specieshas_truceChecks if the country has a truce with target country

has_truce = <target>

countryhas_system_trade_valueChecks the system's total trade value (collected and uncollected)

has_system_trade_value > 200

galactic_objecthas_collected_system_trade_valueChecks the system's trade value that is collected by any country

has_collected_system_trade_value > 200

galactic_objecthas_uncollected_system_trade_valueChecks the system's uncollected trade value (i.e. that no country profits from)

has_uncollected_system_trade_value > 200

galactic_objectcan_access_systemChecks 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>

fleetis_ringworldChecks if the planet is a ringworld

is_ringworld = yes

planetmember_of_factionChecks if the pop belongs to any, or a specific, faction

member_of_faction = no/<pop faction scope>/isolationist

popsupportChecks the faction's support level

support > 0.5

pop_factionis_ideal_planet_classChecks if the planet is of the ideal class for target country, species or pop

is_ideal_planet_class = { who = <target> status = yes/no }

planetis_pop_faction_typeChecks the faction's type

is_pop_faction_type = isolationist

pop_factionintel_levelChecks the country's intel level of target system

intel_level = { level > low system = <target> }

countryis_researching_areaChecks the scientist's field of research

is_researching_area = society

leadersituation_progressChecks if the scoped situation's progress is a certain value.

situation_progress > 15

situationsituation_monthly_progressChecks if the scoped situation's monthly progress is a certain value. Returns the cached value from the last monthly tick.

situation_monthly_progress > 1

situationis_situation_typeChecks if the scoped situation is a certain type.

is_situation_type = my_situation_type

situationcurrent_situation_approachChecks if the specified approach has been picked on the scoped situation.

current_situation_approach = <approach> (name field of the approach)

situationcan_set_situation_approachChecks if the specified approach is allowed to be picked (according to potential and allow triggers) on the scoped situation.

can_set_situation_approach = <approach> (name field of the approach)

situationany_owned_leaderIterate through each leader that is owned by the country - checks whether the enclosed triggers return true for any of them

any_owned_leader = { <triggers> }

countryany_owned_popIterate through all owned pops - checks whether the enclosed triggers return true for any of them

any_owned_pop = { <triggers> }

planet country pop_faction sectorhas_factionChecks if the country has any instance of target faction type

has_faction = isolationist

countrycount_owned_popsCount the number of owned pops in the country that fulfill the specified criteria. Warning: deprecated, use count_owned_pop

count_owned_pops = { limit = { <triggers> } count > 12 }

planet country pop_factioncan_declare_warChecks if the country can declare war against target country

can_declare_war = {target = <target country>attacker_war_goal = <war goal>}

countryis_hostileChecks if the country is hostile towards target country

is_hostile = <target>

countryis_forced_neutralChecks if the country has been set to be neutral towards target country via set_faction_hostility

is_forced_neutral = <target>

countryis_forced_friendlyChecks if the country has been set to be friendly towards target country via set_faction_hostility

is_forced_friendly = <target>

countryhas_communicationsChecks if the country has established communications with target country

has_communications = <target>

countryhas_country_resourceChecks the country's amount of a specific stored resource

has_country_resource = { type = minerals amount > 99/variable }

countryhas_leader_flagChecks if the leader has a specific flag

has_leader_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

leadernum_killed_shipsChecks how many of target country's ships that the country has destroyed

num_killed_ships = { target = <target> value > 5/variable }

countrynum_taken_planetsChecks how many planets the country has taken from target country

num_taken_planets = { target = <target> value > 1 }

countryleader_of_factionChecks if the leader is the leader of a faction

leader_of_faction = yes/no/<pop faction scope>/isolationist

leaderis_scope_validChecks if the current scope is valid

is_scope_valid = yes

allopposing_ethics_divergenceChecks how far removed the country/pop's ethos is from target's

opposing_ethics_divergence = { steps > 1/variable who = <target> }

country popis_war_leaderChecks if the country leads in a war

is_war_leader = yes

country pop_factionis_in_federation_withChecks if the country is in a federation with target country

is_in_federation_with = <target>

countrycan_change_policyChecks if the country can change a specific policy

can_change_policy = slavery

countryis_ironmanCheck if current game is running in ironman mode

is_ironman = yes

allspecies_genderChecks what gender settings the species allows.

species_gender = female/male/indeterminable/not_set

specieshas_monthly_incomeChecks the country's monthly income of a specific resource

has_monthly_income = { resource = engineering_research value < 20 }

countryelseEvaluates the triggers if the display_triggers of preceding 'if' or 'else_if' is not met

if = { limit = { <display_triggers> } <triggers> }else = { <triggers> }

allhas_policy_flagChecks if the country has a specific policy

has_policy_flag = slavery_not_allowed

countrycount_depositsChecks the number of deposits on the planet that meet the specified criteria

count_deposits = { type = <deposit> count < 2 }

planethas_tech_optionChecks if the country has a tech research option currently available

has_tech_option = tech_mining_network_2

countrycount_tech_optionsChecks the country's number available tech research options in a specific field

count_tech_options = { area = physics count > 0/variable }

countryhas_point_of_interestChecks if the scoped country has a specific point of interest in its situation log

has_point_of_interest = { poi = <id> }

planet country ship fleet galactic_object ambient_objectis_being_repairedChecks if the ship/fleet is being repaired

is_being_repaired = yes

ship fleetcompare_distanceChecks whether the current scope is closer to a specified object than it is to a second specified object within the same solar system.

compare_distance = { closer_object = root further_object = from }

megastructure planet ship pop fleet galactic_object leader ambient_object starbase deposit archaeological_site first_contactany_ambient_objectIterate through every ambient object in the game - checks whether the enclosed triggers return true for any of them

any_ambient_object = { <triggers> }

allany_system_ambient_objectIterate through every ambient object in the solar system - checks whether the enclosed triggers return true for any of them

any_system_ambient_object = { <triggers> }

galactic_objecthas_ambient_object_flagChecks if the ambient object has a specific flag

has_ambient_object_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

ambient_objectis_ambient_object_typeChecks if the ambient object is a specific type.

is_ambient_object_type = caravaneer_billboard_1

ambient_objectgalaxy_percentageChecks if the country has a specific percentage (0.00-1.00) of the galaxy within its borders

galaxy_percentage > 0.40

countrycustom_tooltip_failShows custom text only when the associated trigger fails

custom_tooltip_fail = {text = <text><triggers>}

allis_in_combatChecks if the ship/fleet is engaged in combat

is_in_combat = yes

ship fleetany_memberIterate through each member of the federation - checks whether the enclosed triggers return true for any of them

any_member = { <triggers> }

federationis_guaranteeingChecks if the country is guaranteeing the independence of target country

is_guaranteeing = <target>

countryis_war_participantChecks if target country is participating in the war on the specified side

is_war_participant = { who = <target>/war = <target> side = attackers/defenders/<target> }

country waris_homeworldChecks if the planet is its owner's homeworld

is_homeworld = yes

planetis_friendly_toChecks if the country has a friendly attitude towards target country

is_friendly_to = <target>

countryis_hostile_toChecks if the country has a hostile attitude towards target country

is_hostile_to = <target>

countryis_protective_toChecks if the country has a protective attitude towards target country

is_protective_to = <target>

countryis_threatened_toChecks if the country has a threatened attitude towards target country

is_threatened_to = <target>

countryyears_passedChecks the number of in-game years passed since the 2200 start

years_passed < 150

allmid_game_years_passedChecks the number of in-game years passed since the mid-game start date

mid_game_years_passed >= 50

allend_game_years_passedChecks the number of in-game years passed since the end-game start date

end_game_years_passed >= 50

allis_dismissive_toChecks if the country has a dismissive attitude towards target country

is_dismissive_to = <target>

countryis_patronizing_toChecks if the country has a patronizing attitude towards target country

is_patronizing_to = <target>

countryis_angry_toChecks if the country has an angry attitude towards target country

is_angry_to = <target>

countryis_neighbor_ofChecks if the country/planet is neighbors with target country

is_neighbor_of = <target>

planet country ship fleet galactic_objectis_rivalChecks if the country has a rival attitude towards target country

is_rival = <target>

countryis_unfriendly_toChecks if the country has an unfriendly attitude towards target country

is_unfriendly_to = <target>

countryis_loyal_toChecks if the country has a loyal attitude towards target country

is_loyal_to = <target>

countryis_disloyal_toChecks if the country has a disloyal attitude towards target country

is_disloyal_to = <target>

countryis_cordial_toChecks if the country has a cordial attitude towards target country

is_cordial_to = <target>

countryis_domineering_toChecks if the country has a domineering attitude towards target country

is_domineering_to = <target>

countryfleet_powerChecks the scope's total fleet power

fleet_power > 2500

country fleet federationhas_election_typeChecks if the country has a specific election type

has_election_type = oligarchic

countryhas_ai_personalityChecks if an AI empire has a certain personality type

has_ai_personality = fanatic_befrienders

countryhas_ai_personality_behaviourChecks if a country has a certain AI personality behavior

has_ai_personality_behaviour = slaver

countryhas_valid_ai_personalityChecks if the country has a valid AI personality

has_valid_ai_personality = yes

countryhas_migration_accessChecks if the country has migration access to target country

has_migration_access = <target>

countrylogged_in_to_pdx_accountChecks 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 stateallwould_join_warChecks if the country would join the side of target country in a hypothetical war

would_join_war = { attacker = <target> defender = <target> side = <target> }

countrycount_war_participantsChecks 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/variable

warcount_potential_war_participantsChecks 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/variable

allhas_skillChecks if the leader has a specific experience level

has_skill > 2

leaderhas_experienceChecks if the leader has a specific amount of experience

has_experience < 900

leaderany_neighbor_systemIterate through all a system's neighboring systems by hyperlane - checks whether the enclosed triggers return true for any of them

any_neighbor_system = { <triggers> }

galactic_objectis_under_colonizationChecks if the planet is being colonized

is_under_colonization = yes

planethas_colony_progressChecks the planet's progress towards completing colonization

has_colony_progress > 20

planetdistance_to_empireChecks the ship/fleet/planet/system's galaxy map distance to target empire

distance_to_empire = {who = <target>distance = xuse_bypasses = no (default: yes)type = hyperlane/euclidean (default: hyperlane)}

planet ship fleet galactic_objectis_unemployedChecks if the pop is unemployed

is_unemployed = yes

popyears_of_peaceChecks 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/variable delay = 0 }

countryis_within_borders_ofChecks if the planet/system/fleet/ship is within the borders of the target country

is_within_borders_of = <target>

planet ship fleet galactic_objectnum_marauder_empires_to_spawnChecks the number of marauder empires specified by the galaxy setup

num_marauder_empires_to_spawn > 1

allhas_species_flagChecks if the species has a specific flag

has_species_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

specieshas_auto_move_targetChecks if the fleet/ship has an active auto-move target set

has_auto_move_target = yes

ship fleetcount_starbase_modulesChecks the number of starbase modules that are of the specified type or not

count_starbase_modules = { type = anchorage (optional) include_being_constructed = yes/no count < 12/variable }

galactic_object starbasecount_starbase_buildingsChecks the number of starbase buildings that are of the specified type or not

count_starbase_buildings = { type = command_center (optional) include_being_constructed = yes/no count < 12/variable }

galactic_object starbaseis_belligerent_toChecks if the country has a belligerent attitude towards target country

is_belligerent_to = <target>

countryis_imperious_toChecks if the country has a imperious attitude towards target country

is_imperious_to = <target>

countryis_arrogant_toChecks if the country has a arrogant attitude towards target country

is_arrogant_to = <target>

countryhas_association_statusCheck if the country has federation association status with target country

has_association_status = <target>

countryis_original_ownerChecks if the target country is the planet's original owner

is_original_owner = <target>

planetcan_work_jobChecks if the pop can work a job

can_work_job = yes

popsubject_can_diplomacyChecks if the current country is allowed by its overlord to take diplomatic action

subject_can_diplomacy = <target>

countryhas_surveyed_classChecks if the country has surveyed any planet of a specific class

has_surveyed_class = pc_tundra

countryfleet_sizeChecks the fleet's fleet size

fleet_size < 125

fleethost_has_dlcChecks if the host has a specific DLC enabledalllocal_has_dlcChecks if the local player has a specific DLC enabledallnum_rare_techsChecks the country's number of researched rare technologies

num_rare_techs < 4

countrynum_repeatable_techsChecks the country's number of researched repeatable technologies

num_repeatable_techs < 4

countrynum_researched_techsChecks the country's number of researched technologies

num_researched_techs > 21

countrynum_researched_techs_of_tierChecks the country's number of researched technologies of a certain tier

num_researched_techs_of_tier = { tier = 2 value > 21

countrycan_research_tierChecks whether the country can research a certain tech tier

can_research_tier = { tier = 1 area = society }

countryhas_mandateChecks if the leader has any, or a specific, mandate

has_mandate = nohas_mandate = mandate_shipwright

leadernorAn inverted OR triggerallnandAn inverted AND triggerallnum_energyChecks the planet's total amount of energy

num_energy > 19

planetnum_armiesChecks the country's or planet's number of armies

num_armies < 20

planet countryhas_war_goalChecks if a war goal is set. Only works in diplomatic phrases.

has_war_goal = yes

allmax_naval_capacityChecks the country's max naval capacity in absolute numbers

max_naval_capacity > 120

countryused_naval_capacity_integerChecks the country's used naval capacity in absolute numbers

used_naval_capacity_integer < 89

countryused_naval_capacity_percentChecks the country's used naval capacity in relative terms (0.00-1.00)

used_naval_capacity_percent < 0.75

countrymax_starbase_capacityChecks the country's max starbase capacity

max_starbase_capacity = 15

countryused_starbase_capacity_integerChecks the country's used starbase capacity in absolute numbers

used_starbase_capacity_integer = 15

countryused_starbase_capacity_percentChecks the country's used starbase capacity in relative terms (0.00-1.00)

used_starbase_capacity_percent < 0.75

countrywar_begun_num_fleets_gone_miaChecks amount of target country's fleets that went MIA when the war began

war_begun_num_fleets_gone_mia = { who = <target> value < 10 }

warcustom_tooltip_successShows custom text only when the associated trigger passes

custom_tooltip_success = {text = <text><triggers>}

allhas_active_eventChecks if country has active events:

has_active_event = {event.1event.2event.n}

countrysuccess_textFor 'desc = {trigger = {' use. Shows custom text when the associated trigger passes.

success_text = {text = <text><triggers>}

allfail_textFor 'desc = {trigger = {' use. Shows custom text when the associated trigger fails.

fail_text = {text = <text><triggers>}

allhas_defensive_pactChecks if the country has a defensive pact with target country

has_defensive_pact = <target>

countrycalc_true_ifReturns true if the specified number of sub-triggers return true

calc_true_if = { amount = 2/variable <trigger> <trigger> <trigger> }

allis_researching_technologyChecks if the country is currently researching a specific technology

is_researching_technology = tech_gene_seed_purification

countryis_subjectChecks if the country is a subject of any other country

is_subject = no

countryany_subjectIterate through all subjects of the scoped country - checks whether the enclosed triggers return true for any of them

any_subject = { <triggers> }

countrylogPrints a message to game.log for debugging purposes

log = <string>

allis_enigmatic_toChecks if the country has a enigmatic attitude towards target country

is_enigmatic_to = <target>

countryis_berserker_toChecks if the country has a berserker attitude towards target country

is_berserker_to = <target>

countryhas_same_ethosChecks if a country has the same ethos (complete set of ethics) as a country or pop

has_same_ethos = <target>

country popis_majority_speciesChecks if the specified species is the majority species on the current planet.

is_majority_species = <species>

planethas_closed_bordersCheck if the country has closed its borders to target country

has_closed_borders = <target>

countryis_difficultyChecks the game's difficulty level (0 to 6, with 0 as Civilian and 6 as Grand Admiral

is_difficulty = 2

allis_exact_same_speciesChecks 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>

country ship pop leader army speciescan_control_access_forChecks if the country is allowed to control target country's border access to the country

can_control_access_for = <target>

countryis_overlord_toChecks if the country has an overlord attitude towards target country

is_overlord_to = <target>

countryis_improving_relations_withChecks if the country has an envoy sent to the target country to improve relations

is_improving_relations_with = <target>

countryis_harming_relations_withChecks if the country has an envoy sent to the target country to harm relations

is_harming_relations_with = <target>

countrydistance_to_core_percentChecks 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

allhas_non_aggression_pactCheck if the country has a non-aggression pact with target country

has_non_aggression_pact = <target>

countryhappiness_planetChecks the average happiness on the planet

happiness_planet < 0.6

planetpre_ruler_leader_classChecks the rulers previous leader class

pre_ruler_leader_class = scientist

leaderhas_hp_percentageChecks a fleet or ship's hit points percentage

has_hp_percentage > 0.5

ship fleetcan_join_factionsChecks if scoped pop can join a factionpopis_custodial_toChecks if the country has a custodial attitude towards target country

is_custodial_to = <target>

countryhas_valid_civicChecks if the current country has a certain civic and if its validated

has_valid_civic = my_test_civic_1

countryhas_active_traditionChecks if a country has the given tradition or tradition swap. Tradition specified must be the one giving effects, i.e. tradition swaps with 'inherit_effects = yes' are ignored and the base tradition should be specified in those cases.

has_active_tradition = tr_my_santa_claus_tradition

countrynum_tradition_categoriesChecks number of tradition categories the country has picked

num_tradition_categories > 2

countryis_event_leaderChecks if a leader is a special event leader (defined in create_leader)

is_event_leader = no

leaderis_crises_allowedCheck if current game allows crises

is_crises_allowed = yes

allallowed_crisis_typeChecks which crisis is allowed to spawn in the current game

allowed_crisis_type = prethoryn/unbidden/contingency/all

allis_custom_capital_locationChecks if the spatial object is its owner's custom capital location

is_custom_capital_location = yes

planet ship fleet galactic_objectresource_income_to_expenditure_balance_ratioChecks ratio between the country's income and expenditures for a specific resource. E.g. if it makes 80 energy and spends 100, its ratio is 0.8.

resource_income_to_expenditure_balance_ratio = {resource = <resource_name>value ><= <value>}

countryresource_stockpile_compareChecks specific resource stockpile for the country scope:

resource_stockpile_compare = {resource = <resource_name>value ><= <value>mult = <variable> (optional: multiply the value by a variable, e.g. for when you are doing the same with add_resource)}

countryplanet_resource_compareChecks specific resource value for scoped planet. Warning: performance-intensive trigger!

planet_resource_compare = {resource = <resource_name>value ><= <value>/variable>type = upkeep/produces/balance(default)}

planetresource_income_compareChecks specific resource income value for the country scope (note: checks profit minus loss, not revenue):

resource_income_compare = {resource = <resource_name>value ><= <value>}

countryresource_expenses_compareChecks specific resource expenses value for the country scope:

resource_expenses_compare = {resource = <resource_name>value ><= <value>}

countryresource_revenue_compareChecks specific resource revenue value for the country scope:

resource_revenue_compare = {resource = <resource_name>value ><= <value>}

countrymarket_resource_priceChecks market price of a specific resource for the current country:

market_resource_price = {resource = <resource_name>amount = <value> (how much are you buying/selling)trade_type = market_buy/market_sell/not_set (i.e. price without market fees)value ><= <value>/<variable>}

countrypop_percentageChecks the percentage of pops in the scope that fulfill the specified criteria

pop_percentage = {percentage > 0.74/variablelimit = { <triggers> }exclude = { <triggers> } (optional: specifies pops to exclude from the calculation)}

planet country pop_faction sectornum_speciesChecks 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

planet country pop_factionnum_unique_speciesChecks 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

planet country pop_factionhas_diplo_migration_treatyChecks if two countries have a migration treaty.countryhas_presenceChecks if a system contains any fleets, stations, mega structures or colonized planets.

has_presence = yes

galactic_objectis_megastructure_typeCompares the type of scope's mega structure to a type from the database.

is_megastructure_type = <name of type>

megastructureis_upgradingChecks if the scope's fleet or mega structure is currently upgrading.

is_upgrading = <yes/no>

megastructure fleetcan_be_upgradedChecks if the scope's fleet, ship, starbase or megastructure can be upgraded.

can_be_upgraded = <yes/no>.

megastructure ship fleet starbaserelative_powerCompares relative power between two countries. relative_power = { who = <target country> category = <fleet/economy/technology/all> value ><= <pathetic/inferior/equivalent/superior/overwhelming>country federationhas_traditionChecks if a country has the given tradition.

has_tradition = tr_my_santa_claus_tradition

countryany_relationIterate through all relations - checks whether the enclosed triggers return true for any of them

any_relation = { <triggers> }

countryis_job_of_pop_categoryChecks if a job is of a certain pop category. Note that the result for this trigger is not dependent on where it is used - so it's for use in e.g. templated script values.

is_job_of_pop_category = { job = <job> category = <category> }

allhas_megastructure_flagChecks if the mega structure has a specific flag

has_megastructure_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

megastructurehas_citizenship_typeChecks if a species/pop/leader has a particular citizenship type in their country

has_citizenship_type = { country = <who> type = <type> }

pop leader speciesformer_colonization_control_typeCompares the former migration control type with the given one.

former_colonization_control_type = colonization_control_yes

pophas_population_controlChecks if the pop is prevented from reproducing

has_population_control = { type = bool/<type> country = scope }

pop leader specieshas_migration_controlChecks if the pop is prevented from migrating

has_migration_control = { type = bool/<type> country = scope }

pop leader speciesspecies_planet_slave_percentageChecks if a pop's planet has a specific percentage (0.00-1.00) of the same species enslaved

species_planet_slave_percentage > 0.40

pophas_ascension_perkChecks if a country has the given ascension perk.

has_ascension_perk = ap_my_ascension_perk

countrynum_ascension_perksCompares the number of AP points the country has spent with the given value

num_ascension_perks > 7

countrypop_produces_resourceChecks if a pop is currently producing a particular resource

pop_produces_resource = { type = minerals amount < 5.5/variable }

pophas_military_service_typeChecks if a species/pop/leader has a particular military service type in their country

has_military_service_type = { country = <who> type = <type> }

pop leader specieshas_purge_typeChecks if a species/pop/leader has a particular purge type in their country

has_purge_type = { country = <who> type = <type> }

pop leader specieshas_slavery_typeChecks if a species/pop/leader has a particular slavery type in their country

has_slavery_type = { country = <who> type = <type> }

pop leader specieshas_living_standardChecks if a species/pop/leader has a particular living standard in their country

has_living_standard = { country = <who> type = <type> }

pop leader specieshas_citizenship_rightsChecks if the pop/species/leader has rights

has_citizenship_rights = yes/no

pop leadernum_ascension_perk_slotsCompares the number of unlocked ascension perk slots of the scope with the given value

num_ascension_perks > 7

countryis_fleet_idleChecks if the ship/fleet is idle

is_fleet_idle = yes

ship fleetdebug_breakTrigger an assertion to stop the debugger when encountering this trigger; returns the value it is assigned

debug_break = yes

allhas_civicChecks if the current country has the specified civic

has_civic = my_test_civic_1

country dlc_recommendationhas_authorityChecks if the current country has the specified government authority

has_authority = democratic

country dlc_recommendationhas_invalid_civicChecks if the current country has a certain civic and if its invalidated

has_invalid_civic = my_test_civic_1

countryhas_colonization_controlChecks if the pop is prevented from migrating

has_colonization_control = { type = bool/<type> country = scope }

pop leader specieshas_trade_routeChecks if a system has trade route going through.

has_trade_route = <yes/no>

galactic_objecttrade_route_valueChecks the trade value going through the system.

trade_route_value >=< 40

galactic_objecttrade_intercepted_percentageChecks the intercepted trade value ratio going through the system.

trade_intercepted_percentage >=< 40

galactic_objecttrade_intercepted_valueChecks the intercepted trade value going through the system.

trade_intercepted_value >=< 40

galactic_objecttrade_protected_valueChecks the protected trade value going through the system.

trade_protected_value >=< 40

galactic_objecttrade_protected_percentageChecks the protected trade value ratio going through the system.

trade_protected_percentage >=< 40

galactic_objectplanet_garrison_strengthChecks the planet's army strength (as calculated by all armies including offensive or defensive owned by its current controller). Warning: moderately intensive trigger:

planet_garrison_strength >= 510

planetnum_trade_routesCounts the number trade routes in the empire.

num_trade_routes >=< 40

countrycount_speciesCounts the number of species in the scope that fulfill the specified criteria, not counting sub-species as unique.

count_species = { count > 4 limit = { <triggers> } }

planet countrycount_exact_speciesCounts the number of species in the scope that fulfill the specified criteria, counting sub-species as unique.

count_exact_species = { count > 4 limit = { <triggers> } }

planet countryis_constructingChecks if the scoped construction ship is building the specified thing

is_constructing = megastructure | <megastructure type> | starbase | mining_station | research_station | observation_post | <ship class>

ship fleethas_secret_fealty_from_subject_ofChecks if the country has a secret fealty from any of the target country's subjects

has_secret_fealty_from_subject_of = <country>

countryhas_ruler_traitChecks if a leader has a certain ruler trait, even if they are not currently ruler

has_ruler_trait = leader_trait_carefree

leadernum_trait_pointsChecks the country/pop/leader/species' number of traits points spent. NOTE: This is not the free trait points yet to be spent.

num_trait_points < 3

country pop leader specieshas_componentChecks if a ship has a certain component

has_component = <component template key>

shiphas_notification_modifierChecks if a country has a certain notification modifier

has_notification_modifier = <key>

countrypop_maintenance_costChecks the maintenance costs of a pop

pop_maintenance_cost = { value > 0.5/variable resource = energy }

popconditional_tooltipThe enclosed trigger will be completely ignored if the condition in "trigger" isn't true. Useful to hide part of tooltips that are not relevant.allhas_natural_wormholeReturns true if the scopes system contains at least one natural wormhole

has_natural_wormhole = yes

galactic_objecthas_claimChecks if the country has claims on the given country or system.

has_claim = <country|system>

countrynum_active_gatewaysChecks the number of active gateways in the galaxy

num_active_gateways < 3

allattacker_war_exhaustionChecks the war exhaustion of the war's attackers

attacker_war_exhaustion > 0.6

wardefender_war_exhaustionChecks the war exhaustion of the war's defenders

defender_war_exhaustion < 0.2

waroff_war_exhaustion_sumChecks the country's total war exhaustion for all offensive wars

off_war_exhaustion_sum < 0.1

countrydef_war_exhaustion_sumChecks the country's total war exhaustion for all defensive wars

def_war_exhaustion_sum > 0.75

countryhas_starbase_moduleChecks if the starbase has a specific module

has_starbase_module = <starbase module>

starbasehas_starbase_buildingChecks if the starbase has a specific building

has_starbase_building = <starbase building>

starbasehas_starbase_sizeCompares the starbase ship size

has_starbase_size >= <starbase ship size>

starbasehas_seen_any_bypassChecks the scoped country has ever encountered a bypass of a given type before

has_seen_any_bypass = bypass_type

countryhas_seen_specific_bypassChecks the scoped country has encountered a specific bypass before

has_seen_specific_bypass = ROOT

countryowns_any_bypassChecks if the scoped country controls any system containing a bypass of a specific type

owns_any_bypass = bypass_type

countryhas_casus_belliChecks 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}

countrynum_starbasesCounts the number of starbases owned by the scoped country

num_starbases >= 1

countrynum_owned_active_gatewaysChecks the number of active gateways owned by the scoped country

num_owned_active_gateways < 3

countryusing_war_goalChecks if a war has a specific war goal

using_war_goal = { type = <war goal> owner = <eventtarget, country> }

warhas_specialist_perkChecks if the agreement has a specific specialist perk active

has_specialist_perk = <perk_key>

agreementhas_active_specializationChecks if the agreement has an active specialization of the specified type, or of any type if 'any' is specified

has_active_specialization = <specialist_type_key/any>

agreementspecialist_tierChecks the specialization tier of the subject of the agreement.

specialist_tier >=< 2

agreementis_total_warChecks if a war is a total war

is_total_war = yes/no

warhas_statusChecks the current status of the scoped ship or fleet.

has_status = <colossus status> #charging/firing

ship fleetvalid_planet_killer_targetChecks if the scoped fleet can target the given planet with its planet killer weapon

valid_planet_killer_target = <planet>

fleethas_secret_fealty_withChecks if the country has a secret fealty with the other country (in either direction)

has_secret_fealty_with = <country>

countryhas_orbital_bombardmentChecks whether a planet is under bombardment

has_orbital_bombardment = yes

planethas_orbital_bombardment_stanceChecks to what degree the planet is being bombarded

has_orbital_bombardment_stance = selective

planetcount_starbase_sizesChecks if the scoped country has a specified quantity of a starbase size

count_starbase_sizes = {starbase_size = <starbase_ship_size>count >= 2/variable}

countryis_starbase_typeChecks if scoped starbase would evaluate to be a certain starbase_type for its current owner.

is_starbase_type = sfortress

starbasecommand_limitChecks the country's command limit

command_limit > 120

countryhas_hyperlane_toChecks if the system has a hyperlane connection to target system

has_hyperlane_to = <target>

galactic_objectis_bridgeChecks if a system has the bridge flag or not.

is_bridge = <yes/no>

galactic_objectis_capitals_connected_through_relay_networkChecks if current country's capital is connected to target's capital through hyper relay network

is_capitals_connected_through_relay_network = <target>

countryis_system_connected_to_relay_networkChecks if target system is connected to own capitals through hyper relay network

is_system_connected_to_relay_network = <target>

galactic_objectinverted_switchSwitch case for a trigger treated as NOT.

inverted_switch = {trigger = pop_has_ethicethic_xenophile = { <trigger> }ethic_xenophobe = { <trigger> }default = { <trigger> }}

allis_scope_setChecks if the scope is set for appropriate target

is_scope_set = <target>

planet country ship pop fleetis_primary_starChecks if the planet is the system's primary star

is_primary_star = yes

planetuses_district_setChecks if the planet has the specified tag for district usage:

uses_district_set = standard

planethas_climateChecks if the planet's climate is set to a specified string in planet_classes:

has_climate = dry

planetbuilt_on_planetChecks if the scoped megastructure is built on a planet

built_on_planet = yes

megastructurelast_changed_species_rights_typeCheck 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>

pop leadercontrolled_systemsChecks the country's or sector's number of owned systems

controlled_systems < 3

country sectorexploitable_planetsChecks the country has planets that are unexploited (i.e. orbital stations can be built on them)

exploitable_planets < 3

countrycontrolled_colonizableReturns the number of planets within the current country's borders that are habitable but have not been colonized

controlled_colonizable > 0

countryai_colonize_plansChecks how many plans the AI have for colonization (lighter than controlled_colonizable for AI)

ai_colonize_plans > 0

countryscientist_countChecks the countrys' number of scientists

scientist_count < 4

countryhas_ai_expansion_planChecks if the country AI has any plans to expand

has_ai_expansion_plan = no

countryai_wants_to_negotiate_agreementChecks if the country AI wants to renegotiate any existing agreementscountryis_on_marketChecks if resource is enabled on the Galactic Market

is_on_market = <resource_name>

allcan_buy_on_marketChecks if the current country can buy the specified resource on the market or galactic market

can_buy_on_market = <resource_name>

countryhighest_threatChecks the countrys' highest threat against it

highest_threat > 100

countryhas_rivalChecks if the target country is the country's rival

has_rival = <target>

countryhas_subjectChecks if the target country is the a subject of the current country.

has_subject = <target>

countryhas_overlordChecks if the target country is the country's overlord

has_overlord = <target>

countryhas_any_overlordChecks if the country has an overlord

has_any_overlord = yes

countryhas_sector_typeChecks if the sector has a specific type

has_sector_type = <sector type>

sectornum_sectorsCounts the number of sectors owned by the scoped country

num_sectors >= 1

countryhas_deposit_categoryChecks if a deposit has specified category

has_deposit_category = <category key>

deposithas_relicChecks if the scoped country has the specified relic

has_relic = <relic_key>

countrycaravaneers_enabledChecks if Caravaneers are enabled in game setupallxeno_compatibility_enabledChecks if Xeno Compatibility are enabled in game setupalllgate_enabledChecks if L-Gates are enabled in game setupallnum_housingChecks the planet's total housing

num_housing > 5

planetnum_depositsChecks the planet's total number of deposits

num_deposits > 5

planetis_sector_capitalChecks if the planet is its sector's capital

is_sector_capital = yes

planethas_sector_focusChecks if the sector has a certain focus

has_sector_focus = basic

sectorhas_any_sector_focusChecks if the sector has any focus

has_any_sector_focus = yes

sectoris_site_last_die_resultCompares the last dice roll.

is_site_last_die_result >= <int>

archaeological_site first_contactis_current_stage_difficultyCompares the current stage difficulty.

is_current_stage_difficulty >= <int>

archaeological_site first_contactis_site_at_stageCompares the current stage index.

is_site_at_stage >= <int>

archaeological_siteis_current_stage_cluesCompares the current stage clues.

is_current_stage_clues >= <int>

archaeological_site first_contactis_site_days_to_next_die_rollCompares days to next die roll.

is_site_days_to_next_die_roll >= <int>

archaeological_site first_contactis_site_last_excavatorChecks last excavating country.

is_site_last_excavator = <country>

archaeological_siteis_site_typeChecks the type of the site.

is_site_type = <archaeological site type key>

archaeological_siteis_site_completedChecks if the site has been completed.

is_site_completed = yes/no

archaeological_site first_contactis_site_under_excavationChecks if the site is currently being excavated.

is_site_under_excavation_ = yes/no

archaeological_siteis_site_current_stage_scoreCompares the current stage discovery score.

is_site_current_stage_score >= <int>

archaeological_site first_contactis_site_current_stage_score_no_dieCompares the current stage discovery score excluding the current die roll.

is_site_current_stage_score_no_die >= <int>

archaeological_site first_contactis_current_excavator_fleetChecks current excavator fleet.

is_current_excavator_fleet = <fleet>

archaeological_siteis_artificialChecks if the planet is artificial (as set in planet_classes)

is_artificial = yes

planetis_idealChecks if the planet is ideal (as set in planet_classes)

is_ideal = yes

planetfederation_experienceChecks experience of the federation.

federation_experience >=< 40 );

federationfederation_cohesionChecks cohesion of the federation.

federation_cohesion >=< 40 );

federationfederation_cohesion_growthChecks cohesion growth of the federation.

federation_cohesion_growth >=< 40 );

federationhas_any_federation_law_in_categoryChecks if given law category has any active law

has_any_federation_law_in_category = <federation law category>

federationhas_federation_lawChecks if given law has been enacted in scoped federation

has_federation_law = <federation law>

federationhas_federation_perkChecks if given perk has been unlocked in scoped federation

has_federation_perk = <federation perk>

federationhas_federation_typeChecks if federation has specific federation type

has_federation_type = <federation type>

federationfederation_levelChecks federation level in comparison to given value in scoped federation

federation_level >=< <federation level>

federationis_voting_on_resolutionChecks if the Galactic Community is currently voting on any, or a specific, resolution

is_voting_on_resolution = <resolution/any>

allis_proposing_resolutionChecks if the scoped country is currently proposing any, or a specific, resolution

is_proposing_resolution = <resolution/any>

countrylast_resolution_changedChecks if the last resolution the Galactic Community voted on or otherwise passed or failed is as specified.

last_resolution_changed = <resolution>

allposition_on_current_resolutionChecks if the current country is supporting, opposing or abstaining from the currently proposed galcom resolution.

position_on_current_resolution = support/oppose/abstain

countryposition_on_last_resolutionChecks if the current country was supporting, opposing or abstaining from the last proposed galcom resolution.

position_on_last_resolution = support/oppose/abstain

countryis_years_since_community_formationCompare 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>

allis_years_since_council_establishmentCompares 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>

allis_galactic_community_formedChecks if the Galactic Community has been formed

is_galactic_community_formed = yes/no

allis_galactic_council_establishedChecks if the Galactic Council has been established

is_galactic_council_established = yes/no

allis_galactic_community_memberChecks if scoped country is part of the Galactic Community

is_galactic_community_member = yes/no

countryis_part_of_galactic_councilChecks if scoped country is part of the Galactic Council

is_part_of_galactic_council = yes/no

countrynum_membersChecks number of members in scoped federation

num_members >=< <integer value>

federationnum_associatesChecks number of associates in scoped federation

num_associates >=< <integer value>

federationhas_originChecks if scoped country has specified origin

has_origin = <origin key>

country dlc_recommendationis_last_lost_relicChecks whether the relic passed in parameter is the last relic lost by the country int the current scope.

is_last_lost_relic = <relic_key>

countryis_last_received_relicChecks whether the relic passed in parameter is the last relic received by the country int the current scope.

is_last_received_relic = <relic_key>

countryis_active_resolutionChecks if the provided Resolution is active in the Community

is_active_resolution = <resolution_type_key>

allis_in_breach_of_anyChecks if an empire is in breach of any galactic resolution.

is_in_breach_of_any = yes/no

countryin_breach_ofChecks if the scoped country is in breach of the specified resolution (or would be, were it to be enacted)

in_breach_of = <resolution>

countrynum_council_positionsCompares the number of council positions in the Galactic Community.

num_council_positions >= <int32>

allgalactic_community_rankCompares 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>

countryis_permanent_councillorChecks if an empire has a permanent seat on the Galactic Council

is_permanent_councillor = yes/no

countryhas_federation_settingChecks if given setting is on for scoped federation

has_federation_setting = <setting>

federationany_owned_speciesCheck if any of the species <on the planet/in the country> meet the specified criteria - checks whether the enclosed triggers return true for any of them

any_owned_species = { <triggers> }

planet countryany_enslaved_speciesCheck if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria - checks whether the enclosed triggers return true for any of them

any_enslaved_species = { <triggers> }

planet countrynum_ai_empires_settingChecks the number of AI empires defined in setup

num_ai_empires_setting >= 1

allnum_defensive_pactsChecks the number of defensive pacts the current country has.

num_defensive_pacts > 2

countrynum_support_independenceChecks the number of empires the current country is supporting the independence of.

num_support_independence > 2

countrynum_guaranteesChecks the number of empires the current country is guaranteeing.

num_guarantees > 2

countrynum_non_aggression_pactsChecks the number of non-aggression pacts the current country has.

num_non_aggression_pacts > 2

countrynum_commercial_pactsChecks the number of commercial pacts the current country has.

num_commercial_pacts > 2

countrynum_research_agreementsChecks the number of research agreements a country has

num_research_agreements > 2

countrynum_migration_pactsChecks the number of migration pacts a country has

num_migration_pacts > 2

countrynum_rivalsChecks the number of rivalries a country has

num_rivals > 2

countrynum_closed_bordersChecks the number of countries the country has closed borders to

num_closed_borders > 2

countrynum_trucesChecks the number of truces country has

num_truces > 2

countrygalaxy_sizeChecks whether the galaxy size if of a certain type

galaxy_size = medium

allgalaxy_shapeChecks whether the galaxy shape if of a certain shape

galaxy_shape = spiral_2

allpop_has_happinessChecks if the current pop has happiness or not.

pop_has_happiness = yes/no

pophas_current_purgeChecks if any pops are being purged on the current planet.

has_current_purge = yes/no

planetspecies_has_happiness_with_ownerChecks if the current species has happiness or not when owned by a specified country.

species_has_happiness_with_owner = country

speciesnum_planets_in_systemChecks the solar system's total number of planets

num_planets_in_system > 5

galactic_objectnum_galaxy_systemsChecks number of star systems in the galaxy

num_galaxy_systems > 400

allnum_assigned_jobsChecks the number of pops the planet or country has that work a specific job.

num_assigned_jobs = { job = <key>/unemployed value > 2 }

planet countryhas_active_first_contact_withChecks if the scoped country has an active First Contact site with the target country

has_active_first_contact_with = <country>

countrycan_have_first_contact_site_withChecks if the scoped country is allowed to have a First Contact site with the target country

can_have_first_contact_site_with = <country>

countryis_current_first_contact_stageChecks if the scoped first contact is at the specified stage.

is_current_first_contact_stage = default_stage_2

first_contacthas_spynetworkChecks if scoped country has any spynetwork with a value > 0

has_spynetwork = yes

countryhas_espionage_assetChecks if the scope hold an asset of specified type

has_espionage_asset = <asset type>

spy_network espionage_operationhas_espionage_operation_flagChecks if the espionage operation has a specific flag

has_espionage_operation_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

espionage_operationhas_menace_perkChecks if a country has a specific Menace Perk unlocked.

has_menace_perk = <menace_perk_name>

countrynum_organic_pops_per_yearChecks how many organic pops the planet expects to gain in a year on average (through growth and assembly) at the current rate.

num_organic_pops_per_year > 0.41

planetnum_artificial_pops_per_yearChecks how many artificial pops the planet expects to assemble in a year on average at the current rate.

num_artificial_pops_per_year > 0.41

planethas_spy_powerCompares the infiltration level of the network

has_spy_power = <num>

spy_networkhas_available_spy_powerCompares the available infiltration level of the network

has_available_spy_power = <num>

spy_networkhas_espionage_categoryChecks if the scope is of a specific category

has_espionage_category = <espionage category key>

espionage_operationis_running_espionage_operationChecks if the scope is currently running an espionage operation

is_running_espionage_operation = <bool>

country spy_networkhas_espionage_typeChecks if the scope is of a specific type

has_espionage_type = <espionage type key>

espionage_operationrelative_encryption_decryptionDivides the encryption value of the scope object with the decryption value of the target and compares with value. Target is only used for country scope.

relative_encryption_decryption = {target = <country>value > 1.0/variable}

country spy_network espionage_operationis_espionage_operation_days_to_next_die_rollCompares days to next die roll.

is_espionage_operation_days_to_next_die_roll >= <value>

espionage_operationis_espionage_operation_chapterCompares the current espionage operation chapter index.

is_espionage_operation_chapter >= <int>

espionage_operationis_espionage_operation_difficultyCompares the espionage operation difficulty.

is_espionage_operation_difficulty >= <value>

espionage_operationis_espionage_operation_score_no_dieCompares the current espionage score excluding the current die roll.

is_espionage_operation_score_no_die >= <value>

espionage_operationis_espionage_operation_scoreCompares the current espionage score.

is_espionage_operation_score >= <value>

espionage_operationis_espionage_operation_last_die_resultCompares the last dice roll.

is_espionage_operation_last_die_result >= <int>

espionage_operationnum_espionage_assetsCompares the number of assets associated with the scope object.

num_espionage_assets = <int>

spy_network espionage_operationhas_ship_owner_typeChecks if the ship/fleet/design has a specific owner type (country/federation/galactic_community/global_ship_design)

has_ship_owner_type = galactic_community

ship fleet designhas_crisis_levelChecks if a country has a specific Crisis Level unlocked.

has_crisis_level = <crisis_level_name>

countryhas_spynetwork_valueCompares spy network value of the scoped object

has_spynetwork_value >= <value>

spy_networkis_spynetwork_levelCompares spy network level of the scoped object

is_spynetwork_level >= <int>

spy_networkis_counter_espionageCompares counter espionage of the scoped object

is_counter_espionage >= <value>

countryhas_embassyCheck if the country has an embassy with the target country

has_embassy = <target>

countryis_spynetwork_max_levelCompares spy network max level of the scoped object

is_spynetwork_max_level >= <int>

spy_networkis_starbase_building_moduleChecks if the starbase is currently building a specific module

iss_starbase_building_module = <starbase module>

starbaseis_starbase_building_buildingChecks if the starbase is currently building a specific building

is_starbase_building_building = <starbase building>

starbasestarbase_buildable_is_in_queue_beforeCheck if the first buildable is in the starbase building queue before the second buildable (for prerequisites, mostly)

Returns false if the first one, or both aren't in the queue. Returns true if the first one is in, but the second isn't.starbase_buildable_is_in_queue_before = { first = <buildable> second = <buildable>

starbasehas_job_categoryChecks if the pop is currently working this strata job (worker, specialist, complex_drone, etc.) Returns false if unemployed.

has_job_category = <key>

pophas_term_valueChecks if the agreement has a specific term

has_term_value = { term = <term> value = <term_value> }

agreementis_action_activeCheck if a trade action is already active in a trade deal with the specified empire (or with any empire if so specified)

is_action_active = { action = <action_key> with_country = <other_country_scope/any> }

countryis_offer_terms_actualChecks if terms of the special offer between scoped and target countries is not obsolete

Only works in certain parts of the script marked with ai_trade_facility.is_offer_terms_actual = { target = <country> }

countrycan_afford_special_offerChecks if the scoped country can afford the offer given by the target country

Only works in certain parts of the script marked with ai_trade_facility.can_afford_special_offer = { target = <country> }

countryhas_design_flagChecks if the design has a specific flag

has_design_flag = <flag> (note: one can use e.g. my_flag@from to track relationships between objects)

designenclave_capacity_leftChecks the country's free enclave number capacity in absolute numbers

enclave_capacity_left > 1

countryany_agreementIterate through each agreement - checks whether the enclosed triggers return true for any of them

any_agreement = { <triggers> }

country no_scopecount_agreementIterate through each agreement - checks whether the enclosed triggers return true for X/all of them

count_agreement = {count = <num/all/variable>limit = { <triggers> }}

country no_scopecount_ambient_objectIterate through every ambient object in the game - checks whether the enclosed triggers return true for X/all of them

count_ambient_object = {count = <num/all/variable>limit = { <triggers> }}

allcount_system_ambient_objectIterate through every ambient object in the solar system - checks whether the enclosed triggers return true for X/all of them

count_system_ambient_object = {count = <num/all/variable>limit = { <triggers> }}

galactic_objectany_archaeological_siteIterate through every archaeological sites - checks whether the enclosed triggers return true for any of them

any_archaeological_site = { <triggers> }

allcount_archaeological_siteIterate through every archaeological sites - checks whether the enclosed triggers return true for X/all of them

count_archaeological_site = {count = <num/all/variable>limit = { <triggers> }}

allany_owned_armyIterate through each army that is owned by the country - checks whether the enclosed triggers return true for any of them

any_owned_army = { <triggers> }

countrycount_owned_armyIterate through each army that is owned by the country - checks whether the enclosed triggers return true for X/all of them

count_owned_army = {count = <num/all/variable>limit = { <triggers> }}

countryany_planet_armyIterate through each army on the planet (not in ground combat), regardless of owner. - checks whether the enclosed triggers return true for any of them

any_planet_army = { <triggers> }

planetcount_planet_armyIterate through each army on the planet (not in ground combat), regardless of owner. - checks whether the enclosed triggers return true for X/all of them

count_planet_army = {count = <num/all/variable>limit = { <triggers> }}

planetany_ground_combat_defenderIterate through each army currently defending the planet in ground combat - checks whether the enclosed triggers return true for any of them

any_ground_combat_defender = { <triggers> }

planetcount_ground_combat_defenderIterate through each army currently defending the planet in ground combat - checks whether the enclosed triggers return true for X/all of them

count_ground_combat_defender = {count = <num/all/variable>limit = { <triggers> }}

planetany_ground_combat_attackerIterate through each army currently attacking the planet in ground combat - checks whether the enclosed triggers return true for any of them

any_ground_combat_attacker = { <triggers> }

planetcount_ground_combat_attackerIterate through each army currently attacking the planet in ground combat - checks whether the enclosed triggers return true for X/all of them

count_ground_combat_attacker = {count = <num/all/variable>limit = { <triggers> }}

planetcount_countryIterate through all countries - checks whether the enclosed triggers return true for X/all of them

count_country = {count = <num/all/variable>limit = { <triggers> }}

allcount_relationIterate through all relations - checks whether the enclosed triggers return true for X/all of them

count_relation = {count = <num/all/variable>limit = { <triggers> }}

countryany_neighbor_countryIterate through all neighbor countries - checks whether the enclosed triggers return true for any of them

any_neighbor_country = { <triggers> }

countrycount_neighbor_countryIterate through all neighbor countries - checks whether the enclosed triggers return true for X/all of them

count_neighbor_country = {count = <num/all/variable>limit = { <triggers> }}

countryany_country_neighbor_to_systemIterate through all countries that own system 1 jump away from current system (bypasses included) - checks whether the enclosed triggers return true for any of them

any_country_neighbor_to_system = { <triggers> }

galactic_objectcount_country_neighbor_to_systemIterate through all countries that own system 1 jump away from current system (bypasses included) - checks whether the enclosed triggers return true for X/all of them

count_country_neighbor_to_system = {count = <num/all/variable>limit = { <triggers> }}

galactic_objectany_rival_countryIterate through all countries rivalled by the scoped country - checks whether the enclosed triggers return true for any of them

any_rival_country = { <triggers> }

countrycount_rival_countryIterate through all countries rivalled by the scoped country - checks whether the enclosed triggers return true for X/all of them

count_rival_country = {count = <num/all/variable>limit = { <triggers> }}

countryany_federation_allyIterate through all countries in a federation with the scoped country - checks whether the enclosed triggers return true for any of them

any_federation_ally = { <triggers> }

countrycount_federation_allyIterate through all countries in a federation with the scoped country - checks whether the enclosed triggers return true for X/all of them

count_federation_ally = {count = <num/all/variable>limit = { <triggers> }}

countrycount_playable_countryIterate through all playable countries - checks whether the enclosed triggers return true for X/all of them

count_playable_country = {count = <num/all/variable>limit = { <triggers> }}

allcount_subjectIterate through all subjects of the scoped country - checks whether the enclosed triggers return true for X/all of them

count_subject = {count = <num/all/variable>limit = { <triggers> }}

countryany_available_debrisIterate through all debris belong to available special projects of the scoped country - checks whether the enclosed triggers return true for any of them

any_available_debris = { <triggers> }

countrycount_available_debrisIterate through all debris belong to available special projects of the scoped country - checks whether the enclosed triggers return true for X/all of them

count_available_debris = {count = <num/all/variable>limit = { <triggers> }}

countryany_owned_designIterate through all designs owned by the current country - checks whether the enclosed triggers return true for any of them

any_owned_design = { <triggers> }

countrycount_owned_designIterate through all designs owned by the current country - checks whether the enclosed triggers return true for X/all of them

count_owned_design = {count = <num/all/variable>limit = { <triggers> }}

countryany_spynetworkIterate through each spynetwork - checks whether the enclosed triggers return true for any of them

any_spynetwork = { <triggers> }

country no_scopecount_spynetworkIterate through each spynetwork - checks whether the enclosed triggers return true for X/all of them

count_spynetwork = {count = <num/all/variable>limit = { <triggers> }}

country no_scopeany_espionage_operationIterate through each espionage operation - checks whether the enclosed triggers return true for any of them

any_espionage_operation = { <triggers> }

country no_scope spy_networkcount_espionage_operationIterate through each espionage operation - checks whether the enclosed triggers return true for X/all of them

count_espionage_operation = {count = <num/all/variable>limit = { <triggers> }}

country no_scope spy_networkany_espionage_assetIterate through each espionage asset - checks whether the enclosed triggers return true for any of them

any_espionage_asset = { <triggers> }

no_scope spy_network espionage_operationcount_espionage_assetIterate through each espionage asset - checks whether the enclosed triggers return true for X/all of them

count_espionage_asset = {count = <num/all/variable>limit = { <triggers> }}

no_scope spy_network espionage_operationany_federationIterate through each federation - checks whether the enclosed triggers return true for any of them

any_federation = { <triggers> }

allcount_federationIterate through each federation - checks whether the enclosed triggers return true for X/all of them

count_federation = {count = <num/all/variable>limit = { <triggers> }}

allany_first_contactIterate through each first contact (both active and complete) that this country is engaging in - checks whether the enclosed triggers return true for any of them

any_first_contact = { <triggers> }

countrycount_first_contactIterate through each first contact (both active and complete) that this country is engaging in - checks whether the enclosed triggers return true for X/all of them

count_first_contact = {count = <num/all/variable>limit = { <triggers> }}

countryany_active_first_contactIterate through each active (non-completed) first contact that this country is engaging in - checks whether the enclosed triggers return true for any of them

any_active_first_contact = { <triggers> }

countrycount_active_first_contactIterate through each active (non-completed) first contact that this country is engaging in - checks whether the enclosed triggers return true for X/all of them

count_active_first_contact = {count = <num/all/variable>limit = { <triggers> }}

countryany_galaxy_fleetIterate through each fleet in the entire game - checks whether the enclosed triggers return true for any of them

any_galaxy_fleet = { <triggers> }

allcount_galaxy_fleetIterate through each fleet in the entire game - checks whether the enclosed triggers return true for X/all of them

count_galaxy_fleet = {count = <num/all/variable>limit = { <triggers> }}

allany_combatant_fleetIterate through each fleet this fleet is in combat with - checks whether the enclosed triggers return true for any of them

any_combatant_fleet = { <triggers> }

fleetcount_combatant_fleetIterate through each fleet this fleet is in combat with - checks whether the enclosed triggers return true for X/all of them

count_combatant_fleet = {count = <num/all/variable>limit = { <triggers> }}

fleetany_fleet_in_systemIterate through each fleet in the current system - checks whether the enclosed triggers return true for any of them

any_fleet_in_system = { <triggers> }

galactic_objectcount_fleet_in_systemIterate through each fleet in the current system - checks whether the enclosed triggers return true for X/all of them

count_fleet_in_system = {count = <num/all/variable>limit = { <triggers> }}

galactic_objectcount_owned_fleetIterate through each fleet owned by the country - checks whether the enclosed triggers return true for X/all of them

count_owned_fleet = {count = <num/all/variable>limit = { <triggers> }}

countryany_controlled_fleetIterate through each fleet controlled by the country - checks whether the enclosed triggers return true for any of them

any_controlled_fleet = { <triggers> }

countrycount_controlled_fleetIterate through each fleet controlled by the country - checks whether the enclosed triggers return true for X/all of them

count_controlled_fleet = {count = <num/all/variable>limit = { <triggers> }}

countrycount_fleet_in_orbitIterate through each fleet orbiting the current planet/starbase/megastructure - checks whether the enclosed triggers return true for X/all of them

count_fleet_in_orbit = {count = <num/all/variable>limit = { <triggers> }}

megastructure planet starbasecount_orbital_stationIterate through each orbital station owned by the current country or in the current system - checks whether the enclosed triggers return true for X/all of them

count_orbital_station = {count = <num/all/variable>limit = { <triggers> }}

country galactic_objectany_galcom_memberIterate through each member of the galactic community - checks whether the enclosed triggers return true for any of them

any_galcom_member = { <triggers> }

allcount_galcom_memberIterate through each member of the galactic community - checks whether the enclosed triggers return true for X/all of them

count_galcom_member = {count = <num/all/variable>limit = { <triggers> }}

allany_council_memberIterate through each member of the galactic council - checks whether the enclosed triggers return true for any of them

any_council_member = { <triggers> }

allcount_council_memberIterate through each member of the galactic council - checks whether the enclosed triggers return true for X/all of them

count_council_member = {count = <num/all/variable>limit = { <triggers> }}

allcount_owned_leaderIterate through each leader that is owned by the country - checks whether the enclosed triggers return true for X/all of them

count_owned_leader = {count = <num/all/variable>limit = { <triggers> }}

countryany_pool_leaderIterate through each leader that is recruitable for the country - checks whether the enclosed triggers return true for any of them

any_pool_leader = { <triggers> }

countrycount_pool_leaderIterate through each leader that is recruitable for the country - checks whether the enclosed triggers return true for X/all of them

count_pool_leader = {count = <num/all/variable>limit = { <triggers> }}

countryany_envoyIterate through each envoy available to the country - checks whether the enclosed triggers return true for any of them

any_envoy = { <triggers> }

countrycount_envoyIterate through each envoy available to the country - checks whether the enclosed triggers return true for X/all of them

count_envoy = {count = <num/all/variable>limit = { <triggers> }}

countryany_megastructureIterate through each megastructure - checks whether the enclosed triggers return true for any of them

any_megastructure = { <triggers> }

allcount_megastructureIterate through each megastructure - checks whether the enclosed triggers return true for X/all of them

count_megastructure = {count = <num/all/variable>limit = { <triggers> }}

allany_owned_megastructureIterate through each owned megastructure - checks whether the enclosed triggers return true for any of them

any_owned_megastructure = { <triggers> }

countrycount_owned_megastructureIterate through each owned megastructure - checks whether the enclosed triggers return true for X/all of them

count_owned_megastructure = {count = <num/all/variable>limit = { <triggers> }}

countryany_system_megastructureIterate through each megastructure in system - checks whether the enclosed triggers return true for any of them

any_system_megastructure = { <triggers> }

allcount_system_megastructureIterate through each megastructure in system - checks whether the enclosed triggers return true for X/all of them

count_system_megastructure = {count = <num/all/variable>limit = { <triggers> }}

allcount_memberIterate through each member of the federation - checks whether the enclosed triggers return true for X/all of them

count_member = {count = <num/all/variable>limit = { <triggers> }}

federationany_associateIterate through each associate member of the federation - checks whether the enclosed triggers return true for any of them

any_associate = { <triggers> }

federationcount_associateIterate through each associate member of the federation - checks whether the enclosed triggers return true for X/all of them

count_associate = {count = <num/all/variable>limit = { <triggers> }}

federationcount_system_planetIterate through each planet (colony or not) in the current system - checks whether the enclosed triggers return true for X/all of them

count_system_planet = {count = <num/all/variable>limit = { <triggers> }}

galactic_objectany_system_colonyIterate through each colony in the current system - checks whether the enclosed triggers return true for any of them

any_system_colony = { <triggers> }

galactic_objectcount_system_colonyIterate through each colony in the current system - checks whether the enclosed triggers return true for X/all of them

count_system_colony = {count = <num/all/variable>limit = { <triggers> }}

galactic_objectcount_planet_within_borderIterate through each planet within the current empire's borders - checks whether the enclosed triggers return true for X/all of them

count_planet_within_border = {count = <num/all/variable>limit = { <triggers> }}

countryany_owned_planetIterate through each inhabited planet owned by the current empire - checks whether the enclosed triggers return true for any of them

any_owned_planet = { <triggers> }

country sectorcount_owned_planetIterate through each inhabited planet owned by the current empire - checks whether the enclosed triggers return true for X/all of them

count_owned_planet = {count = <num/all/variable>limit = { <triggers> }}

country sectorany_controlled_planetIterate through each inhabited planet controlled by the current empire - checks whether the enclosed triggers return true for any of them

any_controlled_planet = { <triggers> }

countrycount_controlled_planetIterate through each inhabited planet controlled by the current empire - checks whether the enclosed triggers return true for X/all of them

count_controlled_planet = {count = <num/all/variable>limit = { <triggers> }}

countryany_galaxy_planetIterate through each planet ANYWHERE in the game; warning: resource intensive! - checks whether the enclosed triggers return true for any of them

any_galaxy_planet = { <triggers> }

allcount_galaxy_planetIterate through each planet ANYWHERE in the game; warning: resource intensive! - checks whether the enclosed triggers return true for X/all of them

count_galaxy_planet = {count = <num/all/variable>limit = { <triggers> }}

allcount_depositIterate through each deposit on the planet - checks whether the enclosed triggers return true for X/all of them

count_deposit = {count = <num/all/variable>limit = { <triggers> }}

planetcount_moonIterate through each moon of the planet - checks whether the enclosed triggers return true for X/all of them

count_moon = {count = <num/all/variable>limit = { <triggers> }}

planetcount_owned_popIterate through all owned pops - checks whether the enclosed triggers return true for X/all of them

count_owned_pop = {count = <num/all/variable>limit = { <triggers> }}

planet country pop_faction sectorany_species_popIterate through each pop that belongs to this species; warning: resource-intensive! - checks whether the enclosed triggers return true for any of them

any_species_pop = { <triggers> }

speciescount_species_popIterate through each pop that belongs to this species; warning: resource-intensive! - checks whether the enclosed triggers return true for X/all of them

count_species_pop = {count = <num/all/variable>limit = { <triggers> }}

speciesany_pop_factionIterate through all the country's pop factions - checks whether the enclosed triggers return true for any of them

any_pop_faction = { <triggers> }

countrycount_pop_factionIterate through all the country's pop factions - checks whether the enclosed triggers return true for X/all of them

count_pop_faction = {count = <num/all/variable>limit = { <triggers> }}

countryany_galaxy_sectorIterate through all sectors in the game - checks whether the enclosed triggers return true for any of them

any_galaxy_sector = { <triggers> }

allcount_galaxy_sectorIterate through all sectors in the game - checks whether the enclosed triggers return true for X/all of them

count_galaxy_sector = {count = <num/all/variable>limit = { <triggers> }}

allany_owned_sectorIterate through every owned sector - checks whether the enclosed triggers return true for any of them

any_owned_sector = { <triggers> }

countrycount_owned_sectorIterate through every owned sector - checks whether the enclosed triggers return true for X/all of them

count_owned_sector = {count = <num/all/variable>limit = { <triggers> }}

countrycount_owned_shipIterate through each ship in the fleet or controlled by the country - checks whether the enclosed triggers return true for X/all of them

count_owned_ship = {count = <num/all/variable>limit = { <triggers> }}

country fleetany_controlled_shipIterate through each ship in the fleet or controlled by the country - checks whether the enclosed triggers return true for any of them

any_controlled_ship = { <triggers> }

country fleetcount_controlled_shipIterate through each ship in the fleet or controlled by the country - checks whether the enclosed triggers return true for X/all of them

count_controlled_ship = {count = <num/all/variable>limit = { <triggers> }}

country fleetcount_ship_in_systemIterate through each ship in the current system - checks whether the enclosed triggers return true for X/all of them

count_ship_in_system = {count = <num/all/variable>limit = { <triggers> }}

galactic_objectany_situationIterate through each situation a country is experiencing - checks whether the enclosed triggers return true for any of them

any_situation = { <triggers> }

countrycount_situationIterate through each situation a country is experiencing - checks whether the enclosed triggers return true for X/all of them

count_situation = {count = <num/all/variable>limit = { <triggers> }}

countryany_targeting_situationIterate through each situation that is targeting the current planet - checks whether the enclosed triggers return true for any of them

any_targeting_situation = { <triggers> }

planetcount_targeting_situationIterate through each situation that is targeting the current planet - checks whether the enclosed triggers return true for X/all of them

count_targeting_situation = {count = <num/all/variable>limit = { <triggers> }}

planetany_owned_pop_speciesIterate through each species of a country's owned pops - checks whether the enclosed triggers return true for any of them

any_owned_pop_species = { <triggers> }

countrycount_owned_pop_speciesIterate through each species of a country's owned pops - checks whether the enclosed triggers return true for X/all of them

count_owned_pop_species = {count = <num/all/variable>limit = { <triggers> }}

countryany_galaxy_speciesCheck if any species in the galaxy meet the specified criteria - checks whether the enclosed triggers return true for any of them

any_galaxy_species = { <triggers> }

allcount_galaxy_speciesCheck if any species in the galaxy meet the specified criteria - checks whether the enclosed triggers return true for X/all of them

count_galaxy_species = {count = <num/all/variable>limit = { <triggers> }}

allcount_owned_speciesCheck if any of the species <on the planet/in the country> meet the specified criteria - checks whether the enclosed triggers return true for X/all of them

count_owned_species = {count = <num/all/variable>limit = { <triggers> }}

planet countrycount_enslaved_speciesCheck if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria - checks whether the enclosed triggers return true for X/all of them

count_enslaved_species = {count = <num/all/variable>limit = { <triggers> }}

planet countryany_owned_starbaseIterate through every owned primary starbase - checks whether the enclosed triggers return true for any of them

any_owned_starbase = { <triggers> }

countrycount_owned_starbaseIterate through every owned primary starbase - checks whether the enclosed triggers return true for X/all of them

count_owned_starbase = {count = <num/all/variable>limit = { <triggers> }}

countryany_owned_nonprimary_starbaseIterate through every owned non-primary starbase (e.g. orbital rings), not including juggernauts - checks whether the enclosed triggers return true for any of them

any_owned_nonprimary_starbase = { <triggers> }

countrycount_owned_nonprimary_starbaseIterate through every owned non-primary starbase (e.g. orbital rings), not including juggernauts - checks whether the enclosed triggers return true for X/all of them

count_owned_nonprimary_starbase = {count = <num/all/variable>limit = { <triggers> }}

countryany_systemIterate through all systems - checks whether the enclosed triggers return true for any of them

any_system = { <triggers> }

allcount_systemIterate through all systems - checks whether the enclosed triggers return true for X/all of them

count_system = {count = <num/all/variable>limit = { <triggers> }}

allcount_rim_systemIterate through all rim systems - checks whether the enclosed triggers return true for X/all of them

count_rim_system = {count = <num/all/variable>limit = { <triggers> }}

allany_system_within_borderIterate through all systems within the country's or sector's borders - checks whether the enclosed triggers return true for any of them

any_system_within_border = { <triggers> }

country sectorcount_system_within_borderIterate through all systems within the country's or sector's borders - checks whether the enclosed triggers return true for X/all of them

count_system_within_border = {count = <num/all/variable>limit = { <triggers> }}

country sectorcount_neighbor_systemIterate through all a system's neighboring systems by hyperlane - checks whether the enclosed triggers return true for X/all of them

count_neighbor_system = {count = <num/all/variable>limit = { <triggers> }}

galactic_objectany_neighbor_system_euclideanIterate through all a system's neighboring systems (by closeness, not by hyperlanes) - checks whether the enclosed triggers return true for any of them

any_neighbor_system_euclidean = { <triggers> }

galactic_objectcount_neighbor_system_euclideanIterate through all a system's neighboring systems (by closeness, not by hyperlanes) - checks whether the enclosed triggers return true for X/all of them

count_neighbor_system_euclidean = {count = <num/all/variable>limit = { <triggers> }}

galactic_objectany_war_participantIterate through all war participants - checks whether the enclosed triggers return true for any of them

any_war_participant = { <triggers> }

warcount_war_participantIterate through all war participants - checks whether the enclosed triggers return true for X/all of them

count_war_participant = {count = <num/all/variable>limit = { <triggers> }}

warcount_attackerIterate through all attackers in the current war - checks whether the enclosed triggers return true for X/all of them

count_attacker = {count = <num/all/variable>limit = { <triggers> }}

warcount_defenderIterate through all defenders in the current war - checks whether the enclosed triggers return true for X/all of them

count_defender = {count = <num/all/variable>limit = { <triggers> }}

warcount_warIterate through all wars the country is engaged in - checks whether the enclosed triggers return true for X/all of them

count_war = {count = <num/all/variable>limit = { <triggers> }}

country

There are more than singular Conditions can be used for a Condition. See dynamic modding for details.

Conditions - Stellaris Wiki (2024)
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