Triggers
Diplomatic conditions:
alliance = { country = aaa country = bbb }
Checks if aaa and bbb are in the same military alliance.
dynastic = { country = aaa country = bbb }
Checks if aaa and bbb have a royal marriage.
vassal = { country = aaa country = bbb }
Checks if country bbb is a vassal of aaa.
union = { country = aaa country = bbb }
Checks if country aaa is in a personnal union with country bbb.
war = { country = aaa country = bbb }
Checks if country aaa is at war with country bbb.
truce = { country = aaa country = bbb }
Checks if there is currently a truce between country aaa and country bbb.
atwar = yes / no
Checks if the country is at war.
isvassal = yes / no
Checks if the country is a vassal of any country.
isoverlord = yes / no
Checks if the country has at least one vassal.
access = aaa
Checks if the country was granted military access by country aaa.
relation = { country = aaa data = x }
Is true if the receiving country has relation x or better with country aaa.
Conditions based on leaders or monarchs:
leader = xxxx
Is true if leader with id xxxx is alive in any country.
monarch = xxxx
Is true if monarch with id xxxx is ruling the country receiving the event.
Conditions based on countries:
religion = religion_name
Checks the state religion of the receiving country.
culture = culture_name
Checks if that culture is an accepted one for the receiving country.
technology = techgroup_name
Checks the tech group of the receiving country.
continent = continent_name
Checks on which continent the capital of the receiving country lies.
region = region_name
Checks in which region the capital of the receiving country lies.
area = area_name
Checks in which area the capital of the receiving country lies.
countrysize = x
Is true if the receiving country has x provinces or more. Cities and colonies are counted.
badboy = x
Is true if badboy is x or higher.
inflation = x
Is true if inflation is equal or above x (scale is 0 to 1).
treasury = x
Is true if treasury is equal or above x.
diplomats = x
Is true if the country has x diplomats or more.
merchants = x
Is true if the country has x merchants or more.
colonists = x
Is true if the country has x colonists or more.
missionaries = x
Is true if the country has x missionaries or more.
elector = yes / no
Checks if the receiving country is an Elector of the HRE or not.
emperor = yes / no
Checks if the ruler of the receiving country is Holy Roman Emperor or not.
hre = yes / no
Checks if the receiving country's capital province is in the Holy Roman Empire or not.
neighbour = x
Is true if the receiving country is neighbour with country x.
tag = aaa
The event will only fire for this tag, mostly useful for province specific events.
Conditions based on domestic affairs:
domestic = { type = aristocracy/ centralization/ innovative/ mercantilism/ land/ offensive/ quality/ serfdom value = x }
Checks if a domestic policy slider is at value x or higher. (0 to 10)
land = x
Checks if the land tech level is at x or higher.
naval = x
Checks if the naval tech level is at x or higher.
stability = x
Checks if stability is at x or higher. (-3 to 3)
trade = x
Checks if the trade tech level is at x or higher.
infra = x
Checks if the infra tech level is at x or higher.
Conditions based on provinces:
capital = x
Checks if province x is the capital of the receiving country.
core_national = { province = x data = aaa }
Is true if province x is a naional core province of country aaa (if data = -1 then it is for the country receiving the event).
core_claim = { province = x data = aaa }
Is true if province x is a claim core province of country aaa (if data = -1 then it is for the country receiving the event).
core_casusbelli = { province = x data = aaa }
Is true if province x is a casusbelli core province of country aaa (if data = -1 then it is for the country receiving the event).
provinceculture = { province = x data = y }
Is true if province x has culture y.
cityculture = { province = x data = y }
Is true if province x uses culture y for its city sprite.
provincereligion = { province = x data = y }
Is true if province x have religion y.
owned = { province = x data = aaa }
Is true if province x is owned by country aaa (if data = -1 then it is for the country receiving the event)
control = { province = x data = aaa }
Is true if province x is controlled by country aaa (if data = -1 then it is for the country receiving the event)
ownerchange = { province = x years = y months = m days = d }
Is true if province x has been owned by the current owner for at least y years, m months and d days (not all time fields have to be filled, one is enough).
controlchange = { province = x years = y months = m days = d }
Is true if province x has been controlled by the current controller for at least y years, m months and d days (not all time fields have to be filled, one is enough).
discovered = x
Is true if province x has been discovered by the country receiving the event.
cot = x
Is true if there is a centre of trade in province x.
fortresslevel = { province = x data = y }
Is true if province x contains a fortress of level y or higher.
provincepopulation = { province = x data = y }
Is true if province x has a population of y or higher.
tradingpost = x
Is true if province x is a trading post.
colony = x
Is true if province x has a population between 10 and 999, and is not a trading post.
colonialcity = x
Is true if province x has a population between 1000 and 4999.
city = x
Is true if province x has a population of at least 5000..
General conditions:
ai = yes / no
Checks if the country receiving the event is AI controlled or not.
event = xxxx
Checks if event with id xxxx has happened.
flag = flag name
Checks if the country flag with the specified name is set.
exists = aaa
Is true if country aaa exists.
year = x
Checks if the year is x or later.
aaa = {
conditions
}
Is true if the conditions are true for country aaa.
someof = {
number = x
conditions
}
Is true if at least x of the listed conditions are true.
random = x
The event will only have x% chance to fire every time the event is checked.