Информация по «Стелларису» по-русски / Stellaris Game Info in Russian

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alchx

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Любопытно, как можно логически совместить каких-нить основателей федерации как основателей галактического рынка и возможность торговли на этом самом рынке рабами? Федералы готовы резать всех, кто хоть как-то подавляет гражданские свободы.
Можно было бы понять, если бы суда работорговцев проскакивали по их территории с некоторым шансом быть пойманным и лишенным рабов (из-за чего цена рабов устремлялась бы к небесам, а отношение федералов к империи с портом приписки судна падало бы), но тут же вообще вольная гавань получается.
 
Aug 27, 2018
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0
Любопытно, как можно логически совместить каких-нить основателей федерации как основателей галактического рынка и возможность торговли на этом самом рынке рабами? Федералы готовы резать всех, кто хоть как-то подавляет гражданские свободы.
Можно было бы понять, если бы суда работорговцев проскакивали по их территории с некоторым шансом быть пойманным и лишенным рабов (из-за чего цена рабов устремлялась бы к небесам, а отношение федералов к империи с портом приписки судна падало бы), но тут же вообще вольная гавань получается.
Эгалитаризм необязателен для федерации. Главное ксенофилия и пацифизм.
 

Alaress

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Эгалитаризм необязателен для федерации. Главное ксенофилия и пацифизм.
Не обязателен но допустим. Рассматривается конкретный сценарий: фанатики - эгалитаристы не терпимые к рабству создают галактическую биржу торговли рабами . Чёт как-то не очень.

Тоесть , кто первый основывает федерацию тот и запускает галактический рынок. И если этот кто-то фанатичный эгалитарист то очень нелогично что этот кто-то сходу допускает на своей бирже торговлю рабами.
 
S

Shirasik

Guest
Не обязателен но допустим. Рассматривается конкретный сценарий: фанатики - эгалитаристы не терпимые к рабству создают галактическую биржу торговли рабами . Чёт как-то не очень.

Тоесть , кто первый основывает федерацию тот и запускает галактический рынок. И если этот кто-то фанатичный эгалитарист то очень нелогично что этот кто-то сходу допускает на своей бирже торговлю рабами.
Покупка рабов с целью их освобождения - тоже, технически, торговля рабами.
 

alchx

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Если у продавца нет выбора продавать или не продавать какому-либо покупателю, а его просто принудят отдать рабов, выплатив какую-то компенсацию (как было в некоторых странах, в т.ч. в России), то это в, общем-то, не работорговля. Тут нет сделки, есть принуждение.
Федералы должны принуждать к освобождению рабов с проходящих судов, но никак не устраивать рынок.
 
S

Shirasik

Guest
Если у продавца нет выбора продавать или не продавать какому-либо покупателю, а его просто принудят отдать рабов, выплатив какую-то компенсацию (как было в некоторых странах, в т.ч. в России), то это в, общем-то, не работорговля. Тут нет сделки, есть принуждение.
Федералы должны принуждать к освобождению рабов с проходящих судов, но никак не устраивать рынок.
А зачем вообще везти товар на биржу? На бирже заключают сделки, а товар возят не через биржу.

Или вы не знали?
 

Rindera

Synthetically Ascended Cyberplant
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Jan 29, 2015
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Дневник разработчиков Stellaris №135 | 22.11.12018
Изменение скриптов и создание модов в версии 2.2

Приветствую!

Сегодня мы поговорим об изменениях скриптов в обновлении 2.2 «Ле Гуин». Мы собираемся углубиться в детали, так что не стесняйтесь пропустить этот дневник и вскочить на хайп-трейн в Твиттере, если вам не интересны вопросы создания модов.

Я не смогу охватить все изменения версии 2.2 в этом дневнике, но расскажу об основных, чтобы вы смогли начать раздумывать, как же вам обновить ваш мод!

Сперва рассмотрим различные мелочи:
  • Последовательный синтаксис if/else_if/else теперь применим как для триггеров, так и для эффектов. Проверьте, чтобы ваш мод соответствовал изменениям: старый синтаксис может быть пропущен при записи ошибок в лог, но может вызвать непредусмотренное поведение.
  • Триггеры и эффекты со вшитыми в код ссылками на ресурсы были частично или полностью удалены и заменены альтернативными, которые могут работать с новыми ресурсами, которые вы захотели добавить в скрипт. Например, вместо «energy >= 200» теперь будет «resource_stockpile_compare = { resource = energy value >= 200 }», а также «add_resource = { my_mod_resource = 10 }» и т.д.
  • Большая часть новых экономических единиц используют новый набор автосоздаваемых модификаторов; если вы добавляете новый район, то у него будет модификатор на увеличение числа этих районов на планете. Если вы создаёте новую должность, у неё будет модификатор на добавление таких должностеи и т.д. Это обретёт смысл, когда вы познакомитесь с системой поближе.
  • Вес эффекта «Random_*»! Мы вытащили его из глубочайшей дыры в недрах кода. Кое-кто из вас мог уже разобраться в том, как он работает. Практически всем эффектам с «Random_*» (например, random_playable_country, random_owned_ship и т.д.) можно задать вес, чтобы некоторые из объектов выбирались чаще других (но там всё равно используется основной критерий ограничения). Весам требуется базовое значение и модификаторы, прибавляющие или умножающие.
Code:
random_playable_country = {
    limit = { # has comms with 16 or more empires
        count_country = {
            limit = {
                is_country_type = default
                has_communications = prev
            }
            count >= 16
        }
    }
    weights = {
        base = 1
        modifier = { # strongly weighted towards democracies
            add = 6
            has_authority = auth_democratic
        }
        modifier = { # twice as likely for players
            mult = 2
            is_ai = no
        }
    }
    country_event = { id = my_mod.1 }
}

Изменение планет и экономики
Как вам скажет любой контент-дизайнер, лучший способ изучить скрипт — это прочесть скрипт (работа с другими разработчиками Paradox тоже помогает, но не всем повезло). Поэтому я выложу здесь несколько примеров краеугольных камней новой экономики и постквадратной системы планет: планетарные особенности, районы, сооружения, должности, социальные страты и базы данных ресурсов.

Планетарные особенности
common\deposits\
Старая концепция месторождений была переработана в планетарные особенности, хотя в скриптах они всё ещё указаны как deposits. Они более гибки, чем прежние месторождения, теперь, когда они более не привязаны к системе квадратов. Они могут измениться при терраформировании или оказывать глобальные эффекты на планету, а блокировщики могут оказать какие-либо эффекты после очистки игроком.

Code:
d_rich_mountain = {
    is_for_colonizeable = yes
    use_for_min_max_adjustments = yes
 
    category = deposit_cat_minerals
 
    use_weights_for_terraforming_swap_types = yes
    should_swap_deposit_on_terraforming = yes
    terraforming_swap_types = {
        d_submerged_ore_veins
    }
 
    planet_modifier = {
        district_mining_max = 3
    }
 
    potential = {
        OR = {
            is_planet_class = pc_continental
            is_planet_class = pc_desert
            is_planet_class = pc_alpine
            is_planet_class = pc_arctic
            is_planet_class = pc_arid
            is_planet_class = pc_tundra
            is_planet_class = pc_gaia
        }
    }
 
    drop_weight = {
        weight = @low
        modifier = {
            factor = @planet_type_bonus
            is_cold = yes
        }    
    }
}

Code:
d_minerals_2 = {
    resources = {
        category = orbital_mining_deposits
        produces = {
            minerals = 2
        }
    }
    station = shipclass_mining_station
    is_for_colonizeable = no
 
    potential = {
        OR = {
            is_planet_class = pc_asteroid
            is_planet_class = pc_molten
            is_planet_class = pc_toxic
            is_planet_class = pc_frozen
            is_planet_class = pc_barren
            is_planet_class = pc_barren_cold
            is_planet_class = pc_broken
            is_planet_class = pc_shattered
        }
    }
 
    drop_weight = {
        weight = 5
        modifier = {
            factor = 0.5
            OR = {
                is_planet_class = pc_molten
                is_planet_class = pc_toxic
                is_planet_class = pc_frozen
            }
        }
        modifier = {
            factor = 2.0
            is_asteroid = yes
        }
    }
}

Code:
d_collapsed_burrows = {
    icon = d_deep_sinkhole
    time = 120
 
    is_for_colonizeable = yes
    category = deposit_cat_blockers
 
    potential = { always = no } # added by event
 
    planet_modifier = {
        planet_max_districts_add = -1
    }
 
    on_cleared = {
        create_pop = {
            species = owner
        }
    }
 
    resources = {
        category = deposit_blockers
        cost = {
            energy = 300
        }
    }
}

Районы
common\districts\
Уже затронутые в предыдущих дневниках, районы по большей части заменяют квадраты. Они, как правило, возводятся игроками, и их количество ограничено планетарными особенностями. Районы создают должности.
Давайте взглянем на базовый добывающий район! Вы можете заметить, что общая структура схожа с вышеприведёнными примерами, и этот шаблон, действительно, будет повторяться для большинства баз данных, обновлённых в 2.2 «Ле Гуин». База данный района задаёт длительность постройки, условия строительства, заменители на других типах планет (например, на мирах машин), сколько и чего требуется для строительства и содержания, постоянные и активируемые модификаторы на планете, на которой район был построен (предоставление различных должностей различным типам империй), а также вес, определяющий приоритетность строительства этого района для ИИ.

Code:
district_mining = {
    base_buildtime = 240
 
    min_for_deposits_on_planet = 1
    max_for_deposits_on_planet = 15
 
    show_on_uncolonized = {
        habitable_structure = no
        NOR = {
            is_planet_class = pc_machine
            is_planet_class = pc_hive
            is_planet_class = pc_city
        }
    }
 
    potential = {
        habitable_structure = no
        NOT = {
            is_planet_class = pc_machine
            is_planet_class = pc_hive
            is_planet_class = pc_city
        }
    }
 
    allow = {
        NOT = { has_modifier = resort_colony }
    }
 
    conversion_ratio = 1
    convert_to = {
        district_mining_uncapped
    }
 
    resources = {
        category = planet_districts
        cost = {
            minerals = @base_cost
        }
        upkeep = {
            energy = 1
        }
    }
 
    planet_modifier = {
        planet_housing_add = 2
    }
 
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                has_valid_civic = civic_agrarian_idyll
            }
        }
        modifier = {
            planet_housing_add = 1
        }
    }    
   
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_hive_empire = yes }
        }
        modifier = {
            job_mining_drone_add = 3
        }
    }
 
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_machine_empire = yes }
        }
        modifier = {
            job_mining_drone_add = 2
        }
    }
   
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = {
                is_gestalt = no
                is_fallen_empire_spiritualist = no
            }
        }
        modifier = {
            job_miner_add = 2
        }
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_fallen_empire_spiritualist = yes }
        }
        modifier = {
            job_fe_acolyte_mine_add = 2
        }
    }
 
    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_gestalt = yes }
        }
        text = job_mining_drone_effect_desc
    }
    triggered_desc = {
        trigger = {
            exists = owner
            owner = {
                is_gestalt = no
                is_fallen_empire_spiritualist = no
            }
        }
        text = job_miner_effect_desc
    }

    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_fallen_empire_spiritualist = yes }
        }
        text = job_fe_acolyte_mine_effect_desc
    }
 
    prerequisites = {
        tech_mechanized_mining
    }
 
    ai_weight = {
        weight = 1
        modifier = {
            factor = 3
            owner = {
                has_monthly_income = {
                    resource = minerals
                    value < 0
                }
            }
        }

        modifier = {
            factor = 2
            free_housing < 0
        }

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

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

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

Соружения
common\buildings\
Сооружения в целом похожи на то, к чему вы уже привыкли, однако, их функционал был существенно расширен, как вы могли видеть из вышеприведённых примеров. Благодаря «triggered_planet_modifier» сооружения, в зависимости от ряда факторов, могут влиять на события или эффекты. В приведённом ниже примере с building_foundry_2 одно и то же здание добавляет должности литейщика для обычных империй, должности alloy_drone для коллективного разума и должности фабрикатора для машинного интеллекта в зависимости от того, кто владеет этим зданием. Стоимость строительства, содежание и производство ресурса подпадают под категорию «resources = {}», хотя литейная всего-навсего добавляет должности и сама по себе не производит никаких ресурсов.

Code:
building_foundry_2 = {
    base_buildtime = 480
    can_build = no

    category = manufacturing
 
    allow = {
        has_upgraded_capital = yes
    }

    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_hive_empire = yes }
        }
        modifier = {
            job_alloy_drone_add = 5
        }
    }
 
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_machine_empire = yes }
        }
        modifier = {
            job_fabricator_add = 5
        }
    }
 
    triggered_planet_modifier = {
        potential = {
            exists = owner
            owner = { is_regular_empire = yes }
        }
        modifier = {
            job_foundry_add = 5
        }
    }
 
    resources = {
        category = planet_buildings
        cost = {
            minerals = 600
            volatile_motes = 50
        }
        upkeep = {
            energy = 4
            volatile_motes = 1
        }
    }
 
    upgrades = {
        building_foundry_3
    }

    prerequisites = {
        tech_alloys_1
    }
 
    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_regular_empire = yes }
        }
        text = job_foundry_effect_desc
    }
 
    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_hive_empire = yes }
        }
        text = job_alloy_drone_effect_desc
    }
 
    triggered_desc = {
        trigger = {
            exists = owner
            owner = { is_machine_empire = yes }
        }
        text = job_fabricator_effect_desc
    }
 
    ai_weight = {
        weight = 1
        modifier =
        {
            factor = 4
            owner = {
                has_monthly_income = {
                    resource = alloys
                    value < 15
                }
            }
        }
    }

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

Должности
common\pop_jobs\
Итак, что насчёт должностей, добавляемых сооружениями? Они заданы в отдельной базе данных должностей, в которой вы опять же увидите базовый синтаксис. Давайте же рассмотрим силовика: он производит 1 пункт единства, дополнительные очки единства, если вы являетесь полицейским государством, а при активном модификаторе «Кампания против преступности» он значительно снижает преступность, однако его содержание возрастает на 2 энергокредита.

Code:
enforcer = {
    category = specialist
    condition_string = SPECIALIST_JOB_TRIGGER
    building_icon = building_precinct_house
    clothes_texture_index = 5

    possible = {
        specialist_job_check_trigger = yes
    }
 
    resources = {
        category = planet_enforcers
        produces = {
            unity = 1
        }
        produces = {
            trigger = {
                owner = { has_valid_civic = civic_police_state }
            }
            unity = 1
        }
        upkeep = {
            trigger = {
                planet = { has_modifier = anticrime_campaign }
            }
            energy = 2
        }
    }
 
    pop_modifier = {
        pop_defense_armies_add = 2
    }
   
    planet_modifier = {
        planet_crime_add = -25
    }
 
    triggered_planet_modifier = {
        potential = {
            owner = { has_non_swapped_tradition = tr_domination_judgment_corps }
        }
        modifier = {
            planet_crime_add = -5
        }    
    }

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

Социальная страта
common\pop_categories\
Страты, или социальные слои, например, специалисты, в число которых входят вышеупомянутые силовики, устроены схожим образом. У них есть распространяемые на весь слой потребление и производство ресурсов, модификаторы, а также настройки, описанные и активируемые текстовыми файлами баз данных. Страта simple_drone для гештальт-сознания, вероятно, является простейшим из примеров в игре:

Code:
simple_drone = {
    rank = 0
    clothes_texture_index = 2
 
    # This is called whenever a Pop is created, moved to a different planet, or gets a new owner
    assign_to_pop = {
        exists = owner
        owner = { is_gestalt = yes }
    }
    weight = {
        weight = 1
    }
 
    pop_modifier = {
        pop_housing_usage_base = 1
        pop_amenities_usage_no_happiness_base = 1
    }
 
    # scope: pop to be resettled
    allow_resettlement = {
        always = yes
    }

    resettlement_cost = {
        energy = 100
    }

    unemployment_resources = {
        category = unemployment_resources
        # Standby Mode Crime event
        upkeep = {
            trigger = {
                planet = {
                    has_modifier = standby_mode
                }
            }
            energy = 2
        }
    }
 
    resources = {
        category = pop_category_drones
   
        upkeep = {
            trigger = {
                is_organic_species = yes
            }
            food = @living_standard_food_normal
        }

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

Ресурсы
common\strategic_resources\
Теперь ресурсы полностью описываются через скрипты, а не зашиты в код, так что вы легко сможете добавить что-нибудь своё к базовым игровым энергокредитам, минералам, сплавам и подобному. На этот раз строки в базе данных выглядят иначе; они задают возможность торговли ресурсом на рынке, последствия дефицита ресурса и весовые коэффициенты для ИИ. Стратегические ресурсы также задаются в этой базе данных.

Code:
food = {
    tradable = yes
    market_amount = 100
    market_price = 100
    max = 10000
 
    deficit_modifier = food_deficit #found in static modifiers
 
    ai_weight = {
        weight = 1
    }

    ai_wants = {
        base = 300
    }
}

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

    prerequisites = { "tech_mine_dark_matter" }
    visibility_prerequisite = { always = yes }
 
    ai_weight = {
        weight = 100
    }
}

trigger_docs
И наконец, представляю вам полную trigger_docs документацию для версии 2.2 на момент написания дневника. Пожалуйста, учтите, что в ней содержится неоднозначная, а порой даже вводящая в заблуждение информация, и некоторые моменты могут измениться к релизу!
Размещение всей документации по триггерам и эффектам заняло бы слишком много места. Все желающие могут ознакомиться с ней в первоисточнике по ссылке в конце дневника.

== TRIGGER DOCUMENTATION ==
text - For 'desc={trigger={' use. Shows custom text
text = <text>
Supported Scopes: all
Supported Targets: none

custom_tooltip - Replaces the tooltips for the enclosed triggers with a custom text
custom_tooltip = {
text = <text used as fallback for both fails and successes>
fail_text = <text used for fails["string"/default/none]>
success_text = <text used for seccesses["string"/default/none]>
<triggers>
}
Supported Scopes: all
Supported Targets: none

if - Evaluates the triggers if the display_triggers of the limit are met
if = { limit = { <display_triggers> } <triggers> }
Supported Scopes: all
Supported Targets: none

any_playable_country - Checks if any playable country meet the specified criteria
any_playable_country = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_mission - Checks if the observation post has a specific mission
has_mission = technological_enlightenment_4
Supported Scopes: fleet
Supported Targets: none

switch - Switch case for a trigger
switch = {
trigger = pop_has_ethic
ethic_xenophile = { <trigger> }
ethic_xenophobe = { <trigger> }
default = { <trigger> }
}
Supported Scopes: all
Supported Targets: ???

num_fleets - Checks the country's number of fleets
num_fleets < 8
Supported Scopes: country
Supported Targets: ???

num_ships - Checks the country/fleet's number of ships
num_ships > 39
Supported Scopes: country fleet
Supported Targets: ???

research_leader - Checks if the country's researcher in a specific field meets the specified criteria
research_leader = { area = engineering <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_fleet_order - Checks if the ship/fleet has a specific fleet order
has_fleet_order = survey_planet_order
Supported Scopes: ship fleet
Supported Targets: none

closest_system - Checks if any close-by systems meet the criteria
closest_system = { min_steps = 2 max_steps = 20 <triggers> }
Supported Scopes: all
Supported Targets: ???

any_owned_fleet - Checks if any of the country's owned fleets meet the specified criteria
any_owned_fleet = { <targets> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_orbital_station - Checks if the planet has any kind of orbital station
has_orbital_station = yes
Supported Scopes: planet
Supported Targets: none

any_orbital_station - Checks if the planet's orbital station meets the specified criteria
any_orbital_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

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

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

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

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

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

last_district_changed - Checks if the last district queued/unqueued/built/demolished/upgraded was the specified district
last_district_changed = district_capitol
Supported Scopes: planet
Supported Targets: none

has_ring - Checks if the planet has a planetary ring
has_ring = yes
Supported Scopes: planet
Supported Targets: none

is_moon - Checks if the planet is the moon of another planet
is_moon = yes
Supported Scopes: planet
Supported Targets: none

opinion - Checks the country's opinion of the target country
opinion = { who = <target> value = -70 }
Supported Scopes: country
Supported Targets: ???

ideal_planet_class - Checks if the country's ideal planet class is a specific class
ideal_planet_class = pc_tundra
Supported Scopes: country
Supported Targets: none

ethos - Checks the average ethics divergence on the planet
ethos < 0.4
Supported Scopes: planet
Supported Targets: none

distance - Checks the ship/fleet/planet/leader/pop/system's galaxy map distance to target in absolute units
distance = { source = <target> min = 50 max = 120 type=<hyperlane/euclidean> uses_bypass=<yes/no> bypass_empire=<empire> min_jumps = 2 max_jumps = 10 }
Supported Scopes: planet ship pop fleet galactic_object leader
Supported Targets: none

is_pirate - Checks if the country is a pirate country
is_pirate = yes
Supported Scopes: country
Supported Targets: none

planet_size - Checks the planet's size
planet_size < 20
Supported Scopes: planet
Supported Targets: ???

gender - Checks the leader's gender
gender = female
Supported Scopes: leader
Supported Targets: ???

any_planet_within_border - Checks if any planets within the country's borders meet the specified criteria
any_planet_within_border = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_owned_ship - Checks if any of the country's ships meet the specified criteria
any_owned_ship = { <triggers> }
Supported Scopes: country fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_ship - Checks if any ships in the game meet the specified criteria
any_ship = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

pop_has_ethic - Checks if the pop has a specific ethos
pop_has_ethic = ethic_fanatic_xenophile
Supported Scopes: pop
Supported Targets: none

pop_has_trait - Checks if the pop has a specific trait
pop_has_trait = trait_decadent
Supported Scopes: pop
Supported Targets: none

has_observation_outpost - Checks if the planet has an observation post
has_observation_outpost = yes
Supported Scopes: planet
Supported Targets: none

starting_system - Checks if the system is the starting system for any country
starting_system = yes
Supported Scopes: galactic_object
Supported Targets: none

graphical_culture - Checks if the country has specific graphical culture
graphical_culture = fungoid_01
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

vassals - Checks the country's number of vassals
vassals > 0
Supported Scopes: country
Supported Targets: ???

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

has_edict - Checks if the country has a specific edict enabled
has_edict = crystal_sonar
Supported Scopes: country
Supported Targets: ???

is_designable - Checks if the scoped ship design, ship or fleet (all ships) has a designable ship size.
is_designable = yes
Supported Scopes: ship fleet design
Supported Targets: none

is_in_cluster - Checks if the planet/system belongs to a specific spawning cluster
is_in_cluster = resource_cluster_3
Supported Scopes: planet galactic_object
Supported Targets: ???

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

num_empires - Checks the number of regular empires in the galaxy
num_empires > 3
Supported Scopes: country
Supported Targets: none

leader_class - Checks if the leader is of a specific class
leader_class = scientist
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

observation_outpost_owner - Checks if the planet's observation post's owner meets the specified criteria
observation_outpost_owner = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

observation_outpost - Checks if the planet's observation post meets the specified criteria
observation_outpost = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_deposit - Checks if the planet has any, or a specific, deposit
has_deposit = yes
has_deposit = d_immense_engineering_deposit
Supported Scopes: planet deposit
Supported Targets: none

is_same_value - Checks if the current scope and the target scope are the same thing
is_same_value = <target>
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_pop_faction_flag - Checks if the pop faction has a specific flag
has_pop_faction_flag = <flag>
Supported Scopes: pop pop_faction
Supported Targets: none

num_communications - Checks the country's number of established communications
num_communications > 3
Supported Scopes: country
Supported Targets: none

last_changed_policy - Checks if the last policy changed by the country was a specific policy
last_changed_policy = slavery
Supported Scopes: country
Supported Targets: ???

is_species - Checks if the pop/country's founder species is of a specific pre-defined species
is_species = ROBOT_POP_SPECIES_2
Supported Scopes: pop leader species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

last_increased_tech - Checks if the country's last researched technology was a specific tech
last_increased_tech = tech_gene_expressions
Supported Scopes: country
Supported Targets: ???

any_war - Checks if any wars meet the specified criteria
any_war = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

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

original_owner - Checks if the planet is still owned by its first colonizer
original owner = yes
Supported Scopes: planet
Supported Targets: none

tech_unlocked_ratio - Checks the relative amount of already-researched tech between the country and target country
tech_unlocked_ratio = { who = <target> ratio = 0.4 }
Supported Scopes: country
Supported Targets: ???

can_colonize - Checks if the planet can be colonized by target country
can_colonize = { who = <target> status = yes }
Supported Scopes: planet
Supported Targets: none

has_special_project - Checks if the country has a specific special project available
has_special_project = EMERGENCY_BUOY_PROJECT
Supported Scopes: country
Supported Targets: none

is_subspecies - Checks if the pop/country/species is a subspecies of the target pop/country/species
is_subspecies = <target>
Supported Scopes: country pop species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_valid - Checks to see if target scope is valid for the country/planet/army
is_valid = <target>
Supported Scopes: planet country army
Supported Targets: ???

check_pop_faction_parameter - Checks if one of the faction's parameters is the same as target scope
check_pop_faction_parameter = { which = <parameter> value = <target> }
Supported Scopes: pop_faction
Supported Targets: none

is_robot_pop - Checks if the pop is a robot
is_robot_pop = yes
Supported Scopes: pop
Supported Targets: none

num_fallen_empires - Checks the number of fallen empires in the galaxy
num_fallen_empires > 3
Supported Scopes: country
Supported Targets: none

is_preferred_weapons - Checks if the country's AI prefers weapons using this component tag
is_preferred_weapons = weapon_type_energy
Supported Scopes: country
Supported Targets: none

has_access_fleet - Checks if the system is accessible to the target country with construction vessels
has_access_construction = <target>
Supported Scopes: galactic_object
Supported Targets: ???

is_point_of_interest - Checks if the planet/country/ship/system/ambient object has a specific point of interest for a specific event chain for a specific country
is_point_of_interest = { id = <id> event_chain = <event_chain> owner = <target> }
Supported Scopes: planet country ship galactic_object ambient_object
Supported Targets: ???

terraformed_by - Checks if planet is terraformed by country.
Supported Scopes: planet
Supported Targets: none

has_megastructure - Checks if a country or star has a mega structure.
Supported Scopes: country galactic_object
Supported Targets: none

recently_lost_war - Checks if the country is at war
is_at_war = yes
Supported Scopes: country
Supported Targets: none

count_diplo_ties - Checks the number of diplomatic in the scope that fulfill the specified criteria
count_countries = { count < 6 limit = { <triggers> } }
Supported Scopes: country
Supported Targets: none

has_research_agreement - Checks if two countries have a research agreement.
Supported Scopes: country
Supported Targets: none

has_tributary - Checks if two countries have a research agreement.
Supported Scopes: country
Supported Targets: none

upgrade_days_left - Checks a mega structure amount of upgrade days left.
upgrade_days_left > 360

Supported Scopes: megastructure
Supported Targets: none

has_any_megastructure - Checks if the scope has a megastructure
has_any_megastructure = yes
Supported Scopes: planet galactic_object
Supported Targets: none

former_living_standard_type - Compares the former living standard type with the given one.
former_living_standard_type = living_standard_normal
Supported Scopes: pop
Supported Targets: none

former_citizenship_type - Compares the former citizenship type with the given one.
former_citizenship_type = citizenship_full
Supported Scopes: pop
Supported Targets: none

former_military_service_type - Compares the former military service type with the given one.
former_military_service_type = military_service_full
Supported Scopes: pop
Supported Targets: none

former_slavery_type - Compares the former slavery type with the given one.
former_slavery_type = slavery_normal
Supported Scopes: pop
Supported Targets: none

former_purge_type - Compares the former purge type with the given one.
former_purge_type = purge_normal
Supported Scopes: pop
Supported Targets: none

former_population_control_type - Compares the former population control type with the given one.
former_population_control_type = population_control_yes
Supported Scopes: pop
Supported Targets: none

former_migration_control_type - Compares the former migration control type with the given one.
former_migration_control_type = migration_control_yes
Supported Scopes: pop
Supported Targets: none

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

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

and - all inside trigger must be true
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

or - At least one entry inside the trigger must be true
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

not - An inverted trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_planet - Checks if any planet in the system meets the specified criteria
any_planet = { <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_star - Checks if the planet is a star
is_star = yes
Supported Scopes: planet
Supported Targets: none

is_asteroid - Checks if the planet is an asteroid
is_asteroid = yes
Supported Scopes: planet
Supported Targets: none

species_portrait - Checks if the species (or pop/empire's dominant species) uses a certain portrait
species_portrait = rep13
Supported Scopes: country pop species
Supported Targets: none

is_neutral_to - Checks if the country has a neutral attitude towards target country
is_neutral_to = <target>
Supported Scopes: country
Supported Targets: none

trust - Checks the country's trust of the target country
trust = { who = <target> value = 50 }
Supported Scopes: country
Supported Targets: ???

hidden_trigger - Hides the tooltip for the triggers within
hidden_trigger = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_district - Checks if the planet has any, or a specific, district
has_district = yes
has_district = district_mining
Supported Scopes: planet
Supported Targets: none

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

has_owner - Checks if the planet/system is colonized
has_owner = yes
Supported Scopes: planet galactic_object
Supported Targets: none

any_owned_planet - Checks if any of the country's owned planets meet the specified criteria
any_owned_planet = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

any_controlled_planet - Checks if any of the country's controlled planets meet the specified criteria
any_controlled_planet = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_ai - Checks if the country is played by the AI
is_ai = no
Supported Scopes: country
Supported Targets: none

always - Sets trigger to be either always true or false
always = yes
Supported Scopes: all
Supported Targets: none

has_trait - Checks if a pop/leader/species/country's dominant species has a certain trait
has_trait = leader_trait_carefree
Supported Scopes: country pop leader species
Supported Targets: none

has_ethic - Checks if a country has a certain ethos
has_ethic = ethic_fanatic_pacifist
Supported Scopes: country pop
Supported Targets: none

is_owned_by - Checks if the planet/system/army/ship is owned by the target country
is_owned_by = <target>
Supported Scopes: planet ship galactic_object army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

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

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

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

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

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

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

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

is_same_species - checks if the scoped object is of the same species as another object
is_same_species = <target>
Supported Scopes: country ship pop leader army species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

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

is_same_empire - Checks if the country is the same as another, target country
is_same_empire = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

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

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

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

has_strategic_resource - Checks if the planet has any strategic resource
has_strategic_resource = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_star_class - Checks if the system/planet(star) is of a certain class
is_star_class = sc_black_hole
Supported Scopes: planet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_technology - Checks if the country has a technology (of at least a specific level)
has_technology = tech_spaceport_4
Supported Scopes: country
Supported Targets: none

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

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

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

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

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

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

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

has_job - Checks if the pop has a specific job, or any job if set to yes
has_job = <key/yes>
Supported Scopes: pop
Supported Targets: none

has_planet_modifier - Checks if the planet has a specific planet modifier
has_planet_modifier = pm_titanic_life
Supported Scopes: planet
Supported Targets: none

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

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

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

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

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

has_planet_flag - Checks if the planet has a specific flag
has_planet_flag = <flag>
Supported Scopes: planet
Supported Targets: none

has_country_flag - Checks if the empire has a specific flag
has_country_flag = <flag>
Supported Scopes: country
Supported Targets: none

has_fleet_flag - Checks if the fleet has a specific flag
has_fleet_flag = <flag>
Supported Scopes: fleet
Supported Targets: none

has_ship_flag - Checks if the ship has a specific flag
ships_flag = <flag>
Supported Scopes: ship
Supported Targets: none

is_ship_class - Checks if the ship/fleet/design is a specific class
is_ship_class = shipclass_colonizer
Supported Scopes: ship fleet design
Supported Targets: none

is_ship_size - Checks if the ship/fleet/design is a specific ship size
is_ship_size = mining_station
Supported Scopes: ship fleet design
Supported Targets: none

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

has_ground_combat - Checks if ground combat is taking place on the planet
has_ground_combat = yes
Supported Scopes: planet
Supported Targets: none

is_at_war - Checks if the country is at war
is_at_war = yes
Supported Scopes: country
Supported Targets: none

num_owned_planets - Checks the country's number of owned planets
num_owned_planets < 8
Supported Scopes: country
Supported Targets: none

has_government - Checks if the country has a specific government type
has_government = despotic_hegemony
Supported Scopes: country
Supported Targets: none

num_pops - Checks the number of pops on the planet/country/pop faction
num_pops > 12
Supported Scopes: planet country pop_faction
Supported Targets: none

is_primitive - Checks if the country is a primitive, pre-FTL civilization
is_primitive = yes
Supported Scopes: country
Supported Targets: none

is_inside_nebula - checks if the planet/ship/fleet/system is inside a nebula
is_inside_nebula = yes
Supported Scopes: planet ship fleet galactic_object
Supported Targets: none

is_inside_border - Checks if the planet/ship/fleet/system is inside the borders of the target country
is_inside_border = <target>
Supported Scopes: planet ship fleet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_country - Iterate through all countries
any_country = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_pop - Checks if any of the planet/species/pop faction pops meet the specified criteria
any_pop = { <triggers> }
Supported Scopes: planet species pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_overlord - Checks if the country is the overlord of any subject countries
is_overlord = yes
Supported Scopes: country
Supported Targets: none

is_at_war_with - Checks if the country is at war with the target country
is_at_war_with = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

their_opinion - Checks target country's opinion value of the current country
their_opinion = { who = <target> value > 25 }
Supported Scopes: country
Supported Targets: ???

is_same_species_class - Checks if the pop/country is of the same species class as another pop/country
is_same_species_class = <target>
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_federation - Checks if the country is in a federation
has_federation = yes
Supported Scopes: country
Supported Targets: none

is_colonizable - Checks if the planet can theoretically be colonized
is_colonizable = yes
Supported Scopes: planet
Supported Targets: none

has_level - Checks if the leader has a specific experience level
has_level > 2
Supported Scopes: leader
Supported Targets: ???

num_minerals - Checks the planet's total amount of minerals
num_minerals < 20
Supported Scopes: planet
Supported Targets: none

num_physics - Checks the planet's total amount of physics research
num_physics = 8
Supported Scopes: planet
Supported Targets: none

num_society - Checks the planet's total amount of society research
num_society > 8
Supported Scopes: planet
Supported Targets: none

num_engineering - Checks the planet's total amount of engineering research
num_engineering < 8
Supported Scopes: planet
Supported Targets: none

num_modifiers - Checks the planet's number of modifiers
num_modifiers < 3
Supported Scopes: planet
Supported Targets: none

has_any_strategic_resource - Checks if the planet has any strategic resource
has_any_strategic_resource = yes
Supported Scopes: planet
Supported Targets: none

has_pop_flag - Checks if the pop has a specific flag
has_pop_flag = <flag>
Supported Scopes: pop
Supported Targets: none

is_occupied_flag - Checks if the planet is under military occupation
is_occupied_flag = yes
Supported Scopes: planet
Supported Targets: none

is_damaged - Checks if the ship is damaged
is_damaged = yes
Supported Scopes: ship
Supported Targets: none

has_hp - Checks the ship's hull points
has_hp > 200
Supported Scopes: ship
Supported Targets: none

is_surveyed - Checks if the planet/system has been survey by target country
is_surveyed = { who = <target> status = yes }
Supported Scopes: planet galactic_object
Supported Targets: none

has_global_flag - Checks if a Global Flag has been set
has_global_flag = <flag>
Supported Scopes: all
Supported Targets: none

check_variable - Checks a variable for the country/leader/planet/system/fleet
check_variable = { which = <variable> value < 4 }
Supported Scopes: planet country fleet galactic_object leader
Supported Targets: none

is_colony - Checks if the planet is colonized
is_colony = yes
Supported Scopes: planet
Supported Targets: none

habitability - Checks the planet's habitability (0 to 1) for target pop/species
habitability = { who = <target> value = 0.6 }
Supported Scopes: planet
Supported Targets: none

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

is_controlled_by - Checks if the planet is controlled by the target country
is_controlled_by = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_terraformed - Checks if the planet has ever been terraformed
is_terraformed = yes
Supported Scopes: planet
Supported Targets: none

is_terraforming - Checks if the planet is currently being terraformed
is_terraforming = yes
Supported Scopes: planet
Supported Targets: none

is_federation_leader - Checks if the country is the leader of their federation
is_federation_leader = yes
Supported Scopes: country
Supported Targets: none

has_star_flag - Checks if the solar system has a specific flag
has_star_flag = <flag>
Supported Scopes: galactic_object
Supported Targets: none

has_mining_station - Checks if the planet has an orbital mining station
has_mining_station = yes
Supported Scopes: planet
Supported Targets: none

has_research_station - Checks if the planet has an orbital researc station
has_research_station = yes
Supported Scopes: planet
Supported Targets: none

any_research_station - Checks if the planet's orbital research station meets the specified criteria
any_research_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_mining_station - Checks if the planet's orbital mining station meets the specified criteria
any_mining_station = { <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

army_type - Checks the army's type
army_type = assault_army
Supported Scopes: army
Supported Targets: none

has_army - Checks if the planet has an army
has_army = yes
Supported Scopes: planet
Supported Targets: none

is_advisor_active - checks if a country has an advisor
Supported Scopes: country
Supported Targets: none

count_pops - Checks the number of pops in the scope that fulfill the specified criteria
count_pops = { limit = { <triggers> } count < 6 }
Supported Scopes: planet species pop_faction
Supported Targets: none

is_enslaved - Checks if the pop is a slave
is_enslaved = yes
Supported Scopes: pop
Supported Targets: none

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

income - Checks the country's monthly energy credit income
income < 90
Supported Scopes: country
Supported Targets: none

expenses - Checks the country's monthly energy credit expenses
expenses > 28
Supported Scopes: country
Supported Targets: none

produced_energy - Checks the country's gross amount of produced energy credits
produced_energy < 100
Supported Scopes: country
Supported Targets: none

trade_income - Checks the country's energy credits income from trade for the previous month
trade_income < 30
Supported Scopes: country
Supported Targets: none

trade_expenses - Checks the country's energy credits expenses from trade for the previous month
trade_expenses < 30
Supported Scopes: country
Supported Targets: none

ship_maintenance - Checks the country's total ship maintenance expenses for the previous month, in energy credits
ship_maintenance < 226
Supported Scopes: country
Supported Targets: none

army_maintenance - Checks the country's total army maintenance expenses for the previous month, in energy credits
army_maintenance > 226
Supported Scopes: country
Supported Targets: none

colony_maintenance - Checks the country's total colony maintenance expenses for the previous month, in energy credits
colony_maintenance > 25
Supported Scopes: country
Supported Targets: none

station_maintenance - Checks the country's total orbital station maintenance expenses for the previous month, in energy credits
station_maintenance > 126
Supported Scopes: country
Supported Targets: none

construction_expenses - Checks the country's construction expenses for the previous month
construction_expenses > 290
Supported Scopes: country
Supported Targets: none

federation_expenses - Checks the country's federation expenses for the previous month
federation_expenses < 1000
Supported Scopes: country
Supported Targets: none

has_anomaly - Checks if the planet has an anomaly
has_anomaly = yes
Supported Scopes: planet
Supported Targets: none

stored_physics_points - Checks the country's amount of stored physics research
stored_physics_points
Supported Scopes: country
Supported Targets: none

stored_society_points - Checks the country's amount of stored society research
stored_society_points
Supported Scopes: country
Supported Targets: none

stored_engineering_points - Checks the country's amount of stored engineering research
stored_engineering_points
Supported Scopes: country
Supported Targets: none

balance - Checks the country's energy credit balance
balance < 39
Supported Scopes: country
Supported Targets: none

running_balance - Checks the country's running energy credit balance
running_balance > 61
Supported Scopes: country
Supported Targets: none

is_planet - Checks if the planet is the same as target planet
is_planet = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_pop - Checks if the pop is the same as target pop
is_pop = <target>
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_ship - Checks if the ship is the same as target ship
is_ship = <target>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_army - Checks if the army is the same as target army
is_army = <target>
Supported Scopes: army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

is_tutorial_level - Checks the country's tutorial level (0 off, 1 limited, 2 full)
is_tutorial_level = 0
Supported Scopes: country
Supported Targets: none

is_multiplayer - Checks if the game is running in multiplayer
is_multiplayer = yes
Supported Scopes: all
Supported Targets: none

has_event_chain - Checks if the country has a specific event chain
has_event_chain = old_gods_chain
Supported Scopes: country
Supported Targets: none

is_species_class - Checks if the pop/country's founder species is a specific species class
is_species_class = MAM
Supported Scopes: country pop species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_opinion_modifier - Checks if the country has a specific opinion modifier towards target country or anyone
has_opinion_modifier = { who = <target (optional)> modifier = encroaching_colony is_reverse = no }
Supported Scopes: country
Supported Targets: none

has_established_contact - Checks if the country has established contact with target country
has_established_contact = <target>
Supported Scopes: country
Supported Targets: none

has_completed_event_chain_counter - Checks if the country has completed a specific counter in an event chain
has_completed_event_chain_counter = { event_chain = amoebas_2_chain counter = amoebas_slaughtered }
Supported Scopes: country
Supported Targets: none

has_planet_class - Checks if the system has planet of specific class
has_planet_class = pc_tundra
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_disabled - Checks if the ship/fleet is disabled
is_disabled = yes
Supported Scopes: ship fleet
Supported Targets: ???

has_existing_ship_design - Checks if the country has a specific ship design available

Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_resource - Checks if the planet has a specific amount of a specific resource
has_resource = { type = minerals amount < 5 }
has_resource = no
Supported Scopes: planet country deposit
Supported Targets: ???

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

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

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

has_relation_flag - Checks if the country has a relation flag towards target country
has_relation_flag = { who = <target> flag = <flag> }
Supported Scopes: country
Supported Targets: ???

reverse_has_relation_flag - Checks if the target country has a relation flag towards the country
reverse_has_relation_flag = { who = <target> flag = <flag> }
Supported Scopes: country
Supported Targets: ???

has_moon - Checks if the planet has a moon
has_moon = yes
Supported Scopes: planet
Supported Targets: none

num_moons - Checks the planet's number of moons
num_moons < 4
Supported Scopes: planet
Supported Targets: none

is_sapient - Checks if the pop is sapient
is_sapient = no
Supported Scopes: pop species
Supported Targets: none

is_preventing_anomaly - Checks if the planet is prevented from generating anomalies
is_preventing_anomaly = yes
Supported Scopes: planet
Supported Targets: ???

has_deposit_for - Checks if the planet has a deposit for a specific ship class
has_deposit_for = shipclass_mining_station
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

colony_age - Checks the planet's (colony's) age in months
colony_age > 12
Supported Scopes: planet
Supported Targets: none

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

is_rim_system - Checks if the system is on the galactic rim
is_rim_system = yes
Supported Scopes: galactic_object
Supported Targets: ???

any_rim_system - Iterate through all rim systems
any_rim_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_country_type - Checks if the country is a specific type
is_country_type = fallen_empire
Supported Scopes: country
Supported Targets: none

has_modifier - Checks if the country/planet/pop/system has a certain modifier
has_modifier = <modifier>
Supported Scopes: planet country ship pop galactic_object pop_faction
Supported Targets: none

any_ship_in_system - Checks if any ships in the system meet the specified criteria
any_ship_in_system = { <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

mission_progress - Checks if the observation post has achieved specific progress in a mission
mission_progress > 0.7
Supported Scopes: fleet
Supported Targets: none

num_ethics - Checks the country/pop's number of ethics
num_ethics = 3
Supported Scopes: country pop
Supported Targets: none

num_traits - Checks the country/pop/leader/species' number of traits
num_traits < 3
Supported Scopes: country pop leader species
Supported Targets: none

has_truce - Checks if the country has a truce with target country
has_truce = <target>
Supported Scopes: country
Supported Targets: none

is_ringworld - Checks if the planet is a ringworld
is_ringworld = yes
Supported Scopes: planet
Supported Targets: none

member_of_faction - Checks if the pop belongs to any, or a specific, faction
member_of_faction = no
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

support - Checks the faction's support level
support > 0.5
Supported Scopes: pop_faction
Supported Targets: none

is_ideal_planet_class - Checks if the planet is of the ideal class for target country
is_ideal_planet_class = { who = <target> status = yes }
Supported Scopes: planet
Supported Targets: none

is_pop_faction_type - Checks the faction's type
is_pop_faction_type = malcontent_slaves
Supported Scopes: pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

intel_level - Checks the country's intel level of target system
intel_level = { level > low system = <target> }
Supported Scopes: country
Supported Targets: none

is_researching_area - Checks the scientist's field of research
is_researching_area = society
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_owned_leader - Checks if any of the country's leaders meet the specified criteria
any_owned_leader = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_owned_pop - Iterate through all owned pops
any_owned_pop = { <count=<num/all>> <triggers> }
Supported Scopes: planet country pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_faction - Checks if the country has any instance of target faction type
has_faction = planet_separatists
Supported Scopes: country
Supported Targets: none

count_owned_pops - Count the number of owned pops in the country that fulfill the specified criteria
count_owned_pops = { limit = { <triggers> } count > 12 }
Supported Scopes: planet country pop_faction
Supported Targets: none

can_declare_war - Checks if the country can declare war against target country
can_declare_war = {
target = <target country>
attacker_war_goal = <war goal>
}
Supported Scopes: country
Supported Targets: ???

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

has_communications - Checks if the country has established communications with target country
has_communications = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_country_resource - Checks the country's amount of a specific stored resource
has_country_resource = { type = minerals amount > 99 }
Supported Scopes: country
Supported Targets: ???

has_leader_flag - Checks if the leader has a specific flag
has_leader_flag = <flag>
Supported Scopes: leader
Supported Targets: none

num_killed_ships - Checks how many of target country's ships that the country has destroyed
num_killed_ships = { target = <target> value > 5 }
Supported Scopes: country
Supported Targets: ???

num_taken_planets - Checks how many planets the country has taken from target country
num_taken_planets = { target = <target> value > 1 }
Supported Scopes: country
Supported Targets: ???

count_ships - Checks the number of ships in the galaxy that meet the specified criteria
count_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: all
Supported Targets: ???

count_owned_ships - Checks the country's number of ships that meet the specified criteria
count_owned_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: country
Supported Targets: ???

leader_of_faction - Checks if the leader is the leader of a faction
leader_of_faction = yes
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_scope_valid - Checks if the current scope is valid
is_scope_valid = yes
Supported Scopes: all
Supported Targets: none

opposing_ethics_divergence - Checks how far removed the country/pop's ethos is from target's
opposing_ethics_divergence = { steps > 1 who = <target> }
Supported Scopes: country pop
Supported Targets: ???

is_war_leader - Checks if the country leads in a war
is_war_leader = yes
Supported Scopes: country pop_faction
Supported Targets: none

is_in_federation_with - Checks if the country is in a federation with target country
is_in_federation_with = <target>
Supported Scopes: country
Supported Targets: none

can_change_policy - Checks if the country can change a specific policy
can_change_policy = slavery_not_allowed
Supported Scopes: country
Supported Targets: ???

count_pop_factions - Checks the country's number of factions that meet the criteria
count_pop_factions = { limit = { <triggers> } count < 2 }
Supported Scopes: country
Supported Targets: none

is_ironman - Check if current game is running in ironman mode
is_ironman = yes
Supported Scopes: all
Supported Targets: none

has_monthly_income - Checks the country's monthly income of a specific resource
has_monthly_income = { resource = engineering_research value < 20 }
Supported Scopes: country
Supported Targets: ???

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

has_policy_flag - Checks if the country has a specific policy
has_policy_flag = slavery_not_allowed
Supported Scopes: country
Supported Targets: none

count_deposits - Checks the number of deposits on the tile/planet that meet the specified criteria
count_deposits = { limit = { <triggers> count < 2 }
Supported Scopes: planet
Supported Targets: ???

has_tech_option - Checks if the country has a tech research option currently available
has_tech_option = tech_mining_network_2
Supported Scopes: country
Supported Targets: none

count_tech_options - Checks the country's number available tech research options in a specific field
count_tech_options = { area = physics count > 0 }
Supported Scopes: country
Supported Targets: ???

has_point_of_interest - Checks if the scoped country has a specific point of interest in its situation log
has_point_of_interest = { poi = <id> }
Supported Scopes: planet country ship fleet galactic_object ambient_object
Supported Targets: ???

is_being_repaired - Checks if the ship/fleet is being repaired
is_being_repaired = yes
Supported Scopes: ship fleet
Supported Targets: none

any_ambient_object - Checks if any ambient objects in the game meet the specified criteria
any_ambient_object = { <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

any_system_ambient_object - Checks if any ambient objects in the system meet the specified criteria
any_system_ambient_object = { <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_ambient_object_flag - Checks if the ambient object has a specific flag
has_ambient_object_flag = <flag>
Supported Scopes: ambient_object
Supported Targets: none

any_bordering_country - Iterate through all bordering countries of a system
any_bordering_country = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

galaxy_percentage - Checks if the country has a specific percentage (0.00-1.00) of the galaxy within its borders
galaxy_percentage > 0.40
Supported Scopes: country
Supported Targets: ???

custom_tooltip_fail - Shows custom text only when the associated trigger fails
custom_tooltip_fail = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none

count_armies - Checks the number of armies on/in the planet/country that meet the specified criteria
count_armies = { limit = { <triggers> } count < 12 }
Supported Scopes: planet country
Supported Targets: none

is_in_combat - Checks if the ship/fleet is engaged in combat
is_in_combat = yes
Supported Scopes: ship fleet
Supported Targets: none

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

is_guaranteeing - Checks if the country is guaranteeing the independence of target country
is_guaranteeing = <target>
Supported Scopes: country
Supported Targets: none

is_war_participant - Checks if target country is participating in the war on the specified side
is_war_participant = { who = <target> side = <target> }
Supported Scopes: war
Supported Targets: none

is_homeworld - Checks if the planet is its owner's homeworld
is_homeworld = yes
Supported Scopes: planet
Supported Targets: none

is_friendly_to - Checks if the country has a friendly attitude towards target country
is_friendly_to = <target>
Supported Scopes: country
Supported Targets: none

is_hostile_to - Checks if the country has a hostile attitude towards target country
is_hostile_to = <target>
Supported Scopes: country
Supported Targets: none

is_protective_to - Checks if the country has a protective attitude towards target country
is_protective_to = <target>
Supported Scopes: country
Supported Targets: none

is_threatened_to - Checks if the country has a threatened attitude towards target country
is_threatened_to = <target>
Supported Scopes: country
Supported Targets: none

years_passed - Checks the number of in-game years passed since the 2200 start
years_passed < 150
Supported Scopes: all
Supported Targets: none

mid_game_years_passed - Checks the number of in-game years passed since the mid-game start date
mid_game_years_passed >= 50
Supported Scopes: all
Supported Targets: none

end_game_years_passed - Checks the number of in-game years passed since the end-game start date
end_game_years_passed >= 50
Supported Scopes: all
Supported Targets: none

is_dismissive_to - Checks if the country has a dismissive attitude towards target country
is_dismissive_to = <target>
Supported Scopes: country
Supported Targets: none

is_patronizing_to - Checks if the country has a patronizing attitude towards target country
is_patronizing_to = <target>
Supported Scopes: country
Supported Targets: none

is_angry_to - Checks if the country has an angry attitude towards target country
is_angry_to = <target>
Supported Scopes: country
Supported Targets: none

is_neighbor_of - Checks if the country/planet is neighbors with target country
is_neighbor_of = <target>
Supported Scopes: planet country ship fleet galactic_object
Supported Targets: none

is_rival - Checks if the country has a rival attitude towards target country
is_rival = <target>
Supported Scopes: country
Supported Targets: none

is_unfriendly_to - Checks if the country has an unfriendly attitude towards target country
is_unfriendly_to = <target>
Supported Scopes: country
Supported Targets: none

is_loyal_to - Checks if the country has a loyal attitude towards target country
is_loyal_to = <target>
Supported Scopes: country
Supported Targets: none

is_disloyal_to - Checks if the country has a disloyal attitude towards target country
is_disloyal_to = <target>
Supported Scopes: country
Supported Targets: none

is_cordial_to - Checks if the country has a cordial attitude towards target country
is_cordial_to = <target>
Supported Scopes: country
Supported Targets: none

is_domineering_to - Checks if the country has a domineering attitude towards target country
is_domineering_to = <target>
Supported Scopes: country
Supported Targets: none

fleet_power - Checks the scope's total fleet power
fleet_power > 2500
Supported Scopes: country fleet
Supported Targets: none

has_election_type - Checks if the country has a specific election type
has_election_type = oligarchic
Supported Scopes: country
Supported Targets: none

has_ai_personality - Checks if an AI empire has a certain personality type
has_ai_personality = fanatic_befrienders
Supported Scopes: country
Supported Targets: none

has_ai_personality_behaviour - Checks if a country has a certain AI personality behavior
has_ai_personality_behaviour = slaver
Supported Scopes: country
Supported Targets: none

has_valid_ai_personality - Checks if the country has a valid AI personality
has_valid_ai_personality = yes
Supported Scopes: country
Supported Targets: none

has_migration_access - Checks if the country has migration access to target country
has_migration_access = <target>
Supported Scopes: country
Supported Targets: none

logged_in_to_pdx_account - Checks if the local human is logged in to a Pdx account. This WILL cause an out of sync if used for anything that can change the game state
Supported Scopes: all
Supported Targets: ???

would_join_war - Checks if the country would join the side of target country in a hypothetical war
would_join_war = { attacker = <target> defender = <target> side = <target> }
Supported Scopes: country
Supported Targets: none

can_be_subject - Checks if the country can be a subject of a specific type under target country
can_be_subject = { subject_type = tributary overlord = <target> }
Supported Scopes: country
Supported Targets: ???

count_war_participants - Checks the number of participants in the war on a specific side that meet the specified criteria
count_war_participants = { limit = { <triggers> } side = target count < 4
Supported Scopes: war
Supported Targets: none

count_potential_war_participants - Checks the amount of potential war participants in a specific war that meet the specified criteria
count_potential_war_participants = { attacker = <target> defender = <target> side = <target> limit = { <triggers> } count > 2
Supported Scopes: all
Supported Targets: none

has_skill - Checks if the leader has a specific experience level
has_skill > 2
Supported Scopes: leader
Supported Targets: none

has_experience - Checks if the leader has a specific amount of experience
has_experience < 900
Supported Scopes: leader
Supported Targets: none

any_neighbor_system - Checks if any of the system's neighboring systems meet the specified criteria
any_neighbor_system = { ignore_hyperlanes = <yes/no> <triggers> }
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_under_colonization - Checks if the planet is being colonized
is_under_colonization = yes
Supported Scopes: planet
Supported Targets: none

has_colony_progress - Checks the planet's progress towards completing colonization
has_colony_progress > 20
Supported Scopes: planet
Supported Targets: none

distance_to_empire - Checks the ship/fleet/planet/system's galaxy map distance to target empire
distance = { who = <target> distance = x }
Supported Scopes: planet ship fleet galactic_object
Supported Targets: none

is_unemployed - Checks if the pop is unemployed
is_unemployed = yes
Supported Scopes: pop
Supported Targets: none

years_of_peace - Checks the number of in-game years country has been at peace, with optional parameter to delay from start of game
years_of_peace = { value > 10 delay = 0 }
Supported Scopes: country
Supported Targets: none

is_within_borders_of - Checks if the planet/system is within the borders of the target country
is_within_borders_of = <target>
Supported Scopes: planet galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_marauder_empires_to_spawn - Checks the number of marauder empires specified by the galaxy setup
num_marauder_empires_to_spawn > 1
Supported Scopes: all
Supported Targets: none

has_species_flag - Checks if the species has a specific flag
has_species_flag = <flag>
Supported Scopes: species
Supported Targets: none

has_auto_move_target - Checks if the fleet/ship has an active auto-move target set
has_auto_move_target = yes
Supported Scopes: ship fleet
Supported Targets: none

count_system_ships - Checks the system's number of ships that meet the specified criteria
count_system_ships = { limit = { <triggers> } count < 20 }
Supported Scopes: galactic_object
Supported Targets: ???

count_starbase_modules - Checks the number of starbase modules that are of the specified type
count_starbase_modules = { type = anchorage count < 12 }
Supported Scopes: starbase
Supported Targets: none

is_belligerent_to - Checks if the country has a belligerent attitude towards target country
is_belligerent_to = <target>
Supported Scopes: country
Supported Targets: none

is_imperious_to - Checks if the country has a imperious attitude towards target country
is_imperious_to = <target>
Supported Scopes: country
Supported Targets: none

is_arrogant_to - Checks if the country has a arrogant attitude towards target country
is_arrogant_to = <target>
Supported Scopes: country
Supported Targets: none

has_association_status - Check if the country has federation association status with target country
has_association_status = <target>
Supported Scopes: country
Supported Targets: none

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

can_work_job - Checks if the pop can work a job
can_work_job = yes
Supported Scopes: pop
Supported Targets: none

subject_can_diplomacy - Checks if the country is allowed by its overlord to take diplomatic action towards target country
subject_can_diplomacy = <target>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_surveyed_class - Checks if the country has surveyed any planet of a specific class
has_surveyed_class = pc_tundra
Supported Scopes: country
Supported Targets: none

fleet_size - Checks the fleet's fleet size
fleet_size < 125
Supported Scopes: fleet
Supported Targets: none

host_has_dlc - Checks if the host has a specific DLC enabled
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

local_has_dlc - Checks if the local player has a specific DLC enabled
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_rare_techs - Checks the country's number of researched rare technologies
num_rare_techs < 4
Supported Scopes: country
Supported Targets: none

has_mandate - Checks if the leader has any, or a specific, mandate
has_mandate = no
has_mandate = mandate_shipwright
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

nor - An inverted OR trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

nand - An inverted AND trigger
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_energy - Checks the planet's total amount of energy
num_energy > 19
Supported Scopes: planet
Supported Targets: none

num_armies - Checks the country's number of armies
num_armies < 20
Supported Scopes: country
Supported Targets: ???

has_war_goal - Checks if a war goal is set.
has_war_goal = yes
Supported Scopes: all
Supported Targets: ???

max_naval_capacity - Checks the country's max naval capacity in absolute numbers
max_naval_capacity > 120
Supported Scopes: country
Supported Targets: none

used_naval_capacity_integer - Checks the country's used naval capacity in absolute numbers
used_naval_capacity_integer < 89
Supported Scopes: country
Supported Targets: none

used_naval_capacity_percent - Checks the country's used naval capacity in relative terms (0.00-1.00)
used_naval_capacity_percent < 0.75
Supported Scopes: country
Supported Targets: none

war_begun_num_fleets_gone_mia - Checks amount of target country's fleets that went MIA when the war began
war_begun_num_fleets_gone_mia = { who = <target> value < 10 }
Supported Scopes: war
Supported Targets: none

custom_tooltip_success - Shows custom text only when the associated trigger passes
custom_tooltip_success = {
text = <text>
<triggers>
}
Supported Scopes: all
Supported Targets: none

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

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

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

is_subject_type - Checks if the country is a specific type of subject
is_subject_type = vassal
Supported Scopes: country
Supported Targets: none

has_defensive_pact - Checks if the country has a defensive pact with target country
has_defensive_pact = <target>
Supported Scopes: country
Supported Targets: none

calc_true_if - Returns true if the specified number of sub-triggers return true
calc_true_if = { amount = 2 <trigger> <trigger> <trigger> }
Supported Scopes: all
Supported Targets: none

is_researching_technology - Checks if the country is currently researching a specific technology
is_researching_technology = tech_gene_seed_purification
Supported Scopes: country
Supported Targets: none

is_subject - Checks if the country is a subject of any other country
is_subject = no
Supported Scopes: country
Supported Targets: none

any_subject - Checks if any of the country's subject states meet the specified criteria
any_subject = { <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

log - Prints a message to game.log for debugging purposes
log = <string>
Supported Scopes: planet country ship pop fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_enigmatic_to - Checks if the country has a enigmatic attitude towards target country
is_enigmatic_to = <target>
Supported Scopes: country
Supported Targets: none

is_berserker_to - Checks if the country has a berserker attitude towards target country
is_berserker_to = <target>
Supported Scopes: country
Supported Targets: none

has_same_ethos - Checks if a country has the same ethos (complete set of ethics) as a country or pop
has_same_ethos = <target>
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_majority_species - checks if a planet/country has a particular species as its dominant species
Supported Scopes: planet pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_closed_borders - Check if the country has closed its borders to target country
has_closed_borders = <target>
Supported Scopes: country
Supported Targets: none

is_difficulty - Checks the game's difficulty level (0 normal, 1 hard, 2 insane)
is_difficulty = 2
Supported Scopes: all
Supported Targets: none

is_exact_same_species - Checks if the scoped object is originally of the same species, or currently of the exact same species instance, as another object
is_exact_same_species = <target>
Supported Scopes: country ship pop leader army species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

can_control_access_for - Checks if the country is allowed to control target country's border access to the country
can_control_access_for = <target>
Supported Scopes: country
Supported Targets: none

is_overlord_to - Checks if the country has an overlord attitude towards target country
is_overlord_to = <target>
Supported Scopes: country
Supported Targets: none

distance_to_core_percent - Checks the ship/fleet/planet/leader/pop/system's distance to the galactic core in percent, where center = 0 and galactic rim = 100
distance_to_core_percent < 60
Supported Scopes: all
Supported Targets: ???

has_non_aggression_pact - Check if the country has a non-aggression pact with target country
has_non_aggression_pact = <target>
Supported Scopes: country
Supported Targets: none

happiness_planet - Checks the average happiness on the planet
happiness_planet < 60
Supported Scopes: planet
Supported Targets: none

count_fleet_ships - Checks the number of ships in the fleet that meet the specified criteria
count_fleet_ships = { limit = { <triggers> } count > 15 }
Supported Scopes: fleet
Supported Targets: ???

pre_ruler_leader_class - Checks the rulers previous leader class
pre_ruler_leader_class = scientist
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_hp_percentage - Checks a fleet or ship's hit points percentage
has_hp_percentage > 0.5
Supported Scopes: ship fleet
Supported Targets: none

can_join_factions - Checks if scoped pop can join a faction
Supported Scopes: pop
Supported Targets: ???

is_custodial_to - Checks if the country has a custodial attitude towards target country
is_custodial_to = <target>
Supported Scopes: country
Supported Targets: none

has_valid_civic - Checks if the current country has a certain civic and if its validated
has_valid_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_non_swapped_tradition - Checks if a country has the given tradition and it is not swapped.
has_non_swapped_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none

has_swapped_tradition - Checks if a country has the given swapped tradition.
has_swapped_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none

is_event_leader - Checks if a leader is a special event leader (defined in create_leader)
is_event_leader = no
Supported Scopes: leader
Supported Targets: ???

is_crises_allowed - Check if current game allows crises
is_crises_allowed = yes
Supported Scopes: all
Supported Targets: none

is_custom_capital_location - Checks if the spatial object is its owner's custom capital location
is_custom_capital_location = yes
Supported Scopes: planet ship fleet galactic_object
Supported Targets: ???

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

Supported Scopes: country
Supported Targets: ???

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

Supported Scopes: country
Supported Targets: ???

pop_percentage - Checks the percentage of pops in the scope that fulfill the specified criteria
pop_percentage = { percentage > 0.74 limit = { <triggers> } }
Supported Scopes: planet country pop_faction
Supported Targets: none

num_species - Checks if the number of species on a planet, in an empire or in a pop faction is according to the argument. Does not count genetically modified species as unique.
num_species > 8
Supported Scopes: planet country pop_faction
Supported Targets: none

num_unique_species - Checks if the number of species on a planet, in an empire or in a pop faction is according to the argument. Counts genetically modified species as unique.
num_unique_species < 12
Supported Scopes: planet country pop_faction
Supported Targets: none

has_diplo_migration_treaty - Checks if two countries have a migration treaty.
Supported Scopes: country
Supported Targets: none

has_presence - Checks if a system contains any fleets, stations, mega structures or colonized planets.
has_presence = yes
Supported Scopes: galactic_object
Supported Targets: none

is_megastructure_type - is_megastructure_type = <name of type>. Compares the type of scope's mega structure to a type from the database
Supported Scopes: megastructure
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_upgrading - is_upgrading = <yes/no>. Checks if the scope's fleet or mega structure is currently upgrading
Supported Scopes: megastructure fleet
Supported Targets: ???

relative_power - Compares relative power between two countries. relative_power = { who = <target country> category = <fleet/economy/technology/all> value ><= <pathetic/inferior/equivalent/superior/overwhelming>
Supported Scopes: country
Supported Targets: ???

has_tradition - Checks if a country has the given tradition.
has_tradition = tr_my_santa_claus_tradition
Supported Scopes: country
Supported Targets: none

any_relation - Iterate through all relations
any_relation = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_megastructure_flag - Checks if the mega structure has a specific flag
has_megastructure_flag = <flag>
Supported Scopes: megastructure
Supported Targets: none

has_citizenship_type - Checks if a species/pop/leader has a particular citizenship type in their country
has_citizenship_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_population_control - Checks if the pop is prevented from reproducing
has_population_control = yes
Supported Scopes: pop
Supported Targets: ???

has_migration_control - Checks if the pop is prevented from migrating
has_migration_control = yes
Supported Scopes: pop
Supported Targets: ???

species_planet_slave_percentage - Checks if a pop's planet has a specific percentage (0.00-1.00) of the same species enslaved
species_planet_slave_percentage > 0.40
Supported Scopes: pop
Supported Targets: ???

has_ascension_perk - Checks if a country has the given ascension perk.
has_ascension_perk = ap_my_ascension_perk
Supported Scopes: country
Supported Targets: none

num_ascension_perks - Compares the number of AP points the country has spent with the given value
num_ascension_perks > 7
Supported Scopes: country
Supported Targets: none

pop_produces_resource - Checks if a pop is currently producing a particular resource
pop_produces_resource = { type = minerals amount < 5 }
Supported Scopes: pop
Supported Targets: ???

has_military_service_type - Checks if a species/pop/leader has a particular military service type in their country
has_military_service_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_purge_type - Checks if a species/pop/leader has a particular purge type in their country
has_purge_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_slavery_type - Checks if a species/pop/leader has a particular slavery type in their country
has_slavery_type = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

has_living_standard - Checks if a species/pop/leader has a particular living standard in their country
has_living_standard = { country = <who> type = <type> }
Supported Scopes: pop leader species
Supported Targets: none

count_planets - Checks the planets in system that meet the criteria
count_planets = { limit = { <triggers> } count < 2 }
Supported Scopes: galactic_object
Supported Targets: none

num_ascension_perk_slots - Compares the number of unlocked ascension perk slots of the scope with the given value
num_ascension_perks > 7
Supported Scopes: country
Supported Targets: none

is_fleet_idle - Checks if the ship/fleet is idfle
is_fleet_idle = yes
Supported Scopes: ship fleet
Supported Targets: none

debug_break - Trigger an assertion to stop the debugger when encountering this trigger; returns the value it is assigned
debug_break = yes
Supported Scopes: all
Supported Targets: ???

has_civic - Checks if the current country has the specified civic
has_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_authority - Checks if the current country has the specified government authority
has_government_authority = democratic
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_invalid_civic - Checks if the current country has a certain civic and if its invalidated
has_invalid_civic = my_test_civic_1
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_colonization_control - Checks if the pop is prevented from migrating
has_colonization_control = yes
Supported Scopes: pop species
Supported Targets: none

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

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

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

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

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

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

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

count_species - Counts the number of species in the scope that fulfill the specified criteria, not counting sub-species as unique.
count_species = { count > 4 limit = { <triggers> } }
Supported Scopes: planet country
Supported Targets: none

count_exact_species - Counts the number of species in the scope that fulfill the specified criteria, counting sub-species as unique.
count_exact_species = { count > 4 limit = { <triggers> } }
Supported Scopes: planet country
Supported Targets: none

is_constructing - Checks if the scoped construction ship is building the specified thing
is_constructing = megastructure | <megastructure type> | starbase | mining_station | research_station | observation_post | <ship class>
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_ruler_trait - Checks if a leader has a certain ruler trait, even if they are not currently ruler
has_ruler_trait = leader_trait_carefree
Supported Scopes: leader
Supported Targets: none

num_trait_points - Checks the country/pop/leader/species' number of traits points spent
num_traits < 3
Supported Scopes: country pop leader species
Supported Targets: none

has_component - Checks if a ship has a certain component
has_component = <component template key>
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_notification_modifier - Checks if a country has a certain notification modifier
has_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

pop_maintenance_cost - Checks the maintenace costs of a pop
pop_maintenance_cost > 0
Supported Scopes: pop
Supported Targets: none

conditional_tooltip - The enclosed trigger will be completely ignored if the condition in "trigger" isn't true. Useful to hide part of tooltips that are not relevant.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

has_natural_wormhole - Returns true if the scopes system contains at least one natural wormhole
has_natural_wormhole = yes
Supported Scopes: galactic_object
Supported Targets: none

has_claim - Checks if the country has claims on the given country or system.
has_claim = <country|system>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

num_active_gateways - Checks the number of active gateways in the galaxy
num_active_gateways < 3
Supported Scopes: all
Supported Targets: none

attacker_war_exhaustion - Checks the war exhaustion of the war's attackers
attacker_exhaustion_score > 60
Supported Scopes: war
Supported Targets: ???

defender_war_exhaustion - Checks the war exhaustion of the war's defenders
defender_war_exhaustion < 20
Supported Scopes: war
Supported Targets: ???

off_war_exhaustion_sum - Checks the country's total war exhaustion for all offensive wars
off_war_exhaustion_sum < 10
Supported Scopes: country
Supported Targets: ???

def_war_exhaustion_sum - Checks the country's total war exhaustion for all defemsove wars
def_war_exhaustion_sum > 75
Supported Scopes: country
Supported Targets: ???

has_starbase_module - Checks if the starbase has a specific module
has_starbase_module = <starbase module>
Supported Scopes: starbase
Supported Targets: none

has_starbase_building - Checks if the starbase has a specific building
has_starbase_building = <starbase building>
Supported Scopes: starbase
Supported Targets: none

has_starbase_size - Compares the starbase ship size
has_starbase_size >= <starbase ship size>
Supported Scopes: starbase
Supported Targets: none

has_seen_any_bypass - Checks the scoped country has ever encountered a bypass of a given type before
has_seen_any_bypass = bypass_type
Supported Scopes: country
Supported Targets: none

has_seen_specific_bypass - Checks the scoped country has encountered a specific bypass before
has_seen_specific_bypass = ROOT
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

owns_any_bypass - Checks if the scoped country controls any system containing a bypass of a specific type
owns_any_bypass = bypass_type
Supported Scopes: country
Supported Targets: ???

has_casus_belli - Checks if the country has a valid casus belli (any casus belli or a specific one) on the given country.
has_casus_belli = {
target = <country>
type = <cb_type> #optional
}
Supported Scopes: country
Supported Targets: THIS

num_starbases - Counts the number of starbases owned by the scoped country
num_starbases >= 1
Supported Scopes: country
Supported Targets: ???

num_owned_active_gateways - Checks the number of active gateways owned by the scoped country
num_owned_active_gateways < 3
Supported Scopes: country
Supported Targets: none

using_war_goal - Checks if a war has a specific war goal
using_war_goal = { type = <war goal> owner = <eventtarget, country> }
Supported Scopes: war
Supported Targets: none

has_status - Checks the current status of the scoped ship or fleet.
has_status = <colossus status> #charging/firing
Supported Scopes: ship fleet
Supported Targets: none

valid_planet_killer_target - Checks if the scoped fleet can target the given planet with its planet killer weapon
valid_planet_killer_target = <planet>
Supported Scopes: fleet
Supported Targets: none

has_orbital_bombardment - Checks whether a planet is under bombardment
has_orbital_bombardment = yes
Supported Scopes: planet
Supported Targets: none

has_orbital_bombardment_stance - Checks to what degree the planet is being bombarded
has_orbital_bombardment_stance = selective
Supported Scopes: planet
Supported Targets: none

count_starbase_sizes - Checks if the scoped country has a specified quantity of a starbase size
count_starbase_sizes = {
starbase_size = <starbase_ship_size>
count >= 2}
Supported Scopes: country
Supported Targets: none

command_limit - Checks the country's command limit
command_limit > 120
Supported Scopes: country
Supported Targets: none

has_hyperlane_to - Checks if the system has a hyperlane connection to target system
has_hyperlane_to = <target>
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

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

is_scope_set - Checks if the scope is set for appropriate target
is_scope_set = <target>
Supported Scopes: planet country ship pop fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

is_primary_star - Checks if the planet is the system's primary star
is_primary_star = yes
Supported Scopes: planet
Supported Targets: none

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

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

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

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

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

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

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

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

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

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

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

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

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

any_owned_army - Iterate through each army that is owned by the country
any_owned_army = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_army - Iterate through each army that is owned by the country
count_owned_army = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_planet_army - Iterate through each defending army on a planet
any_planet_army = { <count=<num/all>> <triggers> }
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_planet_army - Iterate through each defending army on a planet
count_planet_army = { <count=<num/all>> <triggers> }
Supported Scopes: planet
Supported Targets: none

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

count_relation - Iterate through all relations
count_relation = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_neighbor_country - Iterate through all neighbor countries
any_neighbor_country = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_neighbor_country - Iterate through all neighbor countries
count_neighbor_country = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

count_bordering_country - Iterate through all bordering countries of a system
count_bordering_country = { <count=<num/all>> <triggers> }
Supported Scopes: galactic_object
Supported Targets: none

any_combatant_fleet - Iterate through each fleet this fleet is in combat with
any_combatant_fleet = { <count=<num/all>> <triggers> }
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_combatant_fleet - Iterate through each fleet this fleet is in combat with
count_combatant_fleet = { <count=<num/all>> <triggers> }
Supported Scopes: fleet
Supported Targets: none

any_pool_leader - Iterate through each leader that is recruitable for the country
any_pool_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_pool_leader - Iterate through each leader that is recruitable for the country
count_pool_leader = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_megastructure - Iterate through each megastructure
any_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_megastructure - Iterate through each megastructure
count_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

any_owned_megastructure - Iterate through each owned megastructure
any_owned_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_megastructure - Iterate through each owned megastructure
count_owned_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_system_megastructure - Iterate through each megastructure in system
any_system_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_system_megastructure - Iterate through each megastructure in system
count_system_megastructure = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

count_owned_pop - Iterate through all owned pops
count_owned_pop = { <count=<num/all>> <triggers> }
Supported Scopes: planet country pop_faction
Supported Targets: none

any_owned_pop_species - Iterate through each species of a country's owned pops
any_owned_pop_species = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_pop_species - Iterate through each species of a country's owned pops
count_owned_pop_species = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_owned_starbase - Iterate through every owned starbase
any_owned_starbase = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_owned_starbase - Iterate through every owned starbase
count_owned_starbase = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_system - Iterate through all systems
any_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_system - Iterate through all systems
count_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

count_rim_system - Iterate through all rim systems
count_rim_system = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: none

any_system_within_border - Iterate through all systems within the country's borders
any_system_within_border = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_system_within_border - Iterate through all systems within the country's borders
count_system_within_border = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: none

any_war_participant - Iterate through all war participants
any_war_participant = { <count=<num/all>> <triggers> }
Supported Scopes: war
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

count_war_participant - Iterate through all war participants
count_war_participant = { <count=<num/all>> <triggers> }
Supported Scopes: war
Supported Targets: none

any_sector - Iterate through all sectors
any_sector = { <count=<num/all>> <triggers> }
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

any_owned_sector - Iterate through every owned sector
any_owned_sector = { <count=<num/all>> <triggers> }
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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


=================
[12:53:27][consolecmdimpl.cpp:2652]:
== EFFECT DOCUMENTATION ==
tooltip - Just a tooltip
Supported Scopes: planet country ship pop
Supported Targets: ???

hidden_effect - Prevents enclosed effects from being displayed in tooltip
hidden_effect = { <effects> }
Supported Scopes: all
Supported Targets: none

custom_tooltip - Displays a specific localization string in tooltip
custom_tooltip = <string>
Supported Scopes: all
Supported Targets: none

if - Executes enclosed effects if limit criteria are met
if = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_list - Picks one random set of effects from a list, influenced by relative weight
random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } }
Supported Scopes: all
Supported Targets: none

every_owned_planet - Executes enclosed effects on every planet -owned by the scoped country- that meet the limit criteria
every_owned_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_owned_planet - Executes enclosed effects on a planet -owned by the scoped country- that meets the limit criteria
random_owned_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_controlled_planet - Executes enclosed effects on every planet -controlled by the scoped country- that meet the limit criteria
every_controlled_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_controlled_planet - Executes enclosed effects on a random planet -owned by the scoped country- that meets the limit criteria
random_controlled_planet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

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

set_owner - Instantly sets the owner of the scoped planet/fleet/army/starbase to target country
set_owner = <target>
Supported Scopes: planet fleet army starbase
Supported Targets: none

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

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

change_species_portrait - Changes the portrait of the species in scope.
change_species_portrait = <key or species event target>
Supported Scopes: species
Supported Targets: none

every_war_defender - Executes enclosed effects on every defender that meets the limit criteria in the scoped country's war with a specific enemy
every_war_defender = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

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

every_war_attacker - Executes enclosed effects on every attacker that meets the limit criteria in the scoped country's war with a specific enemy
every_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_war_defender - Executes enclosed effects on a random defender that meets the limit criteria in the scoped country's war with a specific enemy
random_war_defender = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

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

random_war_attacker - Executes enclosed effects on a random attacker that meets the limit criteria in the scoped country's war with a specific enemy
random_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

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

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

give_technology - Instantly gives a specific tech to the scoped country
give_technology = { tech = tech_desert_colonization message = yes }
Supported Scopes: country
Supported Targets: none

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

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

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

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

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

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

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

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

set_country_flag - Sets an arbitrarily-named flag on the scoped country
set_country_flag = <key>
Supported Scopes: country
Supported Targets: none

set_planet_flag - Sets an arbitrarily-named flag on the scoped planet
set_planet_flag = <key>
Supported Scopes: planet
Supported Targets: none

set_fleet_flag - Sets an arbitrarily-named flag on the scoped fleet
set_fleet_flag = <key>
Supported Scopes: fleet
Supported Targets: none

set_ship_flag - Sets an arbitrarily-named flag on the scoped ship
set_ship_flag = <key>
Supported Scopes: ship
Supported Targets: none

remove_country_flag - Removes a flag from the scoped country
remove_country_flag = <key>
Supported Scopes: country
Supported Targets: none

remove_planet_flag - Removes a flag from the scoped planet
remove_planet_flag = <key>
Supported Scopes: planet
Supported Targets: none

remove_fleet_flag - Removes a flag from the scoped fleet
remove_fleet_flag = <key>
Supported Scopes: fleet
Supported Targets: none

remove_ship_flag - Removes a flag from the scoped ship
remove_ship_flag = <key>
Supported Scopes: ship
Supported Targets: none

every_owned_ship - Executes enclosed effects on every ship -owned by the scoped country- that meet the limit criteria
every_owned_ship = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_owned_ship - Executes enclosed effects on a random ship -owned by the scoped country/fleet- that meets the limit criteria
random_owned_ship = { limit = { <triggers> } <effects> }
Supported Scopes: country fleet
Supported Targets: none

create_species - Creates a new species
create_species = {
name = <string>
plural = <string>
class = <species class key>
portrait = <random/portrait id>
homeworld = <target>
traits = { <specific/random traits> }
sapient = <Y/N, determines if species is pre-sapient>
is_mod = <Y/N, determines if species is a modification of another>
immortal = <Y/N, determines if species leaders are immortal>
}
Supported Scopes: all
Supported Targets: none

create_country - Creates a new country
create_country = {
name = <string/random>
type = <key>
auto_delete = <bool>
name_list = <key>
ship_prefix = <string>
authority = <key>
civics = random / { civic = <key> civic = random }
species = <target>
flag = <random / { icon = { category = <key> file = <filename.dds> } background = { category = <key> file = <filename.dds> } colors = { <key> <key> } }
ethos = <random / { ethic = <key> ethic = <key> }>
effect = { <effects executed on country> }
}
Supported Scopes: all
Supported Targets: none

create_fleet - Creates a new fleet
create_fleet = { name = <string> effect = { <create_ship, set_owner, set_location etc effects go here> } }
Supported Scopes: all
Supported Targets: none

create_army - Creates a new army
create_army = {
name = <string>
owner = <target>
species = <target>
type = <key>
}
Supported Scopes: planet
Supported Targets: none

modify_army - Modifies army with parameters:
modify_army = {
name = <string>
owner = <target>
species = <target>
type = <key>
}
Supported Scopes: army
Supported Targets: none

set_location - Sets the fleet/ambient object's location, can be fine-tuned
set_location = <target>
set_location = {
target = <target>
distance = <int/random>
angle = <int/random>
direction = <in_system/out_system>
}
Supported Scopes: fleet ambient_object
Supported Targets: none

create_ship - Creates a new ship
create_ship = {
name = <string/random>
design = <ship design key/target, or use random_existing_design>
random_existing_design = <ship size key>
graphical_culture = <graphical culture key>
prefix = <Y/N, determines if ship name should use owner country prefix>
colonizer_species = <species, default: fleet owner founder species>
}
Supported Scopes: fleet starbase
Supported Targets: none

set_primitive - [DEPRECATED, USE SET_COUNTRY_TYPE] Sets the scoped country as primitive
set_primitive = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_pop - Creates a new pop on the scoped planet
create_pop = {
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
Supported Targets: none

create_colony - Creates a colony on the scoped planet
create_colony_effect = {
owner = <target>
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
Supported Targets: none

set_capital - Sets the scoped planet to be the capital of its owner country
set_capital = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

change_pc - Changes the class of the scoped planet
change_pc = <class/random list>
change_pc = { class = <class/random list> inherit_entity = yes }
Supported Scopes: planet
Supported Targets: none

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

random_pop - Executes enclosed effects on a random pop that meets the limit criteria
random_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

kill_pop - Instantly destroys the scoped pop
kill_pop = yes
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

destroy_colony - Destroys the colony on the scoped planet
destroy_colony = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

add_experience - Adds a sum of experience points to the scoped leader
add_experience = 200
Supported Scopes: leader
Supported Targets: none

set_ring - Adds or removes a planetary ring around the scoped planet
set_ring = no
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_mining_station - Creates a mining station in orbit of the scoped planet
create_mining_station = { owner = <target> }
Supported Scopes: planet
Supported Targets: none

create_research_station - Creates a research station in orbit of the scoped planet
create_research_station = { owner = <target> }
Supported Scopes: planet
Supported Targets: none

set_pop_flag - Sets an arbitrarily-named flag on the scoped country
set_country_flag = <key>
Supported Scopes: pop
Supported Targets: none

remove_pop_flag - Removes a flag from the scoped pop
remove_fleet_flag = <key>
Supported Scopes: pop
Supported Targets: none

every_owned_pop - Iterate through all owned pops
every_owned_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet country pop_faction
Supported Targets: none

set_name - Sets the name of the scoped country/planet/ship/fleet/leader/army/system/pop faction
set_name = <string>
Supported Scopes: megastructure planet country ship fleet galactic_object leader army pop_faction
Supported Targets: none

random_planet - Executes enclosed effects on a random planet that meets the limit criteria
random_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

add_modifier - Adds a specific modifier to the scoped planet/pop/country/fleet/ship/pop/system/faction for a set duration
add_modifier = { modifier = <key> days = <int, -1 means it never expires> }
Supported Scopes: megastructure planet country ship pop fleet galactic_object pop_faction
Supported Targets: none

reduce_hp - Reduces the hull points of the scoped ship by a specific amount
reduce_hp = 120
Supported Scopes: ship
Supported Targets: none

reduce_hp_percent - Reduces the hull points of the scoped ship by a relative amount
reduce_hp_percent = 0.25
Supported Scopes: ship
Supported Targets: none

repair_ship - Restores all hull points to the scoped ship
repair_ship = yes
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

destroy_country - Destroys the scoped country
destroy_country = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_variable - Sets or creates an arbitrarily-named variable with a specific value in the current scope
set_variable = { which = <string> value = <int> }
Supported Scopes: all
Supported Targets: none

remove_global_flag - Removes a global flag
remove_global_flag = <key>
Supported Scopes: all
Supported Targets: none

set_global_flag - Sets an arbitrarily-named global flag
set_global_flag = <key>
Supported Scopes: all
Supported Targets: none

change_variable - Increments a previously-set variable by a specific amount
change_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none

every_pop - Executes enclosed effects for every pop in the game that meet the limit criteria
every_pop = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

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

every_playable_country - switches Scope to and goes through all playable countries
Supported Scopes: all
Supported Targets: none

random_playable_country - Scopes to a random playable country
Supported Scopes: all
Supported Targets: none

every_ship - Executes enclosed effects for every ship in the game that meet the limit criteria
every_ship = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_planet - Executes enclosed effects for every planet in the game that meet the limit criteria
every_planet = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

set_event_locked - Silently disables the scoped fleet to prevent player action, remember to unlock at the end of the event
set_event_locked = no
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

clear_orders - Clears all fleet orders from the scoped fleet
clear_order = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

order_forced_return - Forces scoped fleet to retreat to friendly territory
order_forced_return = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

declare_war - Declares war between the scoped country and target country
declare_war = {
target = <target country>
name = <optional war name>
attacker_war_goal = <war goal>
}
Supported Scopes: country
Supported Targets: none

set_star_flag - Sets an arbitrarily-named flag on the scoped system
set_star_flag = <key>
Supported Scopes: galactic_object
Supported Targets: none

remove_star_flag - Removes a flag from the scoped system
remove_star_flag = <key>
Supported Scopes: galactic_object
Supported Targets: none

set_spawn_system_batch - Optimizes the calls for spawn_system effect.
Spawn system should be located in a block between Begin and End.
Begin: set_spawn_system_batch = begin
End: set_spawn_system_batch = end
Supported Scopes: all
Supported Targets: none

spawn_system - Spawns a new system at a position relative to the scoped system/planet/ship.
spawn_system = { min_distance = <int 0-100> max_distance = <int 0-100> initializer = <key for pre-defined system> hyperlane=<yes/no> is_discovered=<yes/no>}
Supported Scopes: planet ship galactic_object no_scope
Supported Targets: none

random_research_station - Executes enclosed effects on a random orbital research station that meets the limit criteria
random_research_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: ???

dismantle - Dismantles the scoped orbital station (fleet)
dismantle = yes
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

random_mining_station - Executes enclosed effects on a random orbital mining station that meets the limit criteria
random_research_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: ???

set_advisor_active - Enables or disables the VIR window pop-in
set_advisor_active = no
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

save_event_target_as - Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain
save_event_target_as = <string>
Supported Scopes: all
Supported Targets: none

save_global_event_target_as - Saves the current scope as an arbitrarily-named target to be referenced later, accessible globally until cleared
save_event_target_as = <string>
Supported Scopes: all
Supported Targets: none

clear_global_event_target - Deletes the specified saved global target reference
clear_global_event_target = <string>
Supported Scopes: all
Supported Targets: none

clear_global_event_targets - Deletes all saved global target references
clear_global_event_targets = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

break - Prevents execution of subsequent effects in the same effect block, used with if-statements
break = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_tutorial_level - Changes the scoped country's tutorial level (0 none, 1 limited, 2 full)
set_tutorial_level = 0
Supported Scopes: country
Supported Targets: none

begin_event_chain - Starts a situation log event chain for target country
begin_event_chain = { event_chain = <key> target = <target> }
Supported Scopes: all
Supported Targets: none

end_event_chain - Ends a specific situation log event chain for the scoped country
end_event_chain = <key>
Supported Scopes: country
Supported Targets: none

queue_actions - Adds actions to the scoped fleet's action queue
queue_actions = { repeat = { <fleet actions> } }
Supported Scopes: fleet
Supported Targets: none

clear_fleet_actions - Clears all queued fleet actions for target fleet
clear_fleet_actions = <target>
Supported Scopes: fleet
Supported Targets: none

destroy_fleet - Destroys the target fleet (with death graphics)
destroy_fleet = <target>
destroy_fleet = {
target=<target>
kill_leader=<yes/no> #default yes
destroy_template=<yes/no> #default no
}
Supported Scopes: all
Supported Targets: none

create_ambient_object - Creates a new ambient object
create_ambient_object = { type = <key> location = <target> }
For VFX use:
create_ambient_object = {
type = <key>
scale = <float>
location = <target>
use_3d_location = <bool, use 3D entity or 2D coordinate of the location entity as base>
entity_offset = {
min = <int>
max = <int>
}
entity_offset_angle = {
min = <int>
max = <int>
}
entity_offset_height = {
min = <int>
max = <int>
}
entity_face_object = star/FROM/etc
entity_scale_to_size = yes/no
target = <target>
duration = <int, days>
}
Supported Scopes: all
Supported Targets: none

destroy_ambient_object - Destroys target ambient object
destroy_ambient_object = <target>
Supported Scopes: all
Supported Targets: none

add_trait - Adds a specific trait to the scoped leader
add_trait = <trait>
Supported Scopes: leader
Supported Targets: none

remove_trait - Removes a specific trait from the scoped leader
remove_trait = <key>
Supported Scopes: leader
Supported Targets: none

modify_species - Creates a new, modified species based on an already-extant species
modify_species = {
species = <target> # species to modify
base = <target>/auto/none # new base species; default: auto (uses species)
add_trait = <key> # optional, can specify multiple
remove_trait = <key> # optional, can specify multiple
ideal_planet_class = <target or pc_name> # optional
change_scoped_species = yes/no # modify scoped pops/planet/leader/country; default: yes
portrait = <target or portrait name> # optional
}
Supported Scopes: planet country pop leader
Supported Targets: none

add_opinion_modifier - Adds a specific opinion modifier for the scoped country towards target country
add_opinion_modifier = { modifier = <key> who = <target> }
Supported Scopes: country
Supported Targets: none

establish_contact - Establishes first contact between the scoped country and target country at the set location
establish_contact = { who = <target> location = <target> }
Supported Scopes: country
Supported Targets: none

set_faction_hostility - Sets the aggro state of the scoped faction-type country
set_faction_hostility = { target = country set_hostile = yes set_neutral = no set_friendly = no }
Supported Scopes: country
Supported Targets: none

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

random_system_planet - Executes enclosed effects on a random planet within the scoped system that meets the limit criteria
random_system_planet = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

add_event_chain_counter - Increments (or decrements with negative values) an event chain counter for the scoped country by a specific amount
add_event_chain_counter = { event_chain = <key> counter = <key> amount = <int> }

Supported Scopes: country
Supported Targets: none

add_anomaly - Adds a specific anomaly category to the scoped planet
add_anomaly = <key>
Supported Scopes: all
Supported Targets: none

set_disable_at_health - Sets the scoped ship to become disabled at a certain hull point percentage
set_disable_at_health = <0-1 float>
Supported Scopes: ship
Supported Targets: none

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

change_planet_size - Adds/Removes tiles to/from the scoped planet to adjust its planet size
change_planet_size = <+/- int>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

random_deposit - Executes enclosed effects on a random deposit on the scoped planet that meets the limit criteria
random_deposit = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

create_point_of_interest - Creates a point of interest for the scoped country at a specific location, associated with an event chain
create_point_of_interest = { id = <key> name = <string> desc = <string> event_chain = <key> location = <target> }
Supported Scopes: planet country ship pop
Supported Targets: none

remove_point_of_interest - Removes a specific point of interest from the scoped country's situation log
remove_point_of_interest = <key>
Supported Scopes: country
Supported Targets: none

set_relation_flag - Sets a relation flag for the scoped country towards target country
set_relation_flag = { who = <target> flag = <key> }
Supported Scopes: country
Supported Targets: none

remove_relation_flag - Removes a specific relation flag towards target country from the scoped country
remove_relation_flag = { who = <target> flag = <key> }
Supported Scopes: country
Supported Targets: none

random_moon - Executes enclosed effects on a random moon that meets the limit criteria
random_moon = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

every_moon - Executes enclosed effects on every moon that meets the limit criteria
every_moon = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

kill_leader - Kills the scoped leader or leader of the scoped country/fleet/ship/planet/army
kill_leader = { type = general type = scientist etc. }
kill_leader = { type = <key, optional, if left out will kill scoped leader> show_notification = <yes/no> heir = <yes, optional, if added to type = ruler, will kill heir instead> }
Supported Scopes: planet country ship fleet leader army
Supported Targets: none

assign_leader - Assigns target leader to the scoped country/fleet/army/pop faction
assign_leader = <target>
Supported Scopes: country fleet army pop_faction
Supported Targets: none

country_add_ethic - Adds a specific ethic to the scoped country
country_add_ethic = <key>
Supported Scopes: country
Supported Targets: none

country_remove_ethic - Removes a specific ethic from the scoped country
country_remove_ethic = <key>
Supported Scopes: country
Supported Targets: none

set_timed_country_flag - Sets an arbitrarily-named flag on the scoped country for a set duration
set_timed_country_flag = { flag = <key> days = <int> }
Supported Scopes: country
Supported Targets: none

set_timed_fleet_flag - Sets an arbitrarily-named flag on the scoped fleet for a set duration
set_timed_fleet_flag = { flag = <key> days = <int> }
Supported Scopes: fleet
Supported Targets: none

set_timed_global_flag - Sets an arbitrarily-named global flag for a set duration
set_timed_global_flag = { flag = <key> days = <int> }
Supported Scopes: all
Supported Targets: none

set_timed_planet_flag - Sets an arbitrarily-named flag on the scoped planet for a set duration
set_timed_planet_flag = { flag = <key> days = <int> }
Supported Scopes: planet
Supported Targets: none

set_timed_pop_flag - Sets an arbitrarily-named flag on the scoped pop for a set duration
set_timed_pop_flag = { flag = <key> days = <int> }
Supported Scopes: pop
Supported Targets: none

set_timed_relation_flag - Sets an arbitrarily-named flag for the scoped country towards target country for a set duration
set_timed_relation_flag = { flag = <key> who = <target> days = <int> }
Supported Scopes: country
Supported Targets: none

set_timed_ship_flag - Sets an arbitrarily-named flag on the scoped ship for a set duration
set_timed_ship_flag = { flag = <key> days = <int> }
Supported Scopes: ship
Supported Targets: none

set_timed_star_flag - Sets an arbitrarily-named flag on the scoped system for a set duration
set_timed_system_flag = { flag = <key> days = <int> }
Supported Scopes: galactic_object
Supported Targets: none

every_planet_within_border - Executes enclosed effects on every planet within the scoped country's borders that meet the limit criteria
every_planet_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_rim_system - Iterate through all rim systems
every_rim_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_rim_system - Iterate through all rim systems
random_rim_system = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

remove_modifier - Removes a specific modifier from the scopes planet/country/pop/system
remove_modifier = <key>
Supported Scopes: megastructure planet country ship pop fleet galactic_object pop_faction
Supported Targets: none

add_ship_design - Adds a specific ship design to the scoped country
add_ship_design = <target>
Supported Scopes: country
Supported Targets: none

add_mission_progress - Adds or subtracts progress to/from the scoped observation post's current mission
add_mission_progress = <+/- float>
Supported Scopes: fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_army_transport - Creates a new army in a new transport ship
create_army_transport = {
ship_name = <string>
graphical_culture = <key>
army_name = <string>
army_type = <key>
species = <target>
}
Supported Scopes: fleet
Supported Targets: none

switch - Executes the first appropriate effect set for a specific trigger
switch = {
trigger = <trigger>
<corresponding key/bool/int> = { <effect> }
<corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> }
default = { <effect> }
}
Supported Scopes: all
Supported Targets: none

set_pop_faction - Sets the scoped pop to belong to a specific pop faction
set_pop_faction = <target>
Supported Scopes: pop
Supported Targets: none

set_graphical_culture - Sets the scoped object's graphical culture
set_graphical_culture = <key>
Supported Scopes: megastructure country
Supported Targets: none

set_formation_scale - Scales the scoped fleet's formation's ship spacing, above and below 1.0
set_formation_scale = <float>
Supported Scopes: fleet
Supported Targets: none

set_controller - Instantly sets the planet/fleet's controller to target country
set_controller = <target>
Supported Scopes: planet fleet
Supported Targets: none

force_faction_evaluation - Forces target pop to immediately evaluate their attraction to various pop factions
force_faction_evaluation = yes
Supported Scopes: pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

enable_faction_of_type - Forces scoped country to evaluate whether to create a specific faction type immediately, rather than monthly
enable_faction_of_type = <key>
Supported Scopes: country
Supported Targets: none

clear_uncharted_space - Clears uncharted space from the galaxy map for the scoped country, in a radius around target system
clear_uncharted_space = { from = <target> }
Supported Scopes: country
Supported Targets: none

every_owned_leader - Executes enclosed effects on every leader owned by scoped country that meets the limit criteria
every_owned_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_owned_leader - Executes enclosed effects on a random leader owned by scoped country that meets the limit criteria
random_owned_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

establish_communications - Establish communications between scoped country and target country
establish_communications = <target>
Supported Scopes: country
Supported Targets: none

add_monthly_resource_mult - Adds a lump sum of a resource to the scoped country, defined as a multiple of the country's monthly income of that resource (clamped to max and min allowed values)
add_monthly_resource_mult = { resource = <key> value = <multiplier, float> max = <max cap, int> min = <min cap, int> }
Supported Scopes: country
Supported Targets: none

set_leader_flag - Sets an arbitrarily-named flag on the scoped leader
set_leader_flag = <key>
Supported Scopes: leader
Supported Targets: none

remove_leader_flag - Removes a flag from the scoped leader
remove_leader_flag = <key>
Supported Scopes: leader
Supported Targets: none

add_research_option - Adds a tech research option to the scoped country's tech view list, permanent until researched
add_research_option = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_heir - Sets the target leader to be the scoped country's heir
set_heir = <target>
Supported Scopes: country
Supported Targets: none

leave_alliance - Removes scoped country from any alliances it is in
leave_alliance = { override_requirements = yes/no }
Supported Scopes: country
Supported Targets: none

random_owned_pop - Iterate through all owned pops
random_owned_pop = { limit = { <triggers> } <effects> }
Supported Scopes: planet country pop_faction
Supported Targets: none

set_policy - Sets a policy to a specific option for the scoped country and specifies if policy cooldown should go into effect
set_policy = { policy = <key> option = <key> cooldown = <bool> }
Supported Scopes: all
Supported Targets: none

recruitable - Sets scoped leader as non/recruitable
recruitable = yes
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

closest_system - Executes enclosed effects on a system -within a specific number of jumps span- that meets the limit criteria. This completely ignores bypasses (wormholes and gateways)
closest_system = { min_steps = <int, minimum # of systems 'away'> max_steps = <int, maximum # of systems 'away'> limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_owned_fleet - Executes enclosed effects on a random fleet owned by the scoped country that meets the limit criteria
random_owned_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_ambient_object - Executes enclosed effects on a random ambient object in the game that meets the limit criteria
random_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_system_ambient_object - Executes enclosed effects on a random ambient object in the scoped system that meets the limit criteria
random_system_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

every_ambient_object - Executes enclosed effects on every ambient object in the game that meets the limit criteria
every_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_system_ambient_object - Executes enclosed effects on every ambient object in the scoped system that meets the limit criteria
every_system_ambient_object = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

set_ambient_object_flag - Sets an arbitrarily-named flag on the scoped ambient object
set_ambient_object_flag = <key>
Supported Scopes: ambient_object
Supported Targets: none

set_timed_ambient_object_flag - Sets an arbitrarily-named flag on the scoped ambient object for a set duration
set_timed_ambient_object_flag = { flag = <key> days = <int> }
Supported Scopes: fleet
Supported Targets: none

remove_ambient_object_flag - Removes a flag from the scoped ambient object
remove_ambient_object_flag = <key>
Supported Scopes: ambient_object
Supported Targets: none

every_fleet_in_system - Executes enclosed effects on every fleet in the scoped system that meets the limit criteria
every_fleet_in_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

random_fleet_in_system - Executes enclosed effects on a random fleet in the scoped system that meets the limit criteria
random_fleet_in_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

set_aggro_range - Sets the scoped fleet/country's aggro range in intra-system units
set_aggro_range = <int>
Supported Scopes: country fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_fleet_stance - Sets the stance of the scoped fleet
set_fleet_stance = <key, aggressive/passive/evasive>
Supported Scopes: fleet
Supported Targets: none

set_aggro_range_measure_from - Determines whether the scoped fleet/country's aggro range is measured from the fleet's current position or its spawn location
set_aggro_range_measure_from = <key, self/return_point>
Supported Scopes: country fleet
Supported Targets: none

establish_communications_no_message - Silently establish communications between scoped country and target country
establish_communications_no_message = <target>
Supported Scopes: country
Supported Targets: none

set_subject_of - Sets the scoped country to be a specific subject of target country
set_subject_of = { who = <target> subject_type = <key> }
Supported Scopes: country
Supported Targets: none

unassign_leader - Unassigns scoped leader from their post or unassigns leader from the scoped planet/ship/fleet/army
unassign_leader = <target>
Supported Scopes: ship fleet leader army
Supported Targets: none

exile_leader_as - Exiles the scoped country/fleet/army/pop faction's leader and saves them with a custom name
exile_leader_as = <key>
Supported Scopes: country fleet leader army pop_faction
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_leader - Reinstates a previously-exiled leader to the scoped country/fleet/army/pop faction
set_leader = <key>
Supported Scopes: country fleet army pop_faction
Supported Targets: none

add_skill - Adds a sum of experience points to the scoped leader
add_skill = 200
Supported Scopes: leader
Supported Targets: none

set_skill - Sets the scoped leader's level
set_skill = 3
Supported Scopes: leader
Supported Targets: none

every_neighbor_system - Executes enclosed effects on every one of the scoped system's neighboring systems that meet the limit criteria
every_neighboring_system = { ignore_hyperlanes = <yes/no> limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

random_neighbor_system - Executes enclosed effects on a random system neigboring the scoped system that meets the limit criteria
random_neighboring_system = { ignore_hyperlanes = <yes/no> limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

set_federation_leader - Sets a country to lead a federation
Supported Scopes: country
Supported Targets: none

add_colony_progress - Adds to ongoing colonization progress on the scoped planet
add_colony_progress = <0.0-1.0>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

start_colony - Starts colonization of the scoped planet
start_colony = {
owner = <target>
species = <target / key>
ethos = <random / target / { ethic = <key> ethic = <key> }>
}
Supported Scopes: planet
Supported Targets: none

subtract_variable - Decrements a previously-set variable by a specific amount
subtract_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none

multiply_variable - Multiplies a previously-set variable by a specific amount
multiply_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none

divide_variable - Divides a previously-set variable by a specific amount
divide_variable = { which = <string> = value = <int> }
Supported Scopes: all
Supported Targets: none

play_sound - Play the defined sound effect
play_sound = myfirstsoundeffect
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_crisis_sound - Sets the crisis ambient loop to the current effect
set_crisis_sound = myfirstsoundeffect
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

stop_crisis_sound - Stops the crisis ambient loop
stop_crisis_sound = yes
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_is_female - Sets the gender of the scoped leader
set_is_female = true
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_fleet_from_naval_cap - Creates a new fleet from empire designs up to specified fraction of naval cap
create_fleet_from_naval_cap = 0.5
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_opinion_modifier - Removes a specific opinion modifier towards target country or any contry from the scoped country
remove_opinion_modifier = { modifier = <key> who = <target (optional)> }
Supported Scopes: country
Supported Targets: none

set_war_goal - Sets a war goal to the scoped rebel country/war
set_war_goal = { type = <key> target = <target> enemy = <target> }
Supported Scopes: country war
Supported Targets: none

change_country_flag - Changes the scoped country's flag
change_country_flag = random
change_country_flag = { icon = { category = <key> file = <filename> } background = { category = <key> file = <filename> } colors = { <key> <key> } }
Supported Scopes: country
Supported Targets: none

add_threat - Adds diplomatic threat from target country
add_threat = { who = <system/planet/country> amount = 4 }
Supported Scopes: planet country galactic_object
Supported Targets: none

set_mission - Sets the current mission of an observation station
Supported Scopes: fleet
Supported Targets: none

change_dominant_species - Changes the dominant species of the current Country, change_all also changes all usage of that species (Pops etc) in the empire
change_dominant_species = { species = target change_all = yes }
Supported Scopes: country
Supported Targets: none

end_rivalry - Force-end rivalry with target country
end_rivalry = <target>
Supported Scopes: country
Supported Targets: none

set_species_flag - Sets an arbitrarily-named flag on the scoped species
set_species_flag = <key>
Supported Scopes: species
Supported Targets: none

set_timed_species_flag - Sets an arbitrarily-named flag on the scoped species for a set duration
set_timed_species_flag = { flag = <key> days = <int> }
Supported Scopes: species
Supported Targets: none

remove_species_flag - Removes a flag from the scoped species
remove_species_flag = <key>
Supported Scopes: species
Supported Targets: none

auto_move_to_planet - Makes a fleet or ship auto-move to target planet
auto_move_to_planet = { target = <planet> clear_auto_move_on_arrival = yes }
Supported Scopes: ship fleet
Supported Targets: none

remove_auto_move_target - Makes a fleet or ship stop auto-moving
remove_auto_move_target = yes
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

auto_follow_fleet - Makes a fleet or ship auto-move to target fleet and potentially attack it
auto_follow_fleet = { target = <fleet> attack_fleet = yes }
Supported Scopes: ship fleet
Supported Targets: none

set_closed_borders - Changes closed borders status between two countries
Supported Scopes: country
Supported Targets: none

every_war_participant - Iterate through all war participants
every_war_participant = { limit = { <triggers> } <effects> }
Supported Scopes: war
Supported Targets: none

repair_percentage - Restores all hull points to the scoped ship
repair_ship = yes
Supported Scopes: ship fleet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

endgame_telemetry - Send endgame telemetry event
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_deposit - Replaces resource deposit on the scoped planet
set_deposit = <key/random>
Supported Scopes: planet
Supported Targets: none

randomize_flag_symbol - Randomizes a country's flag symbol within the selected category
randomize_flag_symbol = pirate
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

add_claims - Adds claims on target system
add_claims = { who = <country> num_of_claims = x show_notification = no }
Supported Scopes: galactic_object
Supported Targets: none

remove_claims - Removes claims on target system
remove_claims = { who = <country> num_of_claims = x }
Supported Scopes: galactic_object
Supported Targets: none

create_military_fleet - Creates a military fleet with the designs of a specified country.
Supported Scopes: all
Supported Targets: none

guarantee_country - Makes a country guarantee another country
Supported Scopes: country
Supported Targets: none

every_owned_fleet - Executes enclosed effects on every fleet owned by the scoped country that meets the limit criteria
every_owned_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_subject - switches Scope to and goes through all Subjects
Supported Scopes: country
Supported Targets: none

random_subject - Scopes to a random Subject
Supported Scopes: country
Supported Targets: none

set_species_homeworld - Defines a homeworld for the current species.
Supported Scopes: species
Supported Targets: none

clear_resources - Clears resources of a country
Supported Scopes: country
Supported Targets: none

reroll_planet_modifiers - Rebuild modifiers on target planet
reroll_planet_modifiers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

reroll_deposits - Rebuild resource deposits on target planet
reroll_deposits = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

delete_fleet - Deletes the target fleet (no death graphics)
delete_fleet = <target>
delete_fleet = {
target=<target>
kill_leader=<yes/no> #default yes
destroy_template=<yes/no> #default no
}
Supported Scopes: all
Supported Targets: none

add_trust - Adds trust on scope country towards target country
add_trust = { amount = <amount> who = <target> }
Supported Scopes: country
Supported Targets: none

add_tradition - Adds the specified tradition to the scoped country. add_tradition = <tradition_key>
Supported Scopes: country
Supported Targets: none

join_war - Joins wars on the side of target country
join_war = <target>
Supported Scopes: country
Supported Targets: none

add_global_ship_design - Adds a specific global design to the game
add_global_ship_design = <target>
Supported Scopes: all
Supported Targets: none

every_mining_station - Executes enclosed effects on every orbital mining station in the game that meets the limit criteria
every_mining_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none

every_research_station - Executes enclosed effects on every orbital mining station in the game that meets the limit criteria
every_mining_station = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none

set_timed_leader_flag - Sets an arbitrarily-named flag on the scoped leader for a set duration
set_timed_leader_flag = { flag = <key> days = <int> }
Supported Scopes: leader
Supported Targets: none

set_species_identity - Sets the current species scopes identity to match the target scopes making them evaluate as the same species in is_same_species trigger.
Supported Scopes: species
Supported Targets: none

pop_force_add_ethic - Adds a specific ethic to the scoped pop regardless if pop-species allows ethic divergence or not.
pop_add_ethic = <key>
Supported Scopes: pop
Supported Targets: none

set_empire_name - Sets the name of the current Empire.
Supported Scopes: country
Supported Targets: none

set_empire_flag - Sets the flag of the current Empire.
Supported Scopes: country
Supported Targets: none

set_planet_name - Sets the name of the current planet.
Supported Scopes: planet
Supported Targets: none

set_fleet_formation - Sets a custom fleet formation on a fleet. set_fleet_formation = { position = { x = 1 y = 1 } position = { x = 2 y = 1 } }
Supported Scopes: fleet
Supported Targets: none

create_message - Creates a message, can take multiple variables
create_message = { type = BYPASS_EXPLORED localization = BYPASS_EXPLORED_MESSAGE days = 30 target = root variable = { type = name localization = SYSTEM1 scope = from } variable = { type = name localization = SYSTEM2 scope = fromfrom } }
Supported Scopes: all
Supported Targets: none

set_halted - Sets the mega structure upgrade to halted status for n days
set_halted = nDays
Supported Scopes: megastructure
Supported Targets: none

upgrade_megastructure_to - Starts an upgrade process on a mega structure. upgrade_megastructure_to = <new_type>
Supported Scopes: megastructure
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_planet_entity - Change entity of a planet.
Example:
set_planet_entity = {
entity = <name of entity>
graphical_culture = <target or name of culture>
picture = <picture override>
atmosphere_color = <color from 3 components>
atmosphere_intensity = <0.0 - 1.0>
atmosphere_width = <0.0 - 1.0>
}
Supported Scopes: planet
Supported Targets: none

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

set_megastructure_flag - Sets an arbitrarily-named flag on the scoped mega structure
set_star_flag = <key>
Supported Scopes: megastructure
Supported Targets: none

set_timed_megastructure_flag - Sets an arbitrarily-named flag on the scoped mega structure for a set duration
set_timed_megastructure_flag = { flag = <key> days = <int> }
Supported Scopes: megastructure
Supported Targets: none

remove_megastructure_flag - Removes a flag from the scoped mega structure
remove_megastructure_flag = <key>
Supported Scopes: megastructure
Supported Targets: none

destroy_ship - Destroys the target ship (with death graphics)
destroy_ship = <target>
Supported Scopes: all
Supported Targets: none

delete_ship - Deletes the target ship (no death graphics)
delete_ship = <target>
Supported Scopes: all
Supported Targets: none

change_species - Changes the species of the scoped object
change_species = <target>
Supported Scopes: country ship pop leader army
Supported Targets: none

change_leader_portrait - Changes the portrait of the leader in scope.
change_leader_portrait = <key or species event target>
Supported Scopes: leader
Supported Targets: none

resettle_pop - Instantly resettles pop
resettle_pop = { pop = <target pop> planet = <target planet> tile = <target tile> }
Supported Scopes: all
Supported Targets: none

set_citizenship_type - Set citizenship type for scoped species/pop/leader
set_citizenship_type = { country = <target> type = citizenship_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_military_service_type - Set military service type for scoped species/pop/leader
set_military_service_type = { country = <target> type = military_service_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_purge_type - Set purge type for scoped species/pop/leader
set_purge_type = { country = <target> type = purge_full cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_slavery_type - Set slavery type for scoped species/pop/leader
set_slavery_type = { country = <target> type = slavery_livestock cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_population_controls - Set population control for scoped species/pop/leader
set_population_controls = { country = <target> type = yes cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_migration_controls - Set migration control for scoped species/pop/leader
set_migration_controls = { country = <target> type = yes cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

set_living_standard - Set living standard for scoped species/pop/leader
set_living_standard = { country = <target> type = living_standard_good cooldown = yes }
Supported Scopes: pop leader species
Supported Targets: none

shift_ethic - Shifts an empire towards a specific ethic, adjusting aferwards to keep number of ethics points consistent
shift_ethic = <key>
Supported Scopes: country
Supported Targets: none

pop_change_ethic - Changes scoped pop to chosen ethic
pop_change_ethic = <key>
Supported Scopes: pop
Supported Targets: none

clear_ethos - Clears all ethics of specified pop or country
clear_ethos = yes
Supported Scopes: country pop
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

clear_planet_modifiers - Clear modifiers on target planet
clear_planet_modifiers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_all_armies - Removes all armies on scoped planet
remove_all_armies = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

mutate_species - Randomly mutate a species.
Supported Scopes: species
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

rename_species - rename_species = {
use one of the following:
name = "an explicit name with [Bracket.Stuff]"
name = random
name_list = "key"
}
Supported Scopes: species
Supported Targets: none

reset_years_of_peace - Resets years of peace for a country.
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

add_ruler_trait - Adds a specific ruler trait to the scoped leader, even if they are not currently ruler; it becomes active when they become ruler
add_ruler_trait = <trait>
Supported Scopes: leader
Supported Targets: none

remove_ruler_trait - Removes a specific ruler trait from the scoped leader, even if they are not currently ruler; this is relevant if they ever become ruler
remove_ruler_trait = <trait>
Supported Scopes: leader
Supported Targets: none

add_notification_modifier - Add a notification modifier to the country
add_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

remove_notification_modifier - Remove a notification modifier to the country
remove_notification_modifier = <key>
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_city_graphical_culture - Sets the scoped country's city graphical culture
set_city_graphical_culture = <key>
Supported Scopes: country
Supported Targets: none

set_player - Assign the player of the target country to play the scoped country instead
event_target:new_country = { set_player = event_target:eek:ld_country }
Supported Scopes: country
Supported Targets: none

change_species_characteristics - Changes the characteristics of a species
change_species_characteristics = {
sapient = <Y/N, determines if species is pre-sapient>
immortal = <Y/N, determines if species leaders are immortal>
pops_can_be_colonizers = <Y/N, determines if pops of that species can colonize>
pops_can_migrate = <Y/N, determines if pops of that species can migrate>
pops_can_reproduce = <Y/N, determines if pops of that species can reproduce>
pops_can_join_factions = <Y/N, determines if pops of that species can join factions>
can_generate_leaders = <Y/N, determines if that species can generate leaders>
pops_can_be_slaves = <Y/N, determines if pops from that species can become slaves>
pops_have_happiness = <Y/N, determines if pops from that species have happiness>
can_be_modified = <Y/N, determines if the species can be modified>
pops_auto_growth = <1, speed at which the pops from that species grow automatically
pop_maintenance = <1, amount of energy each pop of that species consume monthly
new_pop_resource_requirement = { type = food_surplus value = 42 }
portrait = <key or species event target>

Supported Scopes: species
Supported Targets: none

copy_techs_from - Copies all techs from the target country to the scoped country, except for some exceptions listed. Tech weights (and weight modifiers) are honoured, meaning that techs a country should not have will not be copied.
copy_techs_from = {
target = country
except = { tech_1 tech_2 }
}
Supported Scopes: country
Supported Targets: none

create_bypass - Creates a bypass in the parent SpatialObject (stored in FromFrom), of the type passed in "type".
Supported Scopes: megastructure
Supported Targets: none

activate_gateway - Activates the gateway associated with a megastructure.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

spawn_natural_wormhole - Spawns a new natural wormhole in the scoped system.
spawn_system = { bypass_type = <wormhole/sealed_wormhole> orbit_distance = 100 orbit_angle = 90 random_pos = yes/no }
Supported Scopes: galactic_object
Supported Targets: none

link_wormholes - Link the wormhole from the scoped system to the wormhole in the target system.
link_wormholes = from
Supported Scopes: galactic_object
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

create_starbase - Creates a starbase in orbit of the star of the scoped galactic object
create_starbase = {
owner = <target>
size = <ship_size>
module = <starbase_module>
building = <starbase_building>
effect = { ... }
}
Supported Scopes: galactic_object
Supported Targets: none

set_starbase_size - Sets the ship size of a starbase
set_starbase_size = <ship_size>
Supported Scopes: starbase
Supported Targets: none

set_starbase_module - Sets a module in a slot on a starbase
set_starbase_module = { slot = <int> module = <starbase_module> }
Supported Scopes: starbase
Supported Targets: none

set_starbase_building - Sets a building in a slot on a starbase
set_starbase_building = { slot = <int> buiding = <starbase_buildin> }
Supported Scopes: starbase
Supported Targets: none

add_casus_belli - Adds a Casus Belli to the scoped country against the target country.
add_casus_belli = { type = cb_subjugation who = <country> days = 10 }
Supported Scopes: country
Supported Targets: none

get_galaxy_setup_value - Copies a value from the galaxy setup into a variable, optionally scaling it by an int value
get_galaxy_setup_value = { which = <string> setting = <string> [ scale = <int> ] }
Supported Scopes: all
Supported Targets: none

finish_upgrade - Finish the current upgrade of a Mega Structure.

Supported Scopes: megastructure
Supported Targets: none

effect_on_blob - Executes an effect on systems with planets owned by the scoped country, starting at an origin, and until a certain percentage of owned planets matching the planet_limit has been covered.
effect_on_blob = {
center = <system target>
owned_planets_percentage = 1.0
planet_limit = { <planet triggers> }
effect = { <system effects> }
}
Supported Scopes: country
Supported Targets: none

add_seen_bypass_type - Makes the scoped country remember that it has encountered the bypass type
add_seen_bypass_type = bypass_type
Supported Scopes: country
Supported Targets: none

add_seen_bypass - Makes the scoped country remember that it has encountered the bypass
add_seen_bypass = FROM
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_fleet_bombardment_stance - Sets the bombardment stance of the scoped fleet
set_fleet_stance = selective
Supported Scopes: fleet
Supported Targets: none

check_casus_belli_valid - Re-evaluate the specified casus belli type with given target country
check_casus_belli_valid = {
target = none/<optional country target>
type = <optional casus belli type>
}
Supported Scopes: country
Supported Targets: none

copy_ethos_and_authority - Makes the scoped country copy the ethos and government authority of the target country.
copy_ethos_and_authority = FROM
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

clone_leader - Clones the last created leader for the scoped country
clone_leader = {
target = <event target>
#properties to override, see create_leader
effect = { ... }
}
Supported Scopes: country
Supported Targets: none

set_home_base - Set the home base of the scoped fleet to the specified starbase
set_home_base = event_target:cool_starbase
Supported Scopes: fleet
Supported Targets: ???

add_hyperlane - Adds a hyperlane between two systems
add_hyperlane = { from = <system> to = <system> }
Supported Scopes: all
Supported Targets: none

remove_hyperlane - Removes existing hyperlane between two systems
remove_hyperlane = { from = <system> to = <system> }
Supported Scopes: all
Supported Targets: none

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

create_saved_leader - Creates a new saved leader for the scoped country with a lookup key
create_saved_leader = {
key = <string>
creator = <target>
name = <random / string>
species = <target / key>
gender = <optional / gender> #defalut = random
type = <random / key>
skill = <random / int>
set_age = <int>
traits = { trait = <key> trait = <key> }
}
Supported Scopes: country
Supported Targets: none

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

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

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

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

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

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

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

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

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

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

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

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

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

validate_planet_buildings_and_districts - Rebuild modifiers on target planet
reroll_planet_modifiers = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

country_event - Fires a country event for the scoped country, with optional DAYS and RANDOM delay
country_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: country
Supported Targets: none

planet_event - Fires a planet event for the scoped planet, with optional DAYS and RANDOM delay
planet_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: planet
Supported Targets: none

random - All enclosed effects may or may not be executed depending on set chance
random = { chance = 50 <effects> }
Supported Scopes: all
Supported Targets: none

create_ship_design - Creates a new ship design for use with last_created_design target
create_ship_design = { design = <key> ftl = <target, optional, sets FTL drive to target country's> }
Supported Scopes: all
Supported Targets: none

change_government - Change the scoped country's government authority and/or civics
change_government = random
or
change_government = {
authority = random / <key>
civics = random / { civic = <key> civic = random }
}
Supported Scopes: country
Supported Targets: none

ship_event - Fires a ship event for the scoped ship, with optional DAYS and RANDOM delay
ship_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: ship
Supported Targets: none

pop_event - Fires a pop event for the scoped pop, with optional DAYS and RANDOM delay
pop_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: pop
Supported Targets: none

enable_special_project - Enables a specific special research project for target country at a specific location (should be same as the current scope where possible)
enabble_special_project = { name = <project key> owner = <target> location = <target, ideally THIS> }
Supported Scopes: all
Supported Targets: none

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

Supported Scopes: country
Supported Targets: none

fleet_event - Fires a fleet event for the scoped fleet, with optional DAYS and RANDOM delay
fleet_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: fleet
Supported Targets: none

random_planet_within_border - Executes enclosed effects on a random planet within the scoped country's borders that meets the limit criteria
random_planet_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

pop_remove_ethic - Removes a specific ethic from the scoped pop
pop_remove_ethic = <key>
Supported Scopes: pop
Supported Targets: none

create_rebels - Creates a rebellion
create_rebels = {
name = <random / string>
authority = <random / key>
civics = random / { civic = <key> civic = random }
species = <target>
ethos = <random / { ethic = <key> ethic = <key> }
}
Supported Scopes: planet
Supported Targets: none

cancel_terraformation - Cancels terraformation of the scoped planet
cancel_terraformation = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

set_primitive_age - Sets a 'primitive age' for the scoped (primitive, pre-FTL) country
set_primitive_age = renaissance_age
Supported Scopes: country
Supported Targets: none

while - Repeats enclosed effects while limit criteria are met or until set iteration count is reached
while = { limit = { <triggers> } <effects> }
while = { count = [3|Variable] <effects> }
Supported Scopes: all
Supported Targets: none

clear_blocker - Clears scoped deposit blocker and fires its on_cleared effect
clear_blocker = yes
Supported Scopes: deposit
Supported Targets: none

every_system_in_cluster - Executes enclosed effects on every system in the cluster that meet the limit criteria
every_system_in_cluster = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

create_cluster - Creates a cluster centered around the specified spatial object
Supported Scopes: all
Supported Targets: none

remove_army - Removes the scoped army
remove_army = yes
Supported Scopes: army
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

prevent_anomaly - Disables or enables anomaly generation for the scoped planet
prevent_anomaly = yes
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

observation_outpost_owner - Executes enclosed effects on the owner of the observation post in orbit around the scoped planet
observation_outpost_owner = { <effects> }
Supported Scopes: planet
Supported Targets: ???

observation_outpost - Executes enclosed effects on every observation post in the game that meets the limit criteria
observation_outpost = { limit = { <triggers> } <effects> }
Supported Scopes: planet country
Supported Targets: none

add_deposit - Adds resource deposit to the scoped planet
add_deposit = <key/random>
Supported Scopes: planet
Supported Targets: none

clear_deposits - Removes all deposits from the scoped planet
clear_desposits = yes
Supported Scopes: planet
Supported Targets: none

set_country_type - Changes the country type of the scoped country
set_country_type = <key>
Supported Scopes: country
Supported Targets: none

set_age - Sets the age of the scoped leader
set_age = <int>
Supported Scopes: leader
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

conquer - Conquers the planet by setting its owner to target country and adding an unhappiness modifier
conquer = <target country>
Supported Scopes: planet
Supported Targets: none

pop_faction_event - Fires a pop faction event for the scoped pop faction, with optional DAYS and RANDOM delay
pop_faction_event = { id = <event id> days = 30 random = 8 }
Supported Scopes: pop_faction
Supported Targets: none

set_pop_faction_flag - Sets an arbitrarily-named flag on the scoped pop's faction/pop faction
set_pop_faction_flag = <key>
Supported Scopes: pop pop_faction
Supported Targets: none

remove_pop_faction_flag - Removes a flag from the scoped pop's faction/pop faction
remove_pop_faction_flag = <key>
Supported Scopes: pop pop_faction
Supported Targets: none

set_timed_pop_faction_flag - Sets an arbitrarily-named flag on the scoped pop faction for a set duration
set_timed_pop_faction_flag = { flag = <key> days = <int> }
Supported Scopes: pop pop_faction
Supported Targets: none

add_tech_progress - Gives percentage progress (0.0-1.0) in a specific tech to the scoped country
add_tech_progress = { tech = <key> progress = <float> }
Supported Scopes: country
Supported Targets: none

abort_special_project - Aborts a specific special project for the country, removing it from the situation log
abort_special_project = { type = <project key> location = <target> }
Supported Scopes: country
Supported Targets: none

every_pop_faction - Executes enclosed effects on every pop faction within the scoped country that meets the limit criteria
every_pop_faction = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_pop_faction - Executes enclosed effects on a random pop faction within the scoped country that meets the limit criteria
random_pop_faction = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

observer_event - Fires an observer event for all observers.
Supported Scopes: all
Supported Targets: none

set_custom_capital_location - Sets a custom spatial object as custom country capital location.
Supported Scopes: country
Supported Targets: none

spawn_planet - Spawns a planet in a system.
Supported Scopes: galactic_object
Supported Targets: none

spawn_megastructure - Spawns a mega structure in a system.
Supported Scopes: galactic_object
Supported Targets: none

remove_megastructure - Removes a mega structure.
remove_megastructure = <target mega structure>
Supported Scopes: all
Supported Targets: none

trigger_megastructure_icon - if a planet has trigger_megastructure_icon = yes then the map icon for the star will show a megastructure icon
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

run_ai_strategic_data - Runs strategic data for AI
destroy_country = yes
Supported Scopes: country
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

add_static_war_exhaustion - Adds static war exhaustion, scaled with value_for_planet_destruction, to owner of the battle location
owner = { add_static_war_exhaustion = { attacker = <country> location = <planet> value_for_planet_destruction = <0.0-1.0> #scales the amount WE that is added }}
Supported Scopes: country
Supported Targets: none

set_planet_size - Adds/Removes tiles to/from the scoped planet to adjust its planet size
set_planet_size = <int>
Supported Scopes: planet
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

every_system_planet - Executes enclosed effects on every planet within the scoped system that meets the limit criteria
random_system = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

surveyed - Sets the planet as un/surveyed by target country
surveyed = { set_surveyed = yes surveyor = <target> }
Supported Scopes: planet
Supported Targets: none

join_alliance - Join federation with target
join_alliance = { who = <target> override_requirements = yes/no }
Supported Scopes: country
Supported Targets: none

create_leader - Creates a new leader for the scoped country
create_leader = {
name = <random / string>
species = <target / key>
gender = <optional / gender> #defalut = random
type = <random / key>
skill = <random / int>
set_age = <int>
traits = { trait = <key> trait = <key> }
}
Supported Scopes: country
Supported Targets: none

set_disabled - Enables or disables the scoped ship
set_disabled = no
Supported Scopes: ship
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

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

log - Prints a message to game.log for debugging purposes.
Supported Scopes: all
Supported Targets: THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

debug_break - Trigger an assertion to stop the debugger when encountering this effect; argument is ignored
debug_break = yes
Supported Scopes: all
Supported Targets: none

inverted_switch - Executes the first appropriate effect set for a specific trigger treated as NOT.
inverted_switch = {
trigger = <trigger>
<corresponding key/bool/int> = { <effect> }
<corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> }
default = { <effect> }
}
Supported Scopes: all
Supported Targets: none

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

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

random_planet_army - Iterate through each defending army on a planet
random_planet_army = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

every_planet_army - Iterate through each defending army on a planet
every_planet_army = { limit = { <triggers> } <effects> }
Supported Scopes: planet
Supported Targets: none

random_relation - Iterate through all relations
random_relation = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_relation - Iterate through all relations
every_relation = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_neighbor_country - Iterate through all neighbor countries
random_neighbor_country = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_neighbor_country - Iterate through all neighbor countries
every_neighbor_country = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_bordering_country - Iterate through all bordering countries of a system
random_bordering_country = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

every_bordering_country - Iterate through all bordering countries of a system
every_bordering_country = { limit = { <triggers> } <effects> }
Supported Scopes: galactic_object
Supported Targets: none

random_combatant_fleet - Iterate through each fleet this fleet is in combat with
random_combatant_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: fleet
Supported Targets: none

every_combatant_fleet - Iterate through each fleet this fleet is in combat with
every_combatant_fleet = { limit = { <triggers> } <effects> }
Supported Scopes: fleet
Supported Targets: none

random_pool_leader - Iterate through each leader that is recruitable for the country
random_pool_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_pool_leader - Iterate through each leader that is recruitable for the country
every_pool_leader = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

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

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

random_owned_megastructure - Iterate through each owned megastructure
random_owned_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_owned_megastructure - Iterate through each owned megastructure
every_owned_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_system_megastructure - Iterate through each megastructure in system
random_system_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

every_system_megastructure - Iterate through each megastructure in system
every_system_megastructure = { limit = { <triggers> } <effects> }
Supported Scopes: all
Supported Targets: none

random_owned_pop_species - Iterate through each species of a country's owned pops
random_owned_pop_species = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_owned_pop_species - Iterate through each species of a country's owned pops
every_owned_pop_species = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

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

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

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

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

random_system_within_border - Iterate through all systems within the country's borders
random_system_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

every_system_within_border - Iterate through all systems within the country's borders
every_system_within_border = { limit = { <triggers> } <effects> }
Supported Scopes: country
Supported Targets: none

random_war_participant - Iterate through all war participants
random_war_participant = { limit = { <triggers> } <effects> }
Supported Scopes: war
Supported Targets: none

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

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

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

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


=================

Прямо сейчас мы усердно трудимся, добавляя последние штрихи к обновлению 2.2 и дополнению MegaCorp, но мы будем поглядывать за этой темой, хотя ответов на некоторые вопросы вам придётся подождать. На следующей неделе мы выпустим полные списки изменений патча 2.2!

-----------------------------------------------
Оригинал: Stellaris Dev Diary #135 - Script changes and modding in 2.2
Перевод подготовлен командой ГЕКС
 
Last edited:

Gerion

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Rindera, как всегда, прекрасная работа! Но возник один вопросик... А зачем перевод дневников дважды продублирован?
 

Rindera

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Rindera, как всегда, прекрасная работа! Но возник один вопросик... А зачем перевод дневников дважды продублирован?
Технические проблемы. Браузер плохо переварил документацию на 4к строк.
 

Rindera

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Дневник разработчиков Stellaris №136 | 29.11.12018
Список изменений обновления 2.2 «Ле Гуин»

Всем привет, с вами Jamor, замещаю @Wiz и @grekulf, поскольку, как вы можете догадаться, гейм-директор и дизайнеры сейчас очень заняты. Наконец, пришло время представить полный список изменений обновления 2.2 «Ле Гуин» и сопутствующего дополнения MegaCorp, которые выйдут 6 декабря!

#################################################################
######################### ВЕРСИЯ 2.2.0 ###########################
#################################################################


###################
# ПРИМЕЧАНИЕ ДИЗАЙНЕРОВ #
###################

Приветствуем!

Stellaris (вновь) претерпела значительные изменения! В версии 2.2 упор был сделан на изменение развития планет и углубление игровой экономики. Мы стремились сделать управление планетами более увлекательным процессом.

Квадраты ушли на покой, их заменили районы, сооружения и должности. Теперь вы будете строить городские, аграрные, горнодобывающие и энергетические районы, а также различные специализированные сооружения. Районы и сооружения предоставляют доступ к должностям, занимая которые, население будет производить ресурсы.

С ростом населения на планете будут открываться новые ячейки сооружений. Сооружения работают по принципу, сходному с имевшимся ранее, но теперь большинство из них будут предоставлять доступ к должностям, а не производить ресурсы напрямую.

В версии 2.2 также появится новая система торговых путей. Фактически, вашей целью является сбор торговой ценности (её можно найти в космосе, и она также добывается на планетах) путём улучшения близлежащих звёздных баз. Затем вы должны провести торговый путь, ведущий в вашу столицу. Достигнув столицы, торговая ценность превращается в обычные ресурсы.

Советуем вам ознакомиться с обновлённым обучением!

###################
# Особенности дополнения Megacorp
###################
# Мегакорпорации
* Добавлен новый тип империй, мегакорпорации, с уникальными гражданскими моделями, а также способностью стать движущей силой экономики посредством распространения филиалов в других империях

# Экуменополис
* Добавлен новый бонус совершенства, «Проект Аркология», открывающий решение на превращение планеты в мир-город, полностью покрытый городскими агломерациями

# Ксеносовместимость
* Новый бонус совершенства «Ксеносовместимость», который позволит скрещивание различных видов

# Универсальные транзакции
* Новый бонус совершенства, «Универсальные транзакции», упрощает создание филиалов и подписание коммерческих соглашений для мегакорпораций

# Караванщики
* Добавлены Караванщики, кочующие космические торговцы, предлагающие уникальные сделки в обмен на ресурсы, а в их родной системе работает казино

# Новые гражданские модели
* Добавлена новая гражданская модель «Византийская бюрократия», которая уменьшает использование жилья и благ и открывает доступ к постройке бюрократического комплекса, который создаёт должности администраторов.
* Добавлена новая гражданская модель «Торговые гильдии», добавляющая должности торговцев столичном сооружениям; торговцы производят единство.
* Добавлена гражданская модель «Разделение тягот», которая пригодится для построения коммунизма в космосе. Эту модель использует новая пресозданная империя — Киликский Кооператив.

# Новые мегасооружения
* Добавлены новые мегасооружения: декомпрессор материи, мега-выставка, межзвёздная ассамблея и стратегический координационный центр, в том числе и их разрушенные версии

# Рынок рабов
* Добавлен галактический рынок рабов, где вы можете покупать и продавать порабощённое население (только после основания Галактического рынка)

# Новые голоса и музыка
* Мы добавили 3 новых варианта голоса советника и 16 минут новой музыки (которые также войдут в DLC с саундтреком)

# Новые каноничные империи
* Добавили новые пресозданные империи с использованием механики мегакорпораций, а также Чинорр стали мегакорпорацией

# Достижения
* Добавлены 10 новых достижений

###################
# Новые особенности дополнения Utopia
###################

# Миры-ульи
Добавлен новый бонус совершенства, «Миры-ульи» аналогичный мирам машин, но для коллективного разума, который позволит терраформировать планеты в живые миры, на которых могут жить только трутни. Миры-ульи получают бонус к производству ресурсов, а количество ресурсопроизводящих районов не ограничивается залежами.

######################
# Бесплатные особенности 2.2 «Ле Гуин»
######################
* Добавлен перевод на упрощённый китайский.
* Механика квадратов на планетах/средах обитания была заменена на районы и должности.
* Население и должности являются частью социального класса (категории населения), который определяет их потребность в роскоши. Социальные классы разделены по степени важности; население, принадлежащее к высшему социальному классу, отказывается работать на должностях, предназначенных низшему классу, до тех пор, пока они не понизят свой класс с течением времени.
* Добавлена безработица для населения без подходящей работы, которая снижает планетарную стабильность, если уровень жизни безработных слишком низкий.
* Добавлено жильё, использование которого зависит от социального класса населения (правители и специалисты требуют больше места, чем рабы и обычные работники).
* Механика роста населения стала более динамичной: население может расти и уменьшаться в зависимости от их прав, уровня жизни и иммиграции/эмиграции.
* Добавлен уровень преступности. Она создаётся перенаселением и нищеским уровнём жизни. Преступность негативно влияет на стабильность планеты, а также из-за неё могут происходить различные события.
* Добавлены и переработаны планетарные указы и эдикты империи.
* Добавлены новые типы ресурсов (сплавы, потребительские товары и т.д.), которые связаны различным образом с экономикой, внося значительное разнообразие в деятельность империи.
* Добавлен внутренний рынок, благодаря которому ресурсы могут быть обменены на другие за определённую цену.
* Добавлен Галактический рынок, на котором в свободном доступе между империями могут быть куплены и проданы все игровые ресурсы, цена которых зависит от спроса и предложения. Он создаётся, когда достаточное количество империй вышли на контакт друг с другом, и заменяет внутренний рынок. Поборники чистоты, пожирающий рой и непреклонные экстерминаторы не имеют доступа к Галактическому рынку.
* Добавлены торговые пути, благодаря которым вы можете собирать торговую ценность с улучшенных звёздных баз и направлять её в торговую столицу, чтобы превратить её в прибыль для своей империи. В связи с этим была переработана механика пиратства и добавлен приказ на патрулирование, чтобы ваши флотилии могли активно подавлять пиратство.
* Добавлено новое дипломатическое соглашение — коммерческое соглашения, благодаря которому подписавшие стороны получают 10% от торговой ценности другой стороны.
* Добавлено развитие империи, основанное на подконтрольных системах, районах и колониях. Это мягкий лимит, превышение которого повышает стоимость лидеров, указов, исследований и т.д. Это заменяет старую механику постоянных штрафов, которые основывались на количестве подконтрольных систем, и более точно отображает размер и сложность устройства вашей империи. Лимит развития может быть увеличен благодаря технологиям и бонусам совершенства.
* Внедрён новый концепт — целостность империи. Целостность империи увеличивается с каждой подконтрольной системой, и уменьшается с каждой внешней гиперлинией и отрезанной (не контролируемой) системой в пределах ваших границ. Если потери целостности превышают её прирост, то на вас накладывается штраф в виде увеличения размера империи со всеми вытекающими последствиями.
* Добавлены 9 новых мандатов, связанных с внутренней экономикой вашей империи.
* Обновлённый интерфейс армии и наземных сражений с улучшенными значками войск
* Переработана механика планетарных бомбардировок. Теперь бомбардировки создают опустошение, которое разрушает жильё, снижает уровень благ, торговую ценность и прирост населения. Высокий уровень опустошения будет разрушать здания и уничтожать население.
* Переработаны секторы, теперь они создаются автоматически, убирая «мини-экономики». Теперь сектора направляют свой доход напрямую в казну империи.
* Переработаны фракции, теперь они всегда дают влияние в зависимости от уровня поддержки правительства вместо жёсткого лимита, после которого они не приносили ничего
* Переработаны древа традиций в соответствии со всеми новыми механиками.
* Авторитарная кастовая система была заменена на уровень жизни стратифицированной экономики: авторитаризм больше не использует рабство, но имеет схожие эффекты (лидеры более счастливы, но массы угнетены). Авторитаристы всё ещё могут использовать рабство по отношению к другим расам. Теперь, чтобы порабощать собственный вид нужна гражданская модель «Гильдии работорговцев».
* Добавлены оповещения о завершении промежуточных этапов строительства мегасооружений.
* Добавлено окончание для цепочки ивентов «Сильное магнитное поле»
* Амбиции единства теперь являются бесплатной особенностью, и для неё более не требуется наличие дополнения «Apocalypse».
* Добавлены новый варианты стартовых системы с одной звездой.
* Создан и внедрён новый звук для природных червоточин, который раньше был беззвучным. Теперь нет.
* Посколько Чинорр теперь Мегакорпорация, они будут заменены в играх без мегакорпораций на новую предсозданную империю - Фонд Глебсиг.
* Добавлена технология «Курортные миры», которая позволяет превратить колонию в мир-курорт. Эти колонии не могут иметь районы и большинство зданий, но увеливают уровень благ и привлекательность миграции со всей империи.
* Добавлена технология «Исправительные колонии», на которых высокий уровень преступности, но при этом снижается уровень преступности на других планетах.
* Добавлена технология для рабовладельческих империй, которая позволит создать «Невольничий мир». Невольничие миры не могут иметь городских районов и промышленных/исследовательских зданий, но сильно увеличивает прирост порабощённого населения и открывают доступ к особым зданиям и должностям для рабов.
* Обновлено обучение, чтобы объяснить новые механики
* Режим наблюдателя для мультиплеера из версии 2.1.4 бета включён в основную версию игры
* Решение о развёртывании дронов охотников-убийц теперь можно включать и выключать
* Добавлена настройка игры, определяющая количество гарантированно появляющихся пригодных миров поблизости от начальной системы
* Договор об исследованиях теперь является дипломатическим действием, а не частью торговых сделок.
* Условия победы были переработаны в систему очков, характеризующую суммарную мощь вашей империи, основываясь на её размере, населении, военной мощи, технологиях, наличию федерации и многим другим параметрам.
* Добавлено несколько новых событий в колониях.
* Гражданские корабли теперь строятся на звёздных базах, а не на планетах.
* Добавлен экран выбора населения при постройке колониального корабля на звёздной базе.
* Теперь колониальный корабль может быть построен с любым видом на борту, с которым у вас есть договор о миграции.
* Колониальные корабли, построенные через планировщик экспансии, теперь будут строиться на ближайшей к целевой планете звёздной базе.
* У планет есть теперь решение о приостановке роста населения, но это повлечёт за собой штрафы к стабильности для обычных империй.
* Блокировщики теперь, как правило, снижают количество доступных районов на планете, а после их очистки открываются дополнительные типы районов.
* Очистка блокировщиков теперь может дать одноразовый бонус, например очистка трущоб даёт единицу населения.
* Родной мир Первой лиги теперь экуменополис
* Уведомления, касающиеся империи игрока, теперь отмечены золотой рамкой, что позволит отличить их от тех, которые связаны только с другими империями.
* Добавлены 6 новых флагов империи на тему корпораций

###################
# Баланс
###################
* Улучшено распределение космических существ и уникальных систем
* Из игры убран лимит лидеров, который заменён тратой энергокредитов на их содержание
* Событие на голод в подземной цивилизации теперь использует еду, а не энергию
* Увеличена задержка между прибытием авангарда преторианцев и прибытием основного роя
* Вы больше не получаете влияние, если другая империя быстрее устанавливает контакт с вами
* Событие «Учение воинов» теперь даёт только энергокредиты в случае продажи
* Соперничество и большая часть поводов для войны больше не ограничены соседями
* «Имперскую прерогативу» больше нельзя взять первым бонусом
* Члены федерации теперь автоматически заключают коммерческие соглашения друг с другом, но вынуждены отдавать 15% своего дохода в виде налогов федерации
* Теперь президентство в федерации больше не передаётся по кругу; её всегда возглавляет наиболее сильная из входящих в неё империй (чтобы сместить действующего лидера, нужно превзойти его по силе более чем на 25%)
* Империям, не имеющим иных способов контролировать рост населения, теперь доступно решение ограничить его рост на добровольных началах. Скорость роста населения при этом уменьшается на 75%, а стоимость содержания населения увеличивается
* Относительная мощь империй теперь определяется по силе флота, экономической мощи и технологической мощи (в порядке уменьшения значимости). Экономическая мощь вычисляется как количество произведённых ресурсов, умноженное на их базовую стоимость, а технологическая мощь определяется общей стоимостью изученных технологий
* Добавлены две новых технологии для машинных империй, увеличивающие скорость сборки населения
* Нивлаки теперь обычно появляются в количестве 15 штук
* Признаки вида Нивлак, влияющие на приспособленность и скорость роста населения, были сильно ослаблены
* Добавлен уровень сложности «Кадет», лёгкий уровень сложности ниже «Энсина», предоставляющий игроку экономические бонусы
* Адмиралы больше не получают черту «Специалист по логистике флота» от случайного события
* Модификатор «Форлонские руины» теперь снижает счастье на 5%, а не на 20%
* Существенно уменьшена стоимость изучения технологии «Энтропическая рекурсия» и «Доктрина: Странное Кольцо», а также убраны соответствующие им сооружения
* Существенно уменьшены начальные флоты восстания машин, чтобы исключить их мгновенный экономический коллапс
* Столичное сооружение сред обитания теперь требует содержания в сплавах
* Уменьшено влияние признаков «Сильные»/«Слабые» на производительность рабочих
* Модификатор «Культурный шок» теперь применяется к планете, а не к населению
* Ассимиляция теперь протекает быстрее, а планетарный модификатор «Культурный шок» исчезает, если на планете остались только киборги/роботы, поскольку свободная воля — это болезненная иллюзия
* Ксенофобы теперь получают бонус в +10%/+20% к скорости роста населения вместо снижения стоимости притязаний (чтобы скомпенсировать невозможность увеличивать население за счёт миграции и т.д)
* Бонус совершенства «Защитник галактики» теперь даёт бонусы и против Бури
* Бонус совершенства «Галактический соперник» теперь даёт бонус и против строителей врат
* В родных системах Юутов, Вультаума и Ирассианцев теперь есть дополнительные ресурсы
* Если в вашем пространетсве есть L-врата, но нет обычных, вы всё равно получите бонус к вероятности выпадения технологии врат
* Фракция спиритуалистов больше не будет расстраиваться из-за опустошённого мира, если вас благословил Червь
* Наличие псиоников в империи позволяет выпасть технологи «Псионическая теория», даже если она не должна быть доступна
* Ряд существующих гражданских моделей был адаптирован к новой системе должностей: «Полицейское государство», «Аграрная идиллия», «Аристократическая элита», «Гражданский долг», «Вознесённое духовенство» и «Технократия».
* Виды с признаком «Экономные» теперь производят больше торговой ценности, а за производство энергокредитов отвечает новый признак «Гениальные»
* Снижена стоимость модификации роботов
* Снижена стоимость генетической модификации видов
* Традиция «Связь между банками данных» теперь не даёт доступ к помощи в исследованиях, а увеличивает производительность исследовательских станций
* Помощь в исследованиях теперь доступна с начала игры
* Отмена сделки по торговле ресурсами с анклавом торговцев снижает их отношение к вам на 5
* Гражданская модель «Прославленное Адмиралтейство» теперь повышает максимальный уровень адмирала на 1, а не на 2. Кроме того, мы заменили бонус к вместимости флота на скорость ведения огня

###################
# Интерфейс
###################
* Экран политик и указов разделен на отдельные экраны
* Вы можете начать игру с аргументом «-console» и все консольные команды будут выгружены в файл info.log
* Добавлена различная информация о планетах в выпадающем списке при переселении
* Окно колонизации теперь содержит только список видов и начинает строительство корабля на ближайшей верфи.
* Планировщик экспансии показывает заскриптованные районы, которые можно изменить с помощью модов, вместо жёстко прописанной энергии, минералов и пищи
* Планировщик экспансии теперь показывает редкие месторождения
* Добавлена навигационная панель и верхнее меню перемещено туда
* Изменено окно планетарных битв. Линия фронта, резервы и отступившие войска теперь разделены.
* Приведены к единообразию цвета стоимости и времени

###################
# ИИ
###################
* ИИ теперь учитывает потенциальный прирост ресурсов и стоимость содержания системы при принятии решения о строительстве форпоста
* ИИ адаптирован под новую экономическую систему
* Улучшены действия ИИ в области экономики на ранних этапах игры
* ИИ теперь отзывает претензии, если они наложены на империи, с которыми он хочет заключить долгосрочный союз

###################
# Исправление ошибокBugfixes
###################
* Исправлено неправильное описание ракетной батареи звёздной базы
* Мы исправили событие «Невозможный организм», и теперь Нивлаки могут появиться на любой планете, а не только в столице
* Исправлена ошибка в сообщении о контакте с примитивами, иногда вызывающем неправильный текстовый ключ
* Исправлено неправильное множественное число армии геномодов
* Исправлена ошибка, из-за которой проект по усмирению кристаллов не влиял на некоторых из них
* Исправлена ошибка, из-за которой заскриптованная империя Lokken Mechanists использовала неправильный титул правителя
* Исправлен ряд старых файлов с зацикливаниями звука и прочими пакостями
* Исправлены ошибки локализации, буквально-таки разрушавшие игру
* Убраны отсылки к несуществующему особому проекту в цепочке событий
* Исправлен граничный случай, когда выплата дани мародёрам ничего вам не стоила
* Исправлена ситуация, когда специальный проект «Лаборатории Ксван» появлялся слишком далеко
* Планеты кетлингов, подвергающиеся наземному вторжению или орбитальной бомбардировке (или если в системе строится звёздная база), больше не могут превратиться в космическую империю кетлингов
* Исправлен вылет при запуске игры из-за дублирующихся строк в планировщике
* Исправлена ошибка, из-за которой в некоторых случаях не срабатывало сообщение о первом контакте с левиафанами
* Системы с мусорщиком и матриархом тиянки теперь отмечаются как враждебные (и охраняемые)
* Исправлена ошибка, из-за которой переизбранный правитель не получал мандата
* Исправлена ошибка, из-за которой фоновый звук кризиса продолжал проигрываться даже после победы над ним
* Исправлена ошибка, из-за которой примитивные расы со временем накапливали слишком много принципов
* Убраны стрелки мирных договоров, поскольку они вели не в ту сторону
* Добавлена локализация событий наблюдательных постов, которая отсутствовала с 2015 года, Бог ты мой...
* Пацифистам больше недоступен агрессивный протокол первого контакта, хотя лазейка в их моральных принципах, позволявшая творить неограниченное насилие до вежливого первого приветствия, смотрелась очаровательно
* Сообщение о смерти левиафана теперь должно работать
* Исправлена ошибка, из-за которой в лобби мультиплеера окно создания новой империи показывалось ниже пользовательских империй
* Исправлена ошибка. из-за которой режим карты игроков из мультиплеера переносился в одиночную игру, что приводило к окрашиванию всей карты в серый цвет
* Исправлена ошибка, из-за которой в туториале режим наблюдателя в планировщике был виден в одиночной игре
* Бонус совершенства «Мастера-строители» больше не применяется к средам обитания дважды
* Теперь мародёрские флоты действительно приходят к вам после события «Месть мародёров», а не просто грозятся сделать это
* Исправлен вылет, когда удаление империи приводило к выбору повреждённого дизайна империи
* Кнопка создания вассала теперь проверяет, можно ли его создавать
* Исправлены многочисленные сообщения о контакте с одной и той же империей
* Исправлена ошибка, из-за которой восстающие империи, если их выделять в качестве вассала, всегда становились серыми на карте
* Исправлена ошибка, из-за которой выбор синего раствора иногда не давал признак
* Событие на красный/зелёный/синий растворы теперь награждает особым бесплатным признаком, чтобы не возникало путаницы в очках признаков
* Теперь при игре с набором историй Distant Stars на карте всегда будет как минимум одна система с L-вратами вне зависимости от размера галактики
* Исправлена локализация мирного договора
* Исправлен ряд ссылок на локализацию в послевоенных сообщениях от угасших империй
* Исправлена ошибка, из-за которой цепочка событий сигнала горизонта иногда приводила к появлению несовместимых признаков
* Исправлено накопление модификатора «Благодарные беженцы» (теперь он обновляется, если населению вновь приходится бежать)
* Событие «Отчёт о контакте: Левиафан» (story.8) теперь должно срабатывать для всех левиафанов (будет показывать особое описание для механических левиафанов)
* Исправлена ошибка с терраформированием при событии про атомные часы
* Множество других правок и улучшение производительности

Как и сказано в списке изменений, добавлены 10 новых достижений:
  • Franchising: Играя за корпоративную империю, открыть филиалы на 5 столицах других империй
  • Inscrutable Power: Я выиграл Галатрон, а мне досталось лишь это жалкое достижение.
  • Megapolis: Иметь планету с как минимум сотней единиц населения
  • Obscure Tastes: Построить художественную мегакомпозицию в туманности
  • Black Hole Mining: Построить декомпрессор материи
  • Strategic Initiative: Построить стратегический координационный центр
  • Center of Trade: Зарабатывать 1000 энергокредитов в месяц от торговли
  • Giga-Engineering: Иметь как минимум 4 полностью рабочих мегаструктуры в пределах своих границ (Среды обитания, миры-кольца и врата не считаются)
  • We Are Legion: Играя за биологический коллективный разум, иметь 1000 дронов
  • United Space: Построить межзвёздную ассамблею
Также для нашего чудесного сообщества мододелов, вот дневник с описанием последних изменений моддинга.

Мы долго работали над этим. Игра изменилась разительно. Обновление 2.2 вместе с MegaCorp выйдёт в следующий четверг 6 декабря и, надеюсь, порадует вас!


-----------------------------------------------
Оригинал: Stellaris Dev Diary #136 - 2.2 'Le Guin' patch notes
Перевод подготовлен командой ГЕКС
 
Last edited:

Xrona

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Мы долго работали над этим. Игра изменилась разительно. Обновление 2.2 вместе с MegaCorp выйдёт в следующий четверг 6 декабря и, надеюсь, порадует вас!
Да я уже в ужасе! Особенно от удаления плиток. Я так долго и кропотливо подбирал портретики своей расе, а теперь плитки убирают и как мне дальше любоваться на них?!
# Ксеносовместимость
Новый бонус совершенства «Ксеносовместимость», который позволит скрещивание различных видов
О_о а это что и как? Если про это где то говорилось, ткните носом пж.
 

Rindera

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О_о а это что и как? Если про это где то говорилось, ткните носом пж.
Тут вроде не говорилось.

Привлекательность миграции для империи +33%
+20% скорости роста на любой планете, где есть как минимум 2 единицы населения разных видов
Могут появляться полувиды, берущие портрет от одного из родителей, случайные признаки от обоих и +2 к максимальным очкам признаков

MoALSiNHxF4.jpg


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DspZGTKUwAArTzR.png
 

Gerion

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Да я уже в ужасе! Особенно от удаления плиток. Я так долго и кропотливо подбирал портретики своей расе, а теперь плитки убирают и как мне дальше любоваться на них?!
Так портретики никуда не деваются, просто теперь они будут не на основной вкладке, по одному на каждое здание, а на отдельной, где расположены все рабочие должности.

О_о а это что и как? Если про это где то говорилось, ткните носом пж.
ксеносовместимость, а так же ряд других интересных анонсов, не вошедших в дневники, делали в группе параходов во вконтакте в качестве тизеров
 

Gerion

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Скрещиване видов говорите
ага =)
В группе выложили очередной тизер, касающийся генерации домашней системы. Теперь можно в качестве родной системы выбрать случайную систему с одной звездой, при этом родной мир будет луной на орбите газового гиганта. Кто понимает, в чем цимес такого действия?
 

Pasratka

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Теперь можно в качестве родной системы выбрать случайную систему с одной звездой, при этом родной мир будет луной на орбите газового гиганта. Кто понимает, в чем цимес такого действия?
Ясно же всё - выпендриваться! Жалкие планетяне буднично вращаются на своей унылопланете вокруг звезды, пока мы, луняне, на зависть всем элитно описываем элегентные круги у газового гиганта, при этом одновременно вращаясь вокруг звезды!
 

Gerion

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Ясно же всё - выпендриваться! Жалкие планетяне буднично вращаются на своей унылопланете вокруг звезды, пока мы, луняне, на зависть всем элитно описываем элегентные круги у газового гиганта, при этом одновременно вращаясь вокруг звезды!
смишно, хехе. А по существу есть идеи?
 

Rindera

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смишно, хехе. А по существу есть идеи?
Ну вдруг тебе нравится, когда над твоей... луной... доминирует такая властная, с сильным гравитационным влиянием... планета. Может ты хочешь сделать расу, которая по лору зародилась на такой луне. Простор для творчества и ролеплея.

Тем временем, три дня осталось!
 

Gerion

Second Lieutenant
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Mar 30, 2018
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Ну вдруг тебе нравится, когда над твоей... луной... доминирует такая властная, с сильным гравитационным влиянием... планета. Может ты хочешь сделать расу, которая по лору зародилась на такой луне. Простор для творчества и ролеплея.
в группе вк кто-то говорил, что дело в загадочных РП, чтобы это ни значило... Может быть имелись в виду очки науки, которые довольно часто появляются на газовых гигантах? Я этим интересовался =) Версия с ролеплеем мне не кажется правдоподобной.
Тем временем, три дня осталось!
ЦЕЛЫХ три дня! Я себе все пальцы до локтей сгрызу за это время.
ЗЫ: смотрю, значок за МегаКорп уже добавился на форум