- Dec 14, 1999
- 19.187
- 79.680
Triggers
Any Scope
year = x
month = x
difficulty = x
check_variable = x
exists = x
is_religion_enabled = yes/no
Switches from any Scope
<tag> = { }
from = {}
this = {}
<provincenum> = {}
Inside country
<trade_goods_name> = x
<tech_name> = x
<building_name> = x
treasury = x
war = yes/no
blockade = x
war_exhaustion = x
relation = { who = x value = y }
war_with = x
num_of_religion = y
has_civil_war = yes/no
is_civil_war_faction = yes/no
manpower = x
max_manpower = x
manpower_percentage = x
land_maintenance = x
naval_maintenance = x
badboy = x
num_of_revolts = x
revolt_percentage = x
num_of_cities = x
revolt_risk = x
pure_revolt_risk = x
num_of_ports = x
num_of_allies = x
num_of_vassals = x
culture_group = x
primary_culture = x
religion = x
religion_group = x
government = x
cavalry = x
idea = x
invention = x
omen = x
has_omen = yes/no
is_omen_failure = yes/no
ai = yes/no
mercenary_fraction = x
can_recruit_mercenaries = yes/no
has_unassigned_unit = yes/no Comes in 1.2
navy_size_percentage = x
army_size_percentage = x
technology_group = x
has_country_flag = x
has_country_modifier = x
casus_belli = x
total_ideas = x
free_ideas = x
monthly_income = x
tag = x
neighbour = x
unemployed = x
Switches from Country
any_character = {}
any_province = {}
any_garrisoned_province = {}
civil_war_faction = {}
any_neighbor_country = {}
ally = {}
capital_scope = {}
ruler = {}
Inside Province
has_governor = yes/no
civilization_value = x
is_capital = yes/no
is_state_religion = yes/no
is_core = yes/no
port = yes/no
owned_by = x
controlled_by = x Comes in 1.2
culture_group = x
religion = x
religion_group = x
has_building = x
trade_goods = x
barbarian_power = x
slaves = x
freedmen = x
citizens = x
has_empty_adjacent_province = yes/no
has_siege = yes/no
has_province_flag = x
has_province_modifier = x
continent = x
population = x
is_land = yes/no Comes in 1.2
units_in_province = x
infantry_in_province = x
Switches from Province
any_neighbor_province = {}
any_empty_neighbor_province = {}
any_trade_route = {}
owner = {}
controller = {}
sea_zone = {}
governor_scope = {}
Inside Character
has_job = yes/no
is_governor = yes/no
traits = x
num_of_children = x
military = x
charisma = x
finesse = x
character_culture = x
character_religion = x
religion = x
religion_group = x
can_get_friends = yes/no
can_get_rivals = yes/no
is_rival = x
is_friend = x
num_of_rivals = x
num_of_friends = x
is_female = yes/no
age = x
family = x
family_prestige = x
has_office = yes/no
in_command = yes/no
corruption = x
is_ruler = yes/no
num_of_traits = x
is_married = yes/no
prisoner = yes/no
is_envoy = yes/no
at_location = x Comes in 1.2
num_of_loyal_cohorts = x
num_of_loyal_merc_cohorts = x
wealth = x
health = x
fertility = x
loyalty = x
popularity = x
sibling = x
has_character_flag = x
Switches from Characters
country = {}
any_child = {}
any_rival = {}
any_friend = {}
location = {}
employer = {}
spouse = {}
Any Scope
year = x
month = x
difficulty = x
check_variable = x
exists = x
is_religion_enabled = yes/no
Switches from any Scope
<tag> = { }
from = {}
this = {}
<provincenum> = {}
Inside country
<trade_goods_name> = x
<tech_name> = x
<building_name> = x
treasury = x
war = yes/no
blockade = x
war_exhaustion = x
relation = { who = x value = y }
war_with = x
num_of_religion = y
has_civil_war = yes/no
is_civil_war_faction = yes/no
manpower = x
max_manpower = x
manpower_percentage = x
land_maintenance = x
naval_maintenance = x
badboy = x
num_of_revolts = x
revolt_percentage = x
num_of_cities = x
revolt_risk = x
pure_revolt_risk = x
num_of_ports = x
num_of_allies = x
num_of_vassals = x
culture_group = x
primary_culture = x
religion = x
religion_group = x
government = x
cavalry = x
idea = x
invention = x
omen = x
has_omen = yes/no
is_omen_failure = yes/no
ai = yes/no
mercenary_fraction = x
can_recruit_mercenaries = yes/no
has_unassigned_unit = yes/no Comes in 1.2
navy_size_percentage = x
army_size_percentage = x
technology_group = x
has_country_flag = x
has_country_modifier = x
casus_belli = x
total_ideas = x
free_ideas = x
monthly_income = x
tag = x
neighbour = x
unemployed = x
Switches from Country
any_character = {}
any_province = {}
any_garrisoned_province = {}
civil_war_faction = {}
any_neighbor_country = {}
ally = {}
capital_scope = {}
ruler = {}
Inside Province
has_governor = yes/no
civilization_value = x
is_capital = yes/no
is_state_religion = yes/no
is_core = yes/no
port = yes/no
owned_by = x
controlled_by = x Comes in 1.2
culture_group = x
religion = x
religion_group = x
has_building = x
trade_goods = x
barbarian_power = x
slaves = x
freedmen = x
citizens = x
has_empty_adjacent_province = yes/no
has_siege = yes/no
has_province_flag = x
has_province_modifier = x
continent = x
population = x
is_land = yes/no Comes in 1.2
units_in_province = x
infantry_in_province = x
Switches from Province
any_neighbor_province = {}
any_empty_neighbor_province = {}
any_trade_route = {}
owner = {}
controller = {}
sea_zone = {}
governor_scope = {}
Inside Character
has_job = yes/no
is_governor = yes/no
traits = x
num_of_children = x
military = x
charisma = x
finesse = x
character_culture = x
character_religion = x
religion = x
religion_group = x
can_get_friends = yes/no
can_get_rivals = yes/no
is_rival = x
is_friend = x
num_of_rivals = x
num_of_friends = x
is_female = yes/no
age = x
family = x
family_prestige = x
has_office = yes/no
in_command = yes/no
corruption = x
is_ruler = yes/no
num_of_traits = x
is_married = yes/no
prisoner = yes/no
is_envoy = yes/no
at_location = x Comes in 1.2
num_of_loyal_cohorts = x
num_of_loyal_merc_cohorts = x
wealth = x
health = x
fertility = x
loyalty = x
popularity = x
sibling = x
has_character_flag = x
Switches from Characters
country = {}
any_child = {}
any_rival = {}
any_friend = {}
location = {}
employer = {}
spouse = {}