Conditions

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Conditions (also known as triggers) are used to specify when the execution of effects occurs. When a trigger returns true, then the execution will continue, otherwise it stops. Several triggers, including the default AND-trigger, allow nesting to create more complex expression.

Any scope[edit]

These triggers do not require any particular scope.

Name Parameters Examples Description Notes Version Added
always <bool>
Boolean.
always = yes
Always returns true or false. Useful for debugging. 1.0
AND triggers
AND = {
    original_tag = GER
    has_stability > 0.5
}
Returns false if any sub-trigger returns false, true otherwise. Evaluation stops at the first false sub-trigger. Virtually all places that expect a trigger use an implicit AND-trigger. 1.0
OR triggers
OR = {
    original_tag = ENG
    original_tag = USA
}
Returns true if any sub-trigger returns true, false otherwise. Evaluation stops at the first true sub-trigger. 1.0
NOT triggers
NOT = {
    has_stability > 0.5
    has_war_support > 0.5
}
Returns false if any sub-trigger returns true, true otherwise. Evaluation stops at the first true sub-trigger. 1.0
count_triggers amount = <int>

triggers
count_triggers = {
    amount = 2
    10 = { state_population = 100000 }
    11 = { state_population = 100000 }
    12 = { state_population = 100000 }
}
Sums the results of all sub-triggers (false=0, true=1) and returns true if the sum is at least amount. 1.5
if limit = <AND-trigger>

The condition. else_if = <if-trigger>
Alternative condition. Optional.
else = <AND-trigger>
Final alternative condition. Optional.

triggers

if = {
    limit = {
        has_dlc = "Poland: United and Ready"
    }
    has_political_power > 100
    else = {
        has_war_support > 0.5
    }
}
If limit is true, the sub-triggers are evaluated like an AND-trigger. If limit is false, else_if blocks are tried in sequence and finally else (if present). Otherwise true is returned. else_if and else can also follow directly after the if trigger, instead of being nested. 1.0
hidden_trigger triggers
hidden_trigger = {
    country_exists = GER
}
Like AND-trigger, but the condition is not shown in tooltips.
custom_trigger_tooltip tooltip = <string>

triggers
custom_trigger_tooltip = {
    tooltip = sunrise_invasion_tt		
    any_state = {
        is_owned_by = JAP
        is_on_continent = europe
        is_coastal = yes
    }
}
Like AND-trigger, but tooltips show tooltip.
has_global_flag <string>
The flag to check.
has_global_flag = my_flag
Checks if the specified flag has been set. 1.0
has_global_flag flag = <string>
The flag to check.

value = <int>
The flag value to check for. Optional.
date = <date>
The flag creation date to check for. Optional.
days = <int>
The duration the flag existed for. Optional.

has_global_flag = {
    flag = my_flag
    days > 30
    date > 1936.6.1
    value > 0
}
Compares the specified flag's last set date, days since last set, and/or value. If not set, the value comparison is >0. value is limited between -32768 and 32767. 1.0
has_dlc <string>
The DLC name to check for.
has_dlc = "Waking the Tiger"
Checks if the specified DLC is enabled. 1.0
has_start_date <date>
The date to check for.
has_start_date > 1950.01.01
Checks if the specified date was the start date used for the current game. Must use either > or < operators. 1.0
date <date>
The date to check for.
date < 1950.01.01
Checks if the specified date against the current date. Must use either > or < operators. 1.0
difficulty <int>
The difficulty value.
difficulty > 0
checks if the specified difficulty against the current difficulty. Must use either > or < operators. 1.0
has_any_custom_difficulty_setting <bool>
Boolean.
has_any_custom_difficulty_setting = yes
Checks if any country has a Custom Difficulty setting active. 1.0
has_custom_difficulty_setting <string>
The setting to check.
has_custom_difficulty_setting = custom_diff_strong_sov
1.0
game_rules_allow_achievements <bool>
Boolean.
game_rules_allow_achievements = yes
Checks if all of the active game rule options allow achievements. 1.9
country_exists <scope> / <variable>
The country to check.
country_exists = GER
Checks if the specified country currently exists in game. 1.0
is_ironman <bool>
Boolean.
is_ironman = yes
Checks if the current game is running in Ironman mode. 1.0
is_historical_focus_on <bool>
Boolean.
is_historical_focus_on = yes
Checks if the current game is running with Historical Focuses on. 1.0
is_tutorial <bool>
Boolean.
is_tutorial = yes
Checks if the current game is running in Tutorial mode. 1.0
is_debug <bool>
Boolean.
is_debug = yes
Checks if game is in debug mode (launched with -debug argument). 1.9
threat <float>
The amount to check for.
threat > 0.5
Checks if World Tension is above the specified amount. Must use either > or < operators. 1.0
has_game_rule <string>
The game rule to check for.

<string> / <bool>
The option to check.

has_game_rule = { rule = GER_can_remilitarize_rhineland option = yes }
Checks if a game rule is set to a particular option. 1.5

Country scope[edit]

Can be used in country scope.

General[edit]

Name Parameters Examples Description Notes Version Added
exists <bool>
Boolean.
exists = yes
Checks if the current scope exists in game. 1.0
tag <scope> / <variable>
The country to check.
tag = GER
tag = var:my_country
Checks if the current scope is the specified country. 1.0
original_tag <scope> / <variable>
The country to check.
original_tag = GER
original_tag = var:my_country
Checks if the current scope was ever the specified country. 1.0
is_ai <bool>
Boolean.
is_ai = yes
Checks if the current scope is AI. 1.0
has_country_flag <string>
The flag to check.
has_country_flag = my_flag
Checks if the current scope has the specified flag. 1.0
has_country_flag flag = <string>
The flag to check.

value = <int>
The flag value to check for. Optional.
date = <date>
The flag creation date to check for. Optional.
days = <int>
The duration the flag existed for. Optional.

has_country_flag = {
    flag = my_flag
    days > 30
    date > 1936.6.1
    value > 0
}
Compares the specified flag's last set date, days since last set, and/or value. If not set, the value comparison is >0. value is limited between -32768 and 32767. 1.0
has_cosmetic_tag <string>
The cosmetic tag to check.
has_cosmetic_tag = SOV_custom
Checks if the current scope has the specified cosmetic tag active. 1.5
has_decision <string>
The decision to check.
has_decision = my_decision
Checks if the current scope has the specified decision activated. 1.5
has_dynamic_modifier modifier = <string>
The dynamic_modifier to check.

scope = <scope>
The country to check. Optional, if the original modifier has been targeted.

has_dynamic_modifier = {
    modifier = my_dynamic_modifier
    scope = GER
}
Checks if the current scope has the specified dynamic modifier activated. 1.6
has_active_mission <string>
The mission to check.
has_active_mission = my_mission
Checks if the current scope has the specified mission active. 1.5
has_focus_tree <string>
The focus tree to check.
has_focus_tree = soviet_tree
Checks if the current scope has the specified focus tree. 1.3
has_completed_focus <string>
The focus to check.
has_completed_focus = my_focus
Checks if the current scope has the specified focus completed. 1.0
focus_progress focus = <string>
The focus to check.

progress = <string>
The progress to check for.

focus_progress = {
    focus = my_focus
    progress > 0.5
}
Checks if the specified focus has been completed the specified percent for the current scope. Must use either > or < operators for progress. 1.0

Politics[edit]

Name Parameters Examples Description Notes Version Added
has_political_power <float>
The amount to check for.
has_political_power > 100
Checks if the current scope has the specified amount of political power. Must use either > or < operators. 1.0
political_power_daily <float> / <variable>
The amount to check for.
political_power_daily > 1
Checks if the current scope has the specified amount of daily political power gain. Must use either > or < operators. 1.5
political_power_growth <float> / <variable>
The amount to check for.
political_power_growth > 1
Checks if the current scope has the specified amount of daily political power gain. Must use either > or < operators. 1.5
command_power <float> / <variable>
The amount to check for.
command_power > 1
Checks if the current scope has the specified amount of command power. Must use either > or < operators. 1.5
command_power_daily <float> / <variable>
The amount to check for.
command_power_daily > 1
Checks if the current scope has the specified amount of daily command power gain. Must use either > or < operators. 1.5
has_war_support <float> / <variable>
The amount to check for.
has_war_support > 0.5
Checks if the current scope has the specified percentage of War Support. Must use either > or < operators. 1.5
has_stability <float> / <variable>
The amount to check for.
has_stability > 0.5
Checks if the current scope has the specified percentage of Stability. Must use either > or < operators. 1.5
<ideology> <ideology> = <float>
The amount of the ideology to check for.
fascism > 0.5
Checks if the current scope has the specified ideology above the specified amount. 1.0
has_government <string>
The ideology to check for.
has_government = fascism
Checks if the current scope ruling party is the specified ideology. 1.0
has_elections <bool>
Boolean.
has_elections = yes
Checks if the current scope holds elections. 1.0
is_staging_coup <bool>
Boolean.
is_staging_coup = yes
Checks if the current scope is staging a coup. 1.3
is_target_of_coup <bool>
Boolean.
is_target_of_coup = yes
Checks if the current scope is the target of a coup. 1.0
has_civil_war <bool>
Boolean.
has_civil_war = yes
Checks if the current scope has a civil war active. 1.0
civilwar_target <scope>
The target country.
civilwar_target = GER
Checks if the specified country is a target of a civil war. 1.0
has_manpower_for_recruit_change_to value = <float>
The amount to check for.

group = <group>
The group to check for.

has_manpower_for_recruit_change_to = {
    value > 0.05
    group = mobilization_laws
}
Checks if the current scope has the specified amount of manpower for changing the specified idea group. Must use either > or < operators as = operator checks for the exact value 1.0
has_country_leader id = <int>
The id to check for. Optional.

name = <string>
The name to check for. Optional.
ruling_only = yes
Limit check to ruling only.

has_country_leader = {
    id = 10
}
has_country_leader = {
    name = "John Smith"
    ruling_only = yes
}
Checks if the current scope has the specified country leader. 1.3
has_rule <string>
The rule to check for.
has_rule = {
    can_create_factions
}
Checks if the current scope has the specified country rule. 1.6

Buildings[edit]

Name Parameters Examples Description Notes Version Added
<building> <building> = <int>
The amount of the specified building to to check for.
arms_factory > 10
Checks if the current scope has the specified amount of the specified building. Must use either > or < operators. 1.0
num_of_military_factories <int>
The amount to check for.
num_of_military_factories > 10
Checks if the current scope has the specified amount of military factories. Must use either > or < operators. 1.0
num_of_civilian_factories <int>
The amount to check for.
num_of_civilian_factories > 10
Checks if the current scope has the specified amount of civilian factories. Must use either > or < operators. 1.0
num_of_naval_factories <int>
The amount to check for.
num_of_naval_factories > 10
Checks if the current scope has the specified amount of dockyards. Must use either > or < operators. 1.0
num_of_available_military_factories <int>
The amount to check for.
num_of_available_military_factories > 10
Checks if the current scope has the specified amount of available military factories. Must use either > or < operators. 1.0
num_of_available_civilian_factories <int>
The amount to check for.
num_of_available_civilian_factories > 10
Checks if the current scope has the specified amount of available civilian factories. Must use either > or < operators. 1.0
num_of_available_naval_factories <int>
The amount to check for.
num_of_available_naval_factories > 10
Checks if the current scope has the specified amount of available dockyards. Must use either > or < operators. 1.0
num_of_factories <int>
The amount to check for.
num_of_factories > 10
Checks if the current scope has the specified amount of military, civilian or dockyard factories. Must use either > or < operators. 1.0
num_of_civilian_factories_available_for_projects <int>
The amount to check for.
num_of_civilian_factories_available_for_projects > 10
Checks if the current scope has the specified amount of civilian factories usable for projects. Must use either > or < operators. 1.5
ic_ratio tag = <scope>
The country to check.

ratio = <float>
The ratio to check for.

ic_ratio = {
    tag = GER
    ratio > 0.5
}
Checks if the current scope has the specified ratio of factories with the target country. Must use either > or < operators for ratio. 1.0
has_damaged_buildings <bool>
Boolean.
has_damaged_buildings = yes
Checks if the current scope has any damanged buildings in their states. 1.0
has_built type = <building>
The building to check for.

value = <int>
The amount to check for.

has_built = {
    type = arms_factory
    value > 10
}
Checks if the current scope has built the specified building the specified number of times. Must use either > or < operators for value. 1.0

Technology[edit]

Name Parameters Examples Description Notes Version Added
has_tech <string>
The technology to check for.
has_tech = my_technology
Checks if the current scope has the specified technology. 1.0
is_researching_technology <string>
The technology to check for.
is_researching_technology = my_tech
Checks if the current scope is currently researching the specified technology. 1.0
can_research <string>
The technology to check for.
can_research = my_tech
Checks if the current scope can start researching the specified technology. 1.0
original_research_slots <int>
The amount to check for.
original_research_slots > 3
Checks if the current scope had the specified amount of slots at game start. Must use either > or < operators. 1.0
amount_research_slots <int>
The amount to check for.
amount_research_slots > 3
Checks if the current scope has the specified amount of research slots. Must use either > or < operators. 1.3
is_in_tech_sharing_group <string>
The group to check for.
is_in_tech_sharing_group = us_research
Checks if the current scope is in the specified technology sharing group. 1.3
num_tech_sharing_groups <int>
The amount to check for.
num_tech_sharing_groups > 3
Checks if the current scope is in the specified amount of technology sharing groups. Must use either > or < operators. 1.3
has_tech_bonus technology = <string>
The technology to check for. Optional.

category = <string>
The category to check for. Optional.

has_tech_bonus = {
    technology = my_tech
has_tech_bonus = {
    category = my_category
}
Checks if the current scope has a technology bonus in the specified category, or for the specific technology. 1.3
land_doctrine_level <int>
The amount to check for.
land_doctrine_level > 2
Checks if the current scope has the specified amount of land doctrine technologies. Must use either > or < operators. 1.0

Ideas[edit]

Name Parameters Examples Description Notes Version Added
has_idea <string>
The idea to check for.
has_idea = my_idea
Checks if the current scope has the specified idea.
has_idea_with_trait <string>
The trait to check for.
has_idea_with_trait = my_trait
Checks if the current scope has any ideas with the specified trait. 1.0
has_available_idea_with_traits idea = <string>
The trait to check for.

limit = <int>
The amount to check for.

has_available_idea_with_traits = {
    idea = my_trait
    limit = 1
}
Checks if the current scope has the specified amount of ideas with the specified trait. 1.0
amount_taken_ideas amount = <int>
The amount to check for.

slots = { <string> }
The slot type.

amount_taken_ideas = {
    amount > 3
    slots = {
        political_advisor
    }
}
Checks if the current scope has the specified amount of ideas of the specified slot type. Slots types are found in /Hearts of Iron IV/common/idea_tags/*.txt. 1.0

Diplomacy[edit]

Name Parameters Examples Description Notes Version Added
is_major <bool>
Boolean.
is_major = yes
Checks if the current scope is considered a Major. 1.0
is_in_faction_with <scope> / <variable>
The country to check for.
is_in_faction_with = GER
is_in_faction_with = var:country
Checks if the current scope is in a faction with the specified country. 1.0
is_in_faction <bool>
Boolean.
is_in_faction = yes
Checks if the current scope is in a faction. 1.0
is_faction_leader <bool>
Boolean.
is_faction_leader = yes
Checks if the current scope is the leader of a faction. 1.0
num_faction_members <int>
The amount to check for.
num_faction_members > 1
Checks if the faction of the current scope has the specified amount of members. Must use either > or < operators. 1.0
has_non_aggression_pact_with <scope> / <variable>
The country to check for.
has_non_aggression_pact_with = GER
Checks if the current scope has a non-aggression pact with the specified country. 1.0
is_guaranteed_by <scope> / <variable>
The country to check for.
is_guaranteed_by = GER
Checks if the current scope has been guaranteed by the specified country. 1.0
has_guaranteed <scope> / <variable>
The country to check for.
has_guaranteed = GER
Checks if the current scope has guaranteed the specified country. 1.0
has_military_access_to <scope> / <variable>
The country to check for.
has_military_access_to = GER
Checks if the current scope has military access to the specified country. 1.0
gives_military_access_to <scope> / <variable>
The country to check for.
gives_military_access_to = GER
Checks if the current scope gives military to the specified country. 1.0
is_neighbor_of <scope> / <variable>
The country to check for.
is_neighbor_of = GER
Checks if the current scope is a neighbor of the specified country. 1.0
is_owner_neighbor_of <scope> / <variable>
The country to check for.
is_owner_neighbor_of = GER
Checks if the current scope is a neighbor of the specified country with their core territory only. 1.0
is_puppet_of <scope> / <variable>
The country to check for.
is_puppet_of = GER
Checks if the current scope is a puppet of the specified country. 1.0
is_subject_of <scope> / <variable>
The country to check for.
is_subject_of = GER
Checks if the current scope is a subject of the specified scope. 1.0
is_puppet <bool>
Boolean.
is_puppet = yes
Returns true if the current country has an autonomy level with is_puppet = yes, false otherwise. 1.0
is_subject <bool>
Boolean.
is_subject = yes
Checks if the current scope is a subject. 1.0
num_subjects <int>
The amount to check for.
num_subjects > 3
Checks if the current scope has the specified amount of subjects. Must use either > or < operators. 1.3
has_autonomy_state <string>
The autonomy state to check for.
has_autonomy_state = autonomy_dominion
Checks if the current scope is in the specified autonomous state. 1.0
compare_autonomy_state <string>
The autonomy state to check for.
compare_autonomy_state > autonomy_dominion
Checks if the current scope autonomy state is less or greater than the specified autonomy state. Must use either > or < operators. 1.0
compare_autonomy_progress_ratio <float>
The amount to check for.
compare_autonomy_progress_ratio > 0.5
Checks if the current scope autonomy progress is at the specified ratio. Must use either > or < operators. 1.3
has_opinion_modifier <string>
The opinion modifier to check for.
has_opinion_modifier = my_modifier
Checks if the current scope has the specified opinion modifier. 1.0
has_opinion target = <scope>
The country to check for.

value = <float>
The amount to check for.

has_opinion = {
    target = GER
    value = 100
}
Checks if the current scope has the specified opinion with the specified country. Must use either > or < operators. 1.0
has_relation_modifier target = <scope>
The country to check for.

modifier = <modifier>
The modifier to check for.

has_relation_modifier = {
    target = GER
    modifier = my_modifier
}
Checks if the current scope has the specified relation modifier with the specified country. 1.0
all_allied_country triggers
all_allied_country = {
    has_stability > 0.8
}
Returns true if THIS is in a faction where all other countries fulfill the sub-triggers; false otherwise. Evaluation stops early if any ally fails the check. Within the trigger PREV is the country doing the check and THIS is the ally.
any_allied_country triggers
any_allied_country = {
    has_stability > 0.8
}
Returns true if THIS is in a faction where at least one other country fulfills the sub-triggers; false otherwise. Evaluation stops early if any ally passes the check. Within the trigger PREV is the country doing the check and THIS is the ally.
any_neighbor_country triggers
any_neighbor_country = {
    has_stability > 0.8
}
Returns true if at least one other country that controls a province adjacent to a province controlled by THIS fulfills the sub-triggers; false otherwise. Evaluation stops early if any neighbor passes the check. Within the trigger PREV is the country doing the check and THIS is the neighbor.
all_neighbor_country triggers
all_neighbor_country = {
    has_stability > 0.8
}
Returns false if any other country that controls a province adjacent to a province controlled by THIS fails the sub-triggers; true otherwise. Evaluation stops early if any neighbor fails the check. Within the trigger PREV is the country doing the check and THIS is the neighbor. The list of neighbor countries is pre-calculated.
any_home_area_neighbor_country triggers
any_home_area_neighbor_country = {
    has_stability > 0.8
}
Returns true if THIS has a home area and at least one country controlling an adjacent area to it fulfills the sub-triggers; false otherwise. The home area is the largest contiguous area controlled by THIS that contains at least one province of its capital state. Evaluation stops early if any neighbor passes the check. Within the trigger PREV is the country doing the check and THIS is the neighbor.

War[edit]

Name Parameters Examples Description Notes Version Added
has_war <bool>
Boolean.
has_war = yes
Checks if the current scope is at war. 1.0
has_war_with <scope> / <variable>
The country to check for.
has_war_with = GER
has_war_with = var:country
Checks if the current scope is at war with the specified country. 1.0
has_offensive_war_with <scope> / <variable>
The country to check for.
has_offensive_war_with = GER
Checks if the current scope is in an offensive war against the specified country. 1.0
has_defensive_war_with <scope> / <variable>
The country to check for.

Checks if the current scope is in an defensive war against the specified country. 1.0
has_offensive_war <bool>
Boolean.
has_offensive_war = yes
Checks if the current scope is in an offensive war. 1.0
has_defensive_war <bool>
Boolean.
has_defensive_war = yes
Checks if the current scope is in a defensive war. 1.0
has_war_together_with <scope> / <variable>
The country to check for.
has_war_together_with = GER
Checks if the current scope is in a war alongside the specified country. 1.0
surrender_progress <float> / <variable>
The amount to check for.
surrender_progress > 0.1
Checks if the current scope has the specified amount of surrender progress. Must use either > or < operators. 1.0
any_war_score <float>
The amount to check for.
any_war_score > 10
Checks if the current scope has the specified amount of war progress (not war participation)[1] in any war. Must use either > or < operators. 1.0
has_capitulated <bool>
Boolean.
has_capitulated = yes
Checks if the current scope has capitulated. 1.0
has_border_war_with <scope> / <variable>
The country to check for.
has_border_war_with = GER
Checks if the current scope has a border war with the specified country. 1.5
has_border_war_between attacker = <scope> / <variable>
The state to check for.

defender = <scope> / <variable>
The state to check for.

has_border_war_between = {
    attacker = 1
    defender = 2
}
Checks if their is a border war between the two specified states. 1.5
has_border_war <bool>
Boolean.
has_border_war = yes
Checks if the current scope has a border war active. 1.5
has_added_tension_amount <float> / <variable>
The amount to check for.
has_added_tension_amount = 10
Checks if the current scope has caused the specified amount of World Tension. Must use either > or < operators. 1.0
has_wargoal_against <scope> / <variable>
The country to check for.
has_wargoal_against = GER
Checks if the current scope has any wargoal against the specified country. 1.0
has_wargoal_against target = <scope> / <variable>
The country to check for.

type = <string>
The type of wargoal to check for.

has_wargoal_against = {
    target = FROM
    type = take_state
}
Checks if the current scope has a specific wargoal type against the specified country. 1.8
is_justifying_wargoal_against <scope> / <variable>
The country to check for.
is_justifying_wargoal_against = GER
Checks if the current scope is justifying a wargoal against the specified country. 1.0
has_annex_war_goal <scope> / <variable>
The country to check for.
has_annex_war_goal = GER
Checks if the current scope has the Annex wargoal against the specified country. 1.0
any_claim <bool>
Boolean.
any_claim = yes
Checks if the current scope has any claims on another country. 1.0
is_in_peace_conference <bool>
Boolean.
is_in_peace_conference = yes
Checks if the current scope is in a Peace Conference. 1.0
any_enemy_country triggers
any_enemy_country = {
    has_stability > 0.8
}
Returns true if any country is at war with THIS, exists, and fulfills the sub-triggers; false otherwise. Evaluation stops at the first true sub-trigger. Within the trigger PREV is the country doing the check and THIS is the enemy.
all_enemy_country triggers
all_enemy_country = {
    has_stability > 0.8
}
Returns false if any country is at war with THIS, exists, and fails the sub-triggers; true otherwise. Evaluation stops at the first false sub-trigger. Within the trigger PREV is the country doing the check and THIS is the enemy.

State[edit]

Name Parameters Examples Description Notes Version Added
controls_state <scope> / <variable>
The state to check for.
controls_state = 39
controls_state = var:state
Checks if the current scope has control of the specified state. 1.0
owns_state <scope> / <variable>
The state to check for.
owns_state = 39
Checks if the current scope owns the specified state. 1.0
num_of_controlled_states <int>
The amount to check for.
num_of_controlled_states = 5
Checks if the current scope has the specified amount of controlled states. Must use either > or < operators. 1.0
num_occupied_states <int>
The amount to check for.
num_occupied_states = 5
Checks if the current scope has the specified amount of occupied states. Must use either > or < operators. 1.0
has_full_control_of_state <scope> / <variable>
The state to check for.
has_full_control_of_state = 39
Checks if the current scope has control and ownership of the specified state. 1.3
has_resources_amount resource = <string>
The resource to check for.

amount = <int>
The amount to check for.
state = <scope>
The estate to check for. Defaults to the current state in a state scope.

has_resources_amount = {
    resource = oil
    amount > 10
    state = 49
}
Checks if the specified state has the specified amount of the specified resource. Must use either > or < operators for amount. 1.3
any_owned_state triggers (state scope)
any_owned_state = {
    is_coastal = yes
}
Returns true if at least one state controlled by THIS passes the sub-triggers; false otherwise. Evaluation stops early when a state passes the check. The sub-triggers are evaluated with a state scope for each owned state.
all_owned_state triggers (state scope)
all_owned_state = {
    is_controlled_by = ROOT
}
Returns false if any state controlled by THIS fails the sub-triggers; true otherwise. Evaluation stops early when a state fails the check. The sub-triggers are evaluated with a state scope for each owned state.

Military[edit]

Name Parameters Examples Description Notes Version Added
has_army_experience <float> / <variable>
The amount to check for.
has_army_experience = 10
has_army_experience = var:number
Checks if the current scope has the specified amount of Army experience. Must use either > or < operators as = operator checks for the exact value 1.3
has_air_experience <float> / <variable>
The amount to check for.
has_air_experience = 10
Checks if the current scope has the specified amount of Air experience. Must use either > or < operators as = operator checks for the exact value 1.3
has_navy_experience <float> / <variable>
The amount to check for.
has_navy_experience = 10
Checks if the current scope has the specified amount of Navy experience. Must use either > or < operators as = operator checks for the exact value 1.3
has_unit_leader <int>
The id to check for.
has_unit_leader = 1
Checks if the current scope has a unit leader with the specified id. 1.0
has_manpower <float> / <variable>
The amount to check for.
has_manpower = 1000
Checks if the current scope has the specified amount of manpower. Must use either > or < operators as = operator checks for the exact value 1.0
has_army_manpower size = <int>
The amount to check for.
has_army_manpower = {
    size > 1000
Checks if the current scope has an army using the specified amount of manpower. Must use either > or < operators. 1.0
manpower_per_military_factory <float>
The amount to check for.
manpower_per_military_factory > 1000
Checks if the current scope has the specified manpower times their number of military factories. Must use either > or < operators. 1.0
num_divisions <int>
The amount to check for.
num_divisions > 5
Checks if the current scope has the specified amount of divisions. Must use either > or < operators. 1.3
num_of_nukes <int>
The amount to check for.
num_of_nukes > 5
Checks if the current scope has the specified amount of nukes. Must use either > or < operators. 1.0
casualties <int>
The amount to check for.
casualties > 10000
Checks if the current scope has suffered the specified amount of casualties. Must use either > or < operators. 1.0
amount_manpower_in_deployment_queue <float>
The amount to check for.
amount_manpower_in_deployment_queue > 1000
Checks if the current scope has the specified amount of manpower in their deployment queue. Must use either > or < operators. 1.5
has_attache_from <scope> / <variable>
The country to check for.
has_attache_from = GER
Checks if the current scope has an attache from the specified scope. 1.5
has_attache <bool>
Boolean.
has_attache = yes
Checks if the current scope has an attache. 1.5
is_lend_leasing <scope> / <variable>
The country to check for.
is_lend_leasing = GER
Checks if the current scope is lend leasing to the specified scope. 1.0
has_template <string>
The name of the template.
has_template = "Infantry Division"
Checks if the current scope has a division template of the specified name. 1.0
has_template_majority_unit <string>
The unit to check for.
has_template_majority_unit = infantry
Checks if the current scope has a division template composed mostly of the specified unit. 1.0
has_template_containing_unit <string>
The name of the unit.
has_template_containing_unit = light_armor
Checks if the current scope has a division template contained any of the specified unit. 1.0
strength_ratio tag = <scope>
The country to check for.

ratio = <float>
The ratio to check for.

strength_ratio = {
    tag = GER
    ratio > 1
}
Checks if the current scope has the specified strength ratio against the specified country. The ratio is the number of fielded divisions of the current scope divided by those of tag (or 1 if tag has no divisions). The ratio gets increased by 10% if the current scope has a stronger air forces.[2] Any comparison operator after ratio other than > gets interpreted as <. 1.0
naval_strength_ratio tag = <scope>
The country to check for.

ratio = <float>
The ratio to check for.

naval_strength_ratio = {
    tag = GER
    ratio = 1
}
Checks if the current scope has the specified naval strength ratio against the specified country. 1.0
alliance_strength_ratio <float> / <variable>
The ratio to check for.
alliance_strength_ratio > 0.5
Checks if the current scope and allies has an army strength higher than the specified ratio against estimated enemy strength. Must use either > or < operators. 1.0
alliance_naval_strength_ratio <float> / <variable>
The ratio to check for.
alliance_naval_strength_ratio > 0.5
Checks if the current scope and allies has an naval strength ratio higher than the specified ratio against estimated enemy strength. Must use either > or < operators. 1.0
enemies_strength_ratio <float> / <variable>
The ratio to check for.
enemies_strength_ratio > 0.5
Checks if the estimated enemy army strength ratio is higher than the specified ratio. Must use either > or < operators. 1.0
enemies_naval_strength_ratio <float> / <variable>
The ratio to check for.
enemies_naval_strength_ratio > 0.5
Checks if the estimated enemy naval strength ratio is higher than the specified ratio. Must use either > or < operators. 1.0
has_army_size size = <float>
The amount to check for.

type = <string>
The type to check for. Optional.

has_army_size = {
    size > 10
    type = armor
}
Checks if the current scope has the specified number of divisions, or of a specified type of division. Types:
  • infantry
  • support
  • artillery
  • anti_tank
  • armor

Must use either > or < operators for size.

1.0
has_navy_size size = <float>
The amount to check for.

type = <string>
The type to check for. Optional.

has_navy_size = {
    size > 10
    type = capital_ship
}
Checks if the current scope has the specified number of ships, or of a specified type of ship. Types:
  • submarine
  • screen_ship
  • capital_ship
  • carrier

Must use either > or < operators for size.

1.0
has_deployed_air_force_size size = <float>
The amount to check for.

type = <string>
The type to check for. Optional.

has_deployed_air_force_size = {
    size > 10
    type = cas
}
Checks if the current scope has the specified number of aircraft, or of a specified type of aircraft. Types:
  • fighter
  • cas
  • naval_bomber
  • interceptor
  • suicide
  • tactical_bomber
  • strategic_bomber
  • air_transport
  • missile

Must use either > or < operators for size.

1.0
divisions_in_state size = <float>
The amount to check for.

type = <string>
The type to check for. Optional.
state = <scope> / <variable>
The state to check in.

divisions_in_state = {
    type = infantry
    size > 10
    state = 49
}
Checks if the specified state contains the specified amount of divisions. Types:
  • infantry
  • support
  • artillery
  • anti_tank
  • armor

Must use either > or < operators for size.

1.0
divisions_in_border_state size = <float>
The amount to check for.

type = <string>
The type to check for. Optional.
state = <scope> / <variable>
The state to check in.
border_state = <scope> / <variable>
The border state to check in.

divisions_in_border_state = {
    type = infantry
    size > 10
    state = 49
    border_state = var:state
}
Checks if the border provinces between the specified state and border state contain the specified amount of divisions. Types:
  • infantry
  • support
  • artillery
  • anti_tank
  • armor

Must use either > or < operators for size.

1.5
ships_in_state_ports size = <float>
The amount to check for.

type = <string>
The type to check for. Optional.
state = <scope> / <variable>
The state to check in.

ships_in_state_ports = {
    type = capital_ship
    size > 10
    state = 49
}
Checks if the specified state contains the specified amount of ships, or of ships of the specified type. Types:
  • submarine
  • screen_ship
  • capital_ship
  • carrier

Must use either > or < operators for size.

1.0
has_volunteers_amount_from tag = <scope>
The country to check for.

count = <int>
The amount to check for.

has_volunteers_amount_from = {
    tag = GER
    count > 10
}
Checks if the current scope has recieved volunteers from the specified country of the specified amounts. Must use either > or < operators for count. 1.0
estimated_intel_max_piercing tag = <scope>
The country to check for.

value = <float>
The amount to check for.

estimated_intel_max_piercing = {
    tag = GER
    value > 0.5
}
Checks if the specified scope has the specified amount of piercing based on the current scope's intel. Must use either > or < operators for value. 1.0
estimated_intel_max_armor tag = <scope>
The country to check for.

value = <float>
The amount to check for.

estimated_intel_max_armor = {
    tag = GER
    value > 0.5
}
Checks if the specified scope has the specified amount of armor based on the current scope's intel. Must use either > or < operators for value. 1.0

Equipment[edit]

Name Parameters Examples Description Notes Version Added
stockpile_ratio archetype = <string>
The equipment archetype to check for.

ratio = <float>
The ratio of equipment to check for.

stockpile_ratio = {
    archetype = infantry_equipment
    ratio > 0.5
}
Checks if the current scope has stockpiled the specified equipment to the specified ratio against fielded equipment of the same type. Must use either > or < operators for ratio.
For the convoy equipment which is not fielded as other equipments, ratio shall be not a percentage but a direct amount (for instance 256 convoys)
1.5
has_equipment <equipment> = <int> / <variable>
The equipment to check for, and the amount to check for.
has_equipment = {
    infantry_equipment_1 > 10
}
Checks if the current scope has the specified equipment to the specified amount. Must use either > or < operators. 1.0
has_any_license <bool>
Boolean.
has_any_license = yes
Checks if the current scope has any licenses from other countries. 1.0
is_licensing_any_to <scope>
The country to check for.
is_licensing_any_to = GER
Checks if the current scope is licensing to the specified scope. 1.0
is_licensing_to target = <scope>
The country to check for.

archetype = <string>
The equipment archetype to check for. Optional.
Equipment scope
type = <string>
The equipment to check for. Optional.
version = <int>
The variant id of the equipment. Optional.

is_licensing_to = {
    target = GER
    archetype = infantry_equipment
}
is_licensing_to = {
    target = GER
    equipment = {
        type = light_tank_equipment
        version = 1
    }
}
Checks if the current scope is licensing the specified equipment to the specified country. 1.0
has_license from = <scope>
The country to check for.

archetype = <string>
The equipment archetype to check for. Optional.
Equipment scope
type = <string>
The equipment to check for. Optional.
version = <int>
The variant id of the equipment. Optional.

has_license = {
    from = GER
    archetype = infantry_equipment
}
has_license = {
    from = GER
    equipment = {
        type = light_tank_equipment
        version = 1
    }
}
Checks if the current scope has a license for the specified equipment from the specified country. 1.0

AI[edit]

Name Parameters Examples Description Notes Version Added
ai_irrationality <int>
The amount to check for.
ai_irrationality > 10
Checks if the current scope AI has the specified irrationality. Must use either > or < operators. 1.0
ai_liberate_desire target = <scope>
The country to check for.

count = <float>
The amount to check for.

ai_liberate_desire = {
    target = GER
    count > 1
}
Checks if the current scope AI has the specified liberation desire towards the specified country. Must use either > or < operators for count. 1.0
ai_has_role_division <string>
The role to check for.
ai_has_role_division = infantry
Checks if the current scope AI has a division with the specified role. Roles are defined in /Hearts of Iron IV/common/ai_templates/*.txt 1.0
ai_has_role_template <string>
The role to check for.
ai_has_role_template = armor
Checks if the current scope AI has a division template with the specified role. Roles are defined in /Hearts of Iron IV/common/ai_templates/*.txt 1.0
ai_wants_divisions <int>
The amount to check for.
ai_wants_divisions > 10
Checks if the current scope AI desires the specified amount of divisions. Must use either > or < operators. 1.0
has_template_ai_majority_unit <string>
The unit to check for.
has_template_ai_majority_unit = infantry
Checks if the current scope AI has a division template mostly made up of the specified unit. 1.0

State scope[edit]

Can be used in state scope.

General[edit]

Name Parameters Examples Description Notes Version Added
state <scope> / <variable>
The state to check for.
state = 10
state = var:state
Checks if the current scope is the specified state. 1.0
region <int>
The strategic region id to check for.
region = 10
Checks if the current scope is a state in the specified strategic region. 1.0
area <int>
The supply area id to check for.
area = 6
Checks if the current scope is a state in the specified supply area. 1.0
has_state_flag <string>
The flag to check for.
has_state_flag = my_flag
Checks if the current scope has the specified flag. 1.0
has_state_flag flag = <string>
The flag to check.

value = <int>
The flag value to check for. Optional.
date = <date>
The flag creation date to check for. Optional.
days = <int>
The duration the flag existed for. Optional.

has_state_flag = {
    flag = my_flag
    days > 30
    date > 1936.6.1
    value > 0
}
Compares the specified flag's last set date, days since last set, and/or value. If not set, the value comparison is >0. value is limited between -32768 and 32767. 1.0
<building> <building> = <int>
The amount of the specified building to to check for.
arms_factory > 10
Checks if the current scope has the specified amount of the specified building. Must use either > or < operators. 1.0
state_population <float>
The amount to check for.
state_population > 10000
Checks if the current scope has the specified state population. Must use either > or < operators. 1.0
is_capital <bool>
Boolean.
is_capital = yes
Checks if the current scope is a capital. 1.5
is_controlled_by <scope> / <variable>
The country to check for.
is_controlled_by = GER
Checks if the current scope is controlled by the specified country. 1.0
is_fully_controlled_by <scope> / <variable>
The country to check for.
is_fully_controlled_by = GER
Checks if the current scope is fully controlled by the specified country. 1.5
is_owned_by <scope> / <variable>
The country to check for.
is_owned_by = GER
Checks if the current scope is owned by the specified country. 1.0
is_claimed_by <scope> / <variable>
The country to check for.
is_claimed_by = GER
Checks if the current scope is claimed by the specified country. 1.0
is_core_of <scope> / <variable>
The country to check for.
is_core_of = GER
Checks if the current scope is a core of the specified country. 1.0
is_owned_and_controlled_by <scope> / <variable>
The country to check for.
is_owned_and_controlled_by = GER
Checks if the current scope is owned and controlled by the specified country. 1.0
is_demilitarized_zone <bool>
Boolean.
is_demilitarized_zone = yes
Checks if the current scope is a demilitarized zone. 1.0
is_border_conflict <bool>
Boolean.
is_border_conflict = yes
Checks if the current scope is part of a border war. 1.0
is_in_home_area <bool>
Boolean.
is_in_home_area = yes
Checks if the current scope is connected to the capital state over land. 1.0
is_coastal <bool>
Boolean.
is_coastal = yes
Checks if the current scope is a coastal state. 1.0
is_island_state <bool>
Boolean.
is_island_state = yes
Checks if the current scope is a coastal state with no adjacent land states. 1.0
is_on_continent <string>
The continent to check for.
is_on_continent = europe
Checks if the current scope is on the specified continent. Continents are found in /Hearts of Iron IV/map/continent.txt. 1.0
has_state_category <string>
The category to check for.
has_state_category = rural
Checks if the current scope has the specified category. State categories are found in /Hearts of Iron IV/common/state_category/*.txt. 1.0
state_strategic_value <int>
The amount to check for.
state_strategic_value > 10
Checks if the current scope has the specified strategic value. Must use either > or < operators. 1.5
state_and_terrain_strategic_value <int>
The amount to check for.
state_and_terrain_strategic_value > 10
Checks if the current scope has the specified state and terrain strategic value. Must use either > or < operators. 1.5
free_building_slots building = <string>
The building to check for.

size = <int>
The amount to check for.
include_locked = <bool>
Whether to include locked slots.

free_building_slots = {
    building = arms_factory
    size > 10
    include_locked = yes
}
Checks if the current scope has available slots for the specified amount of buildings. Must use either > or < operators for size. 1.0
any_province_building_level building = <string>
The building to check for.

limit = <int>
The amount to check for.
Province scope
id = <int>
The province to check for.
limit_to_border = <bool>
Whether to limit check to border provinces.

any_province_building_level = {
    province = {
        id = 445
        id = 494
        limit_to_border = yes
    }
    building = bunker
    level < 5
}
Checks if the current scope has the specified provincal building at the specified amount in the specified provinces. Must use either > or < operators for level. 1.0
num_owned_neighbour_states owner = <scope>
The country to check for.

count = <int>
The amount to check for.

num_owned_neighbour_states = {
    owner = GER
    count = 2
}
Checks if the current scope has the specified amount of neighbor states belonging to the specified country. Must use either > or < operators for count. 1.0
has_claimed_state_in_peace_conference <scope> / <variable>
The country to check for.
has_claimed_state_in_peace_conference = GER
Checks if the current scope has been claimed by the specified country in a peace conference. 1.0
num_claimed_peace_conference_neighbour_states owner = <scope>
The country to check for.

count = <int>
The amount to check for.

num_claimed_peace_conference_neighbour_states = {
    owner = GER
    count > 2
}
Checks if the current scope has the specified amount of neighbor states claimed by the specified country in a peace conference. Must use either > or < operators for count. 1.0
distance_to distance = <float>
The distance to check for.

state = <scope>
The state to compare against.

distance_to = {
    value > 1000
    target = 49
}
Checks if the current scope is at the specified distance from the specified state. Must use either > or < operators for distance. 1.0
ships_in_area area = <int>
The strategic region to check for.

size = <int>
The amount to check for.


Checks if the current scope has the specified amount of ships in the specified strategic region. Must use either > or < operators for count. 1.0
any_neighbor_state triggers
any_neighbor_state = { is_coastal = yes }
Returns true if THIS has at least one adjacent state that fulfills the sub-triggers; false otherwise. Evaluation stops early if any neighbor passes the check.
all_neighbor_state triggers
all_neighbor_state = { is_coastal = yes }
Returns false if THIS has no adjacent states or at least one of them fails the sub-triggers; true otherwise. Evaluation stops early if any neighbor fails the check.

Unit leader scope[edit]

Can be used in unit leader scope.

General[edit]

Name Parameters Examples Description Notes Version Added
has_id <int>
The id to check for.
has_id = 1
Checks if the current scope has the specificed unit leader id. 1.5
has_unit_leader_flag <string>
The flag to check for.
has_unit_leader_flag = my_flag
Checks if the current scope has the specified flag. 1.5
has_unit_leader_flag flag = <string>
The flag to check.

value = <int>
The flag value to check for. Optional.
date = <date>
The flag creation date to check for. Optional.
days = <int>
The duration the flag existed for. Optional.

has_unit_leader_flag = {
    flag = my_flag
    days > 30
    date > 1936.6.1
    value > 0
}
Compares the specified flag's last set date, days since last set, and/or value. If not set, the value comparison is >0. value is limited between -32768 and 32767. 1.0
is_leading_army <bool>
Boolean.
is_leading_army = yes
Checks if the current scope is leading a single army. 1.5
is_leading_army_group <bool>
Boolean.
is_leading_army_group = yes
Checks if the current scope is leading an army group. 1.5
is_field_marshal <bool>
Boolean.
is_field_marshal = yes
Checks if the current scope is a Field Marshal. 1.5
is_assigned <bool>
Boolean.
is_assigned = yes
Checks if the current scope is an assigned unit leader. 1.5
has_trait <string>
The trait to check for.
has_trait = offensive_doctrine
Checks if the current scope has the specified trait. 1.5
can_select_trait <string>
The trait to check for.
can_select_trait = offensive_doctrine
Checks if the current scope can select the specified trait. 1.5
has_ability <string>
The ability to check for.
has_ability = glider_planes
Checks if the current scope has the specified unit leader ability. 1.5
skill <int>
The amount to check for.
skill > 1
Checks if the current scope has a Skill above the specified amount. Must use either > or < operators. 1.0
skill_advantage <int>
The amount to check for.
skill_advantage > 1
Checks if the current scope has a Skill advantage above the specified amount in against an enemy unit leader whilst in combat. Must use either > or < operators. 1.0
planning_skill_level <int>
The amount to check for.
planning_skill_level > 1
Checks if the current scope has a Planning skill above the specified amount. Must use either > or < operators. 1.5
logistics_skill_level <int>
The amount to check for.
logistics_skill_level > 1
Checks if the current scope has a Logistics skill above the specified amount. Must use either > or < operators. 1.5
defense_skill_level <int>
The amount to check for.
defense_skill_level > 1
Checks if the current scope has a Defense skill above the specified amount. Must use either > or < operators. 1.5
attack_skill_level <int>
The amount to check for.
attack_skill_level > 1
Checks if the current scope has a Attack skill above the specified amount. Must use either > or < operators. 1.5
average_stats <int>
The amount to check for.
average_stats > 5
Checks if the current scope has an average skill above the specified amount. Must use either > or < operators. 1.5
is_border_war <bool>
Boolean.
is_border_war = yes
Checks if the current socpe is in a border war. 1.5
num_units <int>
The amount to check for.
num_units > 5
Checks if the current scope is commanding the specified amount of divisions. Must use either > or < operators. 1.5

Combat[edit]

These triggers only work in special unit leader combat scopes, i.e. Combat Tactics.

They should not be used in the regular unit leader scopes.

Name Parameters Examples Description Notes Version Added
hardness <float>
The amount to check for.
hardness > 0.5
Checks if the current scope has the specified amount of hardness. Must use either > or < operators. 1.0
armor <float>
The amount to check for.
armor > 0.5
Checks if the current scope has the specified amount of armor units. Must use either > or < operators. 1.0
dig_in <float>
The amount to check for.
dig_in > 0.5
Checks if the current scope has the specified amount of Dig In bonus. Must use either > or < operators. 1.0
min_planning <float>
The amount to check for.
min_planning > 0.5
Checks if the current scope has the specified amount of planning. Must use either > or < operators. 1.0
fastest_unit <float>
The speed in km/h to check for.
fastest_unit > 12
Checks if the current scope has a unit with the specified speed. Must use either > or < operators. 1.0
temperature <float>
The temperature in celsius to check for.
temperature > 20
Checks if the current scope is in a province with a temperature above the specified amount. Must use either > or < operators. 1.0
reserves <float>
The amount to check for.
reserves > 10
Checks if the current scope has the specified amount of reserves waiting. Must use either > or < operators. 1.0
has_cavalry_ratio <float>
The ratio to check for.
has_cavalry_ratio > 0.5
Checks if the current scope has the specified ratio of cavalry in their division composition. Must use either > or < operators. 1.0
has_combat_modifier <string>
The modifier to check for.
has_combat_modifier = river_crossing
Checks if the current scope has the specified combat modifier. 1.0
is_fighting_in_terrain <string>
The terrain to check for.
is_fighting_in_terrain = desert
Checks if the current scope is fighting in the specified terrain. 1.0
phase <bool>
Boolean.
phase = yes
Checks if the current scope is in phase. 1.0
recon_advantage <bool>
Boolean.
recon_advantage = yes
Checks if the current scope has a recon advantage. 1.0
night <bool>
Boolean.
night = yes
Checks if the current scope is fighting at night. 1.0
frontage_full <bool>
Boolean.
frontage_full = yes
Checks if the current scope has a full combat width. 1.0
has_flanked_opponent <bool>
Boolean.
has_flanked_opponent = yes
Checks if the current scope has flanked their opponent. 1.0
has_max_planning <bool>
Boolean.
has_max_planning = yes
Checks if the current scope has the maximum planning bonus. 1.0
has_reserves <bool>
Boolean.
has_reserves = yes
Checks if the current scope has any reserves waiting. 1.0
is_amphibious_invasion <bool>
Boolean.
is_amphibious_invasion = yes
Checks if the current scope is performing an amphibious invasion. 1.0
is_attacker <bool>
Boolean.
is_attacker = yes
Checks if the current scope is attacking. 1.0
is_defender <bool>
Boolean.
is_defender = yes
Checks if the current scope is defending. 1.0
is_winning <bool>
Boolean.
is_winning = yes
Checks if the current scope is winning their battle. 1.0
is_fighting_air_units <bool>
Boolean.
is_fighting_air_units = yes
Checks if the current scope is fighting air units. 1.0
less_combat_width_than_opponent <bool>
Boolean.
less_combat_width_than_opponent = yes
Checks if the current scope is fighting with less combat width than their opponent. 1.0
has_carrier_airwings_on_mission <bool>
Boolean.
has_carrier_airwings_on_mission = yes
Checks if the current scope has carrier airwings on a mission. 1.0
has_carrier_airwings_in_own_combat <bool>
Boolean.
has_carrier_airwings_in_own_combat = yes
Checks if the current scope has carrier airwings in their own combat. 1.0

Variables[edit]

Can be used in country, state or unit leader scopes.

Name Parameters Examples Description Notes Version Added
has_variable <variable>
The variable to check.
has_variable = my_var
Checks if the specified variables exists for the current scope. 1.5
check_variable var = <variable>
The variable to check.

value = <float> / <variable>
The value to check for.
compare = <type>
The type of comparison. Optional, can use < or > instead.

check_variable = {
    var = my_var
    value = 10
    compare = greater_than_or_equals
}
check_variable = {
    my_var > 10
}
Check the specified variable for the current scope. Possible compare types:
  • less_than
  • less_than_or_equals
  • greater_than
  • greater_than_or_equals
  • equals
  • not_equals
1.5
print_variables print_global = <bool>
Print global variables. Defaults to no.

var_list = <list>
The variables to print. Defaults to all variables.
file = <string>The file path to log to. Defaults to "variable_dump".
text = <string>Text to prepend. Defaults to "No Header".
append = <bool>Whether to append to the file instead of overwrite. Defaults to yes

print_variables = {
    var_list = { myvar1 myvar2 }
    file = "my_dump_file"
    text = "my header"
}
Dumps the specified variables from the current scope and optionally the global scope into logs/variable_dumps/<file>.log. Evaluates to true. See Variables#Debugging

Remember that variables need to refer to the scope they were set in. This means you can't check a country variable in a state scope without scoping the variable.

For example, to get the country variable whilst in a state scope, you'd do the following:

<country> = {
    <state> = {
        limit = {
            check_variable = { from.my_country_var > 0.0 }
        }
    }
}

See Variables for more information.

Operators[edit]

There are two extra operators for triggers, > (greater than) and < (less than).

They are used for numerical or date triggers, and provide an exclusive check for their value. This means a trigger using them will return true if the result is any number below (or above).

Note that equals in Hearts of Iron 4 only checks for exact equality, i.e. x = y, whereas in previous games it checks for equals or greater than, i.e. x >= y.

Context scopes[edit]

There are three general scopes all triggers operate in:

  • country
  • state
  • unit leader

They give context to a trigger by stating what the trigger is checking against.

Each country acts as a sub-scope of the general country scope, i.e. GER = { } will check only against Germany, whereas any_country will check against all countries. Likewise for states and unit leaders.

The important lesson here is that triggers for one type of scope will not work in the other scopes generally (there are exceptions).

References[edit]