Variables

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Variables[1] is a powerful system that we have added in 1.5.0. It enables content designers to store numbers ("values") in various places and use them in effects/triggers.

There are 4 scopes that you can store variables

  • Country
  • State
  • Unit Leader
  • Global

Every country, state and unit leader has its own variable list. Global scope is unique and should be used for storing variables that makes sense in a global sense, not something specific to a country.

Accessing Variables[edit]

In various effects/triggers, you will access a variable by giving it a name. Variable names are not case sensitive and other than a few special characters, you can use anything character you want. Although for consistency and future proof, avoid using numbers and special characters other than '_'

By default, you will access the variables in current scope. If you want to access a variable on a specific scope or a different you can use the following:

ENG.var_name
42.var_name
global.var_name
ROOT.var_name
FROM.FROM.var_name
event_target:event_target_name.var_name
global_event_target:event_target_name.var_name
another_var_name:var_name
  • You can use a country's tag to access a variable in that country. First example access a variable on England.
  • You can use a state's id to access a variable in that state. Second example for example will access to Moselland which has an id of 42
  • You can access global variables by using global (3rd example)
  • You can access a variable on different scope by using tokens like ROOT, PREV or FROM (4th) and you can chain them together (5th)
  • You can access a variable on an event target by adding event_target:event_target_name before the variable (6th) or you can do * same for a global_event_target (7th)

Variables are set to 0 by default. When you access a variable that does not exist, you will get 0 instead. You can use following to make it default to some other value

var_name?123

When you access a variable like that, it will give you value '123' if var_name does not exist.

In the rest of the tutorials, I will use var_name to access an example variable named 'var_name' in current scope but you can use all other ways mentioned here to access variables in different scopes as well

Variable Effects[edit]

Here is a list of effects that you can use to alter value of a variable.

set_variable[edit]

set_variable = {
	var = var_name
	value = 123
}
set_variable = {
	var = var_name
	value = var_name_2
}

or short hand

set_variable = { var_name = var_name_2 }

set_variable is used for setting value of a variable to a number or another variable. First example sets var_name to 123, second one sets it to value of var_name_2. 3rd example is equivalent to 2nd one but it is shorter to write.

Every example that accepts var & value pair can be shortened.

One special thing about variables is you can use a value instead of a variable. This is how the first example works. In that example, 123 is actually a variable but its value is always 123 no matter what. This makes it possible to use a constant number in places that actually expects a variable.

But of course if you try something like:

set_variable = { 1 = 2 }

It will fail and give an error since assigning something to a value makes no sense.

clear_variable[edit]

clear_variable = var_name

This clears a variable completely. After clearing a variable, it will not exist anymore and when you access it you will get 0 (unless it is overridden by ?)

add_to_variable[edit]

Includes subtract_from_variable, multiply_variable, divide_variable, modulo_variable.

These are all similar and works exactly like set_variable.

add_to_variable = {
	var = var_name
	value = 123
}
add_to_variable = {
	var = var_name
	value = var_name_2
}

or short hand

add_to_variable = { var_name = var_name_2 } 

Instead of setting var_name, these examples will add the value to it instead. You can replace add_to_variable token with other effects to use those operations instead.

clamp_variable[edit]

clamp_variable = {
	var = var_name
	min = var_name_2
	max = var_name_3
}

clamp_variable can be used to clamp a variable between other two variables (or values). In this example if var_name < var_name_2 it will be set to var_name 2. If it is > var_name_3 it will be set to var_name_3. Otherwise its value will remain same.

round_variable[edit]

round_variable = var_name

This will round a variable to nearest integer.

Variable Triggers[edit]

There are only two triggers related to variables.

check_variable[edit]

check_variable will compare two variables/values with each other with a specified operator and uses it as a trigger.

check_variable = {
	var = var_name
	value = var_name_2
	compare = less_than
}

This example compares var_name to var_name_2 and returns true if var_name is less than var_name_2.

Available compare tokens:

  • less_than
  • less_than_or_equals
  • greater_than
  • greater_than_or_equals
  • equals
  • not_equals

You can omit compare token if you want, in this case it will default to greater_than_or_equals

Short syntax can be used:

check_variable = { var_name = var_name_2 }
check_variable = { var_name < var_name_2 }
check_variable = { var_name > var_name_2 }

First one will compare for equals, second one is for less_than and third one is for greater_than. There is no way to use other comparison methods in this way (ie >= won't work)

has_variable[edit]

has_variable = var_name

This will check if a variable exist for a scope. clear_variable effect will erase a variable completely so has_variable will return false after that.

Targeted Variables[edit]

You can define a variable that is targeted at some other scope. Here is an example usage

ENG = {
	TUR = {
		set_variable = { var_name@PREV = 5 }
	}
}

Here first we set scope to ENG and then to TUR. When we call set_variable, it will set a variable named var_name on TUR targeted towards PREV scope (which is ENG).

You can chain scopes (var_name@PREV.PREV) or use country tags/state IDs as well (var_name@ENG for example would behave same in previous example, an example for states would be var_name@42).

Using variables like event targets[edit]

Variables can replace event targets up to a point. Instead of storing a value, you can store a country TAG or state id in variables and use them later in a similar way. Example:

set_variable = { var_name = POL.id }
# Note: .id is not necessary but can make your code less confusing.

var:var_name = {
	set_variable = { var_name_2 = 125 }
}

This example will create a var_name variable in current scope and set it to id of POL (a unique number represents POL). After that you can switch scope to POL using this variable like we did in the example. The example here will set a variable named var_name_2 to 125 in Poland scope.

You can set a variable to a country TAG like we did in example. You can also use scopes like PREV/FROM/ROOT or chain them together. To set something to current scope, use THIS instead. If you want to set a variable to a specific state scope, you can use set_variable = { var_name = 42.id} (which is basically id on 42 scope)

Variables and Scripted Localization[edit]

You can access a variable in scripted using the following in the string:

[?var_name]

Will print the value of var_name in scope of scripted localization.

Temporary Variables[edit]

Temporary variables is a 'feature' (read hack) that lets you store variables that will be stored temporarily and will be deleted after the script ends. You can use those to make a calculations without , lets say you want to calculate following equation:

c = a * 2 - b / 3

Here is how you can do it without creating additional variables anywhere:

set_temp_variable = { temp1 = a }
multiply_temp_variable = { temp1 = 2 }

set_temp_variable = { temp2 = b }
divide_temp_variable = { temp2 = 3 }

subtract_from_temp_variable = { temp1 = temp2 }

set_variable = { c = temp1 }

These are the effects relating to temporary variables:

  • set_temp_variable
  • add_to_temp_variable
  • subtract_from_temp_variable
  • multiply_temp_variable
  • divide_temp_variable
  • modulo_temp_variable
  • round_temp_variable
  • clamp_temp_variable

In previous example, the last line sets c to temp1. If you already had an actual variable named temp1 in current scope, it will be shadowed by temp variable. So try to use unique names for your temp variables or otherwise it will be weird.

One cool about temp variables is that you can use them in triggers. Since their effects are only temporary and does not affect game play, they should be safe to use. For example in previous example we could calculate a * 2 - b / 3 same way and check if it is greater than 0 using using check_variable trigger.

Also in a couple part of the programs, temporary variables are not cleared between triggers and effects. For example temporary variables stays same for is_valid trigger of an event and their effects. So you can calculate something in trigger, then use it on effect. This is kinda weird but it has uses.

Random Variables[edit]

You can use a variable named 'random' to get a random variable:

set_variable = { var_name = random }

Will set var_name to a value between 0 and 1. You can use it on triggers as well but it will give you same variable.

There are also a couple more types of randomization distributions: uniform, binomial and poisson distribution. The first type is almost identical to the default distribution, except that when using it, you can select the minimum and maximum values of the variable. Example:

randomize_temp_variable = {
	var = num_dogs
	distribution = uniform
	min = 0
	max = 1
}

Note: As of 1.10.4, this effect may only generate variables that are evenly distributed. The second type can take the minimum and maximum values as the previous one, but in contrast to the previous one is more likely to take an average value, note: N=2. Example:

randomize_temp_variable = {
	var = num_dogs
	distribution = binomial
	min = 0  # optional
	max = 10 # required if min is specified
}

Warning: As of 1.10.4, using this effect may result in game freeze. The last distribution uses the lambda value to randomize the variable. When using this type of distribution, the difference between the maximum and average values of the variable decreases as the lambda value increases. Unlike the previous ones, it can only set the minimum value of a variable. Example:

randomize_temp_variable = {
	var = num_dogs
	distribution = poisson
	lambda = 10  # required
	min = 10     # optional
}

For AI triggers (like ai_will_do modifiers), use ai_random instead.

Game Variables[edit]

Game variables are a special read only variables. You can read them like regular variables but they are actually calculated dynamically. For example in countries you can access political power of a country and use it as a variable:

set_variable = { var_name = political_power }

Here political_power is actually a game variable and it gives you political power that a country has. You can not edit them though, you have to use effects for those.

Some of them are automatically converted from triggers (basically any triggers that accepts country/state/unit leader/global scope and works like max_manpower = 10 can be used as game variable) but some of them are unique to modifier system.

Do not use name of game variables in your variables.

hoi4 scripting language supports storing tokens as a variable. For example you can do the following:

set_temp_variable = { t = token:infantry_equipment }

add_equipment_to_stockpile = {
	type = var:t
	amount = 100
}

Here you are storing token infantry_equipment in a temporary variable named t and later we are using this stored token in add_equipment_to_stockpile effect.

At the moment following objects can be stored in variables and all effects/triggers should be able to accept such variables.

idea
ideology/ideology groups
technology
equipment types
operation


A list of game variables can be seen below. It may be outdated, so a complete, but unsorted, list can be found in /Hearts of Iron IV/documentation/dynamic_variables_documentation.html or /Hearts of Iron IV/documentation/dynamic_variables_documentation.md.

Global[edit]

Variable Description
year current year
date get date value that can be comparable to other date values and localized using GetDateString/GetDateStringShortMonth/GetDateStringNoHour/GetDateStringNoHourLong scripted locs
num_days current total days
countries get array of all countries (including non existing)
majors get array of all majors (including non existing)
ideology_groups array of objects in ideology_groups database
operations array of objects in operations database
province_controllers array containing the controller for each province, where array index is mapped to province ID. Example: global.province_controllers^4135 returns the controller of Gibraltar.
difficulty (trigger) check if the difficulty is above or below specified value 0-2 (difficulty enum). Example: difficulty > 0 (above easy)
threat (trigger) check the global threat value. 0-1 value

Country[edit]

Variable Description
ai_attitude_allied_weight weight for an ai attitude attitude_allied against country. Example: GER.ai_attitude_allied_weight@ENG
ai_attitude_friendly_weight weight for an ai attitude attitude_friendly against country. Example: GER.ai_attitude_friendly_weight@ENG
ai_attitude_hostile_weight weight for an ai attitude attitude_hostile against country. Example: GER.ai_attitude_hostile_weight@ENG
ai_attitude_is_threatened returns 1 if ai is threatened
ai_attitude_neutral_weight weight for an ai attitude attitude_neutral against country. Example: GER.ai_attitude_neutral_weight@ENG
ai_attitude_outraged_weight weight for an ai attitude attitude_outraged against country. Example: GER.ai_attitude_outraged_weight@ENG
ai_attitude_protective_weight weight for an ai attitude attitude_protective against country. Example: GER.ai_attitude_protective_weight@ENG
ai_attitude_threatened_weight weight for an ai attitude attitude_threatened against country. Example: GER.ai_attitude_threatened_weight@ENG
ai_attitude_wants_ally returns 1 if ai wants ally
ai_attitude_wants_antagonize returns 1 if ai wants antagonize
ai_attitude_wants_ignore returns 1 if ai wants ignore
ai_attitude_wants_protect returns 1 if ai wants protect
ai_attitude_wants_weaken returns 1 if ai wants weaken
ai_strategy_activate_crypto ai strategy value activate_crypto against country. Example: GER.ai_strategy_activate_crypto@ENG
ai_strategy_alliance ai strategy value alliance against country. Example: GER.ai_strategy_alliance@ENG
ai_strategy_antagonize ai strategy value antagonize against country. Example: GER.ai_strategy_antagonize@ENG
ai_strategy_befriend ai strategy value befriend against country. Example: GER.ai_strategy_befriend@ENG
ai_strategy_conquer ai strategy value conquer against country. Example: GER.ai_strategy_conquer@ENG
ai_strategy_consider_weak ai strategy value consider_weak against country. Example: GER.ai_strategy_consider_weak@ENG
ai_strategy_contain ai strategy value contain against country. Example: GER.ai_strategy_contain@ENG
ai_strategy_declare_war ai strategy value declare_war against country. Example: GER.ai_strategy_declare_war@ENG
ai_strategy_decrypt_target ai strategy value decrypt_target against country. Example: GER.ai_strategy_decrypt_target@ENG
ai_strategy_dont_defend_ally_borders ai strategy value dont_defend_ally_bordersagainst country. Example: GER.ai_strategy_dont_defend_ally_borders@ENG
ai_strategy_force_defend_ally_borders ai strategy value force_defend_ally_borders against country. Example: GER.ai_strategy_force_defend_ally_borders@ENG
ai_strategy_ignore ai strategy value ignore against country. Example: GER.ai_strategy_ignore@ENG
ai_strategy_ignore_claim ai strategy value ignore_claim against country. Example: GER.ai_strategy_ignore_claim@ENG
ai_strategy_influence ai strategy value influence against country. Example: GER.ai_strategy_influence@ENG
ai_strategy_invade ai strategy value invade against country. Example: GER.ai_strategy_invade@ENG
ai_strategy_occupation_policy ai strategy value occupation_policy against country. Example: GER.ai_strategy_occupation_policy@ENG
ai_strategy_prepare_for_war ai strategy value prepare_for_war against country. Example: GER.ai_strategy_prepare_for_war@ENG
ai_strategy_protect ai strategy value protect against country. Example: GER.ai_strategy_protect@ENG
ai_strategy_send_volunteers_desire ai strategy value send_volunteers_desire against country. Example: GER.ai_strategy_send_volunteers_desire@ENG
ai_strategy_support ai strategy value support against country. Example: GER.ai_strategy_support@ENG
air_intel air intel against a target country. example GER.air_intel@ENG
allies array of allies (faction members). prefer using faction_members instead
army_intel army intel against a target country. example GER.army_intel@ENG
army_leaders all army leaders of a country
autonomy_ratio autonomy of scope country. -1 if not a subject
capital capital state of the country
civilian_intel civilian intel against a target country. example GER.civilian_intel@ENG
command_power total command power of country
controlled_states array of controlled states
core_compliance returns core compliance of target country
core_resistance returns core resistance of target country
core_states array of core states
cryptology_defense_level cryptology defense level of a country
current_party_ideology_group returns the token for current party ideology group
days_mission_timeout timeout in days for a specific timed mission, mission type token is defined in target. example: days_mission_timeout@GER_mefo_bills_mission
decryption_speed total encryption strength of a country that is needed
encryption_strength total encryption strength of a country that is needed
enemies array of enemies at war with
enemies_of_allies array of enemies of allies
exiles exile host of this country
faction_leader faction leader of this country's faction
faction_members array of faction members
fuel_k total fuel of country in thousands
highest_party_ideology ideology of the most popular party. Can exclude the ruling party by using @exclude_ruling_party. Example: highest_party_ideology OR highest_party_ideology@exclude_ruling_party
highest_party_popularity popularity size of the most popular party [0.00, 1.00]. Can exclude the ruling party by using @exclude_ruling_party. Example: highest_party_popularity OR highest_party_popularity@exclude_ruling_party
host exile host of this country
legitimacy legitimacy of scope country. -1 if not an exile
manpower DEPRECATED, MAY OVERFLOW. total manpower of country
manpower_k total manpower of country in thousands
max_available_manpower DEPRECATED, MAY OVERFLOW. total available manpower of country
max_available_manpower_k total available manpower of country in thousands
max_fuel_k max fuel of country in thousands
max_manpower DEPRECATED, MAY OVERFLOW. maximum manpower of country
max_manpower_k maximum manpower of country in thousands
modifier a modifier stored in country scope (usage modifier@stability_weekly or any other modifier. Gives you value of a modifier at country)
navy_intel navy intel against a target country. example GER.navy_intel@ENG
navy_leaders all navy leaders of a country
neighbors array of neighbors
neighbors_owned array of neighbors to owned states
num_armies number of armies
num_armies_in_state number of armies in state, state is in target. example num_armies_in_state@123
num_armies_with_type number of armies with dominant type, dominant type is defined in target. example: num_armies_with_type@light_armor
num_battalions number of battalions
num_battalions_with_type number of battalions with sub unit type, sub unit type is defined in target. example: num_of_battalions_with_type@light_armor
num_controlled_states number of controlled states
num_core_states number of core states
num_deployed_planes number of deployed planes
num_deployed_planes_with_type number of deployed planes with equipment type. example num_deployed_planes_with_type@fighter
num_equipment number of equipment in country. example num_equipment@infantry_equipment
num_equipment_in_armies number of equipment in armies of the country, equipment type token is defined in target. example num_equipment_in_armies@infantry_equipment
num_equipment_in_armies_k number of equipment in armies of the country in thousands, equipment type token is defined in target. example num_equipment_in_armies_k@infantry_equipment
num_owned_controlled_states number of owned and core states
num_owned_states number of owned states
num_ships number of ships
num_ships_with_type number of ships controlled in country, ship type is defined in target. example num_ships_with_type@carrier
num_target_equipment_in_armies number of equipment required in armies of the country, equipment type token is defined in target. example num_target_equipment_in_armies@infantry_equipment
num_target_equipment_in_armies_k number of equipment required in armies of the country in thousands, equipment type token is defined in target. example num_target_equipment_in_armies_k@infantry_equipment
occupied_countries array of occupied countries
operatives all operatives of a country
opinion opinion of a country targeted on another one. example GER.opinion@ENG
original_tag returns the original tag of a country
overlord master of this subject
owned_controlled_states array owned and core states
owned_states array of owned states
party_popularity popularity of the targeted party in the range from 0 to 1. example party_popularity@democratic. mat also target ruling_party
party_popularity_100 popularity of the targeted party in the range from 0 to 100. example party_popularity_100@neutrality. mat also target ruling_party
political_power total political power of the country
potential_and_current_enemies array of potential and actual enemies
researched_techs returns the array of researched technologies
resource number of surplus resources in country, resource type is defined in target resource@steel
resource_consumed number of resources consumed by country, resource type is defined in target resource_consumed@steel
resource_exported number of resources exported by country, resource type is defined in target resource_exported@steel
resource_imported number of resources imported by country, resource type is defined in target resource_imported@steel
resource_produced number of resources produced by country, resource type is defined in target. example resource_produced@steel
stability stability of a country
subjects array of subjects
agency_upgrade_number (Trigger) Checks the number of upgrade done in the intelligence agency.
ai_irrationality (trigger) Check the ai irrationality value.
ai_wants_divisions (trigger) Will compare towards the amount of divisions an ai wants to have.
alliance_naval_strength_ratio (trigger) Compares the estimated naval strength between the scope country, his allies and his enemies.
alliance_strength_ratio (trigger) Compares the estimated army strength between the scope country, his allies and his enemies.
amount_manpower_in_deployment_queue (trigger) Checks for amount manpower currently in deploymentview.
amount_research_slots (trigger) Check number of research current research slots.
any_war_score (trigger) Compares the warscore of all wars in a country to see if any fullfills the comparison condition 0-100. Example: any_war_score > 40.
casualties (trigger) Check the amount of casualties a country has suffered in all of it's wars.
casualties_k (trigger) Check the amount of casualties in thousands a country has suffered in all of it's wars.
command_power_daily (trigger) Checks if daily command power increase is more or less that specified value.
compare_autonomy_progress_ratio (trigger) Check if autonomy progress ratio is higher than value.
conscription_ratio (trigger) Checks conscription ratio of the country compared to target conscription ratio.
convoy_threat (trigger) A trigger to check convoy threat for a country. Controlled by NAVAL_CONVOY_DANGER defines. Returns a value between 0 and 1. Example: convoy_threat > 0.5
current_conscription_amount (trigger) Checks the current conscription amount of the country.
days_since_capitulated (trigger) Checks the number of days since the country last capitulated, even if it is no longer capitulated. If it has not ever capitulated, the value is extremely large. It is recommended to combine this with has_capitulated = yes when you specifically want to ignore non-active capitulations. Example: GER = { OR = { has_capitulated = no days_since_capitulated > 14 } } # Germany is not both actively and recently capitulated.
decryption_progress (trigger) Checks decryption ratio against a country. Example: decryption_progress = { target = GER value > 0.5 } OR decryption_progress@GER as variable.
enemies_naval_strength_ratio (trigger) Compares the estimated navy strength between the scope country and all its enemies.
enemies_strength_ratio (trigger) Compares the estimated army strength between the scope country and all its enemies.
foreign_manpower (trigger) Check the amount of foreign garrison manpower we have.
fuel_ratio (trigger) Compares the fuel ratio to a variable.
garrison_manpower_need (trigger) Check the amount of manpower needed by garrisons.
has_added_tension_amount (trigger) Compare if the country has added above or below the specified amount of tension.
has_collaboration (trigger) Checks the collaboration in a target country with our currently scoped country. Example: has_collaboration = { target = GER value > 0.5} OR has_collaboration@GER as variable.
has_legitimacy (trigger) Check scope country legitimacy 0-100.
has_manpower (trigger) Check amount of manpower.
has_political_power (trigger) Check amount of political power.
has_stability (trigger) Check value of stability 0-1. Example: has_stability < 0.6.
has_war_support (trigger) Check value of war_support 0-1. Example: has_war_support < 0.6.
land_doctrine_level (trigger) Checks researched land doctrine level.
manpower_per_military_factory (trigger) Number of available manpower per factory (excluding dockyards) the country has.
mine_threat (trigger) A trigger to check how dangerous enemy mines are for a country. Controlled by NAVAL_MINE_DANGER defines. Returns a value between 0 and 1. Example: mine_threat > 0.5
network_national_coverage (trigger) Checks network national coverage you have over a country. Example: network_national_coverage = { target = GER value > 0.5 }.
num_divisions (trigger) Will compare towards the amount of divisions a country has control over, if strength matters use has_army_size.
num_faction_members (trigger) Compares the number of members in the faction for the current country.
num_fake_intel_divisions (trigger) Will compare towards the amount of fake intel divisions a country has control over.
num_free_operative_slots (trigger) Checks the number of operative a country can recruit right now. Note that this is not necessarily greater than zero, if num_operative_slots returned a number greater than the number of operative.
num_occupied_states (trigger) Check the number of states occupied by nation.
num_of_available_civilian_factories (trigger) Check amount of available civilian factories.
num_of_available_military_factories (trigger) Check amount of available military factories.
num_of_available_naval_factories (trigger) Check amount of available naval factories.
num_of_civilian_factories (trigger) Check amount of civilian factories.
num_of_civilian_factories_available_for_projects (trigger) Check amount of civilian factories available for a new project to use.
num_of_controlled_states (trigger) Check amount of controlled states.
num_of_factories (trigger) Check amount of total factories.
num_of_military_factories (trigger) Check amount of military factories.
num_of_naval_factories (trigger) Check amount of naval factories.
num_of_nukes (trigger) Check amount of nukes.
num_of_operatives (trigger) Checks the number of operatives the country controls.
num_operative_slots (trigger) Checks the number of available operative slots a country has. If this differs from the number of operative, this does not mean the country can recruit an operative, but that it will eventually be able to.
num_subjects (trigger) Check the number of subjects of nation.
num_tech_sharing_groups (trigger) Checks how many tech sharing groups a nation is a member of.
original_research_slots (trigger) Check number of research slots at start of game.
political_power_daily (trigger) Checks if daily political power increase is more or less that specified value .
political_power_growth (trigger) Check the value of political power daily growth.
surrender_progress (trigger) Check if a country is close to surrendering.
target_conscription_amount (trigger) Checks the target conscription amount of the country.

State[edit]

Variable Description
arms_factory_level military factory level in the state
building_level building level of a building with type, uses target as building type. example: building_level@arms_factory
controller controller of the state
core_countries countries that cores the state
damaged_building_level damaged building level of a building with type, uses target as building type. example: damaged_building_level@arms_factory
distance_to distance to another state, uses target as another state. example: 123.distance_to@124
industrial_complex_level civilian factory level in the state
infrastructure_level infrastructure level in the state
modifier value of modifier stored in this state, uses target as modifier token, example: 123.modifier@local_manpower
non_damaged_building_level non damaged building level of a building with type, uses target as building type. example: non_damaged_building_level@arms_factory
owner owner of the state
resource resources produced in state. example: resource@steel
compliance (trigger) Compares the current compliance level of a state to a value.
compliance_speed (trigger) Compares the current compliance speed of a state to a value.
days_since_last_strategic_bombing (trigger) Checks the days since last strategic bombing.
resistance (trigger) Compares the current resistance level of a state to a value.
resistance_speed (trigger) Compares the current resistance speed of a state to a value.
resistance_target (trigger) Compares the target resistance level of a state to a value.
state_and_terrain_strategic_value (trigger) Checks for state strategic value.
state_population (trigger) Check the population in the state.
state_population_k (trigger) Check the population in the state in thousands (use to avoid variable overflows).
state_strategic_value (trigger) Checks for state strategic value.

Unit Leader[edit]

Variable Description
army_attack_level attack level of the leader
army_defense_level defense level of the leader
attack_level attack level of the leader
average_stats average stats of unit leader
avg_combat_status average progress of all combats
avg_defensive_combat_status average progress of defensive combats
avg_offensive_combat_status average progress of offensive combats
avg_unit_planning_ratio average planning ratio of all units
avg_units_acclimation average unit acclimatization for a specific climate, acclimatization type is defined in target, example: avg_units_acclimation@cold_climate
coordination_level coordination level of the leader
defense_level defense level of the leader
has_orders_group 1 if leader has orders group, zero otherwise
intel_yield_factor_on_capture rate at which intel is extracted from this operative by an enemy country
leader_modifier value of a modifier stored in leader modifier, modifier token is defined in target, example: leader_modifier@navy_max_range
logistics_level logistics level of the leader
maneuvering_level maneuvering level of the leader
num_armored number of units with armored dominant type
num_artillery number of units with artillery dominant type
num_assigned_traits number of assigned traits the leader has
num_basic_traits number of basic traits a leader has
num_battalions number of battalions
num_battalions_with_type number of battalions with sub unit type, sub unit type is defined in target, example: num_battalions_with_type@light_armor
num_battle_plans number of battle plans of unit leader
num_cavalry number of units with cavalry dominant type
num_equipment number of equipment in army of a leader, equipment type token is defined in target, example: num_equipment@infantry_equipment
num_infantry number of units with infantry dominant type
num_max_traits number of maximum assignable traits a leader can have
num_mechanized number of units with mechanized dominant type
num_motorized number of units with motorized dominant type
num_personality_traits number of personality traits a leader has
num_rocket number of units with rocket dominant type
num_ships number of ships controlled by leader
num_ships_with_type number of ships controlled by leader, ship type is defined in target, example: num_ships_with_type@carrier
num_special number of units with special dominant type
num_status_traits number of status traits a leader has
num_target_equipment number of equipment required in army of a leader, equipment type token is defined in target, example: num_target_equipment@infantry_equipment
num_terrain_traits number of terrain traits a leader has
num_traits number of traits a leader has
num_units number of units controlled by leader
num_units_crossing_river number of units currently passing through a river
num_units_defensive_combats number of units in defensive combats
num_units_defensive_combats_on number of units that are defensively fighting on a terrain, terrain type is defined as target, example: num_units_defensive_combats_on@plains
num_units_in_combat number of units current fighting
num_units_in_state number of units controlled by leader in state, state is in target, example: num_units_in_state@123
num_units_offensive_combats number of units in offensive combats
num_units_offensive_combats_against number of units that are offensively fighting against a terrain, terrain type is defined as target, example: num_units_offensive_combats_against@plains
num_units_on_climate number of units that are on an acclimatization required location, acclimatization type is defined in target, example: num_units_on_climate@hot_climate
num_units_with_type number of units with dominant type controlled by leader, dominant type is defined in target, example: num_units_with_type@light_armor
operation_country the country location the operative is assigned. 0 if it is not assigned to a country
operation_state the state location the operative is assigned. 0 if it is not assigned to a state
operation_type returns the operation token the operative is assigned
operative_captor returns the country tag that captured the operative
own_capture_chance_factor the chance this operative has to be captured, taking into account the country it is operating for and the country it is operating against
own_forced_into_hiding_time_factor the time factor applied to the status "forced into hiding". Takes into account the country it is operating for and the country it is operating against
own_harmed_time_factor the time factor applied to the status "harmed". Takes int account the country it is operating for and the country it is operating against
planning_level planning level of the leader
skill_level skill level of the leader
sum_unit_terrain_modifier sum of terrain modifiers of each army's location, terrain type is defined in target, example: sum_unit_terrain_modifier@sickness_chance
unit_modifier value of a modifier stored in unit modifier, modifier token is defined in target, example: unit_modifier@army_attack_factor
unit_ratio_ready_for_plan ratio of units that are ready for plan
attack_skill_level (trigger) Compares attack skill level of a unit leader.
defense_skill_level (trigger) Compares defense skill level of a unit leader.
logistics_skill_level (trigger) Compares logistics skill level of a unit leader.
planning_skill_level (trigger) Compares planning skill level of a unit leader.
skill (trigger) Compare leader skill levels.

Debugging[edit]

There are various console commands to debug variables.

All this console command uses selection as a scope. If you select a state (left click a state) it will scope to that. If you select a country (right click a state) it will scope to that country. If you select an army with a leader assigned it will scope to the leader. If nothing is selected, it will scope to player country.

set_var var_name 1
get_var var_name
list_vars
list_vars TUR

First one sets a variable to a value, second one gets result of a variable. 3rd and 4th one lists variables in the scope

There is also print_variables effect/trigger that lets you print every variable (temp or regular) to a file

print_variables = {
	file = log_file
	text = header_text
	append = yes
	print_global = yes
	var_list = { a b c } #optional
}

Footnotes[edit]