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Scopes change the currently-selected entity where the effects should apply or which is checked by the triggers. Each one must follow the same formatting of scope = { <contents> }.

When a scope is used as for effects, each effect inside of the scope's block is executed. Conversely, when a scope is used as for triggers, it serves as a logical conjunction, requiring every trigger in the scope's block to be met for that scope to evaluate as true.

In addition to serving as blocks for effects or triggers, some scopes can also serve as targets of effects or triggers: e.g. transfer_state_to = ROOT or owns_state = 123.
However, only some dual scopes can be used as a target. For scopes that cannot be used as targets, PREV, Variables, or Event targets can be used to get around this limitation.

Types

Scopes can be thought of as divided into 3 types by purpose:

  • Trigger scopes - those that can only be used in trigger blocks, failing when put within an effect block.
  • Effect scopes - those that can only be used in effect blocks, failing when put within an trigger block.
  • Dual scopes - those that can be put in both trigger and effect blocks without issues.

It is to be noted that trigger or effect scopes cannot ever be used as targets. That is strictly limited to some dual scopes.

Most of the non-dual scopes follow one of these following patterns:

Prefix Description
all_<name> Trigger scope, evaluated for each contained scope. Returns false when encountering at least one scope that is false, returns true otherwise.
any_<name> Trigger scope, evaluated for each contained scope. Returns true when encountering at least one scope that is true, returns false otherwise.
every_<name> Effect scope, executes the effects on each contained scope that meets the limit in order.
random_<name> Effect scope, executes the effects on a random contained scope that meets the limit.

Only some scopes that follow this pattern have equivalents with a different pattern. For example, random_owned_controlled_state exists, but every_owned_controlled_state does not. Each of these non-dual scopes cannot select a country that does not exist, with the exception of every_possible_country.

Additionally, scopes can be divided into 6 types by the targets of the scope for which effects are executed or triggers are checked:

  • Country scopes - Executed for countries.
  • State scopes - Executed for states.
  • Character scopes - Executed for characters. Some subsets exist, such as unit leaders and country leaders.
  • Division scopes - Executed for divisions.
  • MIO scopes - Executed for military industrial organisations.
  • Contract scopes - Executed for purchase contracts.

Only effects or triggers of the same target type can be used. For example, add_building_construction can only be used in a state scope such as random_owned_controlled_state = { ... }, as you can only construct buildings in states. For countries, offsite buildings are used instead.

Examples

Example scope with effects: all contained effects are executed for the scope. This adds 10% 稳定度稳定度 and 20% 战争支持度战争支持度 to the 苏维埃联盟的国旗 苏维埃联盟:

SOV = {
    add_stability = 0.1
    add_war_support = 0.2
}

Example scope with triggers: all contained triggers must return true for the scope; otherwise, the scope returns false. This requires the state 123 (South-West England) to be owned by the 联合王国的国旗 联合王国 and controlled by 爱尔兰的国旗 爱尔兰:

123 = {
    is_owned_by = ENG
    is_controlled_by = IRE
}

Example use of PREV as target for non-targetable scope. Since random_country cannot be used as a target, add_to_faction = random_country is not valid syntax; instead, PREV can be used to get around this limitation. The following example adds random country to ROOT's faction:

random_country = {  
    ROOT = { add_to_faction = PREV }
}

Settings

Scopes can have additional settings to narrow down the usage. This may change how many and which targets it's able to select or what the tooltip shows.

Limiting

Non-dual scopes that select unit leaders or MIOs, such as every_navy_leader, by default only include those that are visible to the player, i.e. those unit leaders whose roles do not have an unfulfilled visible = { ... } and those MIOs that do not have an unfulfilled visible = { ... }. By including include_invisible = yes, this can be changed. This will look as such:

random_army_leader = {
    include_invisible = yes
    set_nationality = SWE
}

Within only effect scopes, limit = { ... } can be used as a trigger block, evaluated for each possible target contained by the scope. In case of the every_<name> pattern, this will ensure that the tooltip will function properly, which may not be the case when using if directly. In case of the random_<name> pattern, this will remove the possibility of scopes not meeting the triggers being chosen, limiting the selection. For party_leader in specific, the limit must contain has_ideology, while there are no requirements on other scopes. An example of limiting the selection is the following:

every_neighbor_country = { #Targets every neighbor country
    limit = {
        num_of_military_factories > 5 #Limit the scope to neighbor countries with more than 5 (at least 6) military factories
    }
    give_military_access = ROOT #Neighbor countries with more than 5 military factories give military access to the ROOT country
}

In case of multiple triggers, limit acts like an AND block, requiring each one to be true. To reiterate, this cannot be used within trigger or dual scopes, only in effect scopes.

For scopes of the every_ type, an additional setting for limiting the selection is random_select_amount. In particular, it takes an integer and limits the maximum amount of chosen scopes to that number, picking a random sub-set if exceeded. It is used as such:

every_country = {
    random_select_amount = 3 # Selects 3 random countries
    country_event = lottery_win.0
}

Tooltip

By default, using a scope of either of the any_, all_, and every_ types will show a title specific to that scope in the tooltip, such as Every country: or All neighbor states:. If scope limits are used, then this changes to the list of scopes that fulfill the limit, such as Corsica, Rome, Sardinia:. For countries, the order in which country tags are created is used in ordering; for states, the state ID is used. If the tooltip differs depending on the scope where it's executed, such as with if statements, then only the first-selected scope is used in the evaluation.

By using tooltip = loc_key within any non-dual scope, including of the random_ type, the tooltip shown to the player can be changed towards the value of the targeted localisation key in the currently enabled language. This will look like the following:

any_country = {
    hidden_trigger = {
        has_opinion = { target = PREV value > 50 } # Serves as a "limit" hidden from the player.
    }
    tooltip = any_friendly_country_tt # Replaces "Any country" with the localisation key
    has_war_with = ITA
}

The localisation key will be defined as such in any localisation file:

l_english:
 any_friendly_country_tt: "Any friendly country"

This will appear in the tooltip as such:

是 Any friendly country:
Is at war with 意大利的国旗 意大利.

In tooltips of the every_ type where scope limits are used, by default the tooltip unites it into a single scope, such as Germany, United Kingdom, Soviet Union:. By using display_individual_scopes = yes, this will make each selected scope appear in the tooltip separately. For example:

every_neighbor_country = {
    limit = {
        OR = { has_government = communism has_government = fascism }
    }
    display_individual_scopes = yes
    if = {
        limit = {
            has_government = fascism
        }
        add_war_support = -0.1
    }
    else = { add_stability = -0.1 }
}

Without displaying individual scopes, this will be shown as one effect block, such as the following:

德意志国的国旗 德意志国, 苏维埃联盟的国旗 苏维埃联盟:
Gain Base War Support: -10%.

By the nature of tooltips, the if statements for the first country are evaluated and the same tooltip is shown for both countries. This falsely implies that the Soviet Union will have 10% 战争支持度战争支持度 removed. However, adding display_individual_scopes = yes changes it to the following:

德意志国的国旗 德意志国:
Gain Base War Support: -10%.

苏维埃联盟的国旗 苏维埃联盟:

Gain Base Stability: -10%.

Priority

Within effect scopes of the random_ type, if it is aimed at states, it is possible to prioritize a certain state if possible, by using prioritize as such:

random_owned_controlled_state = {
    prioritize = { 123 321 }
    limit = {
        is_core_of = PREV
    }
    <...>
}

In this case, the limit will first be evaluated for states 123 and 321. Only if neither of the states 123 or 321 meets the conditions of being owned, controlled, and cored by the country will the random_owned_controlled_state scope be able to select a state that isn't 123 or 321. States 123 and 321, in this case, have the same priority: if both have conditions fulfilled, which one will be picked is random. This only applies at scopes of the random_ type which target states, this cannot be done with countries or characters.

Dual scopes

The following scopes can be used either as effect or trigger scopes; some can also be used as the right side of some effects and triggers as a target. If usage as a target is possible, it's marked within the table.

Several dual scopes may have a scope that varies depending on where it's used, such as variables, which can be set to anything.

Dual scopes:
Name Usage Target type Example Description Usable as target Version Added
TAG Always usable Country scope SOV = { country_event = my_event.1 } The country defined by the tag or tag alias. Tag aliases are defined in /Hearts of Iron IV/common/country_tag_aliases, as a way to refer to a specific country (such as a side in a civil war) in addition to its actual tag. If the country with the exact tag doesn't exist, but a dynamic country originating from the specified tag does, the scope will refer to the dynamic country. 1.0
<state_id> Always usable State scope 123 = { transfer_state_to = SCO } The state defined by this id. 1.0
<character> not within Character scope Character scope ENG_theodore_makhno = { set_nationality = UKR } On game versions prior to 1.12.8, the character must be already recruited by the country this is scoped from. 1.11
mio:<MIO> Always usable MIO scope mio:AST_cockatoo_doe_organization = { … } The MIO identified by that ID as defined within the /Hearts of Iron IV/common/military_industrial_organization/organizations/*.txt file. 1.13
ROOT Always usable Depends on usage
ENG = {
    FRA = {
        GER = {
            declare_war_on = {
                target = ROOT
                type = annex_everything
            }
        }
    }
} #GER declares war on ENG (if there is no scope before ENG)
Targets the root node of the block, an inherent property of each block. Most commonly, this is the default scope: for example, ROOT within a national focus will always refer to the country doing the focus and ROOT within a event will always refer to the country getting the event. However, some blocks do distinguish between the default scope and ROOT, such as certain scripted GUI contexts or certain on actions. If a block doesn't have ROOT defined (such as on_startup in on actions), then it is impossible to use it. 1.0
THIS Always usable Depends on usage
set_temp_variable = { target_country = THIS }
Targets the current scope where it's used. For example, when used in every_state, it will refer to the state that's currently being evaluated. Primarily useful for variables (as in the example, where omitting it wouldn't work) or for built-in localisation commands, where some scope must be specified. More rarely, this may help with scope manipulation when using PREV. Since omitting it makes no difference in how the code gets interpreted, there is little to no usage outside of these cases. 1.0
PREV Always usable Depends on usage
FRA = {
    random_country = {
        GER = {
            declare_war_on = {
                target = PREV
                type = annex_everything
            }
        }
    }
} #Germany declares war on random_country
Targets the scope that the current scope is contained in. Can have additional applications where the assumed default scope differs from the ROOT, such as in state events or some on_actions. Can be chained indefinitely as PREV.PREV. Commonly results in broken-looking tooltips: what's shown to the player doesn't always correlate with reality.

See also: PREV usage.

1.0
FROM Always usable Depends on usage
declare_war_on = {
    target = FROM
    type = annex_everything
}

FROM = {
    load_oob = defend_ourselves
}
Can be chained indefinitely as FROM.FROM. Used to target various hardcoded scopes inherent to the block, often a secondary scope in addition to ROOT. For example:

In events, this refers to the country that sent the event (i.e. if the event was fired using an effect, then it's the ROOT scope where it was fired).
In targeted decisions or diplomacy scripted triggers, this refers to the scope that is targeted.

1.0
overlord Within country scope only Country scope overlord = { … } The overlord of the country if it is a subject. Subject to the 'invalid event target' error. X 1.3
faction_leader Within country scope only Country scope faction_leader = { add_to_faction = FROM } Faction leader of the faction the country is a part of. Subject to the 'invalid event target' error. X 1.10.1
owner Within state, character, or combatant scope only Country scope owner = { add_ideas = owns_this_state } In state scope, the country that owns the state. In combatant scope, the country that owns the divisions. In character scope, the country that has recruited the character. Subject to the 'invalid event target' error when used for a state. X 1.0
controller Within state scope only Country scope
controller = { 
    ROOT = {
        create_wargoal = {
            target = PREV
            type = take_state_focus
            generator = { 123 }
        }
    }
}
The controller of the current state. Subject to the 'invalid event target' error. X 1.0
capital_scope Within country scope only State scope capital_scope = { … } The state where the capital of the current country is located in. Subject to the 'invalid event target' error in rare cases. X 1.0
event_target:<event_target_key> Always usable Depends on usage event_target:my_event_target = { … } Saved event target or global event target, with no space after the colon. Subject to the 'invalid event target' error. 1.0
var:<variable> Always usable Depends on usage var:my_variable = { … }
add_to_faction = my_variable or
add_to_faction = var:my_variable
Variable set to a scope.

When used as a target rather than a scope, the var: can be omitted in most cases.

1.5


Invalid event target

参见:Event targets

In regards to some dual scopes, a possible logged error to get while using them is "Invalid event target", as in common/national_focus/generic.txt:690: controller: invalid event target: controller, while the scope being used is not necessarily an event target.
This refers to the scope not having any defined target in the context that it is used, i.e. it is impossible to select any single target when it is used. In case of controller = { ... } as in the example, this means that the scope is checked or executed in a state that isn't controlled by any country. Such states are rather unstable and can cause crashes easily (such as if evaluated for an air mission by AI or if doing almost any effect on them), so if this happens for controller or owner, then this must be fixed only by making sure that every state has an owner or controller.

In practice, this gets skipped over entirely when evaluating the effects or triggers: none of the effects would be executed; as a trigger it'll not come up as either true or false. However, since this can be checked every tick, leaving it as is can result in cluttering the error log. To avoid this, it's possible to use the if statement in effects or triggers in such a manner that the dual scope would only be checked if the conditions for it existing are fulfilled, such as by checking that the country is indeed a subject before checking the overlord. An example of that being done is as such:

if = {
    limit = {
        is_subject = yes
    }
    overlord = {
        country_event = example.0
    }
}

While this has identical effects regardless of whether the country is independent or is a subject, this doesn't access the overlord scope for an independent country.

Trigger scopes

These can only be used as triggers; trying to use them as effects will result in nothing happening.

Trigger scopes:
Name Usage Target type Example Description Version Added
all_country Always usable Country all_country = { … } Checks if all countries meet the triggers. 1.0
any_country Always usable Country any_country = { … } Checks if any country meets the triggers. 1.0
all_other_country Within country scope only Country all_other_country = { … } Checks if all countries other than the one where this scope is located meet the triggers. 1.0
any_other_country Within country scope only Country any_other_country = { … } Checks if any country other than the one where this scope is located meets the triggers. 1.0
all_country_with_original_tag Always usable Country
all_country_with_original_tag = {
    original_tag_to_check = TAG  #required
    …                  #triggers to check
}
Checks if all countries originating from the specified country, including the dynamic countries created for civil wars and other purposes, meet the triggers. original_tag_to_check = TAG is used to specify the original tag. 1.9
any_country_with_original_tag Always usable Country
any_country_with_original_tag = {
    original_tag_to_check = TAG  #required
    …                  #triggers to check
}
Checks if any country originating from the specified country, including the dynamic countries created for civil wars and other purposes, meets the triggers. original_tag_to_check = TAG is used to specify the original tag. 1.9
all_neighbor_country Within country scope only Country all_neighbor_country = { … } Checks if all countries that border the one where this scope is located meet the triggers. 1.0
any_neighbor_country Within country scope only Country any_neighbor_country = { … } Checks if any country that borders the one where this scope is located meets the triggers. 1.0
any_home_area_neighbor_country Within country scope only Country any_home_area_neighbor_country = { … } Checks if any country that borders the one where this scope is located, as well as being in its home area - meaning a direct land connection between the capitals of countries - meets the triggers. 1.0
all_guaranteed_country Within country scope only Country all_guaranteed_country = { … } Checks if all countries that are guaranteed by the one where this scope is located meet the triggers. 1.9
any_guaranteed_country Within country scope only Country any_guaranteed_country = { … } Checks if any country that is guaranteed by the one where this scope is located meets the triggers. 1.9
all_allied_country Within country scope only Country all_allied_country = { … } Checks if all countries that are allied with the one where this scope is located - meaning that they are either a subject of the country, its overlord, or that they share a faction - meet the triggers. Does not include the country itself. 1.9
any_allied_country Within country scope only Country any_allied_country = { … } Checks if any country that is allied with the one where this scope is located - meaning that they are either a subject of the country, its overlord, or that they share a faction - meets the triggers. Does not include the country itself. 1.9
all_occupied_country Within country scope only Country all_occupied_country = { … } Checks if all countries that are occupied by the one where this scope is located - meaning that the occupied country has core states controlled by the occupier country - meet the triggers. 1.9
any_occupied_country Within country scope only Country any_occupied_country = { … } Checks if any country that is occupied by the one where this scope is located - meaning that the occupied country has core states controlled by the occupier country - meets the triggers. 1.9
all_enemy_country Within country scope only Country all_enemy_country = { … } Checks if all countries that are at war with the one where this scope is located meet the triggers. 1.9
any_enemy_country Within country scope only Country any_enemy_country = { … } Checks if any country that are at war with the one where this scope is located meets the triggers. 1.9
all_subject_countries Within country scope only Country all_subject_countries = { … } Checks if all countries that are a subject of the one where this scope is located meet the triggers. Notice the plural spelling in the scope. 1.11
any_subject_country Within country scope only Country any_subject_country = { … } Checks if any country that is a subject of the one where this scope is located meets the triggers. 1.11
any_country_with_core Within state scope only Country any_country_with_core = { … } Checks if any country that has the current scope as a core state meets the triggers. Does not have an equivalent for other effect/trigger scope types. 1.12
all_state Always usable State all_state = { … } Check if all states meet the triggers. 1.0
any_state Always usable State any_state = { … } Check if any state meets the triggers. 1.0
all_neighbor_state Within state scope only State all_neighbor_state = { … } Check if all states that are neighbour to the one where this scope is located meet the triggers. 1.0
any_neighbor_state Within state scope only State any_neighbor_state = { … } Check if any state that is neighbour to the one where this scope is located meets the triggers. 1.0
all_owned_state Within country scope only State all_owned_state = { … } Check if all states that are owned by the country where this scope is located meet the triggers. 1.0
any_owned_state Within country scope only State any_owned_state = { … } Check if any state that is owned by the country where this scope is located meets the triggers. 1.0
all_core_state Within country scope only State all_core_state = { … } Check if any state that is cored by the country where this scope is located meets the triggers. 1.11
any_core_state Within country scope only State any_core_state = { … } Check if all states that are cored by the country where this scope is located meet the triggers. 1.11
all_controlled_state Within country scope only State all_controlled_state = { … } Check if all states that are controlled by the country where this scope is located meet the triggers. 1.9
any_controlled_state Within country scope only State any_controlled_state = { … } Check if any state that is controlled by the country where this scope is located meets the triggers. 1.9
all_unit_leader Within country scope only Unit Leader all_unit_leader = { … } Checks if all unit leaders (corps commanders, field marshals, admirals) that are employed by the country where this scope is located meet the triggers. 1.5
any_unit_leader Within country scope only Unit Leader any_unit_leader = { … } Checks if any unit leader (corps commander, field marshal, admiral) that is employed by the country where this scope is located meets the triggers. 1.5
all_army_leader Within country scope only Unit Leader all_army_leader = { … } Checks if all army leaders that are employed by the country where this scope is located meet the triggers. 1.5
any_army_leader Within country scope only Unit Leader any_army_leader = { … } Checks if any army leader that is employed by the country where this scope is located meets the triggers. 1.5
all_navy_leader Within country scope only Unit Leader all_navy_leader = { … } Checks if all navy leaders that are employed by the country where this scope is located meet the triggers. 1.5
any_navy_leader Within country scope only Unit Leader any_navy_leader = { … } Checks if any navy leader that is employed by the country where this scope is located meets the triggers. 1.5
all_operative_leader Within country scope or operations only Operative all_operative_leader = { … } Checks if all operatives that are employed by the country where this scope is located meet the triggers. 1.9
any_operative_leader Within country scope or operations only Operative any_operative_leader = { … } Checks if any operative that is employed by the country where this scope is located meets the triggers. 1.9
all_character Within country scope only Character all_character = { … } Checks if all characters that are recruited by the country where this scope is located meet the triggers. 1.11
any_character Within country scope only Character any_character = { … } Checks if any character that is recruited by the country where this scope is located meets the triggers. 1.11
any_country_division Within country scope only Division any_country_division = { … } Checks if any division owned by the current country meets the triggers. 1.12
any_state_division Within state scope only Division any_state_division = { … } Checks if any division within the current state meets the triggers. 1.12
all_military_industrial_organization Within country scope only MIO all_military_industrial_organization = { … } Checks if all MIOs within the current country meet the conditions. 1.13
any_military_industrial_organization Within country scope only MIO any_military_industrial_organization = { … } Checks if any MIO within the current country meets the conditions. 1.13
all_purchase_contract Within country scope only Purchase contract all_purchase_contract = { … } Checks if all purchase contracts within the current country meet the conditions. 1.13
any_purchase_contract Within country scope only Purchase contract any_purchase_contract = { … } Checks if any purchase contract within the current country meets the conditions. 1.13

Effect scopes

These can only be used as effects; trying to use them as triggers will result in nothing happening.

Effect scopes:
Name Usage Target type Example Description Version Added
every_possible_country Always usable Country every_possible_country = { ... } Executes children effects on every country that meets the limit, including those that do not exist. 1.11
every_country Always usable Country every_country = { … } Executes contained effects on every country that meets the limit. 1.0
random_country Always usable Country random_country = { … } Executes contained effects on a random country that meets the limit. 1.0
every_other_country Within country scope only Country every_other_country = { … } Executes contained effects on every country that meets the limit and is not the same country as the one this is contained in. 1.0
random_other_country Within country scope only Country random_other_country = { … } Executes contained effects on a random country that meets the limit and is not the same country as the one this is contained in. 1.0
every_country_with_original_tag Always usable Country
every_country_with_original_tag = {
    original_tag_to_check = TAG  #required
    …                  #effects to run
}
Executes contained effects on every country that meets the limit and has the specified original tag. 1.9
random_country_with_original_tag Always usable Country
random_country_with_original_tag = {
    original_tag_to_check = TAG  #required
    …                  #effects to run
}
Executes contained effects on a random country that meets the limit and has the specified original tag.
every_neighbor_country Within country scope only Country every_neighbor_country = { … } Executes contained effects on every country that meets the limit and borders the country this is contained in. 1.0
random_neighbor_country Within country scope only Country random_neighbor_country = { … } Executes contained effects on a random country that meets the limit and borders the country this is contained in. 1.0
every_occupied_country Within country scope only Country every_occupied_country = { … } Executes contained effects on every country that meets the limit and has any core states controlled by the country this is contained in. 1.9
random_occupied_country Within country scope only Country random_occupied_country = { … } Executes contained effects on a random country that meets the limit and has any core states controlled by the country this is contained in. 1.9
every_enemy_country Within country scope only Country every_enemy_country = { … } Executes contained effects on every country that meets the limit and is at war with the country this is contained in. 1.0
random_enemy_country Within country scope only Country random_enemy_country = { … } Executes contained effects on a random country that meets the limit and is at war with the country this is contained in. 1.0
every_subject_country Within country scope only Country every_subject_country = { … } Executes contained effects on every country that meets the limit and is a subject of the country this is contained in. 1.11
random_subject_country Within country scope only Country random_subject_country = { … } Executes contained effects on a random country that meets the limit and is a subject of the country this is contained in. 1.11
every_state Always usable State/s every_state = { … } Executes contained effects on every state that meets the limit. 1.0
random_state Always usable State
random_state = {
    prioritize = { 123 321 } #optional
    …    #effects to run
}
Executes contained effects on a random state that meets the limit. 1.0
every_neighbor_state Within state scope only State every_neighbor_state = { … } Executes contained effects on every state that meets the limit and neighbours the state this is contained in. 1.0
random_neighbor_state Within state scope only State random_neighbor_state = { … } Executes contained effects on a random state that meets the limit and neighbours the state this is contained in. Does not support prioritizing. 1.0
every_owned_state Within country scope only State every_owned_state = { … } Executes contained effects on every state that meets the limit and is owned by the country this is contained in. 1.0
random_owned_state Within country scope only State
random_owned_state = {
    prioritize = { 123 321 } #optional
    …    #effects to run
}
Executes contained effects on a random state that meets the limit and is owned by the country this is contained in. 1.0
every_core_state Within country scope only State every_core_state = { … } Executes contained effects on every state that meets the limit and is a core of the country this is contained in. 1.11
random_core_state Within country scope only State
random_core_state = {
    prioritize = { 123 321 } #optional
    …    #effects to run
}
Executes contained effects on a random state that meets the limit and is a core of the country this is contained in. 1.11
every_controlled_state Within country scope only State every_controlled_state = { … } Executes contained effects on every state that meets the limit and is controlled by the country this is contained in. 1.9
random_controlled_state Within country scope only State
random_controlled_state = {
    prioritize = { 123 321 } #optional
    …    #effects to run
}
Executes contained effects on a random state that meets the limit and is controlled by the country this is contained in. 1.9
random_owned_controlled_state Within country scope only State
random_owned_controlled_state = {
    prioritize = { 123 321 } #optional
    …    #effects to run
}
Executes contained effects on a random state that meets the limit and is owned and controlled by the country this is contained in. 1.3
every_unit_leader Within country scope only Unit Leader every_unit_leader = { … } Executes contained effects on every unit leader (corps commanders, field marshals, admirals) that meets the limit and is recruited by the country this is contained in. 1.5
random_unit_leader Within country scope only Unit Leader random_unit_leader = { … } Executes contained effects on a random unit leader (corps commanders, field marshals, admirals) that meets the limit and is recruited by the country this is contained in. 1.5
every_army_leader Within country scope only Unit Leader every_unit_leader = { … } Executes contained effects on every army leader that meets the limit and is recruited by the country this is contained in. 1.5
random_army_leader Within country scope only Unit Leader random_army_leader = { … } Executes contained effects on a random army leader that meets the limit and is recruited by the country this is contained in. 1.5
global_every_army_leader Always usable Unit Leader global_every_army_leader = { … } Executes contained effects on every army leader that meets the limit. Preferable to use every_army_leader unless necessary to use global_every_army_leader. 1.5
every_navy_leader Within country scope only Unit Leader every_navy_leader = { … } Executes contained effects on every navy leader that meets the limit and is recruited by the country this is contained in. 1.5
random_navy_leader Within country scope only Unit Leader random_navy_leader = { … } Executes contained effects on a random navy leader that meets the limit and is recruited by the country this is contained in. 1.5
every_operative Within country scope or operations only Operative every_operative = { … } Executes contained effects on every operative that meets the limit and is recruited by the country this is contained in. 1.9
random_operative Within country scope or operations only Operative random_operative = { … } Executes contained effects on a random operative that meets the limit and is recruited by the country this is contained in. 1.9
every_character Within country scope only Character every_character = { … } Executes contained effects on every character that meets the limit and is recruited by the country this is contained in. 1.11
random_character Within country scope only Character random_character = { … } Executes contained effects on a random character that meets the limit and is recruited by the country this is contained in. 1.11
every_country_division Within country scope only Division every_country_division = { … } Executes contained effects on every division that meets the limit and is owned by the current country. 1.12
random_country_division Within country scope only Division random_country_division = { … } Executes contained effects on a random division that meets the limit and is owned by the current country. 1.12
every_state_division Within state scope only Division every_state_division = { … } Executes contained effects on every division that meets the limit and is located within the current state. 1.12
random_state_division Within state scope only Division random_state_division = { … } Executes contained effects on a random division that meets the limit and is located within the current state. 1.12
every_military_industrial_organization Within country scope only MIO every_military_industrial_organization = { … } Executes contained effects on every MIO within the current country that meets the limit. 1.13
random_military_industrial_organization Within country scope only MIO random_military_industrial_organization = { … } Executes contained effects on a random MIO within the current country that meets the limit. 1.13
every_purchase_contract Within country scope only Purchase contract every_purchase_contract = { … } Executes contained effects on every purchase contract within the current country that meets the limit. 1.13
random_purchase_contract Within country scope only Purchase contract random_state_division = { … } Executes contained effects on a random purchase contract within the current country that meets the limit. 1.13
party_leader Within country scope only Character
party_leader = {
    limit = {
        has_ideology = liberalism
    }
    set_nationality = BHR
}
Executes the effects on the party leader with the specified ideology type. Must contain a has_ideology in the limit that refers to a specific ideology type (e.g. Despotic), not a group that contain the type (e.g. Non-Aligned). The selected character must be the leader of a party corresponding to the ideology group. 1.11

NOTE: Some of these scopes may have no countries/states that match the criteria

Effects with scopes

There are the following effects that also change the currently-selected scope:

Effects changing the scope:
Name Parameters Examples Description Notes Version Added
start_civil_war ideology = <ideology>
The ideology of the breakaway country.

ruling_party = <ideology>
The ruling party of the original, player-led country. Optional.
size = <float>
The size of the breakaway country and the fraction of the original stockpile and military units it will receive by default. Optional, defaults to 0.5.
army_ratio = <float>
The size of the land army that the breakaway country gets. Optional, defaults to being the same as size.
navy_ratio = <float>
The size of the naval forces that the breakaway country gets. Optional, defaults to being the same as size.
air_ratio = <float>
The size of the airforce that the breakaway country gets. Optional, defaults to being the same as size.
capital = <state>
The capital state of the breakaway country. Optional.
states = { <state> }
The states included in the breakway country. Optional, defaults to random states based off size. all will result in all states that meet the filter going to the breakaway.
states_filter = { <triggers> }
A trigger block checked for the state that must be met to be transferred to the breakaway. Optional.
keep_unit_leaders = { <unit leader id> }
List of unit leaders to be kept by their legacy_id. Optional.
keep_unit_leaders_trigger = { <triggers> }
Trigger block checked for every unit leader that forces them to be kept if they meet the triggers. Optional.
keep_political_leader = <bool>
Controls if the promoted party leader (i.e. the one that'd take power if the country were to be switched to that ideology group) of the revolting ideology group will be kept by the country or join the revolt, yes resulting in the former. Optional, defaults to false.
keep_political_party_members = <bool>
Controls if non-promoted party leaders of the revolting ideology group will be kept by the country or join the revolt, yes resulting in the former. Optional, defaults to false.
keep_all_characters = yes
If true, the revolter will have no characters from the original country transferred to them. Optional, defaults to false.
<effects>
An effect block executed for the breakaway country.

start_civil_war = {
    ruling_party = communism
    # Original country's ideology changes to communism
    ideology = ROOT
    # Breakaway gets old ideology of ROOT
    size = 0.8
    capital = 282
    states = {
        282 533 536 555 529 530 528
    }
    keep_unit_leaders = {
        750 751 752
    }
    keep_political_leader = yes
    keep_political_party_members = yes
}
start_civil_war = {
    ideology = democratic
    size = 0.1
    states = all
    states_filter = {
        is_on_continent = europe
        is_capital = no
    }
    set_country_flag = TAG_my_country_tag_alias_trigger
    # Sets a country flag that gets used in a country tag alias.
}

(See country tag aliases)

start_civil_war = {
    ideology = neutrality
    size = 0.1
    army_ratio = 0.5
    navy_ratio = 0
    air_ratio = 1
    keep_unit_leaders_trigger = {
        has_trait = my_trait_name
    }
    keep_all_characters = yes
    PREV = {  # Original country
        TAG_airforce_leader = { # Character
            set_nationality = PREV.PREV
            # Transfers to breakaway
        }
    }
    promote_character = TAG_airforce_leader
}

(See usage for PREV and PREV.PREV)

Within country scope: starts a civil war for the current scope with the specified parameters, changing the scope to the dynamic country. states = all would include every single state controlled by the country. If the country's current capital state is set as one of the states that the revolt can gain, it won't fire. set_capital can be used to change the capital beforehand, with On_actions#on_civil_war_end being used to set it back to the default after the civil war ends. 1.0
create_dynamic_country original_tag = <tag>
The original tag to be used by the country.

copy_tag = <tag>
If specified, copies stuff from this tag rather than the original tag.
<effects>
Effects that will be executed on the new dynamic country.

create_dynamic_country = {
    original_tag = POL
    copy_tag = SOV
    add_political_power = 100
    transfer_state = 123
}
Within country scope: Creates a new dynamic country, akin to ones used in civil wars, adding every core of the original tag as core and changing the scope to the dynamic country. The reserve_dynamic_country effect can be used if the dynamic country does not yet exist in order to ensure that it does not get overwritten by other creations of dynamic countries. 1.9


Array scopes

参见:Arrays

Arrays can be used to create a generic selection of scopes meeting the criteria. These scopes exist for checking conditions on elements of an array or executing effects on them:

Array-related scopes:
Name Type Parameters Examples Description Notes
any_of_scopes Trigger array = <array>
The array to check.

tooltip = <localisation key>
The localisation key used for the trigger.
<triggers>
An AND trigger block.

any_of_scopes = {
    array = global.majors
    tooltip = has_more_states_than_any_other_major_tt
    NOT = { tag = PREV }
    check_variable = { num_owned_controlled_states > PREV.num_owned_controlled_states }
}
Checks if any value within the array fulfills the triggers, halting and returning true if that's the case, scoping into each element in the array. Appending _NOT to the tooltip's key (such as has_more_states_than_any_other_major_tt_NOT in the example) results in the localisation key used if this any_of_scopes is put inside of NOT = { ... }.
all_of_scopes Trigger array = <array>
The array to check.

tooltip = <localisation key>
The localisation key used for the trigger.
<triggers>
An AND trigger block.

all_of_scopes = {
    array = global.majors
    tooltip = has_more_states_than_every_other_major_tt
    OR = { 
        tag = PREV
        check_variable = { num_owned_controlled_states < PREV.num_owned_controlled_states }
    }
}
Checks if every value within the array fulfills the triggers, halting and returning false if any one doesn't, scoping into each element in the array. Appending _NOT to the tooltip's key (such as has_more_states_than_every_other_major_tt_NOT in the example) results in the localisation key used if this any_of_scopes is put inside of NOT = { ... }.
for_each_scope_loop Effect array = <array>
The array to check.

break = <variable>
The temporary variable that can be set to be not 0 to instantly break the loop.
<effects>
An effect block.

for_each_scope_loop = {
    array = global.majors
    if = {
        limit = {
            NOT = { tag = ROOT }
        }
        random_owned_controlled_state = {
            transfer_state_to = ROOT
        }
    }
}
Runs the effects for every scope within the array. Equivalent to a every_<...> effect scope type, with additional break.
random_scope_in_array Effect array = <array>
The array to check.

break = <variable>
The temporary variable that can be set to be not 0 to instantly break the loop.
limit = { <triggers> }
An AND trigger block deciding which scopes can be picked.
<effects>
An effect block.

random_scope_in_array = {
    array = global.countries
    break = break
    limit = {
        is_dynamic_country = no
        exists = no
        any_state = {
            is_core_of = PREV   # Is core of the currently-checked country
        }
    }
    random_core_state = {
        transfer_state_to = PREV    # Transfers to the currently-selected country.
    }
}
Runs the effects for a random scope within the array. Equivalent to a random_<...> effect scope type, with additional break.


PREV usage

In order to understand PREV, it can be helpful to think back to the trigger/effect scopes such as every_controlled_state. In this case, if put inside directly, PREV can be used as the controller of the state. In fact, every_controlled_state is equivalent to every_state with a limit of is_controlled_by = PREV in most ways, although it is recommended to use every_controlled_state instead as it is better for optimisation. For example, the following will transfer every state to its controller, changing the owner:

every_country = {
    every_controlled_state = {
        transfer_state_to = PREV
    }
}

If thinking of it as a tree, the scopes are in the order of [every_country,every_controlled_state]. Using it within every_controlled_state will refer back to the parent node, or every_country, specifically the country in the every_country list this is currently being executed for. This can be used in other ways, such as obtaining a wargoal against the owner of a state:

123 = {
    owner = {
        ROOT = {
            create_wargoal = {
                target = PREV
                type = take_state_focus
                generator = { 123 }
            }
        }
    }
}
A diagram showing the connection in the code.
Diagram showing how PREV and PREV.PREV connect to other entries in the code example.

In this case, the tree is constructed with [123,owner,ROOT]. Using PREV within ROOT will refer to the previously-defined owner.

Chaining PREV can be done by separating them with a dot as PREV.PREV.PREV. This can be useful if the needed scope is more than 1 scope back.
This is an another example of PREV usage with an attached diagram showing how they connect to other scopes:

every_country = {
    limit = {
        any_country = {
            any_country = {
                has_war_with = PREV
                is_neighbor_of = PREV.PREV
            }
            has_attache_from = PREV
        }
    }
    country_event = my_event.0
}

In this case, an event will be sent to every country that has sent an attaché to a country that's at war with a neighbour of the original country (i.e. the country that would receive the event). Using PREV.PREV is necessary in this case as all 3 countries don't have single defined tags or pointers and all interact with each other.

In many cases, using PREV can result in seemingly broken tooltips which'll work fine regardless when executing the effects in-game. This typically happens when using it pointing to scopes of the every_<...>/all_<...> types. A single effect or trigger's tooltip can only show one scope as a target at once, and the game would only pick the first possible scope in the tooltip. This can look like the following:

  • (Sardinia, Corsica, Sicily):
    • 瑞士的国旗 瑞士:
      • Becomes owner and controller of Sardinia

This can not be avoided with traditional means while still using PREV. Instead, it's possible to use hidden_effect and custom_effect_tooltip or custom_trigger_tooltip in order to completely replace the tooltip in this case.

Flow control tools

While these aren't scopes, not changing where the effects are run or triggers are checked, they still function as blocks of code that can be used within any trigger and/or effect.

Flow control tools:
Script Usage Example Description Notes
AND Within 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.

Nearly all trigger blocks (including scopes) use AND by defaults, so its primary use is with OR and NOT, which affects their function.

Usually modifies trigger tooltips to include "All of the following must be true"
OR Within 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.

By default, OR checks each contained trigger separately, AND can be used in order to check between groups of triggers.

Usually modifies trigger tooltips to include "One of the following must be true"
NOT Within 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.

This is equivalent to logical NOR, as it returns true only if all contained triggers are false.
There is no direct form of logical NAND (true if any contained trigger is false), however NOT = { AND = { … } } emulates NAND, as does OR = { NOT = { … } NOT = { … } }, with each contained trigger in a separate NOT block.

NOT also allows emulating greater/less than or equals in comparisions that are normally strictly greater or less than.

NOT usually inverts trigger tooltips, though not always predictably or neatly. The inverted tooltip for scopes or custom_trigger_tooltip can be defined by appending _NOT to the localisation key of the tooltip.

count_triggers Within triggers
count_triggers = {
    amount = 2
    10 = { state_population_k > 100 }
    11 = { state_population_k > 100 }
    12 = { state_population_k > 100 }
}
Returns true if the number of contained triggers which return true is greater than or equal to the value of amount
hidden_trigger Within triggers
hidden_trigger = {
    country_exists = GER
}
Hides the tooltips from all contained triggers
custom_trigger_tooltip Within triggers
custom_trigger_tooltip = {
    tooltip = sunrise_invasion_tt
    any_state = {
        is_owned_by = JAP
        is_on_continent = europe
        is_coastal = yes
    }
}
Replaces the tooltips from all contained triggers with the custom localisation set by tooltip If the custom_trigger_tooltip is negated (within NOT or a <scripted_trigger> = no, the negated tooltip can be customized by appending _NOT to the localisation key of the tooltip (e.g. sunrise_invasion_tt_NOT).
hidden_effect Within effects
hidden_effect = {
    declare_war_on = {
        target = PREV
        type = annex_everything
    }
}
Hides the tooltips from all contained effects Commonly used alongside custom_effect_tooltip, to avoid messy effect tooltips or hide precise effects from the player.
effect_tooltip Within effects
effect_tooltip = {
    declare_war_on = {
        target = FROM
        type = annex_everything
    }
}
Shows the tooltips of the contained effects, but does not execute them. Most often useful with event chains, where the actual effect is done in a follow-up event.
if Always usable
if = {
    limit = {
        original_tag = GER
    }
    has_political_power > 100
}
else_if = {
    limit = {
        original_tag = ENG
    }
    has_stability > 0.5
}
else = {
    has_war_support > 0.5
}
If statements allow to conditionally check triggers or run effects. The limit block is used to define triggers that must be fulfilled for the effects to be run or triggers to be checked. The triggers in limit are never shown to the player: if they are unfulfilled, the if statement will have no tooltip, while, if fulfilled, the player will see the effects/triggers inside the if statement itself.

In addition, else_if and else can be optionally defined to run if the limit is considered false. They can be defined as both nested (i.e. directly inside of the previous if or else_if) or unnested (i.e. directly after, but not inside of the previous if or else_if). In case of overlap, the game will prefer the unnested variant, so using that is preferred.

else_if is optional and can be used as many times as desired. else is also optional, but can only be used once per if.

The main if as well as any else_if must have a limit, and else cannot use a limit.
If statements can be used to clean up tooltips on triggers: the limit can check if the country has a specific tag, while the if statement can contain an always false custom trigger tooltip. This will restrict it from being true for that country, while other countries will not see anything in the tooltip.

for_loop_effect Within effects
for_loop_effect = {
    start = -3
    end = 9
    compare = less_than_or_equals
    add = 3
    value = value_name
    break = break_name
    add_political_power = value_name    # Adds -3, then 0, then 3, then 6, then 9, after which the loop breaks for 15 total political power.
}
Runs the effect in a typical for loop, with the current value of the variable kept with the temp variable specified with value. break defines a temp variable that can be set to 1 to break the loop instantly. If unspecified, start and end are 0, compare is less_than, add is 1, value is v, and break is break. Can run for up to 1000 times before stopping automatically.
while_loop_effect Within effects
while_loop_effect = {
    break = temp_break
    limit = {
        country_exists = GER
    }
    random_state = {
        limit = {
            is_owned_by = GER
        }
        random_country = {
            limit = {
                NOT = { tag = GER }
            }
            transfer_state = PREV
        }
    }
}
Runs the effect as long as the trigger is true. break defines a temp variable that can be set to 1 to break the loop instantly. The trigger is checked at the start of each loop only. Can run for up to 1000 times before stopping automatically. If break is unspecified, assumes to be a temp variable with the name of break.
random Within effects
random = {
    chance = 80
    add_stability = 0.8
}
Simulates a random chance to either execute the effect or do nothing, with the chance used to define the chance. Chance is defined on the scale from 0 to 100.
random_list Within effects
random_list = {
    10 = {
        modifier = {
            factor = 0
            has_stability > 0.9
        }
        add_stability = 0.1
    }
    20 = {
        add_stability = -0.1
    }
}
Simulates a random chance to pick one of the listed effects. Chance for each section is proportional, doesn't have to add up to 100. Can use a variable as a chance. Modifiers can be used in the same way as in ai_will_do blocks.