Conditions

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Conditions or Triggers are used in scripting to restrict events and commands to correct targets.

They appear:

  • In condition blocks (trigger section of events, or equivalent: mult_modifier, can_use_title, potential, allow, ...)
  • In the limit clause of command blocks
  • In scripted triggers, which can be used to group conditions into re-usable macro.
  • At the root of events for pre-triggers used to improve performances

Syntax for most conditions accepting numeric values was extended with numeric operators since version 2.8. The following triggers do not (fully) support these operators:

  • among_most_powerful_vassals
  • days_since_last_hostile_action
  • demesne_size
  • demesne_efficiency
  • num_of_realm_counties
  • real_month_of_year
  • real_day_of_year
  • realm_character_percent
  • religion_authority (< and <= do not work)
  • scaled_wealth
  • tier (as well as similar triggers, such as (lower/higher_)(real_)tier(_than)
  • heavy_troops, light_troops (simple right-hand side only, clause form fully support numeric operators)
  • <troop_type>, for example pikemen

List of conditions[edit | edit source]

Available conditions depend on the current scope type.

Condition Used in vanilla Used from scope Value type Description Example Category
adventurer title bool Checks adventurer flag of the title (title that gets destroyed whenever the holder gains another title or when the holder dies). adventurer = yes Titles
age character int Checks the age of a character, in whole years, rounded down. age < 45 Characters
age_diff character clause Checks the absolute value of the age difference in years between two characters, rounded down. Typically used in conjunction with is_older_than.
age_diff = {
    who = PREV
    years >= 25
}
Characters
ai character bool Checks if the character is a player or an AI. ai = no Characters
ai_ambition character int Check an AI behavior modifier (based on traits) ai_ambition >= 0 Characters
ai_greed X character int ai_greed >= 10 Characters
ai_honor character int ai_honor < 30 Characters
ai_rationality character int ai_rationality < 0 Characters
ai_zeal character int ai_zeal >= 50 Characters
always any bool Can be used to fail a trigger clause, without needing to comment/delete the code (always = no).

Also used to test if (enough, using count) scopes do or do not exist, or if a suitable event target could be found and saved, using a random_ scope, evaluating to false if no matching scope is found.

NOT = { any_ward = { always = yes } }
event_target:test = { always = yes }
Control
among_most_powerful_vassals character int Checks if the character is among the nth most powerful vassals of the realm. It compares the character's powerbase with that of all other direct vassals of the same liege. Also see is_powerful_vassal and relative_power. Does not permit the use of 2.8+ comparison operators! among_most_powerful_vassals = 5 Realm
any_religion_distance province int Checks if any religion has been generated within the specified distance. Only used in alternate start generation. any_religion_distance < 200 Alternate start
artifact artifact artifact (2.8) Checks to see if the scoped artifact is the same as the target artifact. artifact = PREV Control
artifact_age artifact int (2.8) Checks to see if the artifact is older than the specified value. Always returns false if the artifact has no known creation date. artifact_age > 10 Control
artifact_can_be_gifted_to X artifact character (2.8) Checks if the scoped artifact can be gifted to the target character. artifact_can_be_gifted_to = ROOT Artifacts
artifact_type artifact artifact type Checks if the scoped artifact is of the given type artifact_type = golden_platypus Artifacts
artifact_type_owned_by artifact character Checks if the given character owns at least one instance of the scoped artifact. artifact_type_owned_by = ROOT Artifacts
attribute_diff character clause Checks the difference in specified attribute with the target character. Can use negative values to see if the current scope is worse.
attribute_diff = {
    character = FROM
    attribute = martial
    value >= 9
}
Characters
at_location character character/province/title Checks if two characters are in the same location. If target is a title, uses the current location of the titleholder.
at_location = spouse
at_location = k_france
any_courtier = { at_location = ROOT }
NOT = { at_location = 719 }
Provinces
base_health character double Checks for hidden attribute base health base_health >= 6 Health
bloodline X bloodline bloodline Checks if the scoped bloodline is the exact same bloodline as the target bloodline. Note that this compares bloodlines, not bloodline types. bloodline = event_target:some_bloodline Bloodlines
bloodline_is_active_for bloodline character Checks if the scoped bloodline is active for the target character. bloodline_is_active_for = PREV Bloodlines
borders_lake province bool Checks if the trovince borders a lake borders_lake = yes Provinces
borders_major_river province bool Checks if the province borders a major river borders_major_river = yes Provinces
calc_true_if any clause Checks if the specified amount of the triggers contained inside are met.[1] In this example at least 3 of the 5 triggers need to return true:
calc_true_if = {
    amount >= 3
    culture = swedish
    religion = catholic
    is_female = no
    is_adult = yes
    age >= 50
}
Control
can_be_given_away title bool Checks if the title is not occupied, has no holdings being sieged, or contested in war and is not the holder's capital. Also see num_of_extra_landed_titles.
any_demesne_title = {
    can_be_given_away = yes
}
Titles
can_change_religion character bool Checks if character is not a religious head or leader of a holy order. can_change_religion = yes Religion
can_call_crusade character bool Checks if character is the head of a religion that uses crusades can_call_crusade = yes Religion
can_copy_personality_trait_from character character Checks if the target character has at least one personality trait that the scoped character does not have can_copy_personality_trait_from = FROM Traits
can_grant_title character minor_title Checks if scoped ruler can grant at least one target minor title can_grant_title = title_commander Rulers
can_land_path_to province province/clause Checks if it is possible to travel by land between two provinces. Can be expanded to also take a distance parameter.
can_land_path_to = {
    target = event_target:home_capital
    distance < 1000
}
Provinces
can_naval_path_to province province/clause Checks if it is possible to travel by sea between two provinces. Both provinces have to be sea or coastal. Can be expanded to also take a distance parameter.
can_naval_path_to = c_london
can_naval_path_to = {
    target = c_london
    distance < 100
}
Provinces
can_have_more_leadership_traits character bool Checks if character has fewer than the maximum of leadership traits, as set in defines. can_have_more_leadership_traits = yes Traits
can_hold_title character jobTitle/minorTitle Checks the conditions for the specified councillor position or minor title. can_hold_title = job_marshal

can_hold_title = title_commander

Characters
can_join_society character society Checks if scope character can join the specified society. can_join_society = monastic_order_orthodox Societies
can_marry character bool/character Checks if the character is old enough to marry (see is_marriage_adult has no traits with cannot_marry = yes, is not a priest of a religion that prohibits priest marriage, is not a member of a holy order and is not already betrothed or married, even if their religion allows polygamy. If the right-hand side is a character, checks the previous for both characters, and if characters are of opposite sex.
can_marry = yes
can_marry = FROM
Marriage
can_see_secret_religion X character character Checks if the character scope you're currently in can see the target character's secret religion. can_see_secret_religion = FROM Religion
can_swap_job_title character character Checks if a character can get the job position of the target character and vice versa. can_swap_job_title = ROOT
can_use_cb character clause (2.8) Checks if the specified casus belli would show up and be usable in the UI. Checks everything in the CB itself, and, optionally, the extra hardcoded restrictions on regular war declarations.
Parameter Type Description
target character/title Required. What character or title to target.
casus_belli CB Required. What CB to use.
thirdparty_title title Optional. What title to target, if relevant.
thirdparty character Optional. What character to declare war on the behalf of, if relevant.
only_check_triggers boolean Optional. Whether to also check hardcoded restrictions and the CB's 'can_use_gui'-clause. If 'yes', only checks scripted triggers in CB definition.

For technical reasons, thirdparty claimant wars require the current scope to be the claimant and thirdparty the attacker. All other CBs work intuitively, using above syntax.

can_use_cb = {
    target = d_mecklemburg
    casus_belli = religious
    thirdparty_title = d_mecklemburg
    only_check_triggers = yes
}
Wars
character character character/title/int Checks if two characters are the same. character = ROOT

character = c_1234

Characters
check_variable character/province clause Checks if a variable satisfies the comparison.
check_variable = {
    which = bob_saget
    value >= 4.5
}
Control
claimed_by title character Checks if the target character has any kind of claim on the scoped title. claimed_by = ROOT Claims
clan character,title bool Checks if the character is the head of a nomadic clan, or title is a nomadic clan. clan = yes Clans
clan_opinion character clause Checks if the scope's clan opinion of who is at least this value
clan_opinion = {
    who = FROM
    value >= 0
}
Opinion
clan_opinion_diff character clause Checks if the scoped character's clan opinion difference of the first and second target characters satisfies the value comparison.
clan_opinion_diff = {
    first = FROM
    second = PREV
    value >= 0
}
Opinion
combat_rating character int Checks combat rating modifier combat_rating >= 0 Character
climate X province winter_type Checks if a province has a winter climate defined in /map/climate.txt - does NOT check whether province is currently experiencing a winter, use is_winter for that.

Note that you can only check for winter types (mild_winter, normal_winter, severe_winter), and not for temperate climate; but obviously any province that does not have a winter climate is temperate.

climate = severe_winter Provinces
combat_rating_diff character clause Checks combat rating (personal combat skill) difference with another character
combat_rating_diff = {
    character = FROM
    value >= 3
}
Character
completely_controls X character title Checks if the scoped character controls (personally or via a vassal) all the baronies under specified title.

Notes:

  • the title itself doesn't need to exist.
  • completely_controls is true if title name is invalid.
completely_controls = d_armenia Rulers
completely_controls_region character region Similar to completely_controls completely_controls_region = world_steppe Rulers
conquest_culture title character Checks if the title flag conquest_culture is set to a certain culture. Certain CBs set conquest_culture (used for cultural conversion events, and faction membership). conquest_culture = ROOT Culture
continent X province continent Supplanted by more flexible region trigger, but still works continent = region_british_isles Provinces
controlled_by title/province character/title Checks if province/holding is occupied (war) by another character/realm, or if the holding/province is not sieged down and held by target character
any_demesne_province = {
    controlled_by = ROOT
}
Wars
controls X character province Checks if scoped character has province in own demesne and is unsieged, or has sieged down this province. Only takes province ID, so of very limited use. controls = 333 # Rome Wars
controls_religion character/title bool Checks if the character isthe head of their religion (holder of a title with a flag controls_religion = <religion>). Does not include antipopes, pentarchs and autocephalous patriachs - see rightful_religious_head. controls_religion = yes Religion
could_be_child_of X character character (2.8) Checks if the scoped character is young enough to be the target character's parent. This means that they're at least AGE_OF_MARRIAGE_MALE years younger, and at most MAX_CHILD_BIRTH_AGE years younger if the target is female (for immortal characters, as long as they became immortal before this age they bypass the check). It also checks if they didn't die before the birth date of the scoped character. could_be_child_of = ROOT Characters
could_be_parent_of character character (2.8) Checks if the scoped character is old enough to be the target character's parent. This means that they're at least AGE_OF_MARRIAGE_MALE years older, and at most MAX_CHILD_BIRTH_AGE years older if female (for immortal characters, as long as they became immortal before this age they bypass the check). It also checks if they didn't die before the birth date of the target. could_be_parent_of = event_target:displaced_prince Characters
count int Checks number of elements matched by a scope and some limit. Since patch 2.3 works with all any_ scopes. Does not work in traits with cached = yes associated scopes.
any_spouse_even_if_dead = {
    count >= 3
}
Control
crusade_artifact_pot X any float Checks the artifact pot for the on-going new-style Crusade crusade_artifact_pot > 10 Wars
crusade_gold_pot X any float Checks the gold pot for the on-going new-style Crusade crusade_gold_pot > 2000 Wars
crusade_piety_pot X any float Checks the piety pot for the on-going new-style Crusade crusade_piety_pot > 1000 Wars
crusade_prestige_pot X any float Checks the gold pot for the on-going new-style Crusade crusade_prestige_pot > 5000 Wars
crusade_defense_strength X any float Checks the military strength of the defenders to the military strength of the preparing attackers in a new-style Crusade. Doesn't work. crusade_defense_strength < 0.75 War
crusade_preparation_strength any float Checks the military strength of the preparing attackers to the military strength of the defenders in a new-style Crusade crusade_preparation_strength < 0.75 War
crusade_preparation_time_elapsed X any int Checks how many days have passed since the preparation of the current new-style Crusade started crusade_preparation_time_elapsed < 100 War
crusade_preparation_time_remaining any int Checks how many days remain before the current new-style Crusade will start in earnest crusade_preparation_time_remaining > 500 War
culture character/province/title culture/character/province/title Checks if the character has this specific culture culture = english Culture
culture_group character/province/title character/province/title/cultureGroup/culture Checks if the character is part of the target scope's culture group culture_group = FROM Culture
day_of_birth character int Checks the day of a character's a date of birth. day_of_birth >= 18 Characters
date General date Checks the current date date < 1234.5.6 General
days_at_current_society_rank character int Checks if scope character has been at current rank in society for the given number of days. days_at_current_society_rank >= 1095 Societies
days_in_society character int Checks if scope character has been in a society for the given number of days days_in_society > 365 Societies
days_since_last_hostile_action war clause Checks how long ago a character participated in a war, either through combat or siege. Does not support numeric operators.
any_war = {
    days_since_last_hostile_action = {
	who = ROOT
	days = 365
    }
}
Offmap
days_since_policy_change offmap int Checks how many days have passed since the last policy change of the scoped offmap power. days_since_policy_change < 10950 #30 years Offmap
days_since_status_change X offmap int Checks how many days have passed since the last status change of the scoped offmap power. days_since_status_change > 1 Offmap
defending_against_claimant character clause Checks if scoped character is defending in a war with any claim CB for specified title against specified character
defending_against_claimant = {
    character = PREVPREV
    title = ROOT
}
Wars
demesne_efficiency X character double Checks if demesne limit divided by current demesne size is higher than specified value. Does not support numeric operators. demesne_efficiency = 1.5 Rulers
demesne_garrison_size character int Checks if the garrison of all demesne holdings satisfies the specified amount demesne_garrison_size >= 500 Warfare
demesne_size character int Checks if the character has a minimum of this demesne size demesne_size >= 4 Rulers
demesne_size_compared_to_limit character double (2.8) Checks if the current demesne size divided by the demesne limit satisfies the specified comparison. demesne_size_compared_to_limit < 1 Rulers
de_facto_liege character/title/province character/title Checks if the current scope is a de facto vassal of the target scope, even if not de jure. Can check, for example, if a barony is not held under its de jure liege title, without checking liege relationship of the title's holders. de_facto_liege = FROM Vassalage
de_facto_liege_title X character/title character/title Checks if the current scope is a de facto vassal of the right hand side scope. de_facto_liege_title = e_hre Vassalage
de_jure_liege character/title/province character/title Checks if the current scope is a direct de jure vassal of right hand side scope. de_jure_liege = e_rajastan Vassalage
de_jure_liege_or_above character/title/province character/title Checks if the current scope is a de jure vassal of right hand side scope. de_jure_liege_or_above = FROM Vassalage
de_jure_vassal_or_below character/title character/title Checks if current scope is a de jure liege of right hand side scope. de_jure_vassal_or_below = FROM Vassalage
death_reason character deathReason Checks the death reason of a dead character death_reason = death_murder Health
decadence character double Checks decadence of character's dynasty decadence >= 90 Characters
disease province disease Checks if the province has the specified disease. disease = bubonic_plague Provinces
disease_defence X province float Checks if the province has at least the specified disease defence modifier. disease_defence > 0.1 Provinces
disliked_by_offmap character clause Checks if the scoped character matches the current dislike of the offmap power of the specified type. If the dislike trigger has a context, the context parameter must match to return true. If the dislike trigger has no context, the context parameter must be omitted to return true.
disliked_by_offmap = {
    type = offmap_china
    context = eunuch
}
Offmap
difficulty X any int/string Checks the game's difficulty setting.

Valid values:
0, 1, 2, 3, 4
very_easy, easy, normal, hard, very_hard

difficulty >= 1

difficulty < very_hard

Control
diplomacy character character/int Checks a character's personal diplomacy attribute against another character or a fixed integer value. Also see realm_diplomacy.
diplomacy < 7
diplomacy >= FROM
Characters
diplomatic_immunity character bool Checks if character has the diplomatic_immunity flag, protecting him from hostile actions. diplomatic_immunity = yes Characters
dislike_tribal_organization character/title bool Checks for dislike_tribal_organization religion flag dislike_tribal_organization = no Religion
distance character/province clause Checks if the distance between the current and target scopes satisfies the specified value. Distances are pixels within the main map images and positions.txt
distance = {
    who = ROOT
    value >= 100
}

distance = {
    where = PREV
    distance < 1000
}
Provinces
distance_from_realm character clause Checks if the smallest distance between two character's realms (the distance between the two provinces closest in proximity to each other) or the smallest distance between a province and a character's subrealm satisfies the specified comparison.
distance_from_realm = {
    who = FROM
    value >= 20
}
Provinces
dynastic_prestige X character int Checks if the character's dynastic prestige satisfies the specified comparison. dynastic_prestige >= 100 Family
dynasty character character/int/no/none Checks the character's dynasty, indexed by an integer value. Lowborn characters (no dynasty) match none or no value.
dynasty = none
dynasty = ROOT
Family
dynasty_realm_power character double Checks the combined troop strength of all vassals of the same dynasty of the scoped character compared to that character's liege's troop strength. dynasty_realm_power >= 0.25 Family
excommunicated_for character character Checks if the character has the Excommunicated trait and is of the same religion of the target character. excommunicated_for = ROOT Religion
faction_exists X character clause Checks if a faction exists in the realm of the currently scoped character.[2]
Parameter Description
faction Required
title Optional, only needed if the faction has a target title
thirdparty Optional, only needed if the faction has a third party, such as claimant factions
faction_exists = {
    faction = faction_succ_seniority
    title = PREV
    thirdparty = FROM
}
Factions
faction_power character clause Checks if a faction has the specified amount of power. Used in vassal scope who is in the faction.
faction_power = {
    faction = faction_succ_seniority
    power >= 1.0
}
Factions
family character character/title/bool Alias for dynasty family = ROOT Family
father_of_unborn_known character bool Checks if a pregnant woman's unborn child has a known father. father_of_unborn_known = yes Family
fertility character double Checks the character's fertility value. In-game, can only be seen through the charinfo console command. fertility >= 0.60 Characters
flank_has_leader combat flank bool Checks if a combat flank has a leader. Used in combat tactics. flank_has_leader = yes Wars
flank_has_tactic X Combat combat tactic Checks if a combat flank is using a specific tactic. flank_has_tactic = shieldwall_tactic Wars
fort_has_any_building X province building Checks if a fort has at least one building. fort_has_any_building = yes Buildings
fort_has_building X province building Checks if a fort has the specified building. fort_has_building = <fo_some_building> Buildings
fort_is_building X province building Checks if a fort is currently constructing the specified building. fort_is_building = <fo_some_building> Buildings
free_court_slots character int Checks how many free court slots a ruler has free_court_slots < -10 Rulers
from_ruler_dynasty character bool Checks if the scoped character is of the same dynasty as its liege. from_ruler_dynasty = yes Family
government character government, title, character, province Check government type of a character. For checking government groups, see is_feudal, is_republic, etc. Provinces must be by relative scope or saved event target, since numbers are interpreted as character IDs.
government = nomadic_government
government = k_norway
government = ROOT
Government
graphical_culture character culturegfx Checks a character's graphical culture. This is different from the effect set_graphical_culture which takes a culture, not a culturegfx. In-game, can only be seen through the "charinfo" console command. Fixed in 2.8. (In 2.7 and earlier, checking against an invalid culturegfx will cause a CTD.) graphical_culture = norsegfx Characters
had_artifact_flag X character clause Artifact-specific version of had_flag.
had_artifact_flag = {
    flag = very_rare
    days < 500
}
Control
had_bloodline_flag X bloodline clause Bloodline-specific version of had_flag.
had_bloodline_flag = {
    flag = grand_crusader_bloodline
    years >= 5
}
Control
had_character_flag character clause Character-specific version of had_flag.
had_character_flag = {
    flag = money_from_the_pope
    years >= 2
}
Control
had_dynasty_flag X character clause Dynasty-specific version of had_flag.
had_dynasty_flag = {
    flag = flag_dynasty_forged_bloodline
    years >= 50
}
Control
had_flag any with flags clause Checks if if the scope has had that flag for the specified amount of time. Works for any scope that can store flags, unlike the more specific had_scope_flag triggers. Before 3.0 months and years do not work as parameters, only days does.
Parameter Type Description
flag flag Required, flag to be checked
years/months/days int Required, time since the flag should have been set
had_flag = {
    flag = used_legendary_gathering
    years >= 100
}
Control
had_global_flag any clause Global version of had_flag.
had_global_flag = {
    flag = crusade_called
    months >= 6
}
Control
had_province_flag province clause Province-specific version of had_flag.
had_province_flag = {
    flag = aztec_explorers
    years >= 2
}
Control
had_offmap_flag X offmap clause Offmap-specific version of had_flag. Does not appear to be functioning as of at least version 3.3.0 - use had_flag instead.
had_offmap_flag = {
    flag = busy
    months >= 1
}
Offmap
had_offmap_tmp_flag offmap clause Offmap-specific version of had_flag. Excludes flags defined in the offmap status or policy files.
had_offmap_tmp_flag = {
    flag = busy
    years < 2
}
Offmap
had_title_flag title clause Title-specific version of had_flag.
had_title_flag = {
    flag = mercenary_unemployment
    years >= 3
}
Control
has_alternate_start_setting

has_alternate_start_parameter

any clause Checks specified settings/parameters used in alternate world generation.
has_alternate_start_setting = {
    setting = shattered_cbs
    option = on_limited
}

has_alternate_start_setting = {
    setting = age_span
    max == 0
    min == 0
}

has_alternate_start_parameter = {
    key = religion_names
    value = random
}
Control
has_ambition character bool/objective Checks if a character has a/no/specific ambition. has_ambition = obj_improve_martial Objectives
has_any_building title bool Checks if the holding has any building has_any_building = yes Holdings
has_any_opinion_modifier character modifier Checks if the scoped character has the specified opinion modifier to any other character.. has_any_opinion_modifier = opinion_seducing_concubine Characters
has_any_quest character bool Checks if the scoped character has a quest. has_any_quest = yes Characters
has_any_symptom X character bool Checks if scoped character has any traits with is_symptom = yes.
has_any_symptom = no does not work, use NOT = { has_any_symptom = yes } instead.
has_any_symptom = yes Health
has_artifact character artifact Checks if the scoped character owns an artifact by that name. has_artifact = necronomicon Artifacts
has_artifact_flag artifact flag Artifact-specific version of has_flag. has_artifact_flag = crown_jewel Artifacts
has_assigned_minor_title character minorTitle/clause Checks to see if the character has assigned a particular minor title, optionally with a specified amount.
has_assigned_minor_title = title_master_of_the_horse

has_assigned_minor_title = {
    title = title_commander
    count >= 2
}
Characters
has_autocephaly character bool Checks for religion autocephaly = yes has_autocephaly = yes Religion
has_bloodline_flag bloodline string Bloodline-specific version of has_flag. has_bloodline_flag = created_bloodline Control
has_blood_oath_with character character Checksd if scoped character has a blood oath with target character has_blood_oath_with = ROOT Clans
has_building title (barony only),province building Checks if a holding has the specified building (buildings under construction do not count). has_building = fp_mansion_4 Holdings
has_called_crusade anything with a religion bool Checks if scope's religion has an ongoing crusade war. has_called_crusade = yes Religion
has_capital X province bool Checks if scoped province has a capital holding. has_capital = yes Province
has_castle province bool Checks if a province has a castle holding. has_castle = yes Province
has_cb X character character Checks if scoped character can use any CB against target character. has_cb = FROM Rulers
has_character_flag character string Character-specific version of has_flag. has_character_flag = is_child_of_destiny Control
has_character_modifier character modifier Checks if a character has the specified modifier has_character_modifier = illumination Modifiers
has_children character bool Checks if a character has children, dead or alive. Functionally identical to num_of_children >= 1. has_children = yes
has_city province bool Checks if a province has a city holding. has_city = yes Province
has_claim character title Checks if a character has any type of claim on target title. has_claim = k_papal_state Claims
has_council character bool Checks if a character has a council. has_council = yes Council
has_councilor_faction_join_restriction character bool Used in conjunction with set_councilor_faction_join_restriction. Doesn't do anything by itself. has_councilor_faction_join_restriction = yes Council
has_concubinage character bool Checks if religion flag max_consorts > 0 has_concubinage = yes Religion
has_crown_law_title title bool If king or empire tier, checks if title has a holder, otherwise checks if any de jure liege title is king or empire tier and has a holder. has_crown_law_title = yes Government
has_crusade_war_started X character/title/province/society/religion bool Checks if the scope's religion has an ongoing new-style Crusade. Also see is_preparing_crusade. has_crusade_war_started = yes Wars
has_custom_description X wonder bool Checks if the wonder has a description set by history has_custom_description = yes Wonders
has_custom_name wonder bool Checks if the wonder has a name set by the player or by history has_custom_name = yes Wonders
has_de_jure_pretension title character Checks if target character holds any de jure liege title of scoped title. has_de_jure_pretension = ROOT Rulers
has_disease province bool Checks if province is currently experiencing an outbreak of any disease. has_disease = yes Health
has_dlc any string Checks if the user has a specified DLC. Values: "The Sword of Islam", "Legacy of Rome", "Sunset Invasion", "The Republic", "The Old Gods", "Sons of Abraham", "Rajas of India", "Charlemagne", "Way of Life", "Horse Lords", "Zeus" and "Conclave" (both are equivalent), "Reapers", "Mystics", "Jade Dragon", "Holy Fury". has_dlc = "Charlemagne" Control
has_dynasty_flag character flag Dynasty-specific version of has_flag. has_dynasty_flag = strange_chest Control
has_dynasty_modifier character modifier Checks if a character's dynasty has the specified modifier has_dynasty_modifier = ruling_in_crusader_kingdom Control
has_earmarked_regiments character flag Checks if the character owns any event spawned army given an earmark with the spawn_unit command. has_earmarked_regiments = conscripted_merchant_ships Control
has_earmarked_regiments_not_raiding character flag Checks if the character owns any event spawned army, not currently raiding, given an earmark with the spawn_unit command. has_earmarked_regiments_not_raiding = tribal_organize_raid Control
has_elector_stance character clause Checks elector stance for a title's election.
has_elector_stance = {
    title = FROMFROM
    stance = ecstatic
}
Elections
has_embargo character character Checks if the scoped character is currently embargoing the target character. has_embargo = FROM Wars
has_empty_holding province bool Checks if the province has an empty holding slot. A holding under construction does not count. has_empty_holding = yes Provinces
has_epidemic character/province bool Checks if the character has a trait with is_epidemic = yes, or if the province has an epidemic disease. has_epidemic = yes Health
has_feud_with character character Checks if the scoped character is in a nomadic feud with target character. has_feud_with = ROOT Clans
has_flag any with flags flag Checks if the current scope has a given flag. Works for any scope that can store flags, unlike the more specific has_scope_flag triggers.
Note: "flags" in CKII scripting are not pre-determined or stored anywhere, they are dynamically created in the script. A mistyped flag will not be caught by the Validator, as there are no "invalid" flags. Also see flags.
has_flag = crown_focus_province Control
has_focus character focus/bool Checks if a character has a/no/specific focuses. has_focus = focus_war Objectives
has_fort X province bool Checks if the province has a fort has_fort = yes Provinces
has_full_court character bool Checks if the character has no free court slots left has_full_court = yes Rulers
has_game_rule any clause Checks if a game rule is active. See game rules modding.
has_game_rule = {
    name = gender
    value = all
}
Control
has_game_started any bool Checks if the game is in the pre-game character selection screen. has_game_started = yes Control
has_global_flag any flag Global version of has_flag. has_global_flag = found_the_holy_grail Control
has_guardian character bool Checks if the character has a guardian assigned. has_guardian = no Guardianship
has_had_offmap_name X offmap localisation key Checks if the offmap power has had the target name localisation key in the past. has_had_offmap_name = liao_china Offmap
has_heresies character/province bool Checks if the scope's religion has heresies. has_heresies = yes Religion
has_higher_tech_than province province/character Checks if the province has any technology advance over the target character's capital province or target province. has_higher_tech_than = ROOT Provinces
has_holder title bool Checks if a title is currently held by a character. has_holder = yes Titles
has_hospital province bool Checks if the province has a hospital. has_hospital = yes Provinces
has_holding_modifier title modifier Checks if the holding has the given holding modifier has_holding_modifier = recently_burnt_the_land Modifiers
has_horde_culture character bool Check if the culture has the horde = yesflag defined. has_horde_culture = yes Culture
has_inheritance_blocker X character bool Checks if the character in the current scope has a trait with the flag cannot_inherit = yes. has_inheritance_flag = no
has_instances_of_character_modifier character modifier Checks if the character has amount of times the given character modifier
has_instances_of_character_modifier = {
    name = x
    amount == y
}
Modifiers
has_instances_of_holding_modifier X title modifier Checks if the holding has a amount of times the given holding modifier
has_instances_of_holding_modifier = {
    modifier = x
    amount < y
}
Modifiers
has_instances_of_province_modifier X province modifier Checks if the province has a amount of times the given province modifier
has_instances_of_province_modifier = {
    name = x
    amount >= y
}
Modifiers
has_job_action character bool/jobAction Checks if the character is currently carrying out the target job action. has_job_action = action_improve_relations Jobs
has_job_title character jobTitle/bool Checks if the character has the target council position. has_job_title = job_chancellor Jobs
has_known_creation_date X artifact bool (2.8) Checks if the artifact has a creation date on record. has_known_creation_date = yes Artifacts
has_landed_title character bool/title Checks if the scoped character holds the target title. Note that its holder may be unlanded (not holding any barony/county titles), if the title is of the landless type. has_landed_title = k_jerusalem Titles
has_law character/title law Checks if a title, or a ruler's primary title, or a courtier's liege's primary title has the target law.
has_law = succ_feudal_elective
has_law = agnatic_succession
Government
has_liege_enforced_peace character bool Checks if the character's liege is currently enforcing realm peace. Also see will_liege_enforce_peace. has_liege_enforced_peace = no Realm
has_living_children X character bool Checks if the character has living children. has_living_children = yes
has_lover character bool Checks if the character has a lover has_lover = yes Marriage
has_mercenary_band title bool Checks if character has already created a mercenary band. has_mercenary_band = yes
has_mercenary_maintenance_modifier title modifier Checks for a static modifier added via set_mercenary_maintenance_modifier on scoped mercenary tile. has_mercenary_maintenance_modifier = maintaining_mercenary_band Modifiers
has_minor_title character minorTitle/bool Checks if the character has a specific minor title or religious title, or any at all.
has_minor_title = title_court_jester
has_minor_title = title_cardinal
Characters
has_newly_acquired_titles character bool Checks if a character received a title recently enough that the penalties for being over the demesne limit is not yet active. has_newly_acquired_titles = yes Titles
has_nickname character bool/nickname Can be used to check for a specific nickname, or (not) having any nickname.
has_nickname = nick_the_bastard
has_nickname = no
Characters
has_non_aggression_pact_with character character Checks if a character a non-aggression pact with another character. has_non_aggression_pact_with = ROOT
has_objective X character objective Deprecated, replaced by has_ambition/has_plot has_objective = plot_gain_title Objectives
has_offmap_currency character clause Checks a character's currency in the specified offmap ID.
has_offmap_currency = {
    offmap = offmap_china
    value >= 10
}
Offmap
has_offmap_flag offmap string Offmap-specific version of has_flag. Includes flags set by default in its current status or policy, by use of the flags = { } array. has_offmap_flag = disallow_interactions Offmap
has_offmap_name offmap loc Checks if the scoped offmap power has the specified localisation key as its current name. has_offmap_name = liao_china Offmap
has_offmap_news_enabled character offmap Checks if the player ruler has chosen to receive news events from the specified offmap power through the interface. has_offmap_news_enabled = offmap_china Offmap
has_offmap_tmp_flag offmap string Offmap-specific version of has_flag. Excludes flags defined in the offmap status or policy files. has_offmap_tmp_flag = china_invaded_player_dynasty Offmap
has_opinion_modifier character clause Checks if the scoped character has the given opinion modifier towards who character
has_opinion_modifier = {
    who = ROOT
    name = i_attempted_murder
}
Opinion
has_overseas_holdings character bool Checks if the character controls holdings not reachable across land from the capital. has_overseas_holdings = yes Rulers
has_owner province bool Checks if the province has an owner. Useful to filter wasteland provinces. has_owner = yes Rulers
has_pentarchy X Anything with a religion. bool Checks if the scope's religion has the pentarchy = yes flag. has_pentarchy = yes Religion
has_pledged_crusade_defense X character bool Checks if a character has pledged defense for the new-style Crusade being planned has_pledged_crusade_participation Wars
has_pledged_crusade_participation character bool Checks if a character has pledged participation for the new-style Crusade being planned has_pledged_crusade_participation Wars
has_plot character plot/bool Checks if the character has any/no or a specific plot.
has_plot = yes
has_plot = plot_kill_character
Objectives
has_policy offmap policy Checks if the scoped offmap power currently has the specified offmap policy (defined in /common/offmap_powers/policies). has_policy = china_isolationist Offmap
has_policy_flag X offmap flag Checks if the scoped offmap power's current policy has the specified flag (defined in /common/offmap_powers/policies). has_policy_flag = disallow_interactions Offmap
has_polygamy character bool Checks if religion flag max_wives > 0 has_polygamy = yes Religion
has_portrait_property character clause Checks if a character has a given portrait property/overlay/etc.
has_portrait_property = {
    layer = 6
    index = 1
}
Characters
has_position character attitude/character Checks if the the voting attitude of a councillor matches the target attitude or that of the target character. Also see is_voter. Not to be confused with has_minor_title or has_job_title. has_position = loyalist Council
has_pressed_claim X character title Checks if the character has a weak or strong pressed (inheritable) claim on the target title. has_pressed_claim = k_papal_state Claims
has_province_flag province flag Province-specific version of has_flag. has_province_flag = heresy_in_province Control
has_province_modifier province modifier Checks if the province has the given province modifier has_province_modifier = heretic_stronghold Modifiers
has_quest character quest_name Checks if the scoped character has the target quest.

has_quest = quest_indian_monastic_order_pilgrimage

Societies
has_raised_levies character character Checks if the scoped ruler has raised levies of the target ruler. has_raised_levies = ROOT Wars
has_raised_standing_troops title bool Checks if a holy order or mercenary band has raised troops, testing if they are currently being hired by anyone. has_raised_standing_troops = no Wars
has_regent character bool Checks if the character is in a regency, for any reason. has_regent = no Titles
has_regiments character bool Checks if the character has any raised levies, event troops or holy orders/mercenary bands. has_regiments = no Wars
has_religion_feature character feature Checks if character religion has a specific feature has_religion_feature = religion_equal Religion
has_religion_features anything with a religion bool Checks if the scope's religion has any religion features has_religion_features = no Religion
has_secret_religion character bool Checks if the character secretly follows another religion has_secret_religion = yes Religion
has_selected_religion_feature character religion feature Checks if the target religion feature has been selected in the reformation screen has_selected_religion_feature = religion_syncretic Religion
has_settlement_construction province bool Checks if a holding is under construction in the province has_settlement_construction = yes Holdings
has_siege title(holding) bool Checks if the holding is under siege. has_siege = no Wars
has_space_for_retinue X character retinue_type Checks if character has enough unused retinue cap for target retinue type has_space_for_retinue = RETTYPE_CUL_HUNG Retinues
has_started_building_wonder province/character/wonder bool/wonder type Checks if a province/character has started building a tier/stage of a wonder. Can check particular wonders as well. Is not affected by pausing has_started_building_wonder = yes/no/<wonder type name> Wonders
has_started_building_wonder_upgrade X province/character/wonder/upgrade bool/upgrade type Checks if a wonder has started constructing an upgrade. Can check particular wonder upgrades as well. Is not affected by pausing has_started_building_wonder_upgrade = yes/no/<upgrade name> Wonders
has_status offmap status Checks if the scoped offmap power currently has the specified offmap status modifier (defined in /common/offmap_powers/statuses). has_status = china_unrest Offmap
has_status_flag X offmap string Checks if the scoped offmap power has the specified flag in its current offmap status modifier's flags list. has_status_flag = disallow_interactions Offmap
has_strong_claim character title Checks if the character has a strong claim, pressed or unpressed, on the target title. has_strong_claim = k_england Claims
has_strong_pressed_claim X character title Checks if the character has a strong pressed (inheritable) claim on the target title. has_strong_pressed_claim = k_papal_state Claims
has_temple X province bool Checks if a province has a temple holding has_temple = yes Province
has_terrain_specialization X character terrain/bool Checks if the character has a traits with terrain command modifier for terrain matching the target terrain, or any trait with a command modifier for terrain. has_terrain_specialization = farmlands Traits
has_title_flag title flag Offmap-specific version of has_flag. has_title_flag = pretender_chinese_empire Control
has_trade_post province/title? bool Checks if the province has a trade post has_trade-post = yes Provinces
has_tribal province bool Checks if a province has a tribal holding has_tribal = yes Province
has_truce X character character Checks if scoped character has a truce with target character. Note that truces are one-way. has_truce = ROOT Wars
has_weak_claim character title Checks if the character has any weak claim, pressed or unpressed, on the target title. has_weak_claim = c_vermandois Claims
has_weak_pressed_claim X character title Checks if the character has a weak pressed (ininheritable) claim on the target title. has_weak_pressed_claim = k_papal_state Claims
has_wonder province/character/wonder bool/wonder type Checks if the scoped character is the current owner of any wonders, or if the scoped province contains any wonders. Can check particular wonders as well. Only applies for wonders that have completed first stage. has_wonder = yes/no/<wonder type> Wonders
has_wonder_flag wonder string Wonder-specific version of has_flag. has_wonder_flag = <flag name> Wonders
has_wonder_upgrade province/character/wonder/upgrade bool/upgrade type Checks if a wonder upgrade has a particular upgrade, or if it has any whatsoever. has_wonder_upgrade = yes/no/<upgrade name> Wonders
has_wonder_upgrade_flag wonder/upgrade string Wonder upgrade-specific version of has_flag. has_wonder_upgrade_flag = <flag name> Wonders
health character int Checks a character's health value. In-game, can only be seen through the "charinfo" console command. health >= 5.5 Health
health_traits character int Checks the number of traits with is_health = yes health_traits >= 1 Traits
held_favor_activated_on X character character/title/province Checks if scoped character held a favor activated on target character. The reverse condition is owed_favor_activated_on. Province scopes must be relative or saved event targets, since numbers are interpreted as character IDs. held_favor_activated_on = FROM Characters
held_title_rating character character, int Checks if all of a character's personally held titles' values sum up to the specified comparison, either another character, or a fixed value. 100 points per held barony title, 300 per held county/duchy title, 400 per kingdom and 500 per empire title. held_title_rating >= FROM Titles
higher_real_tier_than character/title character/title/tier Same as higher_tier_than but ignores temporary titles higher_real_tier_than = FROM Tier
higher_tier_than character/title character/title/tier Check that the tier of scoped character/title is strictly higher than the given tier. higher_tier_than = BARON Tier
historical character bool Checks if character is historical (either by being scripted in character history, or created as historical by script), or part of an ongoing event chain historical = yes Characters
holder title character Checks if title is held by target character holder = ROOT Titles
holding_diff character clause
holding_diff = {
    first_type = city
    first_count_vassals = yes
    second_type = none
    value >= 1.5
}
Holdings
holding_type Title (county/barony)/province holding type Checks if the holding is of the target type
city / temple / castle / tribal / nomad / family_palace
holding-type = castle Holdings
hospital_has_any_building X province bool Checks if the hospital of the province has any buildings. hospital_has_any_building = yes Buildings
hospital_has_building province building Checks if a hospital has the specified building. hospital_has_building = library_1 Buildings
hospital_is_building province building Checks if a hospital is currently constructing the specified building. hospital_is_building = library_1 Buildings
hospital_level province int Checks the hospital level of a province. hospital_level >= 2 Provinces
holding_garrison_percent X holding float Checks how full the holding's garrison is. 1 is 100%, 0 is 0%. holding_garrison_percent < 1 Holdings
holding_raisable_levy_percent X holding float Checks how full the holding's raisable levy is. 1 is 100%, 0 is 0%. holding_raisable_levy_percent < 1 Holdings
holding_total_levy_percent holding float Checks how full the holding's total levy (garrison + raisable) is. 1 is 100%, 0 is 0%. holding_total_levy_percent < 1 Holdings
holds_favor_on character character Checks if a character holds a favor toward another character. The reverse condition is owes_favor_to. holds_favor_on = ROOT Characters
holy_order character/title bool Checks if a title or a ruler's primary title is a holy order. holy_order = no Titles
holy_site_distance province/title character/religion/title/province/society Checks distance to the nearest holy site of the target scope
holy_site_distance = {
    target = FROM
    value > 500
}
Titles
immortal character bool Checks if the character has a trait with immortal = yes immortal = no Health
immortal_age character int Checks which age at which a character became immortal. Always false for mortal characters immortal_age > 40 Health
imprisoned_days character int Checks how long a character has been imprisoned. imprisoned_days >= 100 Characters
independent character bool Checks if ruler is independent and not in revolt independent = yes Rulers
infamy X character double Checks a character's Threat. infamy >= 12.5 Wars
intrigue character character/int Checks a character's personal intrigue attribute against another character or a fixed integer value. Also see realm_intrigue.
intrigue < 7
intrigue >= FROM
Characters
in_battle character bool Checks if a character is currently involved in a battle. in_battle Wars
in_coalition_against X character character/title/province Checks if scoped character is in a coalition against of the target character or ruler of target title/province. Province scopes must be relative (ROOT/FROM) or saved event targets, since numbers are interpreted as character IDs.
in_coalition_against = FROM
in_coalition_against = e_hre
Characters
in_command character bool Checks if a character is leading troops. in_command = yes Characters
in_faction character bool/faction Checks if a character is in a/no/specific faction.
in_faction = faction_independence
in_faction = no
Factions
in_revolt character bool Checks if a character holds any revolt title(?) in_revolt = no Titles
in_seclusion character bool Checks if scoped character has in_seclusion character modifier. in_seclusion = yes Titles
in_siege character bool Checks if a character is currently involved in a siege. in_siege = no Wars
interested_in_society character bool Check if the character is interested in the target society. interested_in_society = the_cult_of_kali Societies
interested_in_society_of_character character character (2.8) Check if the character is interested in the society that the target character is a member of. interested_in_society_of = ROOT Societies
is_abroad character bool Checks if a character's host and employer are different characters. Note that courtiers cannot be abroad - their host is always their liege. is_abroad = no Characters
is_active wonder/upgrade bool Checks if a wonder or wonder upgrade's active-trigger is met. is_active = yes Wonders
is_adult character bool Checks if the character is an adult as set in defines on a per gender basis (AGE_OF_ADULTHOOD_MALE and AGE_OF_ADULTHOOD_FEMALE) - vanilla has both set at 16. is_adult = yes Characters
is_alive character bool Checks if a character is alive. Also see is_dying. is_alive = yes Health
is_allied_with character character Checks for alliances and tributary relationships. Does not check for being temporary war allies. Expensive calculation, use with care[3] is_allied_with = ROOT Wars
is_allowed_holding_type title(holding) character Checks if holding type is allowed by the government of specified character. Uses de jure capital for titles above count-tier, uses county capital holding for titles above baron-tier. is_allowed_holding_type = FROM Government
is_allowed_to_loot character bool Character can raid. is_allowed_to_loot = yes Rulers
is_alternate_start any bool Checks if the world is randomised or shattered. Also see is_random_world and is_shattered_world is_alternate_start = no Control
is_ancestor_of character character (2.8) Checks if the scoped character is a progenitor of the target character's bloodline, within up to sixteen generations (for performance reasons). Expensive, so use with caution. is_ancestor_of = ROOT Characters
is_artifact_active artifact bool Checks if the scoped artifact is currently active, as defined by its active trigger. Artifacts without an active trigger will always be considered active, even if not owned, and artifacts with an active trigger and without an owner will never be considered active. is_artifact_active = yes Artifacts
is_artifact_equipped artifact bool Checks if the scoped artifact is currently equipped by its owner. is_artifact_equipped = no Artifacts
is_artifact_same_type_as artifact artifact Checks if the scoped artifact is the same as the given artifact is_artifact_same_type_as = ROOT Artifacts
is_at_lootable_stage wonder bool Checks if the wonder is at a stage satisfies the comparison to define MIN_LOOTABLE_STAGE. is_at_lootable_stage = yes Wonders
is_at_max_stage wonder bool Cheecks if the wonder has fully constructed its final stage. is_at_max_stage = yes Wonders
is_at_sea character bool Checks if a character is located on an ocean province. is_at_sea = yes Characters
is_attacker siege/combat bool Checks if a combat flank or sieging army is attacking or defending. siege/combat = { is_attacker = yes } Wars
is_aunt_uncle_of character character (2.8) Checks if the current scoped character is the sibling of either of the target character's parents (i.e., one of the target character's parents' siblings, colloquially known as "piblings"). is_aunt_uncle_of = ROOT Characters
is_being_looted wonder bool Checks if the wonder is currently being looted is_being_looted = yes Wonders
is_being_restored X wonder bool Checks if the wonder is currently being restored is_being_restored = yes Wonders
is_betrothed character bool Checks if character is betrothed to anyone. is_betrothed = no Marriage
is_bloodline_founder_of character bloodline Checks if the character is the founder of the target bloodline is_bloodline_founder_of = PREV Bloodlines
is_bloodline_member_of X character bloodline Checks if the character is a member of the target bloodline is_bloodline_member_of = event_target:my_bloodline Bloodlines
is_building holding building Checks if a holding is constructing a new building is_building = tb_hillfort_4 Holdings
is_building_wonder province/character/wonder bool/wonder type Checks if a province/character is currently building a tier/stage of a wonder. Can check particular wonders as well. Only true if construction is not paused. is_building_wonder = yes/no/<wonder type name> Wonders
is_building_wonder_upgrade province/character/wonder/upgrade bool/upgrade type Checks if a wonder is currently constructing an upgrade. Can check particular wonder upgrades as well. Only true if construction is not paused. is_building_wonder_upgrade = yes/no/<upgrade name> Wonders
is_capital province/title (barony)
character
bool (in province/title scope)
province/title (in character scope)
In province/title (barony) scope, checks if it's the capital of the province respectively its owner, in character scope, checks if the target scope is the character's capital. Note that the generated tooltip won't reflect the target scope, use a custom tooltip for that.
is_capital = yes
is_capital = c_parma
is_capital = 333 # Roma
Titles
is_child_of character character Checks if the scope is a child of another character is_child_of = FROM Family
is_close_relative character character Checks if the scope is a close relative of another character. This includes parents, children, siblings, niblings, grandparents, and grandchildren. is_close_relative = ROOT Family
is_conquered title bool Checks if a title has a conquest_culture flag set. is_conquered = yes Titles
is_consort character bool/character Checks if the scoped character is a concubine/consort of somebody; or a concubine/consort or the specified character is_consort = ROOT Marriage
is_contested title bool Checks if title is being contested in some form of claim or succession war is_contested = yes Titles
is_council_content character bool Checks if a ruler's council is content. is_council_content = no Council
is_councillor character bool Checks if character has a job title. is_councillor = yes Jobs
is_cousin_of character bool (2.8) Checks if the character is related to the target character by way of parental siblings. is_cousin_of = ROOT Characters
is_crown_law_title X title bool If king or empire tier, checks if title has a holder, otherwise checks if title is at leasthas a non-feudal holder. is_crown_law_title = yes Titles
is_damaged wonder bool Checks if the wonder is in a damaged state. is_damaged = yes Wonders
is_decision_potential

is_decision_allowed
is_fort_decision_potential
is_fort_decision_allowed
is_government_potential
is_government_allowed
is_hospital_decision_potential
is_hospital_decision_allowed
is_law_potential
is_law_allowed
is_settlement_decision_potential
is_settlement_decision_allowed/br> is_targeted_decision_potential
is_targeted_decision_allowed
is_title_decision_potential
is_title_decision_allowed
is_trade_post_decision_potential
is_trade_post_decision_allowed






X
X
X
X
X
X
X
X
X
X
X
X
X
character decision/government/law/clause Checks if current scope matches the potential/allow block of the given decision/law/government.

is_decision_potential takes a normal, plot or society decision.
is_targeted_decision_potential takes any scope to a character, province or title.
is_title_decision_potential takes any scope to a title or province, except saved event target provinces.
is_settlement_decision_potential takes any scope to a barony title.
is_fort/hospital/trade_post_decision_potential takes any scope to a title or province. Uses province for barony or county tier titles, de jure capital for higher tier titles.

is_law_potential = succ_primogeniture

is_government_potential = muslim_government

is_decision_potential = request_to_rank_up_within_society

is_targeted_decision_potential = {
    key = prisoner_torture
    character = FROM
}

is_title_decision_potential = {
    key = set_crown_focus
    title = capital_holding
}

is_settlement_decision_potential = {
    key = convert_tribal_to_castle
    title = event_target:saved_barony_title
}

is_trade_post_decision_potential = {
	key = abandon_trade_post
	title = 78 # province ID
}
Control
is_connected_to province/title(county) clause Checks if two provinces are connected via some realm's territory. Can be somewhat performance intensive, so use sparingly.
Parameter Type Description
target capital/
realm_capital/
scope
Required. What province to find a connection to. Alternatively takes a scope that can be resolved to a province.
sea_gap bool Whether to allow pathing through gaps of a single sea province. Defaults to "no". Can't path through lakes.
land_gap bool Whether to allow pathing through gaps of a single land province. Defaults to "no". Can't path through wastelands.
sub_realm bool/scope Which realm to allow pathing through. "yes" for the sub-realm of the province owner. "no" for the realm of the top-liege. Alternatively takes a scope that can be resolved to a character. Defaults to "yes".
naval_distance bool/int Whether to allow pathing by sea (any number of provinces). Can take a number instead to use a max distance from already found ports.
is_connected_to = {
    sub_realm = no
    target = realm_capital
    land_gap = yes
    naval_distance = yes
}
Provinces
is_descendant_of character character (2.8) Checks if the scoped character descends from the target character, within up to sixteen generations (for performance reasons). Expensive, so use with care. is_descendant_of = ROOT Characters
is_dying character bool Checks if character is about to die. Used for on_actions called just when character dies, such as on_chronicle_owner_change,, on_death and on_new_holder. is_dying = yes Characters
is_father character character Checks if the scoped character is the father of the target character is_father = FROM Family
is_father_real_father character bool Checks if the character's father and real father are the same character. is_father_real_father = yes Family
is_female character bool Checks the gender of a character. is_female = yes Characters
is_feudal character/title bool Checks if government is part of feudal_governments group. is_feudal = yes Government
is_flanking flank bool Checks if scoped flank is flanking an enemy flank is_flanking = yes Wars
is_foe character character Checks if the left-hand character is a rival of or has an opinion modifier with crime = yes toward the right-hand character is_foe = ROOT Relations
is_former_lover character bool Checks if the two characters used to be lovers is_former_lover = ROOT Marriage
is_friend character character Checks if the character is a friend of the target character. This is a symmetric relation. is_friend = ROOT Relations
is_grandchild_of character character (2.8) Checks if the scoped character is the son or daughter of the target character's son or daughter. is_grandchild_of = ROOT Characters
is_grandparent_of character character (2.8) Checks if the scoped character is the father or mother of the target character's father or mother. is_grandparent_of = ROOT Characters
is_guardian character character Checks if the scoped character is the guardian of the target character is_guardian = ROOT Guardianship
is_hard_to_convert character/province bool Checks if the character or province's religion has the field hard_to_convert = yes is_hard_to_convert = yes Religion
is_heir character bool/character/title Checks if a character is first in the succession line of a title. If the target is a character, uses their primary title.
is_heir = no
is_heir = event_target:scoped_ruler
is_heir = event_target:scoped_title
Character
is_heresy_of character/province character/province/title/religion Checks if scope's religion is a heresy of the target scope's religion. is_heresy_of = ROOT Religion
is_heretic character/province bool Checks if the scope's religion is a heresy. is_heresy = yes Religion
is_holy_site title Anything with a religion Checks if a barony/county is a holy site of the target scope's religion is_holy_site = nestorian Religion
is_ill character bool Checks if the scoped character has at least one traits with is_illness = yes. Note that all symptom traits also have this flag. is_ill = no
is_immune_to_pruning character bool Checks if the character has been flagged with the set_immune_to_pruning command, or by the internal game logic, and will not be culled from AI courts or savegames to reduce file size/memory use. is_immune_to_pruning = yes Characters
is_important_character_to character character Checks if scoped character is marked as a special interest by the target character. is_important_character_to = ROOT Characters
is_in_same_unit_as character character Checks if the two characters are in the same unit. Does NOT check every unit on a side of a combat, unlike any/random_unit_leader. is_in_same_unit_as = ROOT Wars
is_in_society character bool Checks if a character is in a society is_in_society = yes Societies
is_incapable character bool Checks if the character is incapable. With the addition of sick_incapable in Reaper's Due, it's important to use this conditional instead of checking for trait = incapable. is_incapable = no Health
is_indestructible artifact bool Checks if the artifact is defined with indestructible = yes. is_indestructible = yes Artifacts
is_interested_in_any_society character bool Checks if character is currently showing interest in a society or not. is_interested_in_any_society = yes Societies
is_ironman character bool Checks if Ironman Mode is enabled. is_ironman = yes Control
is_island province bool Checks if the province exists in island_region.txt. is_island = yes Provinces
is_land province bool Checks if province is not a sea province. Land provinces include wasteland provinces. Also see has_owner. is_land = yes Provinces
is_landed character bool Checks if a character owns a landed title. Note that landed characters are also rulers (satisfy is_ruler = yes). is_landed = yes Characters
is_landed_title_being_created X title bool Purpose unknown is_landed_title_being_created = yes Titles
is_landed_title_allowed X character title Checks if the character fulfills the allow conditions of a particular title. is_landed_title_allowed = e_hre Characters
is_landless_type_title title bool Checks if a title can be held by a landless ruler (theocratic religion heads, mercenaries, holy orders, Aztec/Mongol empire on invasion, before conquering land) is_landless_type_title = yes Titles
is_liege_of character character/title/province Check if the scoped character is the direct liege of the target character. is_liege_of = ROOT Vassalage
is_liege_or_above character/province character/title/province Check if the target character is a direct or indirect liege of the scoped character. Reads unintuitively, so use is_vassal_or_below_of instead. is_liege_or_above = FROM Vassalage
is_liege_or_above_of X character character Checks if scoped character is a direct or indirect liege of the target character. is_vassal_or_below_of = ROOT Vassalage
is_local_human_observer any bool Checks if the local game is in observer mode is_local_human_observer = yes Control
is_located_in title character/title Checks if the target character is located anywhere in the scoped title's de jure vassal titles.
crusade_target = {
    is_located_in = ROOT
}
Provinces
is_looting X character bool Checks if a character is leading a army that is currently looting. is_looting = yes Wars
is_looting_in character province Checks if a character is leading an army that is currently looting in the target province. is_looting_in = ROOT Wars
is_lover character bool/character Checks if this character is a lover of the target character. This is a symmetric relation. is_lover = ROOT Marriage
is_lowborn character bool Checks if the character is lowborn (has no dynasty). Fixed in 2.8. (In versions prior to 2.8, it worked backwards: setting it to no will pick out characters that are actually lowborn.) Equivalent to dynasty = none is_lowborn = no Characters
is_main_spouse character bool Checks if this character is their spouse's primary spouse. (Although written gender neutral, there are no multiple-husband polygamies in CK2.) is_main_spouse Marriage
is_marriage_adult character bool Checks if the character is old enough to marry, based on AGE_OF_MARRIAGE_MALE and AGE_OF_MARRIAGE_FEMALE. Set to 16 in vanilla, equal to adulthood age. is_marriage_adult Marriage
is_married character bool/character Checks if the character is married. is_married = yes Marriage
is_married_matrilineally character bool Checks if the character is married matrilineally to their primary spouse. is_married_matrilineally = yes Marriage
is_merchant_republic character/title bool Checks if character leads a merchant republic or if title is a merchant republic. is_merchant_republic = yes Government
is_mother character character Checks if the scoped character is the mother of the target character. is_mother = ROOT Family
is_multiplayer_host_character character bool Checks if scoped character is the host in a multiplayer game. Also evaluates to true for the player in a singleplayer game. is_multiplayer_host_character = yes Control
is_name_randomized religion/culture bool Checks if the scoped religion/culture has a randomized name is_name_randomized = yes Control
is_navy X unit bool Checks if a unit is a fleet. is_navy = yes Units
is_neutral X character bool Checks if a character has no vice traits and no virtue traits is_neutral = yes Traits
is_nibling_of character character (2.8) Checks if the current scoped character is a niece/nephew of the target character (colloquially known by the gender-neutral "nibling"). is_nibling_of = ROOT Characters
is_nomadic character bool Checks if character government is part of nomadic_governments group. is_nomadic = yes Government
is_occupied title/province bool Checks if a barony or county is occupied by enemy troops. Does not work on duchy or above.
any_demesne_title = {
    lower_tier_than = DUKE
    is_occupied = no
}
Wars
is_offmap_governor character bool Checks if this character is a governor of an offmap power. Warning: Use this condition with care! Broken in 3.3.4[4]. Wrapping it inside NOT = {} does work. is_offmap_governor = yes Offmap
is_offmap_ruler character bool Checks if the character is the ruler of an offmap power. is_offmap_ruler = no Offmap
is_offmap_tag offmap id Checks if the current scoped offmap power is the offmap power with the specified ID. is_offmap_tag = offmap_china Offmap
is_offmap_tag_including_dead character id Checks if this character is the current ruler of the target offmap power, or died as its ruler. Used for Chinese clothing for portraits. is_offmap_tag_including_dead = offmap_china Portraits
is_older_than character character Checks if the scoped character is at least as old as the target. is_older_than = ROOT Characters
is_opposite_sex character character Checks if the scoped character and target character are of opposite sexes. is_opposite_sex = ROOT Characters
is_or_was_offmap_power_ruler character bool Checks if the scoped character is currently the ruler (holder) of the specified offmap power, or died while holding that title. is_or_was_offmap_power_ruler = yes Offmap
is_parent_religion character character/province/title Checks if the current scope's religion is the parent religion of the target's scope religion. is_parent_religion = ROOT Religion
is_powerful_vassal character bool Checks if a character is considered a powerful vassal. If Conclave is enabled, these vassals have a raised fist icon and expect a seat on the council. The trigger works even without Conclave. Also see among_most_powerful_vassals. is_powerful_vassal = yes Realm
is_parent_of character character (2.8) Checks if the current scoped character is the mother or father of the target character. is_parent_of = ROOT Characters
is_patrician character bool Checks if a character has a family palace holding. is_patrician = yes Government
is_pilgrim character bool Checks if a character has a trait with pilgrimage = yes. is_pilgrim = no Characters
is_playable character bool Checks if the character is at least count tier or a patrician, even if of an unplayable government. is_playable = no Characters
is_plot_active character bool Checks if the plot can currently not be cancelled through the interface. is_plot_actiuve = yes Objectives
is_plot_target_of character character Checks if the target character is currently plotting against the scoped character. is_plot_target_of = ROOT Objectives
is_preferred_holding_type title character Checks if the title is a preferred holding type of the target character, based on government. Uses de jure capital for titles above count-tier, uses county capital holding for titles above baron-tier. is_preferred_holding_type = FROM Rulers
is_pregnant character bool Checks if a character is pregnant, even before on_pregnancy fires. is_pregnant = no Characters
is_preparing_crusade character/title/province/society/religion bool Checks if the scope's religion is preparing a new-style Crusade. Also see has_crusade_war_started. is_preparing_crusade = yes Wars
is_pretender character/title bool Checks if a character is a pretender to any title, or if ROOT is a pretender to the scoped title (ROOT is always the claimant in CB definitions). is_pretender = yes Titles
is_priest character bool Checks if character is either a Court Chaplain or landed with the Theocracy government type is_priest = yes Characters
is_primary_heir character bool/character Checks if the scoped character is heir to the primary title of the target character. When used as is_primary_heir = yes, checks if the scoped character is heir to their liege's primary title. is_primary_heir = ROOT Titles
is_primary_holder_title title bool Checks if the scoped title is the primary title of its holder. is_primary_holder_title = yes Rulers
is_primary_holder_title_tier title bool Checks if the scoped title is of the same tier as the holder's primary title. is_primary_holder_title_tier = yes Tier
is_primary_type_title title bool Checks if the title has the primary = yes flag. AI should always make/keep such titles their primary title. Commonly used for mercenaries, religious heads, holy orders, etc. is_primary_type_title< = yes/code> Titles
is_primary_war_attacker character bool Checks if the character is the primary attacker in at least one war. is_primary_war_attacker = yes Wars
is_primary_war_defender character bool Checks if the character is the primary defender in at least one war. is_primary_war_defender = yes Wars
is_quest_target character/title/province bool Checks if the current scope is being targeted by a quest. is_quest_target = yes Societies
is_quest_target_of character/title/province bool Checks if the current scope is being targeted by any quest the given character has. is_quest_target_of = ROOT Societies
is_random_world any bool Checks if the world is randomised. Also see is_shattered_world and is_alternate_start is_random_world = yes Control
is_recent_grant title bool Checks if it has been MIN_REVOKE_MONTHS_AFTER_GRANT months since the title was granted. The vanilla value is 12. is_recent_grant = no Titles
is_reformed_religion anything with a religion bool/character Checks if the scope's religion is a reformed religion, or the reformed religion of the target scope's religion. is_reformed_religion = ROOT Religion
is_reincarnated character bool Checks if the character is another character's reincarnation. is_reincarnated = yes Family
is_religion_crusade_target Any with a religion bool Checks if religion of the current scope is being targeted by a new-style crusade is_religion_crusade_target = yes Religions
is_republic character/title bool Checks if government is part of republic_governments group. is_republic = yes Government
is_retreating X flank bool Checks if scoped flank is retreating from combat is_retreating = yes Wars
is_rival character character Checks if the character is a rival of the target character. This is a symmetric relation. is_rival = ROOT Relations
is_ruler character bool Checks if the character has any landed title. Note that the character may not necessarily be landed (is_landed = false) in case of mercenaries, holy orders, or adventurers (in general, landless type titles). is_ruler = yes Rulers
is_save_game character bool Checks if is a saved game (used for startup events). is_save_game = yes Characters
is_seafarer character bool Checks if the scope's culture or religion has the seafarer flag set. is_seafarer = yes Characters
is_senior_consort_party character bool Checks if the scoped character has concubines/consorts rather than being someone's concubine/consort. is_senior_consort_party = yes Marriage
is_shattered_world any bool Checks if the world is shattered. Also see is_random_world and is_alternate_start is_shattered_world = yes Control
is_society society society Checks if the currently scoped society is the same as the given one. is_society = the_satanists Societies
is_society_discovered character bool Checks if the scoped character has been "revealed" as part of a secret society, whether they're actually a member of it or not. is_society_discovered = yes Societies
is_society_discovered_real X character bool Checks if the scoped character has been revealed as part of a secret society, and they are actually part of it. is_society_discovered_real = yes Societies
is_society_grandmaster character bool Checks if scope character is the grandmaster of their society. is_society_grandmaster = yes Societies
is_society_rank_full any clause Checks if named society's rank is full.
is_society_rank_full = {
    society = the_plaguebringers
    rank >= 1
}
Societies
is_sub_unit_leader X character bool Checks if the character is the leader of a subunit. is_sub_unit_leader = yes Wars
is_theocracy character/title bool Checks if government is part of theocracy_governments group. is_theocracy = yes Government
is_title_active any title Checks if the landed title is active. An inactive title cannot be created. See the activate_title command.

To check whether a title currently exists, use has_holder = yes instead.

is_title_active = d_knights_templar
is_title_active = THIS
Titles
is_titular title bool Checks if a title has no de jure vassal titles is_titular = no Titles
is_tribal character/title(holding) bool Checks if government is part of tribal_governments group. is_tribal = yes Government
is_tribal_type_title title bool Checks if the title has the tribe = yes flag set. No longer used since the introduction of tribal government types. is_tribal_type_title = yes Titles
is_tributary character bool/clause Character is tributary to a suzerain. type can specify what type of tribute they pay - if omitted, this will evaluate true for any type of tribute. suzerain can specify who they pay tribute to - if omitted, this will evaluate true if the character is a tributary of any suzerain.
is_tributary = yes

is_tributary = {
    type = imperial
    suzerain = FROM
}
Vassalage
is_twin_of X character character Checks if the scoped character is the target character's twin. is_twin_of = ROOT Characters
is_valid_attraction character character Checks if both characters are old enough to marry and not already married is_valid_attraction = ROOT Marriage
is_valid_romance_target character character Checks if both characters are adults, not incapable, either homosexual or of different sex and that they are of divine blood religions or not close kin. is_valid_romance_target = ROOT Marriage
is_valid_viking_invasion_target title character Checks if the target holds the between MIN_PREP_INV_TARGET_HOLDINGS and MAX_PREP_INV_TARGET_HOLDINGS de jure counties of the scoped title. Vanilla values are 9 and 50. is_valid_viking_invasion_target = FROM Wars
is_variable_equal character/province clause Checks if a variable has the exact value, instead of standard >= check. See variables. As of 2.8, check_variable has the same functionality, making this trigger obsolete.
is_variable_equal = {
    which = xxx
    value = xxx
}
Control
is_vassal_or_below character character Check if the target character is a direct or indirect vassal of the scoped character. Reads unintuitively, so use is_liege_or_above_of instead. is_vassal_or_below = ROOT Vassalage
is_vassal_or_below_of character character Checks if scoped character is a direct or indirect vassal of the right hand side character. Actually intuitive (literal opposite of is_vassal_or_below), reads from left to right. is_vassal_or_below_of = ROOT Vassalage
is_vice_royalty title bool Checks if the title has the vice_royalty=yes flag on. is_vice_royalty = no Titles
is_virtous character bool Checks if character has at least 1 virtue and no vices. Note the spelling error! is_virtous = yes Traits
is_voter character bool Checks if character votes on the council (i.e. holds a position or minor title with the flag is_voter = yes). Also see has_position. is_voter = yes Council
is_wicked character bool Checks if character has at least 1 vice and no virtues is_wicked = yes Traits
is_winter province bool Checks whether a province is currently experiencing a winter. To check whether it could experience a winter at all, regardless of current condition, use climate. is_winter = yes Provinces
is_within_diplo_range character/province character Checks if the current scope is inside the diplomatic range of the target character. Enables diplomatic interaction with current scope('s owner) for target scope. is_within_diplo_range = FROM Relations
leader_traits character int Number of traits with leader = yes. leader_traits >= 1 Traits
leads_faction character bool/faction Checks if a character is leading a/no/specific faction. Also see the supported_claimant and supported_claimant_title scopes. leads_faction = faction_succ_seniority Factions
learning character character/int Checks a character's personal learning attribute against another character or a fixed integer value. Also see realm_stewardship.
stewardship < 7
stewardship >= FROM
Characters
lifestyle_traits character int Checks the character's number of traits with lifestyle = yes, normally 0 or 1 in vanilla, used to limit hand-out of such traits to characters without one. lifestyle_traits < 1 Traits
liked_by_offmap character clause Checks whether the scoped character matches the current like of the offmap power of the specified type. If the like has a context, the context parameter must match to return true. If the like has no context, the context parameter must be omitted to return true.
liked_by_offmap = {
    type = offmap_china
    context = eunuch
}
Offmap
likes_better_than character clause Checks if the scoped character likes who equally or better than than. Equivalent to opinion_diff with value >= 0.
likes_better_than = {
    who = spouse
    than = liege
}
Opinion
loot unit int Checks how much loot an army is carrying. loot >= 1000 Wars
lower_real_tier_than character character/tier Same as lower_tier_than but ignores temporary titles lower_real_tier_than = EMPEROR Tier
lower_tier_than character/title character/title/tier Checks if the current scope is of a strictly lower tier than the target character/title/tier. lower_tier_than = DUKE Tier
manpower_growth X character int Checks manpower growth of a nomad ruler manpower_growth >= 100 Character
martial character character/int Checks a character's personal martial attribute against another character or a fixed integer value. Also see realm_martial.
martial < 7
martial >= FROM
Characters
max_manpower character int Checks the maximum manpower of a nomadic ruler. max_manpower >= 500 Clans
max_population X character int Checks the maximum population of a nomadic ruler. max_population >= 30000 Clans
max_population_and_manpower X character int Checks the sum of the maximum manpower and maximum population of a nomadic ruler. max_population_and_manpower >= 40000 Clans
max_realm_levy_diff X character clause Checks the difference between the scoped ruler's maximum realm levies and the target ruler's maximum realm levies.
max_realm_levy_diff = {
    who = ROOT
    value >= 3000
}
Warfare
mercenary character/title bool Checks if a title or character's primaray title has the mercenary = yes flag. mercenary = no Titles
mercenary_siphon_factor title double Checks the percentage of payment factor [?] from a created mercenary band to its creator. mercenary_siphon_factor >= 0.05 Titles
month any int Checks the in-game month number, ranging from 0 (January) to 11 (December). month == 10 Control
month_of_birth character int Checks the character's birth month, ranging from 0 (January) to 11 (December). month_of_birth < 7 Characters
monthly_income character/title (holding) double Checks the monthly income of a character or a holding (barony tier title). monthly_income >= 6 Money
monthly_piety X character double Checks the character's monthly piety change. monthly_piety < 0 Characters
monthly_prestige X character double Checks the character's monthly prestige change. monthly_prestige >= 3 Characters
multiplayer any bool Checks if the game is multiplayer or single-player. multiplayer = yes Control
non_interference character character Checks if the scoped character will not take hostile action against the target character. See Society_modding for details. non_interference = FROM Characters
num_culture_provinces anything with a culture int Checks the number of provinces in the world with the current scope's culture. num_culture_provinces < 10 Culture
num_culture_realm_provs character clause Checks the number of provinces with target culture in scoped character's realm.
num_culture_realm_provs = {
    culture = swedish/ROOT
    value >= 8
}
Culture
num_religion_provinces anything with a religion int Checks the number of provinces in the world with the current scope's religion. num_religion_provinces > 20 Religion
num_fitting_characters_for_title title int Checks how many characters in ones court that would fit for a specific title. Also see the best_fit_character_for_title</code scope. num_fitting_characters_for_title < 3 Title
num_of_artifacts character int Checks the number of artifacts a character owns. num_of_artifacts >= 3 Artifacts
num_of_baron_titles X character int Checks the number of baron-tier titles a character personally holds num_of_baron_titles >= 3 Titles
num_of_baron_titles_in_realm X character int Checks the number baron-tier titles held in a character's subrealm. num_of_baron_titles_in_realm < 5 Titles
num_of_buildings title int Checks how many buildings a holding currently has. num_of_buildings >= 1 Holdings
num_of_children character int Checks the total number of children a character has, alive or dead. num_of_children >= 4 Family
num_of_claims character int Checks the number of claims a character has, of any kind (weak or strong, pressed or unpressed). num_of_claims >= 2 Claims
num_of_consorts character int Checks the number of consorts/concubines a character has. num_of_consorts < 3 Marriage
num_of_count_titles character int Checks the number of baron-tier titles a character personally holds num_of_baron_titles >= 3 Titles
num_of_count_titles_in_realm character int Checks the number of count titles in the scoped character's realm. Equivalent to counting the number of provinces in the scope's realm, assuming that there are no titular count titles (which are not properly supported in any case and should generally be avoided). num_of_count_titles_in_realm >= 35 Titles
num_of_courtiers X character int Checks how many courtiers a ruler has num_of_courtiers < 30 Rulers
num_of_demesne_castles X character int Checks how many castle holdings a character personally holds num_of_demesne_castles >= 3 Rulers
num_of_demesne_cities X character int Checks how many city holdings a character personally holds num_of_demesne_cities >= 3 Rulers
num_of_demesne_empty_provinces X character int Checks how many empty provinces a character personally holds num_of_demesne_empty_provinces >= 3 Rulers
num_of_demesne_tribes X character int Checks how many tribal holdings a character personally holds num_of_demesne_castles >= 3 Rulers
num_of_demesne_temples X character int Checks how many temple holdings a character personally holds num_of_demesne_temples >= 3 Rulers
num_of_duke_titles character int Checks how many duke-tier titles a character personally holds num_of_duke_titles >= 3 Titles
num_of_duke_titles_in_realm X character int Checks how many duke-tier titles are held in a character's subrealm num_of_duke_titles_in_realm < 5 Titles
num_of_dynasty_members character int Checks the number of dynasty members of the scoped character. Includes dead members. num_of_dynasty_members >= 3 Family
num_of_emperor_titles character int Checks the number of empire-tier titles a character personally holds. num_of_empire_titles > 1 Titles
num_of_empty_holdings province int Checks how many empty holding slots a province has. Note that settlements under construction do not count as empty. num_of_empty_holdings > 0 Provinces
num_of_extra_landed_titles character int Checks how many titles a character can give away by diplomatic interaction (?) num_of_extra_landed_titles >= 1 Titles
num_of_faction_backers character clause Checks a vassal's number of supporters for a given faction
num_of_faction_backers = {
    faction = faction_increase_council_power
    value >= 0
}
Factions
num_of_feuds character int Checks how many feuds a nomadic ruler has. num_of_feuds >= 3 Clans
num_of_forts X character int Checks the number of forts a character controls. num_of_forts > 0 Rulers
num_of_forts_diff X character clause Checks the difference in number of forts controlled between two characters.
num_of_forts_diff = {
    character = FROM
    value >= 3
}
Rulers
num_of_friends character int Checks how many friends a character has num_of_friends <= 5 Relations
num_of_government_vassals character clause Checks the number of vassals with a specific government a ruler has. To check the numbers of a government type, use any_vassal = { count = x ) with is_feudal/tribal/republic/theocracy/nomadic.
num_of_government_vassals = {
    government = merchant_republic_government
    value >= 1
}
Governments
num_of_holy_sites character int Checks how many holy sites the scoped ruler controls of their own religion. num_of_holy_sites > 2 Religion
num_of_hospitals X character int Checks the number of hospitals the character controls num_of_hospitals >= 1 Rulers
num_of_hospitals_diff X character clause Checks the difference in number of hospitals controlled between two characters.
num_of_hospitals_diff = {
    character = FROM
    value >= 3
}
Rulers
num_of_king_titles character int Checks how many king-tier titles a character personally holds num_of_king_titles >= 3 Titles
num_of_king_titles_in_realm X character int Checks how many king-tier titles are held in a character's subrealm num_of_king_titles_in_realm < 5 Titles
num_of_lovers character int Checks how many lovers a character has num_of_lovers < 5 Marriage
num_of_max_settlements province int Checks the total number of holding slots in a province. num_of_max_settlements < 7 Provinces
num_of_plot_backers character int Checks how many characters are backing the character's plot num_of_plot_backers >= 8 Objectives
num_of_prisoners character int Checks how many prisoners a character has. num_of_prisoners >= 1 Characters
num_of_realm_counties character clause Checks how many de jure counties of the target title the scoped character controls, either directly or indirectly.
num_of_realm_counties = {
    value = 6
    title = PREV
}
Rulers
num_of_rivals character int Checks how many rivals a character has num_of_rivals <=5 Relations
num_of_settlements province int Checks the number of fully constructed holdings the province has, normally capped at 7. Does not count holdings currently being constructed. num_of_settlements >= 3 Provinces
num_of_society_members character/society int (2.8) Checks the number of members in the scoped society or scoped character's society. num_of_society_members < 5 Societies
num_of_subrealm_castles

num_of_subrealm_cities
num_of_subrealm_empty_provinces
num_of_subrealm_tribes
num_of_subrealm_temples



X
X
X
character int Checks how many holdings of a specific type are inside of a character's subrealm, meaning held either personally or by a (sub)vassal.
num_of_subrealm_cities < 20
num_of_subrealm_castles >= 10
Rulers
num_of_spouses character int Checks how many characters the scoped character is married to num_of_spouses < 3 Marriage
num_of_symptoms character int Checks the number of traits with is_symptom = yes num_of_symptoms >= 1 Health
num_of_titles character int Checks the number of titles directly held by the character. Note that for this condition each County title is worth 2 (it includes the capital barony) while Barony, Duchy, Kingdom and Empire-tier titles are worth 1 each. num_of_titles < 2 Titles
num_of_titles_in_realm X character int Checks the number of titles held in the character's subrealm. Note that for this condition each County title is worth 2 (it includes the capital barony) while Barony, Duchy, Kingdom and Empire-tier titles are worth 1 each. num_of_titles_in_realm > 120 Titles
num_of_trade_posts character int Checks the number of trade posts controlled by the character num_of_trade_posts < 10 Rulers
num_of_trade_post_diff character clause Checks the difference in number of trade posts controlled between two characters.
num_of_trade_post_diff = {
    character = FROM
    value >= 10
}
Rulers
num_of_traits character int Checks the total number of traits of a character num_of_traits < 10 Traits
num_of_unique_dynasty_vassals X character int Checks the number of vassals of distinctly different dynasties (excluding the dynasty of scoped character). num_of_unique_dynasty_vassals >= 4 Vassalage
num_of_vassals character int Checks how many direct vassals a character has. num_of_vassals > 0 Vassalage
num_of_wonder_upgrades wonder int Checks how many wonder upgrades a character'swonders have together. num_of_wonder_upgrades >= 2 Wonders
num_of_wonders province/character int Checks how many wonders (that have completed at least stage 1) the scoped character owns, or checks if a province has a wonder. num_of_wonders >= 1 Wonders
num_religion_realm_provs X character clause Checks the number of provinces of target religion in scoped character's realm
num_religion_realm_provs = {
    religion = ROOT
    value >= 6
}
Rulers
num_title_realm_provs title clause Checks the number of counties in the target character's realm. Only works in kingdom title scopes.
num_title_realm_provs = {
    who = ROOT
    value >= 6
}
Rulers
num_traits character int Alias of num_of_traits num_of_traits < 5 Traits
obedient character character Checks if the scoped character is obedient to the target character, e.g. has an opinion modifier with obedient = yes toward the target character. obedient = FROM Relations
offmap_has_dislike offmap string Checks ifthe scoped offmap power has their current dislike assigned to the named scripted trigger. Note that in spite of dislike being negative, the vanilla triggers are shared between likes and dislikes, and therefore named in the positive (e.g., the current dislike may be likes_wealth -- do not use dislikes_wealth). offmap_has_dislike = likes_wealth Offmap
offmap_has_like offmap string Checks whether the scoped offmap power has their current like assigned to the named scripted trigger. offmap_has_like = likes_concubines Offmap
opinion character clause Checks the scope's opinion of who
opinion = {
    who = ROOT
    value >= 25
}
Opinion
opinion_diff character clause Checks the scoped character's opinion difference between first and second.

as_if_liege = yes also applies the liege-vassal opinion modifiers (vassal_opinion, etc.) and is used in factions, to decide if a character would like someone better as their liege than another one (and therefore would join a faction seeking to replace him).

opinion_diff = {
    first = liege
    second = FROM
    value >= 25
    as_if_liege = yes
}
Opinion
opinion_levy_raised_days character clause Checks how many days the scoped character's opinion has been worsening due to having raised liege levies by the target character, who should be the vassal's liege. Doesn't apply if the government/religion allows raising vassal troops without opinion penalties.
opinion_levy_raised_days = {
    who = ROOT
    days >= 30
}
Opinion
overlord_of character character Rarely used alias for is_liege_of. Generates no tooltip!
holder_scope = {
    overlord_of = FROM
}
Rulers
over_max_demesne_size character int Checks how far the scoped character is over their demesne limit, or under the limit, with negative values. over_max_demesne_size >= 4 Rulers
over_vassal_limit character int Checks how far the scoped character is over their vassal limit, or under the limit, with negative values. over_vassal_limit <= -5 Rulers
owed_favor_activated_by X character character/title/province Checks if the scoped character was owed a favor activated by target character. The reverse condition is held_favor_activated_on. Province scopes must be relative or saved event targets, since numbers are interpreted as character IDs. owed_favor_activated_by = ROOT
owes_favor_to character character Checks if a character owes a favor to another character. The reverse condition is holds_favor_on. owes_favor_to = ROOT
owned_by province character Checks if the province is owned by the target character owned_by = ROOT Rulers
owns character title/province Checks if the character owns the target province
owns = 333 # Rome
owns = PREVPREV
Rulers
owns_mercenary_units character bool Checks if character is currently hiring mercenary at least one mercenary band. owns_mercenary_units = yes
pacifist character bool Checks if the character's religion has the pacifist = yes flag. pacifist = yes Characters
pays_tribute_to character character Checks if the character is a tributary of the target character. pays_tribute_to = ROOT Characters
personal_opinion character clause Similar to opinion, but does not take state diplomacy, laws or any other such state concerns into account.
personal_opinion = {
    who = FROM
    value >= 0
}
Opinion
personal_opinion_diff character clause Similar to opinion_diff, but does not take state diplomacy, laws or any other such state concerns into account
personal_opinion_diff = {
    first = ROOT
    second = liege
    value >= 5
}
Opinion
personality_traits character int Checks the number of traits with personality = yes personality_traits < 5 Traits
phase Combat skirmish/melee/pursuit Checks the current phase of the scoped combat flank
combat = {
    phase = melee
}
Characters
piety character float Checks how much piety a character has. piety >= 1000 Characters
plot_is_known_by character character Checks if a plot is known by the target character plot_is_known_by = ROOT Objectives
plot_months X character character Checks for how many months a character has been plotting plot_months >= 12 Objectives
plot_power character double Checks the plot power of a character's plot. Typically ranges from 0.5 to 4.0 (50% to 400%) in vanilla. plot_power >= 1.0 Objectives
plot_power_contribution character clause Checks the scoped charater's plot power contribution to the target character's plot.
plot_power_contribution = {
    plotter = ROOT
    power >= 0.025
}
Objectives
population character int Checks the current population of a nomadic ruler. population >= 10000 Clans
population_and_manpower character int Checks the sum of the population and manpower of a nomadic ruler. population_and_manpower >= 10000 Clans
population_and_manpower_growth X character int Checks the monthly growth of a nomadic ruler's population and manpower combined. population_and_manpower_growth >= 500 Clans
population_factor character double Checks a nomadic ruler's current population divided by their maximum population. population_factor >= 0.9 Clans
population_growth X character int Checks the monthly population growth of nomadic ruler population_growth >= 200 Character
port province bool Checks if the province is coastal. Tooltip is less descriptive than that of is_coastal. port = yes Provinces
prev_policy offmap policy Checks if the scoped offmap power previously had the specified offmap policy. has_policy = china_isolationist Offmap
prev_policy_flag X offmap string Checks if the scoped offmap power previously had the specified flag in its previous offmap status modifier's flags list. prev_policy_flag = disallow_troops Offmap
prev_status offmap status Checks if the scoped offmap power previously had the specified offmap status modifier. prev_status = china_plague Offmap
prev_status_flag X offmap string Checks if the scoped offmap power previously had the specified flag in its previous offmap status modifier's flags list. prev_status_flag = disallow_troops Offmap
preparing_invasion character bool Checks if the character has an opinion modifier with preparing_invasion = yes against any other character. preparing_invasion = no Wars
practical_age X character int Checks the apparent age of the character, taking immortality into account -- e.g., if the character became immortal at age 40, this will yield 40 rather than their true age. practical_age > 40 Health
prestige character float Checks how much prestige a character has. prestige >= 5000 Characters
prisoner character bool Checks if a character is imprisoned. prisoner = no Characters
province province province/title Checks currently scoped province to be the same as another. For titles above count tier, uses its de jure capital province.
ROOT = {
    capital_scope = {
	province = PREVPREV
    }
}
Provinces
province_id province int Alias for province province_id = 123 Provinces
quality artifact int Checks if the quality of the scoped artifact compares correctly to the given value. quality == 4 Artifacts
race character culture/character Same as culture condition. Checks if a character's culture matches that of a specified culture or character. This is different from graphical_culure, i.e when comparing two cultures that have the same culturegfx, race still evaluates to false. race = horse Character
raised_manpower X character int Checks raised manpower of nomad ruler raised_manpower >= 2000 Character
random any int Checks the outcome of a random roll from 0-99.
random < 85 # 85% chance
random = 45 # 55% chance
Control
real_day_of_year X any int Checks the day of the month on the computer. Ranges from 0 to 30. Checks if the day is at least the specified number, so use two checks to narrow down a range. Generates no tooltip. To check if it's the 25th day of month:
real_day_of_year = 24
NOT = { real_day_of_year = 25 }
Control
real_month_of_year any int Checks the day month of the year on the computer. Ranges from 0 (January) to 11 (December). Checks if the month is at least the specified number, so use two checks to narrow down a range. Generates no tooltip. To check if it's the 10th month (October):
real_month_of_year = 8
NOT = { real_month_of_year = 10 }
Control
real_tier character/title character/title/tier Same as tier but ignores temporary titles real_tier = ROOT Tier
realm_character_percent X character clause Returns true if the percentage of characters in the scoped character's realm fulfilling the condition is equal to or greater than the target.
realm_character_percent = {
    target = 0.05
    trait = genius
}
Rulers
realm_diplomacy character character/int Checks a character's state diplomacy attribute against another character or a fixed integer value. Also see diplomacy.
realm_diplomacy < 20
realm_diplomacy >= FROM
Rulers
realm_intrigue character character/int Checks a character's state intrigue attribute against another character or a fixed integer value. Also see intrigue.
realm_intrigue < 20
realm_intrigue >= FROM
Rulers
realm_learning X character character/int Checks a character's state learning attribute against another character or a fixed integer value. Also see learning.
realm_learning < 20
realm_learning >= FROM
Rulers
realm_levies character int Checks a ruler's current total realm levies. realm_levies < 6000 Warfare
realm_levy_diff character clause Checks the difference in total current troop strength between the scoped ruler and the target ruler.
realm_levy_diff = {
    who = ROOT
    value >= 3000
}
Warfare
realm_martial character character/int Checks a character's state martial attribute against another character or a fixed integer value. Also see martial.
realm_martial < 20
realm_martial >= FROM
Rulers
realm_size character int Checks the total number of holdings in the realm, including patricians' family palace holdings. realm_size >= 180 Rulers
realm_stewardship character character/int Checks a character's state stewardship attribute against another character or a fixed integer value. Also see stewardship.
realm_stewardship < 20
realm_stewardship >= FROM
Rulers
rebel character/title bool Checks if a title, or a character's primary title has the rebel = yes flag. Different from in_revolt, commonly used for scripted revolts, such as religious uprising, liberation revolt, decadence invasion, etc. rebel = yes Characters
region title,province region Checks if scope belongs to a geographical region. region = world_africa_east Province
regional_percentage any clause Checks what percentage of provinces in a particular region meets a set of conditions
regional_percentage = {
    region = world_india
    percentage >= 0.50
    OR = {
	religion = hindu
	religion = jain
    }
}
Province
relative_income X character clause Compares the income of two characters (?). Syntax unknown, does not work as of at least version 3.3.2. Wealth
relative_income_to_liege character float Compares the income of character and of his liege. Does not work as of at least version 3.3.2. relative_income_to_liege >= 0.5 Wealth
relative_power character clause Checks scoped character's troop strength divided by target's troop strength.
relative_power = {
    who = FROM
    power >= 4.0
}
Rulers
relative_power_including_allies_attacker character clause Checks troop strength of the scoped character and their potential allies in an offensive war divided by target's troop strength.
relative_power_including_allies_attacker = {
    who = FROMFROM # Defender
    power >= 0.8
}
Rulers
relative_power_including_allies_defender character clause Checks troop strength of the scoped character and their potential allies in a defensive war divided by target's troop strength.
relative_power_including_allies_defender = {
    who = FROM # Attacker
    power >= 2
}
Rulers
relative_power_to_liege character double Checks scoped character's troop strength divided by liege's troop strength. relative_power_to_liege >= 0.1 Vassalage
relative_realm_size character clause (2.8) Checks the scoped character's realm size divided by the target character's realm size.
relative_realm_size = {
    who = ROOT
    size < 1
}
Rulers
religion character/province/title/society/religion religion Checks if the current scope's religion equals the target scope's religion religion = FROM Religion
religion_allows_female_temple_holders character bool Checks religion flag allows_female_temple_holders religion_allows_female_temple_holders = yes Religion
religion_allows_male_temple_holders character bool Checks religion flag allows_male_temple_holders religion_allows_male_temple_holders = yes Religion
religion_authority character/province double Checks the current scope's religion's moral authority, ranging from 0 to 1. Does not fully support numerical operators! religion_authority >= 0.25 Religion
religion_distance X province/title character/province/title/society/religion Checks the distance to the closest province with the target religion.
religion_distance = {
    target = ROOT
    value > 300
}
Religion
religion_group character/province/title/society/religion/religionGroup religion Checks if the current scope's religion belongs to the target scope's religion group religion_group = ROOT Religion
republic_total_num_of_trade_posts character int Checks the number of trade posts across all patrician families in a merchant republic. republic_total_num_of_trade_posts >= 80
reverse_clan_opinion character clause Similar to clan_opinion, but with the scopes reversed.
reverse_clan_opinion = {
    who = FROM
    value >= 25
}
Opinion
reverse_clan_opinion_diff X character clause Similar to clan_opinion_diff, but with the current scope and first reversed.
reverse_clan_opinion_diff = {
    first = FROM
    second = PREV
    value >= 25
}
Opinion
reverse_combat_rating_diff X character clause Similar to combat_rating_diff, but with the scopes reversed.
reverse_combat_rating_diff = {
    who = FROM
    value >= 25
}
Attribute
reverse_has_cb X character character Similar to has_cb, but with the scopes reversed. reverse_has_cb = FROM Rulers
reverse_has_embargo X character character Similar to has_embargo, but with the scopes reversed. reverse_has_embargo = FROM Character
reverse_has_opinion_modifier character clause Similar to has_opinion_modifier, but with the scopes reversed.
reverse_has_opinion_modifier = {
    who = ROOT
    modifier = opinion_supported_pope
}
Opinion
reverse_has_truce character character Similar to has_truce, but with the scopes reversed.
liege = {
    reverse_has_truce = ROOT
}
Wars
reverse_opinion_levy_raised_days X character clause Similar to opinion_levy_raided_days, but with the scopes reversed.
reverse_opinion_levy_raised_days = {
    who = ROOT
    days >= 30
}
Opinion
reverse_max_realm_levy_diff X character clause Similar to max_realm_levy_diff, but with the scopes reversed.
reverse_max_realm_levy_diff = {
    who = ROOT
    value >= 3000
}
Warfare
reverse_opinion character/new clause Similar to opinion, but with the scopes reversed.
reverse_opinion = {
    who = ROOT
    value >= 0
}
Opinion
reverse_opinion_diff X character/new clause Similar to opinion_diff, but with the current scope and first reversed.
reverse_opinion_diff = {
    first = ROOT
    second = FROM
    value >= 0
}
Opinion
reverse_personal_opinion character clause Similar to personal_opinion, but with the scopes reversed.
reverse_personal_opinion = {
    who = FROM
    value >= 50
}
Opinion
reverse_personal_opinion_diff X character clause Similar to personal_opinion_diff, but with the current scope and first reversed.
reverse_personal_opinion_diff = {
    first = ROOT
    second = FROM
    value >= 0
}
Opinion
reverse_realm_levy_diff X character clause Similar to realm_levy_diff, but with the scopes reversed.
reverse_realm_levy_diff = {
    who = ROOT
    value >= 3000
}
Warfare
revolt_distance X character int Unknown functionality revolt_distance >= 100 Provinces (?)
revolt_risk province double Checks the revolt risk, as a percentage. revolt_risk >= 0.02 Provinces
rightful_religious_head character character Checks if the current scope considers the target character their religious head. Useful to filter out antipopes, pentarchs and autocephalous patriarchs, see example, combined with controls_religion = no. rightful_religious_head = THIS Religion
risks_minor_clan_rising character bool Checks if an independent nomadic ruler is below the maximum clan limit and holds far too many empty provinces. See defines MAX_CLANS, MAX_HOLDINGS_IN_NOMADIC_PROVINCE and MIN_CLAN_LAND_PROPORTION. risks_minor_clan_rising = yes Clans
ruled_years character/title int Checks how long a title has been held by its current holder, or how long a ruler has held their primary title. ruled_years >= 5 Rulers
same_guardian character character Checks if two characters have the same guardian. same_guardian = ROOT Guardianship
same_liege character character Checks if two characters have the same liege. same_liege = ROOT Vassalage
same_realm character/title character Checks if two characters have the same top liege. same_realm = ROOT Rulers
same_sex character character Checks if two characters have the same sex. same_sex = FROM Characters
same_regnal_name X character character Checks if two characters have the same regnal name for numbering purposes. Regnal names are currently defined as having the same first first name (E.G., "Gustav" and "Gustav Adolf" are the same regnal name), or the same cultural first first name (E.G., "Alfr_Alf" and "Alf_Alf" are the same regnal name). same_regnal_name = FROM Characters
same_society_as character character Checks if scope character is in the same society as target character. same_society_as = ROOT Societies
same_wonder_as X Wonder Wonder Checks if two wonders are the same.
same_wonder_as = FROM
same_wonder_as = event_target:saved_wonder
Societies
scaled_wealth character double/clause Check if character has the given wealth based on percentage of yearly income. Before 2.8, the clause syntax is not available.
scaled_wealth = 0.2

scaled_wealth = {
    value = 0.5
    min = 10
    max = 20
}
Money
score character int Checks the current score of the character score >= 100000
secret_religion character Anything with a religion Checks if character secretly follows the given religion
secret_religion = catholic
secret_religion = FROM
Religion
secret_religion_group character Anything with a religion Checks if character secretly follows a religion in the given religion group
secret_religion_group = christian
secret_religion_group = ROOT
Religion
settlement_age X holding int Checks the age of a holding. If pre-built in province history, a holding is considered built in 1.1.1 settlement_age < 20 Religion
shares_any_bloodline_with character character Checks if both characters have at least one bloodline in common shares_any_bloodline_with = PREV Bloodlines
shares_realm_border_with character character (2.8) Checks if any province in your realm (everything under your titles) borders any province in their realm. shares_realm_border_with Realm
sibling character character Checks if two characters have at least one parent in common. sibling = PREV Family
society_can_rank_down X character bool Checks if the character can rank down within their society society_can_rank_down = yes Societies
society_can_rank_up character bool Checks if the character can rank up within their society society_can_rank_up = yes Societies
society_currency character society Checks a charater's society currency. Can add a scaled_by_influence parameter to scale by society influence, going from a 70% reduction when the society is at 100% influence and going linearly to a 0% reduction at 0% influence society_currency >= 1000 Societies
society_has_active_progress society bool Checks if the society currently has an ongoing progress counter. society_has_active_progress = yes Societies
society_has_members society bool Checks if the society has any members. society_has_members = yes Societies
society_influence society/character/any int/clause Checks the scope's society's influence. If no society name is given, it will use either the society in the current scope, or the society of the character in the current scope.
society_influence >= 70

society_influence = {
    society = the_assassins
    value >= 50
}
Societies
society_is_active X society bool Checks if the society's active trigger is true. society_is_active = yes Societies
society_is_criminal character bool Checks if character's society is criminal society_is_criminal = no Societies
society_is_devil_worshiper character bool Checks if character's society is a devil worshiping society. society_is_devil_worshiper = no Societies
society_member_of character society Checks if character belongs to the given society society_member_of = monastic_order_buddhist Societies
society_progress society float Checks the society's current progress. society_progress < 25 Societies
society_rank character/int/clause society Checks if character's rank compares correctly to the given value. Can use clause to additionally check if character belongs to named society.
society_rank == 2

society_rank = {
    society = the_assassins
    rank == 3
}
Societies
society_type society society Alias for is_society, with a more verbose tooltip. society_type = FROM Societies
start_date any date Checks the initial start date of current game. start_date == 1066.9.15 Control
stewardship character character/int Checks a character's personal stewardship attribute against another character or a fixed integer value. Also see realm_stewardship.
stewardship < 7
stewardship >= FROM
Characters
stored_token_trigger character Casus Belli The selected CB, in context of voting on war declaration. Available in ROOT and FROM scopes. stored_token_trigger = claim_on_liege Council voting
supply_limit X province clause Compares the supply in the province for a given character and their leader against a value. The leader defaults to the current scope unless specified.
supply_limit = {
    for = ROOT
    leader = FROM
    value > 10
}
Wars
supported_checksum X any bool Checks to see if current checksum matches at least one supported checksum in the .mod files of any active mods (defined by supported_checksums = { ABCD EFGH } field). supported_checksum = no Control
symptom X character trait Alias for trait, with a different tooltip more fit for diseases, illnesses, symptoms, etc. symptom = malaise Health
TECH_INFANTRY

TECH_CAVALRY

TECH_SKIRMISH

TECH_MELEE

TECH_SIEGE_EQUIPMENT

TECH_RECRUITMENT

TECH_CASTLE_CONSTRUCTION

TECH_CITY_CONSTRUCTION

TECH_FORTIFICATIONS_CONSTRUCTION

TECH_TRADE_PRACTICES

TECH_CONSTRUCTION

TECH_NAVAL

TECH_NOBLE_CUSTOMS

TECH_POPULAR_CUSTOMS

TECH_RELIGIOUS_CUSTOMS

TECH_MAJESTY

TECH_CULTURE_FLEX

TECH_LEGALISM

character/province/title/holding(baron title) int Checks the current scope's technology. TECH_POPULAR_CUSTOMS >= 3 Provinces
technology_can_spread province bool Checks if any surrounding province or owner's demesne province has any lead in technology. technology_can_spread = yes Province
temporary title bool Checks if the title has the temporary = yes flag (revolt, claimant adventurer, ...). See the create_title command. temporary = yes Titles
terrain province terrain Checks the terrain of the province. Vanilla terrain types: forest, hills, mountain, plains, farmlands, steppe, desert, jungle, arctic, woods, marsh terrain = farmlands Provinces
their_clan_opinion X character/clan title clause Alias for reverse_clan_opinion
their_clan_opinion = {
    who = ROOT
    value >= 25
}
Opinion
their_opinion character clause Alias for reverse_opinion
their_opinion = {
    who = ROOT
    value >= 25
}
Opinion
tier character/title/offmap character/title/offmap/string Checks if the scope's tier is exactly equivalent to the specified tier, or tier of the target scope. Does not permit the use of 2.8+ comparison operators!

- Values: BARON, COUNT, DUKE, KING, EMPEROR

tier = COUNT Tier
title character/title title/province Checks if two titles are the same. title = d_mesopotamia Titles
total_claims character clause Checks how many claims, the scoped character has against the entire subrealm of the target character. Can optionally only check strong claims. Does not distinguish between pressed and unpressed claims.
total_claims = {
    who = FROM
    strong = yes
    value >= 2
}
Claims
total_manpower X character int Checks total manpower of a nomadic ruler total_manpower >= 2000 Character
total_years_played Any int Checks how many years have passed since the game's start date, rounded down. total_years_played >= 200 Control
trade_post_has_any_building X province building Checks if a trade post has at least one building. Buildings
trade_post_has_building province building Checks if a trade post has the specified building. trade_post_has_building = tr_silk_road_3 Buildings
trade_post_is_building province building Checks if a trade post is currently constructing the specified building. trade_post_is_building = tr_silk_road_3 Buildings
trade_route province trade route/province Checks if a province is on the specified trade route, or if two provinces share a trade route
trade_route = silk_road
trade_route = event_target:saved_province
Provinces
trade_route_control character clause (2.8) Checks the amount of control of the scoped character over the specified trade route's wealth, provinces, trade posts, or trade post locations.
Parameter Type Description
trade_route identifier Required. Trade route to check against.
value float Required. Percentage of control required.
type string Optional. Type of comparison: "wealth", "provinces", "trade_posts", or "trade_post_locations". The latter two are restricted by the trade post trigger in the trade route definition. Defaults to wealth.
indirectly_owned bool Optional. Whether to include provinces in one's sub-realm that are owned by vassals. Defaults to yes.
trade_route_control = {
    trade_route = silk_road
    value > 0.1
    type = trade_post_locations
    indirectly_owned = no
}
Provinces
trait character string Checks if the character has this trait trait = shy Traits
treasury character double Alias for wealth treasury >= 50 Money
true_religion character Anything with a religion If the character has a secret religion, checks if character secretly follows the given religion, otherwise checks if the character publicly follows the given religion
true_religion = catholic
true_religion = PREV
Religion
true_religion_group character Anything with a religion If the character has a secret religion, checks if character secretly follows a religion in the given religion group, otherwise checks if the character publicly follows a religion in the given religion group
true_religion_group = christian
true_religion_group = ROOT
Religion
troops siege clause Checks the number of troops of a specific troop type devided by the entire flank/army size, or compares the total troop strength of one army against that of an enemy army/holding currently in combat or siege.
Are the enemy's troops at least 10% of our troops?
troops = {
    who = troops
    value >= 0.1
    enemy = yes
}

troops = {
    who = light_cavalry
    value >= 0.3
}
Wars
units_in_province X Province int Checks the number of armies/units in a province units_in_province > 3 Units
unit_is_in_combat X unit bool Checks if the unit is in combat. unit_is_in_combat = yes Units
unused_manpower character int Checks the amount of unused manpower of a nomadic ruler. unused_manpower >= 250 Clans
uses_decadence character bool Checks if the character's religion and government both have the uses_decadence = yes flag. uses_decadence = yes Characters
uses_new_crusade character bool Checks if character's religion uses new-style Crusades as set in religion definition uses_new_crusade = yes Characters
using_cb war casusBelli Checks the casus belli of a war
any_war = {
    using_cb = crusade
}
Wars
vassal_of character character Checks if the scoped character is a direct vassal of the target character vassal_of = ROOT Vassalage
war character bool Checks if the character is at war war = no Wars
war_participation war double Checks war participation of the target character in the scoped war, in percentage points.
any_war = {
    war_participation = {
	who = ROOT
	score >= 50
    }
}
Wars
war_score war double Checks the scoped war's war score from the perspective of the attacker, in percentage points. Check war score in favor of the defender with negative values.
any_war = {
    war_score >= 50
}
Wars
war_title war title/province Checks the title the war was declared for. war_title = ROOT Wars
war_with character character/title Returns true if people are hostile due to raiding or if their armies are hostile because of a personal, liege or third party war.[5] war_with = ROOT Wars
was_conceived_a_bastard character bool Checks if a character was conceived by a father not married to their mother (?) was_conceived_a_bastard = yes Family
wealth character int Checks a character's wealth wealth >= 100 Money
will_liege_enforce_peace character bool Checks if a character's liege will soon be enforcing realm peace. Also see has_liege_enforced_peace will_liege_enforce_peace = no Realm
wonder X wonder scope Alias of same_wonder_as
wonder = FROM
wonder = event_target:saved_wonder
Wonders
wonder_age wonder int Checks the age of a wonder in years, rounded down. wonder_age >= 150 Wonders
wonder_stage wonder int Checks which tier the wonder progress is at (not counting current construction, ie building the first tier puts your wonder at tier 0 (zero)) wonder_stage >= 1 Wonders
wonder_stage_age X wonder int Checks if the wonder has been at the current tier/stage at least the given number of years. wonder_stage_age >= 15 Wonders
wonder_upgrade wonder_upgrade scope Checks if two wonder upgrades are the exact same. Does not check wonder upgrade type. wonder_upgrade = event_target:my_saved_upgrade Wonders
wonder_upgrade_age upgrade int Checks the wonder upgrade's age. wonder_upgrade_age >= 200 Wonders
would_be_heir_under_law title clause Checks if the target character would be the scoped title's (primary) heir if the title had the specified succession. Only supports succession laws with fixed heirs.
would_be_heir_under_law = {
    who = FROM
    law = seniority
}
Government
year any int Checks the current year year >= 1122 Control
year_of_birth X character int Checks a character's year of birth year_of_birth >= 1000 Characters
yearly_income character/title (holding) double Checks the yearly income of a character or a holding (barony tier title). yearly_income >= 25 Money

See also[edit | edit source]

References[edit | edit source]