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Trigger Properties

A Trigger/Condition consists of the following properties:

Property Description Optional Default Example
Type The "type" that identifies the kind of trigger "Type": "Interest"
InterestType The kind of interest for certain Types Yes "InterestType": "Finance"
Target The target of this trigger, i.e. whom should it be applied to. If "Player" or "Opponent" then it's relative to the decision's Faction. "ALL" means the trigger must be true for both factions Yes Player "Target": "Opponent"
NOT Used to negate the meaning of the entire trigger/condition, not just one property Yes "NOT": true
THIS Used to set as explicitly equal to. For example "Value": 2 will mean exactly 2 Yes "THIS": true
RegionAny/RegionAll Used by certain Types that need to verify a certain condition in any of/all the regions(s) Yes "RegionAny": [ 20, 23]
LeaderAny/LeaderAll Used by certain Types that need to verify a certain condition in any of/all the Leader(s) being true Yes "LeaderAll": [ 1001, 1002]
TheaterAny/TheaterAll Used by certain Types that:
  • need to verify a certain condition in any/all designated Theater(s), or
  • as a shortcut for including all regions in a theater. In this case, "StrValue": "RegionAny" means any region in the designed theaters must fulfill the trigger; "StrValue": "RegionAll" otherwise
Yes "TheaterAny": [ "WEEU", "EAEU" ]
UnitTypesAny/UnitTypesAll Used by certain types that need to verify a certain condition in any of/all the unit types being true Yes "UnitTypesAll": [ "ArmyCommand" ]
IntelMissionTypesAny/IntelMissionTypesAll Yes
"IntelMissionTypesAny": [ "Reconnaissance" ]
ValuesAny/ValuesAll Depends on trigger type Yes
TheaterInfluence Yes "TheaterInfluence": "Presence"
StrValue Used by certain Types that need to verify a string-based condition Yes "StrValue": "myFlag"
Value The trigger will be true only if its Type is equal to or greater than the specified value. E.g. "Type": "Interest", "InterestType": "Finance", "Value": 2 means at least 2 Finance. In order for the condition to be less than the "NOT" clause needs to be set up "Value": 2
ValueArguments The meaning of Value arguments Yes
TriggersAny/TriggersAll (ConditionsAny/ConditionsAll for Options) A Trigger/condition can recursively contain other triggers/conditions. In the example, the main trigger (A), of type TriggersAll, contains a trigger with no children (B), WarInRegion 52, and a list of triggers TriggerAny (C), which contains two children (D and E), both of type WarInRegion 51, 53 with no further children. The entire trigger (A) is true if ALL its children (B, childless and C, two children) are true. B is true if there is war in region 52, whereas C is true if any between D and E are true Yes "TriggersAll": [

{
"Type": "WarInRegion",
"RegionAll": [52]
{
"TriggersAny": [
{
"Type": "WarInRegion",
"RegionAll": [51]
},
{
"Type": "WarInRegion",
"RegionAll": [53]
}
]
}

]

Trigger Types

Each Trigger has at least a Type and a Value. The Type must be one of these below:

Type Example Description
PeaceInRegion "Type": "PeaceInRegion",

"RegionAll": [ 93, 94, 95 ]

Triggers if there is Peace in region 93, 94 and 95.
WarInRegion "Type": "WarInRegion",

"RegionAll": [ 93, 94, 95 ],

"NOT": true

Triggers if there is NOT war in one region out of 93, 94, 95
DoomsDayClock "Type": "DoomsDayClock",

"Value": 4

Triggers when Doomsday clock is AT LEAST 4
Interest "Type": "Interest",

"InterestType": "Military",

"Value": 1,

"NOT": "true"

Triggers when Military interest value is lower than 1 (ie Military interests = 0). Note that without the "NOT" clause this would trigger when value is greater or equal than 1
RegionPolNumber "Type": "RegionPolNumber",

"Target": "Player",

"RegionAll": [32, 33],

"Value": 2,

"NOT": true

Triggers when region #32's PolNumber OR #33s PolNumber for the Player is lower than 2. "Value" must be an absolute number: the faction the PolNumber is checked against is determined by the Target.
RegionController "Type": "RegionController",

"Target": "Player",

"RegionAll": [41],

Triggers when all designated region(s) have PolNumber at least 3 for Player.
AdjacentRegionPolNumber "Type": "AdjacentRegionPolNumber",

"Target": "Player",

"RegionAll": [41],

"Value": 1,

Triggers when any adjacent region (disregards ocean regions) to #41 has PolNumber for the Player higher or equal to 1. 
LeaderActive "Type": "LeaderActive",

"LeaderAny": [2003, 2004] 

Triggers if any Leaders with either ID#2003 or ID#2004 are active (has power > 0)
LeaderRecruited "Type": "LeaderRecruited",

"LeaderAny": [2003, 2004] 

Triggers if any Leaders with either ID#2003 or ID#2004 are recruited and currently on the map. 
LandBasedUnitInRegion "Type": "LandBasedUnitInRegion",

"RegionAll": [32],

"Target": "Player"

Triggered when Player has a Land Unit (army command, bomber, fighter command, Leader) in the Region
SeaBasedUnitInRegion "Type": "SeaBasedUnitInRegion",

"RegionAll": [32],

"Target": "Player"

Triggered when Player has a Sea Unit (Submarine Fleet, Surface Fleet, Carrier Fleet) in the Region
UnitInRegion "Type": "UnitInRegion",

"RegionAll": [32],

"Target": "Player",

"UnitTypesAll": [ "ArmyCommand" ]

"NOT": true

Triggered when Player does not have an ArmyCommand in the Region
FocusPoint "Type": "FocusPoint",

"Target": "Player",

"Value": 2,

Player has 2 or more focus points
VictoryPoint "Type": "VictoryPoint",

"Target": "Player",

"Value": 4

Player has 2 or more Victory Points.
CheckFlag "Type": "CheckFlag",

"StrValue": "MyFlag",

"Value": 2

Checks if a flag called "MyFlag<em><em>" has been set (via a SetFlag effect type) with value 2 or greater. To check for equal value you will need to set up two CheckFlag clasues. EXAMPLE:</em></em>{ 1. "Value": 5 | 2. "Value": 6, "NOT":true  } means that the value is strictly equal to 5.
FocusBranch "Type": "FocusBranch",

"FocusType": "Disarmament"

Checks if current playing focus type is Disarmament
FocusInterest "Type": "FocusInterest",

"Target": "Player",

"InterestType": "Finance"

Checks if Player's selected support interest is Finance
FocusTheater "Type": "FocusTheater",

"TheaterAny": [ "SOAS", "PACI", "EAAS" ]

True is if the currently selected and playing theater is either SOAS, PACI or EAAS.
SpaceRace "Type": "SpaceRace",

"Value": 2,

"Target": "Player"

True if Player has researched Space Race's 2nd step.
NuclearTechnology "Type": "NuclearTechnology",

"Value": 2,

"Target" : "Player"

True if Player has researched the second nuclear technology.
LeaderHasAbility "Type": "LeaderHasAbility",

"StrValue": "LeaderFortify",

"LeaderAll": [ 2001 ]

True if leader #2001 has Fortify ability
WarInRegionWithInfluence "Type": "WarInRegionWithInfluence",

"RegionAll": [80],

"Target": "Player",

"Value": 2

True if there is war in region 80 and Player has at least 2 influence in region 80.
TheaterInfluence "Type": "TheaterInfluence",

"TheaterAny": [ "WEEU" ],

"TheaterInfluence": "Domination",

"Target": "USA"

True if USA dominates Western Europe.
LeaderPower "Type": "LeaderPower",

"LeaderAll": [ 1001 ],

"Value": 3

True if Leader 1001 has a power ≥ 3
WinningFaction "Type": "WinningFaction",

"Target": "USA"

True if the USA are leading the game in terms of VP
DirectDeploymentInRegion "Type": "DirectDeploymentInRegion",

"Target": "USA",

"RegionAll": [ 1 ],

"UnitTypesAll": [ "ArmyCommand" ]

True if the USA have a land logistics path from their capital to region 1 (it can deploy an Army Command there)
FiredTimes "Type": "FiredTimes",

"ValuesAll": [1, 2]

"Value": 2

True if decisions #1 and #2 have both been fired at least two times during the course of the match. Applies to decisions and policies.
TheaterInfluencePercentage "Type": "TheaterInfluencePercentage",

"TheaterAll": [ "EAEU" ],

"Target": "USSR",

"Value": 0.5

True if USSR has at least 50% influence in Eastern Europe
HaveDLC "Type": "HaveDLC",

"StrValue": "SupremeCommander"

Value can be "SupremeCommander" or "FlowerPower"
NuclearArsenal "Type": "NuclearArsenal",

"Target": "Player",

"Value": 3

True if Player has at least 3 nukes
IsCurrentFocus "Type": "IsCurrentFocus",

"ValuesAny": [1, 2, 3]

True if current focus ID is any of 1, 2, 3
FocusState "Type": "FocusState",

"ValuesAny": [1, 2, 3],

"StrValue": "Completed"

True if any of focuses 1, 2, 3 have been completed the last time they've been chosen. Values can be "Completed" or "NotCompleted"
PolicyActive "Type": "PolicyActive",

"NOT": true,

"ValuesAll": [ 1 ]

True if policy #1 is not active.
CharacPower "Type": "CharacPower",

"ValuesAll": [ 1 ],

"Value": 2

True if Charac #1 has >= 2 power
WarInRegionWithUnitTypes "Type": "WarInRegionWithUnitTypes",

"RegionAll": [80],

"Target": "Player",

"UnitTypesAll": [ "ArmyCommand" ]

True Player has an army command in region #80 and it is a warzone
IntelMissionOutcomes "Type":

"IntelMissionOutcomes",

"IntelMissionTypesAll": [ "Reconnaissance" ],

"Value": 2,

"StrValue": "SuceededLastTurn"

True if Reconnaissance has been successfully carried out twice during the last turn.

"StrValue" accepted values are:

FailedCurrentTurn, SucceededCurrentTurn, LaunchedCurrentTurn, FailedCurrentTimeline, SucceededCurrentTimeline, LaunchedCurrentTimeline,

Failed,

Succeeded,

Launched

CharacState "Type": "CharacState",

"ValuesAny": [ 1, 2, 3],

"StrValue": "Lost"

True if any of Characs #1, #2 or #3 are lost. Accepted values are NotYetAvailable, AvailableForDeployment, Deployed, Lost
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