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Full List of Commands

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This is a full list of commands usable in event and decision scripting.

Commands are pieces of script that ask simple logical questions, and return a yes/no answer. These are used in various situations, usually to determine whether or not the prerequisites are met for a certain action to occur.

For example:

trigger = {
	is_greater_power = yes
}

This example displays a trigger for an event. Events can fire only when their trigger requirements are met. This hypothetical event has a very simple trigger, it asks only one thing: is the country in question a great power? If it returns true (i.e. the country is in fact a great power) then they trigger is satisfied and the event may fire. Using Boolean commands and some clever scripting, commands can be used to create very complex sets of requirements. They are used in several different parts of event and decision scripting.

Commands are used for:

  • The "potential" and "allow" sections of decision scripting to determine when they may be presented to the player as an option
  • The "trigger" and "MTTH" (Mean Time to Happen) sections of event scripting to determine when they are eligible to fire and the chances of this happening
  • The "limit" section of effect (within either events or decisions) scripting to determine what the limits of an effect's reach are

Not all commands are useful in all situations. Commands are usually relevant to specific situations.

For example, the command:

religion = protestant

This command is applicable only when a pop is in question, and it therefore non-functional when applied to province, state, national level scripts. Keep the limits of commands in mind when scripting.

The list below is a comprehensive collection of these commands. Enjoy, and get to modding!

Contents

Booleans

These are Boolean commands. There are only three of them in Victoria 2, but they are extremely useful. Like any command, they can return true or false, but they are special in that they consist entirely of other commands. This makes them highly versatile. Expect to use these more than any other commands.

AND

This command returns true only when every included command returns true.

AND = {
	ai = no
	civilized = yes
}

This "and" command will return true only if the country in question is not controlled by the ai (that is, it is player controlled), and it is civilized.

OR

This command returns true when any of the included commands returns true.

OR = {
	government = democracy
	prestige = 50
}

This "or" command will return true if the country in question is either a democracy or has 50 (or more) prestige.

NOT

This command is a little more tricky. It will return true if the included variable is false.

NOT = {
	slavery = yes
}

This "not" command will return true if the country in question does not allow slavery. This may seem useless, because the scripter could simply use "slavery = no" to achieve the same thing. However, not all commands are so cut and dry as the "slavery" command. Consider the following:

NOT = { 
	num_of_allies = 3
}

This "not" command will be satisfied only if the country does not have 3 or more allies; or, in more plain terms, if the country has 2 allies or less. Thus we can see that the "not" command is very useful in combination with any numerically-based command.

NOTE: If you include multiple variables within the same NOT command, it returns true if ANY of them are false. If you require them ALL to be false, you must use separate NOT commands.

Boolean Combinations

Boolean commands are at their finest when combined with other Boolean commands. Consider the following:

OR = {
	tag = GER
	AND = {
		culture = north_german
		NOT = {
			continent = europe
		}
	}
}

This complex-looking string is actually quite simple.

  • We begin with the "or" command, which is the root command, stating that it will be satisfied if any one of the listed commands in its tier are satisfied.
  • We then have a simple "tag = " command, which simply checks if the country in question matches its own.
  • Now we have an "and" command, which demands that all of the commands listed in its tier be satisfied before it returns true.
  • Contained within this "and" command is a "culture = " command, this time demanding the primary culture of the country in question be North German.
  • Then, we have a "not" command, which demands that the country in question not be in Europe; that is, it must be on some other continent.


From all of this information, we can derive the meaning of this command. The command will return true if:

  • The country in question is Germany
OR
  • The country in question has North German as its primary culture and resides outside of the European continent


Using these Boolean commands, one could create immensely complex sets of requirements for events, decisions, and limits. Enjoy them, but be wary of creating scenarios so specific they will never be satisfied!

Broad Commands

year

Syntax:

year = x

Use:
Returns true if x is the current year or an earlier year.

Range:
This command is usable in any circumstance.

month

Syntax:

month = x

Use:
Returns true if x is the current month or an earlier month.

Range:
This command is usable in any circumstance.

fire only once

Syntax:

fire_only_once = yes

Use:
The event will fire only once in a game. Normal events will fire whenever their conditions are met, this event will only fire once under any circumstance.

Range:
Usable for event triggers only.

major

Syntax:

major = yes

Use:
The event appears with a special window (with the country's flags by the title bar, and without a picture). This also means the event appears on the notifications, similar to how decisions do, with the prefix "Major Event".

Range:
Useable for events only.

Country Scope

These commands are useful at the country scope. They are applicable whenever the script is referring to a country.

ai

Syntax:

ai = [yes / no]

Use:
Determines if the country in question is computer- or player-controlled.

alliance_with

Syntax:

alliance_with = [tag/THIS/FROM]

Use:
Returns true if the country is allied with the specified country.

average_consciousness

Syntax:

average_consciousness = X

Use:
Returns true if the country overall has a militancy average at or above X.

average_militancy

Syntax:

average_militancy = X

Use:
Returns true if the country overall has a militancy average at or above X.

badboy

Syntax:

badboy = X

Use:
Returns true if the country has a infamy of X. NOTE: Unlike with the effect, X in this case is not a straight integer. It's a percentage of 25 (the "infamy limit"). So 20 infamy is 0.8, and 50 infamy is 2.0.

blockade

Syntax:

blockade = x

Use:
Returns true if the blockade percentage is equal to x or more.

brigades_compare *AHD ONLY*

Syntax:

brigades_compare = X<pre>
Use:<br>
Returns true if the current country has X or more in multiples of army brigades than the country in scope.
Example: "brigades_compare = 2" inside an "any_country" scope, would return true for any country that had double the brigades or more than the current country.

===can_create_vassals===
Syntax:	
<pre>can_create_vassals = [yes/no]

Use:
Returns true if the current country can create a puppet state.

capital

Syntax:

capital = [province id]

Use:
Returns true if the specified capital is the current country’s capital.

casus_belli

Syntax:

casus_belli = [tag/THIS/FROM]

Use:
Returns true if the country in scope has any active casus belli against the target.

check_variable

Syntax:

check_variable = {
which = [name of variable]
value = x
}

Use:
Returns true if the “variable name” has been set at an earlier stage and its value is equal to x.

citizenship_policy

Syntax:

citizenship_policy = [policy]

Use:
Returns true if the country has the specified citizenship policy (from common\issues.txt) (example: "citizenship_policy = residency")

civilization_progress *AHD ONLY*

Syntax:

civilization_progress = X

Use:
Returns true if the uncivilized country has progressed to X% of civilization reforms, with X being expressed as a decimal (between 0 and 1). NOTE: While this command displays on tooltips, the value of it does not. Be wary of using this in "allow" fields of decisions.

civilized

Syntax:

civilized = [yes/no]

Use:
Returns true if the current country is civilized.

colonial_nation

Syntax:

colonial_nation = [yes/no]

Use:
Returns true if the current country has colonies anywhere in the world.

controls

Syntax:

controls = [province id]

Use:
Returns true if the current country controls the specified province.

crime_fighting

Syntax:

crime_fighting = x

Use:
Returns true if the current country invest x% or more in crime fighting.

economic_policy

Syntax:

economic_policy = [policy]

Use:
Returns true if the country has the specified economic policy (from common\issues.txt) (example: "economic_policy = laissez_faire")

economic_reform *AHD ONLY*

Syntax:

economic_reform_name = level
See common/issues.txt for list of uncivilized economic reforms and their levels
Example : land_reform = yes_land_reform means the uncivilized country has researched the Land Reform reform

Use:
Returns true if the country has a specific economic reform at a specific level

education_spending

Syntax:

education_spending = x

Use:
Returns true if the current country invest x% or more in education.

election

Syntax:

election = [yes/no]

Use:
Returns true if there is an ongoing election in the country.

exists

Syntax:

exists = [tag]

Use:
Returns true if the specified country exists. May also be used with [yes/no] to determine if the country in scope actually exists.

government

Syntax:

government = [government type]

Use:
Returns true if the country has the specified government type.

has_country_flag

Syntax:

has_country_flag = [name of flag]

Use:
Returns true if the current country has the specified country flag.

has_country_modifier

Syntax:

has_country_modifier = [name of modifer]

Use:
Returns true if the current country has the specified modifier.

has_global_flag

Syntax:

has_global_flag = [name of flag]

Use:
Returns true if any country has set a global flag.

has_leader

Syntax:

has_leader = [name of leader]

Use:
Returns true if the specified leader belongs to the current country.

ideology

Syntax:

ideology = [ideology type]

Use:
Returns true if the country’s ruling party belongs to the specified ideology.

industrial_score

Syntax:

industrial_score = x

Use:
Returns true if the country’s industrial score is equal to x or higher.

in_sphere

Syntax:

in_sphere = [tag/FROM/THIS]

Use:
Returns true if the country in scope is in the sphere of the target.

invention

Syntax:

invention = [name of invention]

Use:
Returns true if the country knows the specified invention.

is_core

Syntax:

is_core = [province id]

Use:
Returns true if the specified province is a core of the current country.

is_disarmed

Syntax:

is_disarmed = [yes/no]

Use:
Returns true if the current country has been disarmed (via the Cut Down to Size casus belli).

is_greater_power

Syntax:

is_greater_power = [yes/no]

Use:
Returns true if the current country is a greater power.

is_ideology_enabled

Syntax:

is_ideology_enabled = ideology
Example : is_ideology_enabled = socialism means socialism is active in the country

Use:
Returns true if the ideology is active in the nation

is_mobilised

Syntax:

is_mobilised = [yes/no]

Use:</br> Determines whether the country has mobilised or not.

is_possible_vassal

Syntax:

is_possible_vassal = (tag)

Use:
Returns true if the specified country can be released as a puppet state (meaning do they own the target's capital?).

is_secondary_power

Syntax:

is_secondary_power = [yes/no]

Use:
Returns true if the current country is a secondary power.

is_sphere_leader_of

Syntax:

is_sphere_leader_of = [tag/FROM/THIS]

Returns true if the country in scope is the sphere owner of the target.

is_vassal

Syntax:

is_vassal = [yes/no]

Use:
Returns true if the current country is a puppet.

lost_national

Syntax:

lost_national = x

Use:
Returns true if the number of core provinces that a country has lost is equal to x or more.

middle_strata_everyday_needs

Syntax:

middle_strata_everyday_needs = X

Use:
Returns true if the country's middle strata are getting X% of their everyday needs, with X being a value between 0 and 1.

middle_strata_life_needs

Syntax:

middle_strata_life_needs = X

Use:
Returns true if the country's middle strata are getting X% of their life needs, with X being a value between 0 and 1.

middle_strata_luxury_needs

Syntax:

middle_strata_luxury_needs = X

Use:
Returns true if the country's middle strata are getting X% of their luxury needs, with X being a value between 0 and 1.

middle_tax

Syntax:

middle_tax = x

Use:
Returns true if amount of tax paid by the middle strata is equal to x% or more.

military_access

Syntax:

military_access = [tag]

Use:
Returns true if the specified country has military access to the current country.

military_reform *AHD ONLY*

Syntax:

military_reform_name = level
See common/issues.txt for list of uncivilized military reforms and their levels
Example : foreign_training = yes_foreign_training means the uncivilized country has researched the Foreign Training reform

Use:
Returns true if the country has a specific military reform at a specific level

military_score

Syntax:

military_score = x

Use:
Returns true if the country’s military score is equal to x or higher.

military_spending

Syntax:

military_spending = x

Use:
Returns true if the current country invest x% or more in the military.

money

Syntax:

money = x

Use:
Returns true if the amount of money a country has is equal to x or more.

nationalvalue

Syntax:

nationalvalue = [national value]

Use:
Returns true if the current country’s national value is equal to the national value specified (using the value in the nationalvalues.txt file... so Liberty would be "nv_liberty".

national_provinces_occupied

Syntax:

national_provinces_occupied = x

Use:
Returns true if a foreign power occupies x% or more of the current country’s provinces.

neighbour

Syntax:

neighbour = [tag/FROM/THIS]

Use:
Returns true if the current country is a neighbour to the specified country.

num_of_allies

Syntax:

num_of_allies = x

Use:
Returns true if the country has x or more allies.

num_of_cities

Syntax:

num_of_cities = x

Use:
Returns true if the country has x or more cities (aka provinces – inherited from EU3).

num_of_ports

Syntax:

num_of_ports = x

Use:
Returns true if the country has x or more ports.

num_of_revolts

Syntax:

num_of_revolts = x

Use:
Returns true if there are x or more revolts in the country (x being the number of states under rebel control).

num_of_vassals

Syntax:

num_of_vassals = x

Use:
Returns true if the number of puppets a country has is equal to x or more.

owns

Syntax:

owns = [province id]

Use:
Returns true if the country owns the specified province.

part_of_sphere

Syntax:

part_of_sphere = [yes/no]

Use:
Determines whether the country in scope is part of ANY great power's sphere.

political_reform

Syntax:

political_reform_name = level
See common/issues.txt for list of social reforms and their levels
Example : vote_franchise = wealth_weighted_voting means the country currently has its voting rights set at weighted wealth voting

Use:
Returns true if the country has a specific political reform at a specific level

political_reform_want

Syntax:

political_reform_want = 0.xx

Use:
Returns true if x% or more of the population wants a social reform, x being a value between 0.00 and 1.00

poor_strata_everyday_needs

Syntax:

poor_strata_everyday_needs = X

Use:
Returns true if the country's poor strata are getting X% of their everyday needs, with X being a value between 0 and 1.

poor_strata_life_needs

Syntax:

poor_strata_life_needs = X

Use:
Returns true if the country's poor strata are getting X% of their life needs, with X being a value between 0 and 1.

poor_strata_luxury_needs

Syntax:

poor_strata_luxury_needs = X

Use:
Returns true if the country's poor strata are getting X% of their luxury needs, with X being a value between 0 and 1.

poor_tax

Syntax:

poor_tax = x

Use:
Returns true if amount of tax paid by the poor strata is equal to x% or more.

pop_majority_culture

Syntax:

pop_majority_culture = (culture)

Use:
Returns true if the majority of a nation's population is of the specified culture.

pop_majority_ideology

Syntax:

pop_majority_ideology = (ideology)

Use:
Returns true if the majority of a nation's population has the specified ideology.

pop_majority_religion

Syntax:

pop_majority_religion = (religion)

Use:
Returns true if the majority of a nation's population has the specified religion.

pop_militancy

Syntax:

pop_militancy = x

Use:
Returns true if any pop in the province has a militancy value equal to x or higher.

[poptype]

Syntax:

[poptype] = x

Use: Returns true if the specified poptype has x% of the total population in the country (x expressed as a value between 0 and 1). Example: "soldiers = 0.05" would return true if soldiers made up 5% or more of the country's population.

prestige

Syntax:

prestige = x

Use:
Returns true if the country has a prestige value equal to x or higher.

produces

Syntax:

produces = nameofgood

Use:
Returns true if the country produces the specified industrial or RGO good

rank

Syntax:

rank = x

Use:
Returns true if the country's rank is equal to x or greater

relation

Syntax:

relation = { who = [tag/this/from] value = x }

Use:
Returns true if the specified country has a relation value equal to x or higher with the specified country.

religious_policy

Syntax:

religious_policy = [policy]

Use:
Returns true if the country has the specified religious policy (from common\issues.txt) (example: "religious_policy = moralism")

revolt_percentage

Syntax:

revolt_percentage = x

Use:
Returns true if the percentage of revolts in the country is equal to x or higher.

rich_strata_everyday_needs

Syntax:

rich_strata_everyday_needs = X

Use:
Returns true if the country's rich strata are getting X% of their everyday needs, with X being a value between 0 and 1.

rich_strata_life_needs

Syntax:

rich_strata_life_needs = X

Use:
Returns true if the country's rich strata are getting X% of their life needs, with X being a value between 0 and 1.

rich_strata_luxury_needs

Syntax:

rich_strata_luxury_needs = X

Use:
Returns true if the country's rich strata are getting X% of their luxury needs, with X being a value between 0 and 1.

rich_tax

Syntax:

rich_tax = x

Use:
Returns true if amount of tax paid by the rich strata is equal to x% or more.

ruling_party

Syntax:

ruling_party = [tag]

Use:
Returns true if the ruling party is equal to tag.

ruling_party_ideology

Syntax:

ruling_party_ideology = [ideology]

Use:
Returns true if the ruling party of the current country belongs to the specified ideology.

slavery

Syntax:

slavery = yes_slavery/no_slavery

Use:
Returns true if the current country allows slavery or not.

social_reform

Syntax:

social_reform_name = level
See common/issues.txt for list of social reforms and their levels
Example : wage_reform = trinket_wage means the country currently has its wage level set at trikets

Use:
Returns true if the country has a specific social reform at a specific level

social_reform_want

Syntax:

social_reform_want = 0.xx

Use:
Returns true if x% or more of the population wants a social reform, x being a value between 0.00 and 1.00

social_spending

Syntax:

social_spending = x

Use:
Returns true if the current country is investing x% or more in social issues.

stronger_army_than

Syntax:

tag = [tag/this/from]

Use:
Returns true if the current country has a stronger army than the specified country.

tag

Syntax:

tag = [country tag]

Use:
Returns true if the current country has a country tag that matches the specified tag.

[technology]

Syntax:

[technology name] = 1

Use:
Is a boolean that returns true if the country has researched the specified technology (example: "state_n_government = 1")

total_amount_of_divisions

Syntax:

total_amount_of_divisions = x

Use:
Returns true if the number of divisions belonging to a country is equal to x or more.

total_amount_of_ships

Syntax:

total_amount_of_ships = x

Use:
Returns true if the number of ships belonging to a country is equal to x or more.

total_defensives

Syntax:

total_defensives = x

Use:
Returns true if the current country is currently involved in x or more defensive battles.

total_num_of_ports

Syntax:

total_num_of_ports = x

Use:
Returns true if the current country controls x or more ports.

total_offensives

Syntax:

total_offensives = x

Use:
Returns true if the current country is currently involved in x or more offensive battles.

total_of_ours_sunk

Syntax:

total_of_ours_sunk = x

Use:
Returns true if the number of sunken ships belonging to the current country is equal to x or more.

total_sea_battles

Syntax:

total_sea_battles = x

Use:
Returns true if the number of sea battles currently undertaken is equal to x or more.

total_sunk_by_us

Syntax:

total_sunk_by_us = x

Use:
Returns true if the total number of ships sunk by the current country is equal to x or more.

trade_policy

Syntax:

trade_policy = [policy]

Use:
Returns true if the country has the specified trade policy (from common\issues.txt) (example: "trade_policy = free_trade")

truce_with

Syntax:

truce_with = [tag/this/from]

Use:
Returns true if the current country has a truce with the specified country.

unemployment

Syntax:

unemployment = x

Use:
Returns true if the unemployment percentage is equal to x or higher.

unit_has_leader

Syntax:

unit_has_leader = [yes/no]

Use:
Returns true if any unit in the current country has a leader.

unit_in_battle

Syntax:

unit_in_battle = [yes/no]

Use:
Returns true if the country has any unit that is fighting a battle.

upper_house

Syntax:

upper_house = {
                                          ideology = name
                                          value = 0.x  
			}
where value is a fraction 0.0 to 1.0, so value 0.4 = 40% has that ideology

Use:
Returns true if the country's upper house has the required characteristics

vassal_of

Syntax:

vassal_of = [tag/this/from]

Use:
Returns true if the current country is a puppet state to the specified country.

war

Syntax:

war = [yes/no]

Use:
Returns true if the current country is at war.

war_exhaustion

Syntax:

war_exhaustion = x

Use:
Returns true if the country’s war exhaustion is equal to x or above.

war_policy

Syntax:

war_policy = [policy]

Use:
Returns true if the country has the specified war policy. E.g. Pacifism.

war_with

Syntax:

war_with = [tag/FROM/THIS]

Use:
Returns true if the current country is at war with the specified country.

Province Scope

average_consciousness

Syntax:

average_consciousness = X

Use:
Returns true if the province has a consciousness average at or above X.

average_militancy

Syntax:

average_militancy = X

Use:
Returns true if the province has a militancy average at or above X.

continent

Syntax:

continent = [name of continent]

Use:
Returns true if the current province belongs to the specified continent.

controlled_by

Syntax:

controlled_by = [tag/FROM/THIS]

Use:
Returns true if the specified country controls the current province.

controlled_by_rebels

Syntax:

controlled_by_rebels = [yes/no]

Use:
Determines whether the province is currently under rebel control (you may also use "controlled_by = REB").

country_units_in_province

Syntax:

country_units_in_province = [tag/FROM/THIS]

Use:
Returns true if the specified country has any units in the current province.

crime_fighting

Syntax:

crime_fighting = x

Use:
Returns true if the current country invest x% or more in crime fighting.

education_spending

Syntax:

education_spending = x

Use:
Returns true if the current country invest x% or more in education.

empty

Syntax:

empty = [yes/no]

Use:
Returns true if the current province is empty (uncolonized).

has_building

Syntax:

has_building = [building type]

Use:
Returns true if the current province has the specified building.

has_empty_adjacent_province

Syntax:

has_empty_adjacent_province = [yes/no]

Use:
Returns true if the current province has an empty adjacent province.

has_national_minority

Syntax:

has_province_modifier = [name of modifer]

Use:
Returns true if the current province contains members of a minority population.

has_province_modifier

Syntax:

has_national_minority = [yes/no]

Use:
Returns true if the current province has the specified modifier.

has_recent_imigration

Syntax:

has_recent_imigration = X 

Use:
Returns true if the current province has received any immigrants in the past X days.

is_blockaded

Syntax:

is_blockaded = [yes/no]

Use:
Returns true if the province is blockaded.

is_capital

Syntax:

is_capital = [yes/no]

Use:
Returns true if the current province is a capital.

is_coastal

Syntax:

is_coastal = [yes/no]

Use:
Determines whether the province is on a coast (note this means any body of water, even an inland lake-- if you want to determine if it's a province that could build a port, use the port command).

is_colonial

Syntax:

is_colonial = [yes/no]

Use:
Returns true if the current province is a colonial province or not

is_core

Syntax:

is_core = [tag/THIS/FROM]

Use:
Returns true is the current province is has a core belonging to the specified country.

is_ideology_enabled

Syntax:

is_ideology_enabled = [ideology type]

Use:
Returns true if the specified ideology has been enabled.

military_spending

Syntax:

military_spending = x

Use:
Returns true if the current country are investing x% or more in the military.

overseas

Syntax:

overseas = [yes/no]

Use:
Returns true if the specified province is overseas (defined by the game as being on a different continent and not contiguous with the country's non-overseas provinces).

owned_by

Syntax:

owned_by = [tag/FROM/THIS]

Use:
Returns true if the specified country owns the current province.

pop_militancy

Syntax:

pop_militancy = x

Use:
Returns true if any pop in the province has a militancy value equal to x or higher.

port

Syntax:

port = [yes/no]

Use:
Returns true if the current province has a port (even if it's level 0). Note that the main use for this, as opposed to is_coastal, is that it specifically returns true for provinces that COULD build a port, as opposed to provinces that border a body of water even if it's an inland lake.

province_control_days

Syntax:

province_control_days = X

Use:
Returns true if the province has been controlled for X number of days by someone other than the owner.

province_id

Syntax:

province_id = [province id]

Use:
Returns true if current province has the specified ID.

region

Syntax:

region = [name of region]

Use:
Returns true if the province belongs to the specified region.

state_id

Syntax:

state_id = [province id]

Use:
Returns true if the specified province belongs to the same state as the province in the current scope.

terrain

Syntax:

terrain = [terrain type]

Use:
Returns true if the province in scope has the specified terrain type (from map\terrain.txt).

trade_goods

Syntax:

trade_goods= [type]

Use:
Returns true if the trade good in the province matches “type”.

unemployment

Syntax:

unempolyment = 0.xx 

Use:
Returns true if there is x% or more unemployment in the province, valued between 0.00 and 1.00

unemployment_by_type

Syntax:

unemployment_by_type = {
	type = [poptype]
	value = x
}

Use:
Returns true if there is x% unemployment for pops of that poptype (with x between 0 and 1).

Example:

unemployment_by_type = {
	type = farmers
	value = 0.5 
}

This would return true if farmers in the province were more than 50% unemployed.

units_in_province

Syntax:

units_in_province = x

Use:
Returns true if there are x or more units in the current province.

work_available

Syntax:

work_available = {
			worker = [type]
}

Use:
Returns true if there is any work available for the specified pop type-- meaning specifically is it possible for that pop type to be employed, not whether they would actually find work there or whether there's any unemployment in the province. If a province has factories, this command will always return true for craftsmen and clerks. If the province produces coal, this command will always return true for labourers and false for farmers.

Pop Scope

cash_reserves

Syntax:

cash_reserves = x

Use:
Returns true if any pop in the province has a cash reserve equal to x or more.

consciousness

Syntax:

consciousness = x

Use:
Returns true if the consciousness value is equal to x or higher.

culture

Syntax:

culture = [culture name]

Use:
Returns true if any pop in the province has the specified culture.

everyday_needs

Syntax:

everyday_needs = x

Use:
Returns true if any pop in the province has everyday needs equal to x or more.

life_needs

Syntax:

life_needs = x

Use:
Returns true if any pop in the province life needs equal to x or more.

literacy

Syntax:

literacy = x

Use:
Returns true if the literacy value is equal to x or higher.

luxury_needs

Syntax:

luxury_needs = x

Use:
Returns true if any pop in the province has a luxury need equal to x or more.

militancy

Syntax:

militancy = x

Use:
Returns true if the militancy value is equal to x or higher.

pop_majority_culture

Syntax:

pop_majority_culture = (culture)

Use:
Returns true if the majority of the pop(s) are of the specified culture.

pop_majority_ideology

Syntax:

pop_majority_ideology = (ideology)

Use:
Returns true if the majority of the pop(s) have the specified ideology.

pop_majority_religion

Syntax:

pop_majority_religion = (religion)

Use:
Haven't tested, but presumably returns true if the majority of the pop(s) have the specified religion.

religion

Syntax:

religion = [religion name]

Use:
Returns true if any pop has the specified religion.

strata

Syntax:

strata = [poor/middle/rich]

Use:
Returns true if the pop is of the specified strata.

type

Syntax:

type= [type]

Use:
Returns true if there are any pop types of the specified “type”.

unemployment

Syntax:

unemployment = x

Use:
Returns true if the unemployment percentage is equal to x or higher.

See Also

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