trigger · ai_irrationality
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
check the ai irrationality value
ai_irrationalityCOUNTRYnonecheck the ai irrationality value
实战内容由 AI 生成,并已对照 vanilla 命令词表校验 —— 请当作起点而非权威依据。上方的定义节才是游戏自带文档原文。
ai_irrationality 常用于 AI 行为调试和特殊事件触发场景,例如当 AI 的非理性值超过某个阈值时解锁特殊决议或触发随机事件,也用于判断某个 AI 国家当前的决策"混乱程度"以给玩家提供情报反馈。典型场景是在 AI 专属的 limit 块中过滤掉理性值过低的国家,避免其触发需要稳定逻辑的 focus 链。
# 仅当 AI 非理性值满足条件时才允许触发某事件
country_event = {
trigger = {
is_ai = yes
ai_irrationality > 10
}
...
}
# 在决策的 available 块中用作门槛
available = {
ai_irrationality < 5
}
[has_country_flag](/wiki/trigger/has_country_flag):先用国家标记记录某次非理性行为是否已触发过,再配合 ai_irrationality 做双重门槛,防止重复执行。[is_ai](/wiki/trigger/is_ai)(注:白名单未列出,以下替换)[exists](/wiki/trigger/exists):确保目标国家存在后再检测非理性值,避免对已亡国目标报错。[add_ai_strategy](/wiki/effect/add_ai_strategy):当非理性值超限时,通过添加 AI 策略来"纠偏"其行为倾向,形成"检测→矫正"的完整逻辑闭环。[has_country_flag](/wiki/trigger/has_country_flag) + [clr_country_flag](/wiki/effect/clr_country_flag):结合标记的清除与判断,实现对非理性值触发窗口的精确控制,避免同一周期内多次响应。ai_irrationality 只对 AI 控制的国家有意义,若在玩家控制的国家 scope 下使用,其值通常为 0 或无意义,需配合逻辑确保仅在 AI 国家中调用,否则条件永远不会按预期触发。ai_irrationality = 5,但该 trigger 需要使用 > / < / >= 等数值比较形式,写成等号通常无法正确匹配,导致条件块静默失效。Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.
ai_irrationality is commonly used for AI behavior debugging and special event trigger scenarios. For example, unlocking special decisions or triggering random events when an AI's irrationality value exceeds a certain threshold, or assessing a given AI nation's current decision-making "chaos level" to provide intelligence feedback to the player. A typical use case is filtering out nations with low rationality values in AI-exclusive limit blocks to prevent them from triggering focus chains that require stable logic.
# Only trigger certain events when AI irrationality meets the condition
country_event = {
trigger = {
is_ai = yes
ai_irrationality > 10
}
...
}
# Use as a threshold in the available block of a decision
available = {
ai_irrationality < 5
}
[has_country_flag](/wiki/trigger/has_country_flag): Use country flags to record whether a particular irrational behavior has already been triggered, then combine with ai_irrationality as a double threshold to prevent repeated execution.[is_ai](/wiki/trigger/is_ai): Ensure the target nation exists before checking irrationality values, preventing errors against dead nations.[add_ai_strategy](/wiki/effect/add_ai_strategy): When irrationality exceeds limits, add AI strategies to "correct" behavioral tendencies, forming a complete "detect→correct" logic loop.[has_country_flag](/wiki/trigger/has_country_flag) + [clr_country_flag](/wiki/effect/clr_country_flag): Combine flag clearing and checking to precisely control the trigger window for irrationality values, avoiding multiple responses within the same time period.ai_irrationality only makes sense for AI-controlled nations. If used within a player-controlled nation scope, its value is typically 0 or meaningless. You must combine it with logic to ensure it's only called within AI nation scopes, otherwise conditions will never trigger as expected.ai_irrationality = 5 directly, but this trigger requires using > / < / >= and other numerical comparison forms. Using equals signs typically fails to match correctly, silently breaking the condition block.