Hands-On Usage
all_army_leader is commonly used to check whether all army leaders of a given country meet specific conditions — for example, inside the available block of a national focus or decision, to verify that every leader has reached a certain skill level or trait threshold before unlocking a reward or firing an event. A typical scenario: checking whether all of Germany's army leaders possess a particular trait in order to determine whether a military reform focus may be taken.
GER = {
focus = {
available = {
GER = {
all_army_leader = {
is_field_marshal = yes
}
}
}
}
}
Or used inside an event trigger:
trigger = {
all_army_leader = {
tooltip = ger_all_marshal_check
is_field_marshal = yes
skill > 2
}
}
Synergy
- is_field_marshal — Pairs with
all_army_leader to verify that every leader has been promoted to field marshal; useful for evaluating high-level military achievements.
- has_trait — Used inside an
all_army_leader block to confirm that every leader possesses a specific trait (e.g. trait = trickster); commonly seen as a threshold condition in special national focuses.
- planning_skill_level — Pairs with
all_army_leader to check whether all leaders meet a required planning skill level, validating the overall command quality of a country's military.
- custom_trigger_tooltip — Wraps
all_army_leader to provide a more player-friendly localized tooltip, making the condition requirements clearly visible in the UI.
Common Pitfalls
- Using it outside a COUNTRY scope:
all_army_leader is only valid within a COUNTRY scope. Writing it inside a STATE, CHARACTER, or other scope will cause a script parse error or a silent failure. Always confirm the current scope is a country before using it.
- Omitting
include_invisible = yes leads to incomplete checks: By default, invisible leaders (such as preset characters that have not yet been unlocked) are excluded from the check. If your mod manages hidden leaders via mechanisms like set_portraits, leaving out this parameter will cause the condition to evaluate differently than expected.