Wiki

trigger · compliance

Definition

  • Supported scope:STATE
  • Supported target:any

Description

Compares the current compliance level of a state to a value. Example: compliance > 50

实战 · 配合 · 坑

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。

实战用法

compliance 常用于占领机制 mod 中,根据某地区的服从度高低来解锁或封锁特定决议、法律,或动态调整驻军效果。例如,当服从度超过一定阈值时才允许玩家切换到宽松的占领法令,从而构建服从度梯级奖励逻辑。

# 在决议的 available 块中:仅当该州服从度达到 60 时方可执行
available = {
    compliance > 60
}

配合关系

  • [has_active_resistance](/wiki/trigger/has_active_resistance):服从度与抵抗运动强度密切相关,通常同时检查二者以判断占领稳定性是否满足条件。
  • [set_occupation_law](/wiki/effect/set_occupation_law):服从度满足阈值后,通过该 effect 切换到更宽松的占领法令,是最典型的"达标即升级"流程。
  • [add_compliance](/wiki/effect/add_compliance):作为奖励效果与 compliance 配合,当服从度尚未达标时触发补充服从度的效果,形成条件-激励闭环。
  • [resistance](/wiki/trigger/resistance):与 compliance 形成对照检查,抵抗值与服从度共同决定一个州是否处于"可治理"状态。

常见坑

  1. 比较运算符方向写反compliance 使用 ><>= 等运算符而非 = { value = … } 语法,新手容易误套其他 trigger 的写法导致解析报错,需确认写法为 compliance > 50 这样的内联比较形式。
  2. Scope 不在 STATE 层级compliance 只在 STATE scope 下有效,若在 COUNTRY 或 CHARACTER scope 中直接调用而未先切换到州 scope(如通过 any_stateevery_state),游戏会静默忽略或报错,导致条件永远不触发。

Hands-On Notes

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.

Hands-On Usage

compliance is commonly used in occupation mechanic mods to unlock or lock specific decisions and laws based on a region's compliance level, or to dynamically adjust garrison effects. For example, when compliance exceeds a certain threshold, players may be allowed to switch to more lenient occupation laws, thereby creating a tiered reward logic based on compliance.

# In the available block of a decision: only executable when the state's compliance reaches 60
available = {
    compliance > 60
}

Synergy

  • [has_active_resistance](/wiki/trigger/has_active_resistance): Compliance is closely related to resistance movement strength; both are typically checked together to determine whether occupation stability meets the required conditions.
  • [set_occupation_law](/wiki/effect/set_occupation_law): Once compliance meets the threshold, use this effect to switch to more lenient occupation laws—the most typical "threshold met, tier up" workflow.
  • [add_compliance](/wiki/effect/add_compliance): Works alongside compliance as a reward effect; when compliance hasn't yet reached the target, triggers an effect to supplement compliance, forming a condition-incentive feedback loop.
  • [resistance](/wiki/trigger/resistance): Forms a contrasting check with compliance; resistance and compliance together determine whether a state is in a "governable" state.

Common Pitfalls

  1. Comparison operator direction reversed: compliance uses operators like >, <, >= rather than the = { value = … } syntax. Newcomers often mistakenly apply syntax from other triggers, causing parse errors. Ensure the syntax is inline comparison form like compliance > 50.
  2. Scope not at STATE level: compliance only works in STATE scope. If called directly in COUNTRY or CHARACTER scope without first switching to state scope (e.g., via any_state or every_state), the game will silently ignore it or throw an error, causing the condition to never trigger.