trigger · compliance
Definition
- Supported scope:
STATE - Supported target:
any
Description
Compares the current compliance level of a state to a value. Example: compliance > 50
complianceSTATEanyCompares the current compliance level of a state to a value. Example: compliance > 50
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。
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
}
[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。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。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_state 或 every_state),游戏会静默忽略或报错,导致条件永远不触发。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.
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
}
[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.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.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.