trigger · controls_province
Definition
- Supported scope:
COUNTRY - Supported target:
THIS,ROOT,PREV,FROM,OWNER,CONTROLLER,OCCUPIED,CAPITAL
Description
check controller for province
controls_provinceCOUNTRYTHIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITALcheck controller for province
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。
controls_province 常用于判断某国是否实际控制某个战略省份,从而触发特殊决议、任务或事件——例如在战役 mod 中判断某方是否控制了关键港口或要塞省份后才解锁奖励。注意它检查的是控制权(controller),而非所有权,因此适合用在战争进程追踪或占领触发场景。
# 示例:仅当本国控制某关键省份时,决议才可用
available = {
controls_province = 1234 # 1234 为目标省份 ID
}
[controls_state](/wiki/trigger/controls_state):controls_province 精确到省份级别,而 controls_state 检查整个州,两者常组合使用以分层判断占领程度——先用州级过滤大范围,再用省份级核实关键地块。[any_controlled_state](/wiki/trigger/any_controlled_state):在需要遍历当前控制州并进一步检查其内特定省份时,常作为外层循环容器与 controls_province 嵌套使用。[activate_targeted_decision](/wiki/effect/activate_targeted_decision):确认控制省份后立即激活针对特定目标的决议,形成「条件满足→解锁行动」的完整链路。[has_country_flag](/wiki/trigger/has_country_flag):通常搭配国家旗帜一起使用,避免同一省份控制事件反复触发,先检查旗帜再检查省份控制状态。controls_province,导致条件永远不成立。省份 ID 需在地图编辑器或 map/definition.csv 中查找,与州 ID 是完全不同的数值体系。controls_province 检查的是当前控制方,战争期间被敌军占领后原主权国并不满足该条件,若场景逻辑需要判断"谁拥有该省份"则应改用所有权相关判断,否则会在占领状态下产生意外的条件失效。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.
controls_province is commonly used to check whether a nation actually controls a specific strategic province, triggering special decisions, tasks, or events—for example, in campaign mods to unlock rewards only after one side controls a key port or fortress province. Note that it checks control (controller), not ownership, making it ideal for war progression tracking or occupation trigger scenarios.
# Example: A decision is only available when the player nation controls a specific key province
available = {
controls_province = 1234 # 1234 is the target province ID
}
[controls_state](/wiki/trigger/controls_state): controls_province operates at the province level, while controls_state checks an entire state. These are often combined for layered occupation assessment—use state-level filtering for broad scope, then province-level verification for critical locations.[any_controlled_state](/wiki/trigger/any_controlled_state): When iterating over currently controlled states to further check specific provinces within them, commonly used as an outer loop container nested with controls_province.[activate_targeted_decision](/wiki/effect/activate_targeted_decision): After confirming province control, immediately activate a decision targeting that specific objective, forming a complete chain of "condition met → action unlocked".[has_country_flag](/wiki/trigger/has_country_flag): Typically paired with country flags to prevent control events from repeatedly triggering on the same province. Check the flag first before checking province control status.controls_province, causing the condition to never be met. Province IDs must be looked up in the map editor or map/definition.csv—they follow a completely different numbering system than state IDs.controls_province checks the current controller. During war, if an enemy occupies a province, the original owner no longer satisfies this condition. If your scenario logic requires checking "who owns the province," use ownership-related checks instead; otherwise the condition will unexpectedly fail during occupation.