Wiki

trigger · faction_manifest_fulfillment

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Checks manifest fulfillment value of current country's faction manifest

### Examples

TAG = { faction_manifest_fulfillment > VALUE }

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

faction_manifest_fulfillment 常用于派系系统 mod 中,根据当前国家对派系宣言的完成程度解锁特殊决议、国策或奖励。例如在"大东亚共荣圈"类 mod 里,当日本完成了足够比例的派系目标后才允许触发最终胜利事件:

available = {
    faction_manifest_fulfillment > 0.75
}

配合关系

  • [faction_goal_fulfillment](/wiki/trigger/faction_goal_fulfillment):与 manifest fulfillment 概念相近但检查的是单个派系目标的完成度,两者配合可实现"全局进度 + 单项目标"的双重门槛判断。
  • [has_completed_faction_goal](/wiki/trigger/has_completed_faction_goal):用于验证某具体派系目标已完成,可作为 manifest 进度不足时的候补条件,进行更细粒度的解锁逻辑。
  • [add_faction_goal](/wiki/effect/add_faction_goal):当 manifest 完成度达到阈值后,通过 effect 动态追加新的派系目标,形成"完成即解锁下一阶段"的链式任务流程。
  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio):往往同时检查本国在派系中的影响力占比,确保高完成度的同时本国仍是派系主导者,避免小国刷进度触发领袖专属奖励。

常见坑

  1. 比较符号写法错误:HOI4 脚本中数值比较必须用 > / < 直接跟在字段名后(如 faction_manifest_fulfillment > 0.5),新手容易写成 faction_manifest_fulfillment = { value > 0.5 } 的块语法,导致解析报错或静默失败。
  2. 在无派系的国家上调用:该 trigger 依赖当前国家所属派系存在 manifest 数据,若国家当前不在任何派系、或派系未配置 manifest,trigger 会直接返回 false 而非报错,容易误以为脚本逻辑有 bug,应先用 [any_allied_country](/wiki/trigger/any_allied_country) 或派系相关条件确认派系状态再调用。

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

faction_manifest_fulfillment is commonly used in faction system mods to unlock special decisions, national focuses, or rewards based on the current nation's progress toward fulfilling faction manifesto goals. For example, in "Greater East Asia Co-Prosperity Sphere"-style mods, Japan may only trigger a final victory event once it has completed a sufficient percentage of faction objectives:

available = {
    faction_manifest_fulfillment > 0.75
}

Synergy

  • [faction_goal_fulfillment](/wiki/trigger/faction_goal_fulfillment): Conceptually similar to manifest fulfillment but checks the completion of individual faction goals. Using both together enables dual-threshold logic combining "global progress + individual milestone" conditions.
  • [has_completed_faction_goal](/wiki/trigger/has_completed_faction_goal): Verifies that a specific faction goal has been completed. Can serve as a fallback condition when manifest progress falls short, enabling more granular unlock logic.
  • [add_faction_goal](/wiki/effect/add_faction_goal): When manifest completion reaches a threshold, dynamically append new faction goals via effect to create a "completion unlocks next phase" chained quest progression.
  • [faction_influence_ratio](/wiki/trigger/faction_influence_ratio): Often checked simultaneously to ensure the nation's influence share within the faction meets expectations. This prevents small nations from gaming the system to trigger leader-exclusive rewards while maintaining high completion ratios.

Common Pitfalls

  1. Incorrect comparison operator syntax: HOI4 scripts require numeric comparisons using > / < directly after the field name (e.g., faction_manifest_fulfillment > 0.5). Newcomers often mistakenly write block syntax like faction_manifest_fulfillment = { value > 0.5 }, causing parse errors or silent failures.
  2. Calling on nations outside any faction: This trigger depends on the nation's faction having manifest data configured. If the nation is not currently in any faction or the faction lacks a manifest configuration, the trigger silently returns false rather than throwing an error. This can mask logical bugs. Always pre-check faction status using [any_allied_country](/wiki/trigger/any_allied_country) or faction-related conditions before invoking this trigger.