Wiki

trigger · has_casualties_war_support

Definition

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

Description

check value of casualties malus to war support 0-1: Example has_casualties_war_support < 0.1

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

has_casualties_war_support 常用于动态判断一国因伤亡过高导致战争支持度下滑的严重程度,例如在 focus 或 decision 中设置"士气危机"阈值,当伤亡惩罚超过某个比例时触发特殊事件或国策。它也适合配合 AI 策略,让 AI 在伤亡惩罚过重时更倾向于谈和或停战。

# 当伤亡对战争支持的惩罚超过 30% 时,触发士气危机决定
available = {
    has_casualties_war_support > 0.3
}

配合关系

  • [has_bombing_war_support](/wiki/trigger/has_bombing_war_support):轰炸带来的战争支持惩罚与伤亡惩罚是并列的两条压力来源,常同时检查以判断总体战争支持危机的复合成因。
  • [has_convoys_war_support](/wiki/trigger/has_convoys_war_support):护航损失同样会拖低战争支持,三者组合可构成"全方位战争疲劳"判断条件,适合设计和平倾向事件链。
  • [add_war_support](/wiki/effect/add_war_support):当伤亡惩罚触发阈值时,常用此 effect 作为补偿手段(例如宣传动员),以对冲持续下滑的战争支持。
  • [add_stability](/wiki/effect/add_stability):伤亡惩罚严重时玩家往往同时面临稳定性危机,配合该 effect 可在事件中一并处理两条压力线。

常见坑

  1. 方向混淆:该值反映的是"惩罚量"而非"剩余战争支持",数值越高表示伤亡对战争支持的负面影响越大,新手容易误将 > 0.5 理解为"战争支持高于 50%",实际上应理解为"因伤亡造成的战争支持惩罚超过 50%",两者语义完全相反。
  2. Scope 遗漏:此 trigger 仅作用于 COUNTRY scope,若写在 state scope 或 unit leader scope 的条件块中会静默失效,检查时不会报错但条件永远不会为真,排查时容易被忽视。

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

has_casualties_war_support is commonly used to dynamically assess the severity of war support decline in a country caused by excessive casualties. For example, it can set a "morale crisis" threshold in a focus or decision, triggering special events or national focuses when casualty penalties exceed a certain ratio. It also pairs well with AI strategies, making the AI more inclined to negotiate or seek a ceasefire when casualty penalties become too severe.

# Trigger a morale crisis decision when casualty penalties exceed 30% of war support
available = {
    has_casualties_war_support > 0.3
}

Synergy

  • [has_bombing_war_support](/wiki/trigger/has_bombing_war_support): Bombing-induced war support penalties and casualty penalties are parallel sources of pressure. They are often checked together to determine the compounded causes of overall war support crises.
  • [has_convoys_war_support](/wiki/trigger/has_convoys_war_support): Convoy losses similarly erode war support. The combination of all three can form a "total war fatigue" condition, ideal for designing peace-oriented event chains.
  • [add_war_support](/wiki/effect/add_war_support): When casualty penalties trigger a threshold, this effect is commonly used as a compensatory measure (e.g., propaganda campaigns) to offset the continuous decline in war support.
  • [add_stability](/wiki/effect/add_stability): When casualty penalties are severe, players often face stability crises simultaneously. Combining this effect allows handling both pressure lines within events.

Common Pitfalls

  1. Direction Confusion: This value reflects the "penalty amount" rather than "remaining war support." A higher value indicates greater negative impact from casualties on war support. Beginners often misinterpret > 0.5 as "war support above 50%" when it actually means "war support penalty from casualties exceeds 50%"—the semantics are completely opposite.
  2. Scope Omission: This trigger only functions within COUNTRY scope. If written in a state scope or unit leader scope condition block, it will silently fail without error messages, and the condition will never evaluate to true. This is easily overlooked during debugging.