Wiki

trigger · has_fuel

Definition

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

Description

check amount of fuel
example:
has_fuel > 500

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_fuel 常用于资源管理类 mod 中,为玩家或 AI 设置燃料门槛事件或决策触发条件,例如只有在燃料储备充裕时才允许发动某项大规模装甲攻势决策。也可用于 focus 的 available 块,强制玩家在达到一定燃料储量后才能解锁特定的国策。

available = {
    has_fuel > 1000
    has_war_support > 0.6
}

配合关系

  • [fuel_ratio](/wiki/trigger/fuel_ratio) — 与 has_fuel 互补:前者检查绝对数量,后者检查燃料占最大容量的比例,联用可同时约束"量"与"满度",避免容量极大的国家用少量燃料就触发条件。
  • [add_fuel](/wiki/effect/add_fuel) — 在 effect 块中作为奖励发放,与 has_fuel 的触发条件形成"检测→奖励"闭环,常见于燃料补给事件。
  • [has_country_flag](/wiki/trigger/has_country_flag) — 用标记记录"燃料不足"警告已触发,配合 has_fuel 防止同一条件在每个 tick 反复激活同一事件。
  • [has_army_size](/wiki/trigger/has_army_size) — 大型陆军对燃料消耗极高,将两者组合可以实现"军队规模大且燃料充足才允许推进"的逻辑。

常见坑

  1. 比较运算符不可省略has_fuel 必须跟 > / < / = 加具体数值,直接写 has_fuel = yes 是无效写法,游戏不会报错但条件永远不会被正确求值,导致逻辑静默失效。
  2. Scope 混用:该 trigger 只在 COUNTRY scope 下有效,若在 STATE scope 的 limit 块中直接使用(如 every_owned_state 内部未切换 scope 回国家),会导致条件无法识别,需先通过 OWNER 等目标切回国家 scope 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

has_fuel is commonly used in resource management mods to set fuel threshold events or decision triggers for players or AI. For example, you can restrict a large-scale armor offensive decision to only trigger when fuel reserves are sufficient. It can also be used in a focus's available block to force players to reach a certain fuel stockpile before unlocking specific national focuses.

available = {
    has_fuel > 1000
    has_war_support > 0.6
}

Synergy

  • [fuel_ratio](/wiki/trigger/fuel_ratio) — Complements has_fuel: the former checks absolute quantity while the latter checks fuel as a percentage of maximum capacity. Using both together constrains both "amount" and "fullness," preventing nations with enormous fuel capacity from triggering conditions with minimal reserves.
  • [add_fuel](/wiki/effect/add_fuel) — Used as a reward in effect blocks, forming a "check → reward" loop with has_fuel trigger conditions. Commonly seen in fuel supply events.
  • [has_country_flag](/wiki/trigger/has_country_flag) — Use flags to record when "fuel shortage" warnings have been triggered. Combined with has_fuel, this prevents the same condition from repeatedly firing the same event every tick.
  • [has_army_size](/wiki/trigger/has_army_size) — Large armies consume fuel at extreme rates. Combining both triggers enables logic like "allow advancement only when army size is large AND fuel is abundant."

Common Pitfalls

  1. Comparison operators cannot be omitted: has_fuel must be followed by > / < / = and a specific value. Writing has_fuel = yes directly is invalid; the game won't error but the condition will never evaluate correctly, causing silent logic failure.
  2. Scope mixing: This trigger only works in COUNTRY scope. If used directly in a STATE scope's limit block (such as inside every_owned_state without switching scope back to country), the condition will fail to be recognized. You must first switch back to country scope using OWNER or similar before calling the trigger.