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
has_fuelCOUNTRYTHIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITALcheck amount of fuel
example:
has_fuel > 500
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。
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
}
[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。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。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 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.
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
}
[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."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.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.