Wiki

trigger · has_full_control_of_state

Definition

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

Description

check controller for state(s)

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_full_control_of_state 常用于判断玩家或 AI 国家是否对某州拥有完全控制权(即控制方与拥有方一致且无抵抗),适合在决策、国策或任务可用条件中限制触发时机。例如,只有当本国完全控制某个关键工业州时,才允许触发特定的建设奖励事件或解锁选项。

# 只有在完全控制 STATE_42(法兰西岛)时,该决策才可用
available = {
    has_full_control_of_state = 42
}

配合关系

  • [controls_state](/wiki/trigger/controls_state)controls_state 只检查是否控制某州(不要求完全控制),与 has_full_control_of_state 配合可以区分"名义占领"与"稳固掌控"两种层级,在分支逻辑中给予不同奖励。
  • [any_controlled_state](/wiki/trigger/any_controlled_state):用于遍历所有受控州并叠加 has_full_control_of_state 做子条件,可以检验某个区域内是否存在至少一个完全控制的州。
  • [add_state_core](/wiki/effect/add_state_core):常在满足 has_full_control_of_state 后作为 effect 触发,将完全控制的州核心化,体现"占领稳固后宣誓主权"的叙事逻辑。
  • [all_controlled_state](/wiki/trigger/all_controlled_state):与 has_full_control_of_state 配合可以校验所有受控州是否均达到完全控制,用于判断某一战区是否彻底肃清。

常见坑

  1. 混淆"控制"与"完全控制":新手常用 controls_state 替代本 trigger,但前者在州内仍有敌方民兵或抵抗时也会返回真,导致条件比预期宽松得多,应根据实际需求明确选择。
  2. Scope 方向错误:本 trigger 的 scope 为 COUNTRY,必须在国家 scope 下使用;若误写在 STATE scope 的块(如 every_owned_state 的子块)内而未切换回国家 scope,脚本将报错或静默失效。

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_full_control_of_state is commonly used to determine whether a player or AI nation maintains complete control over a state (i.e., controller and owner are identical with zero resistance). It is well-suited for restricting trigger conditions in decisions, national focuses, or mission availability checks. For example, you can restrict a specific construction bonus event or unlock an option to only trigger when your nation completely controls a critical industrial state.

# This decision is only available when fully controlling STATE_42 (Île-de-France)
available = {
    has_full_control_of_state = 42
}

Synergy

  • [controls_state](/wiki/trigger/controls_state): controls_state only checks whether a state is controlled (without requiring full control). Used alongside has_full_control_of_state, it allows you to distinguish between "nominal occupation" and "firm control" in branching logic, granting different rewards accordingly.
  • [any_controlled_state](/wiki/trigger/any_controlled_state): Iterates through all controlled states and nests has_full_control_of_state as a sub-condition, enabling verification of whether at least one fully-controlled state exists within a given region.
  • [add_state_core](/wiki/effect/add_state_core): Commonly triggered as an effect after has_full_control_of_state is satisfied, coring the fully-controlled state to reinforce the narrative logic of "declaring sovereignty after consolidating occupation."
  • [all_controlled_state](/wiki/trigger/all_controlled_state): Combined with has_full_control_of_state, it validates whether all controlled states achieve full control status, useful for determining whether a war theater has been completely secured.

Common Pitfalls

  1. Confusing "control" with "full control": Newcomers often mistakenly substitute controls_state for this trigger, but the former returns true even if enemy militia or resistance remains in the state, making the condition much looser than intended. Always choose explicitly based on your actual requirements.
  2. Incorrect scope direction: This trigger's scope is COUNTRY and must be used within a country scope context. If written inside a STATE scope block (such as within a sub-block of every_owned_state) without switching back to country scope, the script will error or silently fail.