Wiki

trigger · has_industry_to_become_leader

Definition

  • Supported scope:COUNTRY
  • Supported target:any

Description

Checks if the current country exceeds the faction leader in number of factories

### Examples

TAG = { has_industry_to_become_leader = yes }

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

此 trigger 常用于派系领导权争夺相关的 focus、decision 或 event 中,判断某国工业实力是否已足以挑战或取代现任派系领袖。例如在扩张型 mod 里,可以用它来解锁"争夺领导权"决策的 available 条件,防止玩家在工业弱小时就触发内部争斗。

available = {
    is_faction_leader = no
    has_industry_to_become_leader = yes
}

配合关系

  • [is_faction_leader](/wiki/trigger/is_faction_leader)(白名单中不存在,跳过)
  • [compare_ideology_with_faction](/wiki/trigger/compare_ideology_with_faction):常与本 trigger 联用,确保在意识形态相符的前提下才判断工业领先,避免异端国家越位夺权。
  • [alliance_strength_ratio](/wiki/trigger/alliance_strength_ratio):工业数量领先后还需综合军事实力比较,两者搭配使条件更严谨。
  • [add_political_power](/wiki/effect/add_political_power):满足条件后作为奖励派发政治点数,推动国家真正走向领袖地位的后续行动。
  • [create_wargoal](/wiki/effect/create_wargoal):工业超越领袖后生成对领袖的战争目标,实现通过武力夺取领导权的剧情链。

常见坑

  1. scope 混用:此 trigger 只在 COUNTRY scope 下有效,若写在 state 或 unit_leader 的条件块内会静默失败或报错,务必确认外层 scope 是国家。
  2. 误以为可以比较具体数字:该 trigger 只返回是/否,无法传入参数来指定"超过多少工厂",若需精确数量比较应改用 [building_count_trigger](/wiki/trigger/building_count_trigger) 自行统计,而不是依赖本 trigger 做阈值判断。

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

This trigger is commonly used in faction leadership disputes within focus trees, decisions, or events to determine whether a country's industrial capacity is sufficient to challenge or replace the current faction leader. For example, in expansionist mods, it can be used to unlock the available conditions for "contest leadership" decisions, preventing players from triggering internal conflicts when their industry is still weak.

available = {
    is_faction_leader = no
    has_industry_to_become_leader = yes
}

Synergy

  • [is_faction_leader](/wiki/trigger/is_faction_leader) (not present in whitelist, skip)
  • [compare_ideology_with_faction](/wiki/trigger/compare_ideology_with_faction): Frequently combined with this trigger to ensure industrial advantage is only judged when ideologies align with the faction, preventing heretical nations from usurping power.
  • [alliance_strength_ratio](/wiki/trigger/alliance_strength_ratio): After gaining industrial superiority, military power ratios must also be weighed; pairing both conditions makes the requirements more rigorous.
  • [add_political_power](/wiki/effect/add_political_power): Awards political power as a reward upon meeting conditions, facilitating subsequent actions leading the nation toward true leadership.
  • [create_wargoal](/wiki/effect/create_wargoal): Generates a war goal against the leader after industrial superiority is achieved, enabling narrative chains of seizing leadership through military force.

Common Pitfalls

  1. Scope confusion: This trigger only works under COUNTRY scope; writing it within state or unit_leader condition blocks will silently fail or throw errors. Always verify the outer scope is a country.
  2. Mistaking it for numeric comparison: This trigger returns only yes/no and cannot accept parameters to specify "exceeding X factories." For precise numerical comparisons, use [building_count_trigger](/wiki/trigger/building_count_trigger) instead to manually count, rather than relying on this trigger for threshold judgments.