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
- 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.
- 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.