trigger · has_manpower_for_recruit_change_to
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
check if manpower is enough to switch recruitment laws not to be negative
has_manpower_for_recruit_change_toCOUNTRYnonecheck if manpower is enough to switch recruitment laws not to be negative
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。
在设计征兵法案相关的决策或国策时,常用此 trigger 来保证玩家切换到更高征兵要求的法案前,当前人力储量不会因扣除而变为负数,避免出现人力"欠债"的异常状态。例如在一个允许手动切换征兵法的决策中:
available = {
has_manpower_for_recruit_change_to = yes
}
[current_conscription_amount](/wiki/trigger/current_conscription_amount):先检查当前实际征兵率,再配合本 trigger 共同构成"目标法案是否可安全切换"的双重验证逻辑。[conscription_ratio](/wiki/trigger/conscription_ratio):用于对比当前人力消耗占比,与本 trigger 组合可给 AI 或玩家提供更精确的法案切换时机判断。[add_ideas](/wiki/effect/add_ideas):通过 trigger 验证通过后,用此 effect 实际应用新的征兵法 idea,是最典型的"先判断后执行"配合链。[has_manpower_for_recruit_change_to](/wiki/trigger/has_manpower_for_recruit_change_to)(自身嵌套于 limit):在 every_allied_country 等循环 scope 内用 limit 块限定只对人力充足的盟友执行征兵相关操作。= yes 即可;新手容易尝试写成 = { idea = xxx } 形式,导致脚本报错或判断失效。any_owned_state 的子块里),游戏会静默忽略或报错,逻辑不会按预期触发。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.
When designing decisions or national focuses related to conscription laws, this trigger is commonly used to ensure that before the player switches to a higher conscription requirement law, the current manpower reserves will not become negative due to deduction, avoiding the anomalous state of manpower "debt". For example, in a decision that allows manual switching of conscription laws:
available = {
has_manpower_for_recruit_change_to = yes
}
[current_conscription_amount](/wiki/trigger/current_conscription_amount): First check the current actual conscription rate, then combine with this trigger to form a dual-verification logic for "whether the target law can be safely switched".[conscription_ratio](/wiki/trigger/conscription_ratio): Used to compare the current manpower consumption ratio; combining with this trigger can provide AI or players with more precise timing judgments for law switching.[add_ideas](/wiki/effect/add_ideas): After the trigger verification passes, use this effect to actually apply the new conscription law idea; this is the most typical "verify then execute" synergy chain.[has_manpower_for_recruit_change_to](/wiki/trigger/has_manpower_for_recruit_change_to) (nested within limit): Within looping scopes like every_allied_country, use the limit block to restrict conscription-related operations only to allies with sufficient manpower.= yes; beginners often try to write it in the form = { idea = xxx }, causing script errors or judgment failure.any_owned_state), the game will silently ignore it or report an error, and the logic will not trigger as expected.