trigger · has_navy_experience
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
Compares current country's navy experience with right side value.
has_navy_experience < <value>
has_navy_experienceCOUNTRYnoneCompares current country's navy experience with right side value.
has_navy_experience < <value>
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_navy_experience 常用于判断玩家或 AI 国家是否积累了足够的海军经验值,从而解锁特定的国策、决议或顾问。例如在海军强国的 mod 中,可以把它用作某条专注于舰队扩张的决议的 available 前置条件,防止玩家在毫无海军积累的情况下直接触发高级海军内容。
available = {
has_navy_experience > 50
}
[has_army_experience](/wiki/trigger/has_army_experience) / [has_air_experience](/wiki/trigger/has_air_experience) — 三种经验 trigger 通常成组出现,用来综合评估一个国家的军事积累程度,适合设计"全面军事改革"类决议的多重前置。[has_navy_leader](/wiki/trigger/has_navy_leader) — 有足够海军经验的同时往往需要确认存在可用的海军指挥官,两者配合可确保海军类内容在逻辑上自洽。[add_ideas](/wiki/effect/add_ideas) — 当经验条件满足后,通过 effect 块赋予对应的海军理念或顾问,形成"达标即奖励"的完整决议/国策流程。[command_power](/wiki/trigger/command_power) — 与指挥点判断并列使用,可构建"资源双门槛",让高价值海军操作同时消耗经验与指挥点。has_navy_experience > 50,却忘记这是满足条件时返回真;若想表达"经验不够则不可用",需要将整个条件放在 NOT = { has_navy_experience > 50 } 外层,或直接调整阈值方向,与预期逻辑混淆是最常见错误。any_owned_state 或 any_unit_leader 等 scope 内部调用,脚本不会报明显错误但判断结果始终为假,导致条件永远无法触发。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.
has_navy_experience is commonly used to determine whether a player or AI nation has accumulated sufficient naval experience to unlock specific focuses, decisions, or advisors. For example, in mods centered around naval powers, it can serve as an available prerequisite for a decision focused on fleet expansion, preventing players from directly triggering advanced naval content without any naval foundation.
available = {
has_navy_experience > 50
}
[has_army_experience](/wiki/trigger/has_army_experience) / [has_air_experience](/wiki/trigger/has_air_experience) — The three experience triggers typically appear together to comprehensively assess a nation's military accumulation, suitable for designing multiple prerequisites for "comprehensive military reform" type decisions.[has_navy_leader](/wiki/trigger/has_navy_leader) — When sufficient naval experience is present, it is often necessary to confirm the existence of an available naval commander. Using both together ensures naval content is logically consistent.[add_ideas](/wiki/effect/add_ideas) — Once experience conditions are met, use effect blocks to grant corresponding naval doctrines or advisors, forming a complete decision/focus flow with "meeting targets yields rewards."[command_power](/wiki/trigger/command_power) — Used alongside command point checks to construct a "dual-threshold system," allowing high-value naval operations to consume both experience and command points.has_navy_experience > 50, forgetting that this returns true when the condition is met. To express "unavailable when experience is lacking," wrap the entire condition in NOT = { has_navy_experience > 50 }, or directly adjust the threshold direction. Confusing the intended logic is the most common mistake.any_owned_state or any_unit_leader, the script will not report an obvious error but the condition will always evaluate to false, causing the condition to never trigger.