trigger · owns_state
Definition
- Supported scope:
COUNTRY - Supported target:
THIS,ROOT,PREV,FROM,CAPITAL
Description
check owner for state(s)
owns_stateCOUNTRYTHIS, ROOT, PREV, FROM, CAPITALcheck owner for state(s)
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。
owns_state 常用于领土条件判断场景,例如某国完成特定国策或决议的前提是已经拥有目标州,或者用来检测玩家是否已收复失地再触发事件奖励。下面示例中,只有当国家同时拥有两个关键州时,才允许激活某项决议:
available = {
owns_state = 42 # 法兰西岛
owns_state = 64 # 普罗旺斯
}
[controls_state](/wiki/trigger/controls_state) —— 拥有主权与实际控制是两回事,常同时检测两者确保目标州既归本国所有又在实际掌控中。[any_owned_state](/wiki/trigger/any_owned_state) —— 当需要对一批州做批量条件筛选而非一一枚举时,用 any_owned_state 配合内部 trigger 形成更灵活的检测逻辑。[add_state_core](/wiki/effect/add_state_core) —— 在 effect 块中,满足 owns_state 条件后往往紧接着给予核心,二者形成"占领→确权"的完整流程。[add_state_claim](/wiki/effect/add_state_claim) —— 若条件不满足时退而给予主张,与 owns_state 配合实现"有则奖励、无则主张"的分支逻辑。owns_state 填入的必须是州的数字 ID(在 map/definition.csv 与 history/states/ 中查找),而不是省份 ID;填错 ID 不会报错但条件永远不会触发,极难排查。owns_state 通常返回假——若想检测宗主国的间接控制,需要改用 controls_state 或在傀儡 scope 下再做判断,否则条件逻辑会出现预期外的失效。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.
owns_state is commonly used in territorial condition-checking scenarios, such as when a nation's completion of a specific focus or decision requires already possessing a target state, or to detect whether the player has reclaimed lost territory before triggering event rewards. In the example below, a decision is only allowed to activate when the nation simultaneously owns two key states:
available = {
owns_state = 42 # Île-de-France
owns_state = 64 # Provence
}
[controls_state](/wiki/trigger/controls_state) — Ownership and actual control are two different things; check both simultaneously to ensure the target state is both owned by your nation and under your actual control.[any_owned_state](/wiki/trigger/any_owned_state) — When you need to apply batch condition filtering to multiple states rather than enumerating each one individually, pair any_owned_state with internal triggers to create more flexible detection logic.[add_state_core](/wiki/effect/add_state_core) — In effect blocks, after satisfying an owns_state condition, it's common to immediately grant a core, forming a complete "occupation → legitimization" workflow.[add_state_claim](/wiki/effect/add_state_claim) — If the condition isn't met, fall back to granting a claim instead, pairing with owns_state to implement "reward if owned, claim if not" branching logic.owns_state must be a numeric state ID (found in map/definition.csv and history/states/), not a province ID. Using the wrong ID won't produce an error but the condition will never trigger, making it extremely difficult to debug.owns_state to return false — if you need to check the overlord's indirect control, use controls_state instead or re-evaluate the condition within the puppet's scope, otherwise the conditional logic will fail unexpectedly.