Hands-On Usage
strength_ratio is commonly used in AI decision-making or diplomatic events to trigger an attack, ultimatum, or faction join only when one nation has a relative military advantage. For example, you can require in an event's trigger block that your nation's estimated strength is at least 1.5 times that of the target nation before allowing a declaration of war option to appear:
# This option only displays if your nation's estimated strength is at least 1.5 times Germany's
trigger = {
strength_ratio = {
tag = GER
ratio = 1.5
}
}
Synergy
[enemies_strength_ratio](/wiki/trigger/enemies_strength_ratio): strength_ratio performs a bilateral comparison against a specified tag, while enemies_strength_ratio aggregates all current enemy belligerents; combining both allows you to satisfy composite military strength checks against "a specific nation" and "all enemies collectively."
[has_army_size](/wiki/trigger/has_army_size): Military ratios often need to be paired with an absolute strength floor to prevent the ratio condition from unexpectedly triggering when both sides are weak.
[any_enemy_country](/wiki/trigger/any_enemy_country): When iteratively checking multiple potential enemies, you can nest strength_ratio within the limit block of any_enemy_country to filter for the enemy nation where you hold a clear advantage.
[declare_war_on](/wiki/effect/declare_war_on): After meeting the military ratio condition, you typically execute a declaration of war in the effect block immediately after; this is the most common downstream effect for this trigger.
Common Pitfalls
- Reversing the comparison direction: The
ratio value means "scope nation ÷ tag nation," with a value greater than 1 indicating the scope nation is stronger; beginners often mistakenly assume a smaller value means they are stronger, or assign the tag to the nation they want to "overpower" while getting the numerator and denominator backwards, resulting in completely inverted logic.
- Overlooking the "estimated" nature leading to unstable results: This trigger uses the game's internal estimated strength (including weights for units in training, equipment reserves, etc.), which differs from the intuitive "deployed forces" players expect; setting overly precise thresholds in AI scripts (such as
ratio = 1.01) easily produces unstable behavior due to estimation fluctuations—it is recommended to leave a reasonable safety margin.