trigger · tag
Definition
- Supported scope:
COUNTRY,CHARACTER,COMBATANT - Supported target:
THIS,ROOT,PREV,FROM,OWNER,CONTROLLER,OCCUPIED,CAPITAL
Description
country tag trigger
tagCOUNTRY, CHARACTER, COMBATANTTHIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITALcountry tag trigger
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。
tag 是最基础的国家身份判断,常用于限制某个 focus、决策或事件选项仅对特定国家生效,例如只有德国才能触发某条特殊决策,或在 any/all 循环中排除本国。在事件 trigger 块或 limit 块中配合其他条件组合,可以精确地为不同国家定制不同的历史分支路线。
# 仅德国可用的决策
available = {
tag = GER
has_war_support > 0.5
}
# 在 any_neighbor_country 循环中排除自身
any_neighbor_country = {
NOT = { tag = ROOT }
is_in_faction_with = ROOT
}
[exists](/wiki/trigger/exists):通常先用 exists 确认目标国家存在于当前游戏中,再用 tag 判断其具体身份,避免对已被吞并的国家触发逻辑。[has_completed_focus](/wiki/trigger/has_completed_focus):与 tag 组合,限定「某个特定国家完成了某个国策」才满足条件,用于构建国家互动剧情节点。[any_allied_country](/wiki/trigger/any_allied_country):在同盟循环作用域内用 tag 筛选某个具体盟友是否存在,是多国联动事件的标准写法。[country_event](/wiki/effect/country_event):在效果块中先用 tag 条件锁定触发对象,再发送定向事件,保证事件只流向预期国家。any_owned_state、any_neighbor_country 等 scope 内直接写 tag = GER 时,此时 scope 已切换到 STATE 或其他国家,tag 判断的是当前 scope 的国家而非原始作用域,需要用 ROOT/PREV 回溯到正确的国家 scope,否则条件永远不会按预期工作。SOV 而非 sov 或 USSR),拼错会导致条件静默失败,且游戏不会报错提示,排查时极易遗漏。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.
tag is the most fundamental trigger for country identity verification, commonly used to restrict a focus, decision, or event option to specific nations—for example, allowing only Germany to trigger a particular special decision, or excluding the player's own nation in any/all loops. Combined with other conditions in event trigger or limit blocks, it enables precise branching of historical paths tailored to different countries.
# Decision available only to Germany
available = {
tag = GER
has_war_support > 0.5
}
# Exclude self within any_neighbor_country loop
any_neighbor_country = {
NOT = { tag = ROOT }
is_in_faction_with = ROOT
}
[exists](/wiki/trigger/exists): Typically use exists first to confirm the target nation exists in the current game, then use tag to verify its specific identity, avoiding logic triggers on annexed nations.[has_completed_focus](/wiki/trigger/has_completed_focus): Combined with tag, restricts the condition to "a specific nation has completed a particular focus tree branch," useful for constructing diplomatic story nodes between nations.[any_allied_country](/wiki/trigger/any_allied_country): Within any_allied_country loop scope, use tag to filter whether a specific ally exists—the standard pattern for multi-nation coordinated events.[country_event](/wiki/effect/country_event): In effect blocks, first lock the trigger target with tag conditions, then send the targeted event, ensuring the event reaches only the intended nation.tag = GER directly inside scopes like any_owned_state or any_neighbor_country, the scope has already shifted to STATE or another nation—tag evaluates the current scope's nation, not the original context. Use ROOT/PREV to trace back to the correct nation scope, otherwise the condition will never function as intended.SOV not sov or USSR). Misspelled tags cause silent condition failures with no error messages, making them easy to miss during debugging.