trigger · ai_irrationality
Definition
- Supported scope:
COUNTRY - Supported target:
none
Description
check the ai irrationality value
ai_irrationalityCOUNTRYnonecheck the ai irrationality value
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.
ai_irrationality is commonly used for AI behavior debugging and special event trigger scenarios. For example, unlocking special decisions or triggering random events when an AI's irrationality value exceeds a certain threshold, or assessing a given AI nation's current decision-making "chaos level" to provide intelligence feedback to the player. A typical use case is filtering out nations with low rationality values in AI-exclusive limit blocks to prevent them from triggering focus chains that require stable logic.
# Only trigger certain events when AI irrationality meets the condition
country_event = {
trigger = {
is_ai = yes
ai_irrationality > 10
}
...
}
# Use as a threshold in the available block of a decision
available = {
ai_irrationality < 5
}
[has_country_flag](/wiki/trigger/has_country_flag): Use country flags to record whether a particular irrational behavior has already been triggered, then combine with ai_irrationality as a double threshold to prevent repeated execution.[is_ai](/wiki/trigger/is_ai): Ensure the target nation exists before checking irrationality values, preventing errors against dead nations.[add_ai_strategy](/wiki/effect/add_ai_strategy): When irrationality exceeds limits, add AI strategies to "correct" behavioral tendencies, forming a complete "detect→correct" logic loop.[has_country_flag](/wiki/trigger/has_country_flag) + [clr_country_flag](/wiki/effect/clr_country_flag): Combine flag clearing and checking to precisely control the trigger window for irrationality values, avoiding multiple responses within the same time period.ai_irrationality only makes sense for AI-controlled nations. If used within a player-controlled nation scope, its value is typically 0 or meaningless. You must combine it with logic to ensure it's only called within AI nation scopes, otherwise conditions will never trigger as expected.ai_irrationality = 5 directly, but this trigger requires using > / < / >= and other numerical comparison forms. Using equals signs typically fails to match correctly, silently breaking the condition block.