Wiki

trigger · has_faction_goal

Definition

  • Supported scope:COUNTRY
  • Supported target:any

Description

Checks if the country's faction has an active or completed goal

### Examples

TAG = { has_faction_goal = goal_id }

Hands-On Notes

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.

Hands-On Usage

has_faction_goal is commonly used in faction mechanics mods to check whether a specific faction goal has been activated or completed, triggering subsequent rewards, unlocking options, or narrative events. For example, after a custom faction goal is completed, grant political power to member nations or unlock special decisions:

# Make the decision available only when the faction has activated or completed a specific goal
available = {
    has_faction_goal = faction_goal_naval_supremacy
}

Synergy

  • [has_completed_faction_goal](/wiki/trigger/has_completed_faction_goal): While has_faction_goal checks whether a goal is in an activated or completed state, this trigger specifically determines whether a goal has completed. Using both together allows you to distinguish logic branches between "in progress" and "completed" phases.
  • [add_faction_goal](/wiki/effect/add_faction_goal): Typically you first use this effect to add a goal to a faction, then use has_faction_goal as a subsequent condition check, forming a complete "add → detect" workflow.
  • [faction_goal_fulfillment](/wiki/trigger/faction_goal_fulfillment): Combined usage allows you to further quantify goal completion progress on the premise that the goal exists, useful for staged reward judgments.
  • [add_political_power](/wiki/effect/add_political_power): A common "reward upon goal completion" pattern—after has_faction_goal confirms the goal exists, use this effect to grant corresponding nation incentives.

Common Pitfalls

  1. Confusing activated and completed states: has_faction_goal returns true both when a goal is in progress and when it is completed. If you only want to check the completed state (for example, awarding final rewards), use has_completed_faction_goal instead. Otherwise, rewards may be incorrectly triggered as soon as the goal activates.
  2. Goal ID spelling errors causing perpetual false returns: The goal_id must exactly match the key in add_faction_goal or the faction goal definition file (case-sensitive). A typo won't generate an error but the condition will never be satisfied. When troubleshooting, carefully verify definitions in common/faction_goals/.