Wiki

trigger · has_mines

Definition

  • Supported scope:COUNTRY
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Checks if a region has amount of mines.
has_mines = {
    region = region_id
    amount = amount_of_mines
}

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_mines is commonly used in mod scenarios involving naval blockades, port defense, or strategic resource competition. For example, it can be used in a decision or mission to detect whether a specified sea region has sufficient mine deployments, thereby determining whether to unlock subsequent options or grant rewards. A typical scenario is in a naval strategy mod where players must lay mines in a specific strait to reach a threshold before triggering a blockade event chain.

# In the available block of a decision, check if the Baltic region has sufficient mine deployments
available = {
    has_mines = {
        region = 12   # Corresponds to the target sea region region_id
        amount = 50
    }
}

Synergy

  • [add_mines](/wiki/effect/add_mines): The most direct companion—first use add_mines to lay mines in a sea region, then use has_mines to check if the trigger threshold is reached, forming a complete "lay mines → verify → reward" logic loop.
  • [controls_state](/wiki/trigger/controls_state): Often checked simultaneously to ensure the player controls key coastal states near the sea region, guaranteeing that only nations with true naval supremacy can trigger the related condition.
  • [has_navy_size](/wiki/trigger/has_navy_size) (note: synergy concept only; refer to whitelist for accuracy)—can be replaced with [any_controlled_state](/wiki/trigger/any_controlled_state): Combine with territorial control triggers to stack mine deployment checks with territory control conditions, preventing enemies from accidentally triggering faction-exclusive decisions.
  • [building_count_trigger](/wiki/trigger/building_count_trigger): When requiring simultaneously built ports or naval bases, work together with has_mines to form a "infrastructure + mine deployment" dual prerequisite, enhancing the military realism of the mod.

Common Pitfalls

  1. Filling region with state_id instead of region_id: has_mines requires the numeric ID of a strategic region (sea area), not a land state ID; the two ID ranges overlap, and filling in the wrong value won't trigger a script error but the condition will never evaluate correctly. You must cross-reference the corresponding .txt file ID in the map/strategicregions/ folder.
  2. Using on land strategic regions: The mine mechanism only applies to ocean/coastal strategic regions. If region points to a purely land-based area, amount will always be 0, making the condition permanently false, preventing any decision or mission relying on this trigger from satisfying available. Beginners often mistakenly believe this is a script syntax error and repeatedly debug the wrong area.