trigger · has_political_power
Definition
- Supported scope:
COUNTRY - Supported target:
THIS,ROOT,PREV,FROM,OWNER,CONTROLLER,OCCUPIED,CAPITAL
Description
check amount of political power
has_political_powerCOUNTRYTHIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITALcheck amount of political power
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.
has_political_power is commonly used in focus trees, decisions, or events within available / trigger blocks to check whether the current nation has accumulated sufficient political power before allowing a certain action to trigger, preventing players/AI from activating options when political power is insufficient. For example, in a custom decision requiring a minimum reserve of political power to unlock:
available = {
has_political_power > 50
}
It can also be used within event option trigger blocks for AI weight calculations, allowing the AI to prioritize that option only when political power is abundant.
[add_political_power](/wiki/effect/add_political_power): The most direct pairing—first use has_political_power to check the remaining amount, then use add_political_power to consume or replenish, implementing a "threshold check before deduction" decision logic.[add_ideas](/wiki/effect/add_ideas): When adding advisors/ideological ideas to a nation, it's common to first check whether political power is sufficient before executing the addition, preventing AI from abusing the feature when points are scarce.[command_power](/wiki/trigger/command_power): Belongs to the same "resource reserve check" trigger category as has_political_power, often written in parallel within the same available block, setting thresholds for both political power and command power simultaneously.[has_completed_focus](/wiki/trigger/has_completed_focus): Frequently combined together—certain decisions require completing a specific focus tree and maintaining sufficient political power reserves to unlock, with both conditions written in the same constraint block.has_political_power must be followed by a comparison operator (> 50, < 100, etc.). Writing it as has_political_power = 50 logically means "exactly 50," but political power is almost never precisely equal to a specific integer, causing the condition to never trigger. Beginners often mistakenly assume the trigger is broken because of this.any_owned_state or any_unit_leader, the game will error or silently return false. Ensure the call is at the country level (or correctly reference the country scope through OWNER / ROOT and similar target references).