trigger · compliance
Definition
- Supported scope:
STATE - Supported target:
any
Description
Compares the current compliance level of a state to a value. Example: compliance > 50
complianceSTATEanyCompares the current compliance level of a state to a value. Example: compliance > 50
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.
compliance is commonly used in occupation mechanic mods to unlock or lock specific decisions and laws based on a region's compliance level, or to dynamically adjust garrison effects. For example, when compliance exceeds a certain threshold, players may be allowed to switch to more lenient occupation laws, thereby creating a tiered reward logic based on compliance.
# In the available block of a decision: only executable when the state's compliance reaches 60
available = {
compliance > 60
}
[has_active_resistance](/wiki/trigger/has_active_resistance): Compliance is closely related to resistance movement strength; both are typically checked together to determine whether occupation stability meets the required conditions.[set_occupation_law](/wiki/effect/set_occupation_law): Once compliance meets the threshold, use this effect to switch to more lenient occupation laws—the most typical "threshold met, tier up" workflow.[add_compliance](/wiki/effect/add_compliance): Works alongside compliance as a reward effect; when compliance hasn't yet reached the target, triggers an effect to supplement compliance, forming a condition-incentive feedback loop.[resistance](/wiki/trigger/resistance): Forms a contrasting check with compliance; resistance and compliance together determine whether a state is in a "governable" state.compliance uses operators like >, <, >= rather than the = { value = … } syntax. Newcomers often mistakenly apply syntax from other triggers, causing parse errors. Ensure the syntax is inline comparison form like compliance > 50.compliance only works in STATE scope. If called directly in COUNTRY or CHARACTER scope without first switching to state scope (e.g., via any_state or every_state), the game will silently ignore it or throw an error, causing the condition to never trigger.