Wiki

trigger · num_divisions_in_states

Definition

  • Supported scope:COUNTRY
  • Supported target:any

Description

Checks number of divisions in states (optionally filtering on majority division types). Using a custom tooltip is highly recommended since the default tooltip leaves out some information for the sake of readability.
Example:
num_divisions_in_states = {
	count > 5 (or <, =)
	states = { 550 559 }
	types = { infantry cavalry } [optional - will count all except excluded if not specified]
	exclude = { light_armor } [optional - will count all (included) if not specified]
}

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

num_divisions_in_states is commonly used to verify whether a country has assembled a sufficient number of specific unit types in particular states or strategic regions. For example, checking whether the player has completed an amphibious concentration at a landing objective, or evaluating in AI decision-making whether a front line has enough forces to initiate an offensive. When wrapped with custom_trigger_tooltip, it provides players with clear, readable conditions such as "possesses X infantry divisions in the target state."

# Check if enough armor and motorized divisions are deployed in specified states to unlock a decision
available = {
    custom_trigger_tooltip = {
        tooltip = tt_armor_concentration_ready
        num_divisions_in_states = {
            count > 3
            states = { 8 9 10 }
            types = { armor motorized }
            exclude = { infantry }
        }
    }
}

Synergy

  • [divisions_in_state](/wiki/trigger/divisions_in_state) — When checking a single state's forces, divisions_in_state offers greater conciseness; comparing both helps select the appropriate granularity for your detection scope.
  • [has_army_size](/wiki/trigger/has_army_size) — Used to verify overall army size at a macro level; combining with num_divisions_in_states ensures both "sufficient total manpower" and "frontline concentration in position" conditions are met simultaneously.
  • [controls_state](/wiki/trigger/controls_state) — Typically requires first confirming the target state is under your control before checking garrisoned divisions, preventing logical errors such as "divisions present but state lost."
  • [activate_targeted_decision](/wiki/effect/activate_targeted_decision) — After meeting force concentration requirements, triggers activation of decisions targeting specific objectives; a common subsequent effect in offensive event chains.

Common Pitfalls

  1. Forgetting to add custom_tooltip: The default tooltip omits filtering information from types/exclude, leaving players unaware of the actual unit type conditions being checked. This easily causes confusion about "conditions supposedly met but still failing"—official documentation explicitly recommends mandatory use of custom tooltips.
  2. Misunderstanding the logical relationship between types and exclude: types is a whitelist (count only these types), while exclude is a blacklist (remove from all types). These cannot be mixed to express "everything except X counts"—if you want to exclude a type, use only exclude without types. Otherwise, the logic becomes "must be in the types whitelist AND not in exclude," potentially producing completely unexpected results.