List of Triggers
This is a '''full list of conditions''' usable in event and decision scripting.
Conditions are pieces of script that ask simple logical questions, and return a yes/no answer. These are used in various situations, usually to determine whether or not the prerequisites are met for a certain action to occur.
For example:
trigger = { is_greater_power = yes }
This example displays a trigger for an event. Events can fire only when their trigger requirements are met. This hypothetical event has a very simple trigger, it asks only one thing: is the country in question a great power? If it returns true (i.e. the country is in fact a great power) then they trigger is satisfied and the event may fire. Using Boolean commands and some clever scripting, commands can be used to create very complex sets of requirements. They are used in several different parts of event and decision scripting.
Commands are used for: The "potential" and "allow" sections of decision scripting to determine when they may be presented to the player as an option The "trigger" and "MTTH" (Mean Time to Happen) sections of event scripting to determine when they are eligible to fire and the chances of this happening *The "limit" section of effect (within either events or decisions) scripting to determine what the limits of an effect's reach are
Not all commands are useful in all situations. Commands are usually relevant to specific situations.
For example, the command:
religion = protestant
This command is applicable only when a pop is in question, and it therefore non-functional when applied to province, state, national level scripts. Keep the limits of commands in mind when scripting.
The list below is a comprehensive collection of these commands. Enjoy, and get to modding!
Boolean Operators
These are boolean operators. There are only three of them in Victoria 2, but they are extremely useful. Like any command, they can return true or false, but they are special in that they consist entirely of ''other'' commands. This makes them highly versatile. Expect to use these more than any other commands.
AND operator returns true only when every included statement returns true.
AND = { ai = no civilized = yes }
This "and" operator will return true only if the country in question is not controlled by the ai (that is, it is player controlled), and it is civilized.
OR operator returns true when any of the included commands returns true.
OR = { government = democracy prestige = 50 }
This "or" operator will return true if the country in question is either a democracy or has 50 (or more) prestige.
NOT operator will return true if the body resolves to false.
NOT = { num_of_allies = 3 }
This "not" operator will be satisfied only if the country does not have 3 or more allies; or, in more plain terms, if the country has 2 allies or less. Thus we can see that the "not" command is very useful in combination with any numerically-based command.
NOTE: If you include multiple statements within the same NOT operator, it returns true if ALL of the statements evaluate to false, and it returns false if just ONE or more statements evaluates to true. It is essentially the same as an AND operator, only the logic works with false statements instead of true statements.
General Conditions
year = x:: Returns true if x is the current year or a later year.month = x: Returns true if x is the current month or an earlier month.check_variable = { which = [name of variable] value = x }: Returns true if the “variable name” has been set at an earlier stage and its value is greater than or equal to x. Note: Doesn't seem to work within the province scope.has_global_flag = [name of flag]: Returns true if the game has the specified global flag defined.is_canal_enabled = [1,2,3]: Returns true if the specified canal has been constructed. 1 = Kiel Canal, 2 = Suez Canal, 3 = Panama Canal.
Country Scope
These commands are useful at the country scope. They are applicable whenever the script is referring to a country.
administration_spending = x: Returns true if the current country invest x% or more in administration.ai = [yes / no]: Determines if the country in question is computer or human/player-controlled.alliance_with = [tag/THIS/FROM]: Returns true if the country is allied with the specified country.average_consciousness = X: Returns true if the country overall has a consciousness average at or above X.average_militancy = X: Returns true if the country overall has a militancy average at or above X.badboy = X: Returns true if the country has an infamy of X. NOTE: Unlike with the effect, X in this case is not a straight integer. It's a percentage of 25 (the "infamy limit"). So 20 infamy is 0.8, and 50 infamy is 2.0.big_producer = [name of trade good]: Returns true if the country is a big producer of the specified trade good (may mean this good is in the top 3 exported for the nation or may mean the nation is a top exporter of this good vs all other nations).blockade = x: Returns true if the blockade percentage is equal to x or more.brigades_compare = X: Returns true if the current country has X or more in multiples of army brigades than the country in scope. Example: "brigades_compare = 2" inside an "any_country" scope, would return true for any country that had double the brigades or more than the current countrycan_build_factory_in_capital_state = [name of factory]: Returns true if the capital state can build the specified factory. Real factory names can be found in common/buildings.txt (example: can_build_factory_in_capital_state = artillery_factory)crime_higher_than_education = [yes/no]: Returns true if the administration spending slider is higher than the education spending slider.can_nationalize = [yes/no]: Returns true if the current country can nationalize their industry.can_create_vassals = [yes/no]: Returns true if the current country can create a puppet state.capital = [province id]: Returns true if the specified capital is the current country’s capital.casus_belli = [tag/THIS/FROM]: Returns true if the country in scope has any active casus belli against the target.citizenship_policy = [policy]: Returns true if the country has the specified citizenship policy (from common\issues.txt) (example: "citizenship_policy = residency")civilization_progress = X: Returns true if the uncivilized country has progressed to X% of civilization reforms, with X being expressed as a decimal (between 0 and 1).civilized = [yes/no]:Returns true if the current country is civilized.colonial_nation = [yes/no]: Returns true if the current country has colonies anywhere in the world.constructing_cb_progress = X: Returns true if the country CB construction has progressed to X% or more, with X being expressed as a decimal (between 0 and 1).constructing_cb_type = (name of CB): Returns true if the country is constructing the specified CB.controls = [province id]: Returns true if the current country controls the specified province.crime_fighting = x: Returns true if the current country invest x% or more in crime fighting.crisis_exist = [yes/no]: Returns true if there is an active crisis somewhere in the world.culture_has_union_tag = [yes/no]: Returns true if the scoped country's primary culture group has a defined cultural union tag/country.diplomatic_influence = { who = [THIS/FROM/TAG] value = x }: Returns true if country has more than x diplomatic influence in the country in scope.economic_policy = [policy]: Returns true if the country has the specified economic policy (from common\issues.txt) (example: "economic_policy = laissez_faire")economic_reform_name = level: See common/issues.txt for list of uncivilized economic reforms and their levels. Example : land_reform = yes_land_reform means the uncivilized country has researched the Land Reform reform. Returns true if the country has a specific economic reform at a specific leveleducation_spending = x: Returns true if the current country invest x% or more in education.election = [yes/no]: Returns true if there is an ongoing election in the country.exists = [tag]: Returns true if the specified country exists. May also be used with [yes/no] to determine if the country in scope actually exists.government = [government type]: Returns true if the country has the specified government type.great_wars_enabled = [yes/no]: Returns true if great wars are enabled.have_core_in = [country tag]: Returns true if the country in scope has cores on any provinces of the specified nation.has_country_flag = [name of flag]: Returns true if the country in scope has the specified country flag.has_country_modifier = [name of modifer]: Returns true if the current country has the specified modifier.has_cultural_sphere = [yes/no]: Returns true if the country in scope has any nations of our culture in their SOI.has_leader = [name of leader]: Returns true if the specified leader belongs to the current country.has_recently_lost_war = [yes/no]: Returns true if the country in scope has recently lost a war within 5 years.has_unclaimed_cores = [yes/no]: Returns true if the country in scope has cores that are not owned by them.[ideology] = x: Returns true if at least x% of the country’s population follows the specified ideology. E.g. liberal = 10 will return true if ''population'', NOT voter, support for liberal ideology is at least 10%. This is the same information as that displayed on the pop ideology pie charts in the politics and population screens.ideology = [ideology type]: Returns true if the country’s ruling party belongs to the specified ideology.industrial_score = x: Returns true if the country’s industrial score is equal to x or higher.in_sphere = [tag/FROM/THIS]: Returns true if the country in scope is in the sphere of the target.in_default = [yes/no]: Returns true if the country in scope has defaulted on debts.invention = [name of invention]: Returns true if the country knows the specified invention.involved_in_crisis = [yes/no]: Returns true if the country in scope is participating in the current crisis (being "on-the-fence" counts).is_claim_crisis = [yes/no]: Returns true if the current crisis is over claims on territory.is_colonial_crisis = [yes/no]: Returns true if the current crisis is over uncolonized land.is_core = [province id]: Returns true if the specified province is a core of the current country.is_cultural_union = [tag/FROM/THIS],is_cultural_union = [yes/no]: Returns true if the country in scope is a cultural union country, like Germany, Romania and Italy.is_culture_group = [culture/tag/FROM/THIS]: Returns true if the country in scope has a primary culture of the specified culture group, or if a country is provided, equal to the culture group of the primary culture of that country.is_disarmed = [yes/no]: Returns true if the current country has been disarmed (via the Cut Down to Size casus belli).is_greater_power = [yes/no]: Returns true if the current country is a greater power.is_ideology_enabled = ideology: Example : is_ideology_enabled = socialism means socialism is active in the country. Returns true if the ideology is active in the nationis_independant = [yes/no]: Determines whether the country is puppet or not. Difference to is_vassal is unknown. Independent is supposed to be spelled wrong: independentis_liberation_crisis = [yes/no]: Returns true if the current crisis a liberation crisis to liberate an entire nation.is_mobilised = [yes/no]: Determines whether the country has mobilised or not.is_next_reform = [reform type]: Returns true if the next reform is the specified reform (if healthcare is no healthcare, then the next reform would be trinket healthcare).is_our_vassal = [tag/THIS/FROM]: Returns true if the specified country is a vassal of the country in scope.is_possible_vassal = (tag): Returns true if the specified country can be released as a puppet state (meaning do they own the target's capital?).is_secondary_power = [yes/no]: Returns true if the current country is a secondary power.is_sphere_leader_of = [tag/FROM/THIS]: Returns true if the country in scope is the sphere owner of the target.is_vassal = [yes/no]: Returns true if the current country is a puppet.is_substate = [yes/no]: Returns true if the current country is a substate.literacy = x: Returns true if the average literacy of the country is greater than or equal to the specified amount.lost_national = x: Returns true if the number of core provinces that a country has lost is equal to x or more.middle_strata_everyday_needs = X: Returns true if the country's middle strata are getting X% of their everyday needs, with X being a value between 0 and 1.middle_strata_life_needs = X: Returns true if the country's middle strata are getting X% of their life needs, with X being a value between 0 and 1.middle_strata_luxury_needs = X: Returns true if the country's middle strata are getting X% of their luxury needs, with X being a value between 0 and 1.middle_tax = x: Returns true if percentage of tax paid by the middle strata is equal to x% or more.military_access = [tag/THIS/FROM]: Returns true if the target country has military access to the scoped country.military_reform_name = level. See common/issues.txt for list of uncivilized military reforms and their levels. Example : foreign_training = yes_foreign_training means the uncivilized country has researched the Foreign Training reform. Returns true if the country has a specific military reform at a specific levelmilitary_score = x,military_score = [tag/THIS/FROM]: Returns true if the country’s military score is equal to x or higher.military_spending = x: Returns true if the current country invest x% or more in the military.money = x: Returns true if the amount of money a country has in their treasury is equal to x or more.nationalvalue = [national value]: Returns true if the current country’s national value is equal to the national value specified (using the value in the nationalvalues.txt file, Liberty would be "nv_liberty").national_provinces_occupied = x: Returns true if a foreign power occupies x% or more of the current country’s provinces.neighbour = [tag/FROM/THIS]: Returns true if the current country is a neighbour to the specified country.num_of_allies = x: Returns true if the country has x or more allies.num_of_cities = x: Returns true if the country has x or more cities (aka provinces – inherited from EU3).num_of_ports = x: Returns true if the country has x or more ports.num_of_revolts = x: Returns true if there are x or more revolts in the country (x being the number of states under rebel control).number_of_states = x: Returns true if the number of states a country has is equal to x or more.num_of_substates = x: Returns true if the number of substates a country has is equal to x or more.num_of_vassals = x: Returns true if the number of puppets a country has is equal to x or more.num_of_vassals_no_substates = x: Returns true if the number of puppets that are not substates a country has is equal to x or more.owns = [province id]: Returns true if the country owns the specified province.part_of_sphere = [yes/no]: Determines whether the country in scope is part of ANY great power's sphere.[party_issue] = x: Returns true if total population support for the party issue is at least x%. (E.g. moralism = 10 will return true if ''population'', NOT voter, support for moralism is at least 10%).political_movement_strength = x: Checks if there is any political movement with x or more support. The support is calculated by dividing the supporters by the total amount of POPs and then multiplying by MOVEMENT_SUPPRT_UH_FACTOR in defines.lua (default is 3). So for a country with 150000 POPs and a political movement with 5000 supporters, the political_movement_strength would be 3 * 5000 / 150000 = 10% (0.10).political_reform_name = level. See common/issues.txt for list of social reforms and their levels Example : vote_franchise = wealth_weighted_voting means the country currently has its voting rights set at weighted wealth voting. Returns true if the country has a specific political reform at a specific levelpolitical_reform_want = 0.xx: Returns true if x% or more of the population wants a social reform, x being a value between 0.00 and 1.00poor_strata_everyday_needs = X: Returns true if the country's poor strata are getting X% of their everyday needs, with X being a value between 0 and 1.poor_strata_life_needs = X: Returns true if the country's poor strata are getting X% of their life needs, with X being a value between 0 and 1.poor_strata_luxury_needs = X: Returns true if the country's poor strata are getting X% of their luxury needs, with X being a value between 0 and 1.poor_tax = x: Returns true if percentage of tax paid by the poor strata is equal to x% or more.pop_majority_culture = (culture): Returns true if the majority of a nation's population is of the specified culture.pop_majority_ideology = (ideology): Returns true if the majority of a nation's population has the specified ideology.pop_majority_religion = (religion): Returns true if the majority of a nation's population has the specified religion.pop_militancy = x: Returns true if any pop in the province has a militancy value equal to x or higher.[poptype] = x: Returns true if the specified poptype has x% of the total population in the country (x expressed as a value between 0 and 1). Example: "soldiers = 0.05" would return true if soldiers made up 5% or more of the country's population.prestige = x: Returns true if the country has a prestige value equal to x or higher.primary_culture = [culture]: Returns true if the country has the specified culture as its primary culture.accepted_culture = [culture]: Returns true if the country has the specified culture as its accepted culture.plurality = x: Returns true if the country has plurality value equal to x or higher.produces = [commodity]: Returns true if the country produces the specified industrial or RGO goodrank = x: Returns true if the country's rank is equal to x or greaterrebel_power_fraction = x: Returns true if any rebel has a power (muscle flexing icon, not revolt risk, which has the rebel flag) of at least x%. Would not recommend going too high as pops tend to rebel before their power gets high (revolt risk tends to climb faster than power).recruited_percentage = x: Returns true if the percentage of recruited regiments from maximum is at least x%.relation = { who = [tag/this/from] value = x }: Returns true if the specified country has a relation value equal to x or higher with the specified country.religious_policy = [policy]: Returns true if the country has the specified religious policy (from common\issues.txt) (example: "religious_policy = moralism")revolt_percentage = x: Returns true if the percentage of revolts in the country is equal to x or higher.rich_strata_everyday_needs = X: Returns true if the country's rich strata are getting X% of their everyday needs, with X being a value between 0 and 1.rich_strata_life_needs = X: Returns true if the country's rich strata are getting X% of their life needs, with X being a value between 0 and 1.rich_strata_luxury_needs = X: Returns true if the country's rich strata are getting X% of their luxury needs, with X being a value between 0 and 1.rich_tax = x: Returns true if percentage of tax paid by the rich strata is equal to x% or more.rich_tax_above_poor = [yes/no]: Returns true if percentage of tax paid by the rich strata is greater than the percentage of tax paid by the poor strata.ruling_party = [tag]: Returns true if the ruling party is equal to tag.ruling_party_ideology = [ideology]: Returns true if the ruling party of the current country belongs to the specified ideology. This is not a valid condition for ideologies.txt.slavery = yes_slavery/no_slavery: Returns true if the country allows slavery or not.social_movement_strength= 0.xx: See political_movement_strength.social_reform_name = level. See common/issues.txt for list of social reforms and their levels. Example : wage_reform = trinket_wage means the country currently has its wage level set at trikets. Returns true if the country has a specific social reform at a specific level.social_reform_want = 0.xx: Returns true if x% or more of the population wants a social reform, x being a value between 0.00 and 1.00social_spending = x: Returns true if the current country is investing x% or more in social issues.stronger_army_than = [tag/this/from]: Returns true if the current country has a stronger army than the specified country.substate_of = [tag/this/from]: Returns true if the current country is a substate of the specified country.tag = [country tag]: Returns true if the current country has a country tag that matches the specified tag.[technology name] = 1: Is a boolean that returns true if the country has researched the specified technology (example: "state_n_government = 1")this_culture_union = [country tag] / THIS / FROM / this_union: Returns true if the nation specified has the same cultural union as the country in scope.total_amount_of_divisions = x: Returns true if the number of divisions belonging to a country is equal to x or more. Note: An army needs at least 2 brigades to count as a division.total_amount_of_ships = x: Returns true if the number of ships belonging to a country is equal to x or more.total_defensives = x: Returns true if the current country is currently involved in x or more defensive battles.total_num_of_ports = x: Returns true if the current country controls x or more ports.total_offensives = x: Returns true if the current country is currently involved in x or more offensive battles.total_of_ours_sunk = x: Returns true if the number of sunken ships belonging to the current country is equal to x or more.total_pops = N: Returns true if the tag has equal or more pops than N.total_sea_battles = x: Returns true if the number of sea battles currently undertaken is equal to x or more.total_sunk_by_us = x: Returns true if the total number of ships sunk by the current country is equal to x or more.trade_policy = [policy]: Returns true if the country has the specified trade policy (from common\issues.txt) (example: "trade_policy = free_trade")truce_with = [tag/this/from]: Returns true if the current country has a truce with the specified country.unemployment = x: Returns true if the unemployment percentage is equal to x or higher.unit_has_leader = [yes/no]: Returns true if any unit in the current country has a leader.unit_in_battle = [yes/no]: Returns true if the country has any unit that is fighting a battle.upper_house = { ideology = name value = 0.x }: where value is a fraction 0.0 to 1.0, so value 0.4 = 40% has that ideology. Returns true if the country's upper house has the required characteristicsvassal_of = [tag/this/from]: Returns true if the current country is a puppet state to the specified country.war = [yes/no]: Returns true if the current country is at war.war_exhaustion = x: Returns true if the country’s war exhaustion is equal to x or above.war_policy = [policy]: Returns true if the country has the specified war policy. E.g. Pacifism.war_score = x: Returns true if any war score a country is involved in is at least x%.war_with = [tag/FROM/THIS]: Returns true if the current country is at war with the specified country.
Province Scope
average_consciousness = X: Returns true if the province has a consciousness average at or above X.average_militancy = X: Returns true if the province has a militancy average at or above X.can_build_factory = [yes/no]: Returns true if the province in scope can construct a factory if the owner has the capability to do so.continent = [name of continent]: Returns true if the current province belongs to the specified continent.controlled_by = [tag/FROM/THIS]: Returns true if the specified country controls the current province.controlled_by_rebels = [yes/no]: Determines whether the province is currently under rebel control (you may also use "controlled_by = REB").country_units_in_province = [tag/FROM/THIS]: Returns true if the specified country has any units in the current province.country_units_in_state = [tag/FROM/THIS]: Returns true if the specified country has any units in the current state. Localisation for the state may be broken.crime_fighting = x: Returns true if the current country invest x% or more in crime fighting.education_spending = x: Returns true if the current country invest x% or more in education.empty = [yes/no]: Returns true if the current province is empty (uncolonized).flashpoint_tension = x: Returns true if the flashpoint tension in the province is greater than or equal to the specified amount.has_building = [building type]: Returns true if the current province has the specified building.has_crime = [crime type]: Returns true if the province has the specified crime.has_empty_adjacent_province = [yes/no]: Returns true if the current province has an empty adjacent province.has_empty_adjacent_state = [yes/no]: Returns true if the current province has an empty adjacent state.has_factories = [yes/no]: Returns true if the province in scope has any factories.has_flashpoint = [yes/no]: Returns true if the province has flashpoint tension.has_national_minority = [yes/no]: Returns true if there are pops of different cultures in the province.has_pop_type = [pop type]: Returns true if the current province has any pops of the specified type.has_province_flag = [name of flag]: Returns true if the province in scope has the specified province flag. Note: Doesn't seem to work correctly, usually returning true even if the province doesn't have the flag.has_province_modifier = [name of modifier]: Returns true if the current province has the specified modifier.has_recent_imigration = X: Returns true if the current province has received any immigrants in the past X days.[ideology] = x: Returns true if at least x% of the province’s population follows the specified ideology. E.g. liberal = 10 will return true if ''population'', NOT voter, support for liberal ideology is at least 10%. This is the same information as that displayed on the pop ideology pie chart in the population screen for that province.is_accepted_culture = [yes/no]: Returns true if the province's majority culture is the same as the owning country's accepted culture(s). NB: You can also specify a country tag to the command (including THIS/FROM) and it will return true if the majority culture is the same as the specified country's accepted culture(s).is_blockaded = [yes/no]: Returns true if the province is blockaded.is_capital = [yes/no]: Returns true if the current province is a capital.is_coastal = [yes/no]: Determines whether the province is on a coast (note this means any body of water, even an inland lake—if you want to determine if it's a province that could build a port, use the port command).is_colonial = [yes/no]: Returns true if the current province is a colonial province or notis_core = [tag/THIS/FROM]: Returns true is the current province is has a core belonging to the specified country.is_ideology_enabled = [ideology type]: Returns true if the specified ideology has been enabled.is_overseas = [yes/no]: Returns true if the specified province is overseas (defined by the game as being on a different continent and not contiguous with the country's non-overseas provinces).is_primary_culture = [yes/no]: Returns true if the province's majority culture is the same as the owning country's primary culture. NB: You can also specify a country tag to the command (including THIS/FROM) and it will return true if the majority culture is the same as the specified country's primary culture.is_state_capital = [yes/no]: Returns true if the province in is the state (the region) capital.is_state_religion = [yes/no]: Likely returns true if the state which the province resides has a religious majority of the primary religion of the nation that owns it.life_rating = x: Returns true if the life rating in the province is greater than or equal to the specified amount.literacy = x: Returns true if the average literacy in the province is greater than or equal to the specified amount.military_spending = x: Returns true if the current country are investing x% or more in the military.minorities = [yes/no]: Returns true if there are pops of a non-accepted culture in the province.owned_by = [tag/FROM/THIS]: Returns true if the specified country owns the current province.pop_militancy = x: Returns true if any pop in the province has a militancy value equal to x or higher.port = [yes/no]: Returns true if the current province has a port (even if it's level 0). Note that the main use for this, as opposed to is_coastal, is that it specifically returns true for provinces that COULD build a port, as opposed to provinces that border a body of water even if it's an inland lake.province_control_days = X: Returns true if the province has been controlled for X number of days by someone other than the owner.province_id = [province id]: Returns true if current province has the specified ID.region = [name of region]: Returns true if the province belongs to the specified region. Note: In regions.txt provinces can be assigned to multiple regions, which can be used here. Only the first assigned region will be used for normal ingame activites. A region is more commonly referred to as a state.state_id = [province id]: Returns true if the specified province belongs to the same state as the province in the current scope.terrain = [terrain type]: Returns true if the province in scope has the specified terrain type (from map\terrain.txt).trade_goods= [type]: Returns true if the trade good in the province matches “type”.total_pops = [number]: Returns true if the total pops in provinces match the specified number.unemployment = 0.xx: Returns true if there is x% or more unemployment in the province, valued between 0.00 and 1.00unemployment_by_type = { type = [poptype] value = x }: Returns true if there is x% unemployment for pops of that poptype (with x between 0 and 1). Example:unemployment_by_type = { type = farmers value = 0.5 }. This would return true if farmers in the province were more than 50% unemployed.units_in_province = x: Returns true if there are x or more units in the current province.work_available = { worker = [type] }: Returns true if there is any work available for the specified pop type—meaning specifically is it possible for that pop type to be employed, not whether they would actually find work there or whether there's any unemployment in the province. If a province has factories, this command will always return true for craftsmen and clerks. If the province produces coal, this command will always return true for labourers and false for farmers.
Pop Scope
has_culture_core = [yes/no]: Returns true if the pop in scope has the same culture as one of the core nations in the province.agree_with_ruling_party = X: Returns true if the POP agrees with at least X percentage (a range of 0.0 to 1.0) of their ruling party's platform issues.cash_reserves = x: Returns true if any pop in the province has a cash reserve equal to the cost of x percentage of their daily needs.consciousness = x: Returns true if the consciousness value is equal to x or higher.culture = [culture name]: Province Scope Effects: Returns true if there is a majority of the specified culture in the specified province. POP Scope Effects: '''Warning!''' Only returns true if there is a majority of the specified culture in the POP's province. To check if the POP itself has the culture, use "has_pop_culture" instead.everyday_needs = x: Returns true if any pop in the province has everyday needs equal to x or more.has_pop_culture = [culture] [THIS]: Returns true if any pop in scope has the specified culture.has_pop_religion = [religion] [THIS]: Returns true if any pop in scope has the specified religion.is_primary_culture = [yes/no]: Returns true if culture of the pop in scope is the same as the primary culture of the nation they reside in. NB: You can also specify a country tag to the command (including THIS/FROM) and it will return true if the culture of the pop in scope matches the primary culture of the country specified.is_accepted_culture = [yes/no]: Returns true if culture of the pop in scope is the same as the accepted culture(s) of the nation they reside in. NB: You can also specify a country tag to the command (including THIS/FROM) and it will return true if the culture of the pop in scope matches the accepted culture(s) of the country specified.is_culture_group = [culture/tag/FROM/THIS]: Returns true if the pop in scope is of the specified culture group, or if a country is specified, equal to the culture group of the primary culture of that country.is_state_religion = [yes/no]: Returns true if the pop in question has the same religion as the state religion.life_needs = x: Returns true if any pop in the province life needs equal to x or more.literacy = x: Returns true if the literacy value is equal to x or higher.luxury_needs = x: Returns true if any pop in the province has a luxury need equal to x or more.militancy = x: Returns true if the militancy value is equal to x or higher.money = x: Returns true if any pop in the province has a cash reserve equal to x or higher. Note: Though this condition displays properly in tooltips, it doesn't seem to actually work.political_movement= [yes/no]: Returns true if the pop is currently part of any political movement.political_reform_want = x: Returns true if the pop in scope has a political reform want percentage greater than or equal to the specified amount.pop_majority_culture = (culture): Returns true if the majority of the pop(s) are of the specified culture.pop_majority_ideology = (ideology): Returns true if the majority of the pop(s) have the specified ideology.pop_majority_issue = (issue type): Returns true if the majority of a nation's population/if the majority of the pop(s) have the specified majority issue.pop_majority_religion = (religion): Haven't tested, but presumably returns true if the majority of the pop(s) have the specified religion.religion = [religion name]: Returns true if the pop's cultural government has the specified state religion. See cultural union in common\cultures.txtsocial_movement = [yes/no]: Returns true if the pop is currently part of any social movement.social_reform_want = x: Returns true if the pop in scope has a social reform want percentage greater than or equal to the specified amount.strata = [poor/middle/rich]: Returns true if the pop is of the specified strata.type= [type]: Returns true if there are any pop types of the specified “type”.unemployment = x: Returns true if the unemployment percentage is equal to x or higher.