<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://tw-modding.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wolfy</id>
	<title>Total War Modding - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://tw-modding.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wolfy"/>
	<link rel="alternate" type="text/html" href="https://tw-modding.com/wiki/Special:Contributions/Wolfy"/>
	<updated>2026-05-13T19:25:48Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=548</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=548"/>
		<updated>2022-09-23T08:01:16Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally written by [https://steamcommunity.com/id/WolfyLPDC Wolfy].&lt;br /&gt;
&lt;br /&gt;
WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
== Known Mission Types and Usage ==&lt;br /&gt;
&lt;br /&gt;
Every mission type has a particular usage and, sadly, it is not documented anywhere. So this should work as your reliable source. Note that some things may change or be disabled from game to game.&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ensure a minimum of X religion/corruption around all the map.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
Ensure a minimum of X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Become an Emperor or something idk.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_CHARACTER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill one character, agent or lord, in particular.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill a number of characters. You can specify some rules, like their culture.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''subculture:'' &amp;lt;subculture_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''event_category:'' &amp;lt;event_category&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct N buildings from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct the same building N times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING_CHAIN ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct a building for the same building chain N times.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of portuary regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of provinces. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PROVINCES_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Defeat in battle a given faction X times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not remember bruh. Guess deprecated/historical.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Completely wipe a given list of factions. Confederation can be allowed with a flag.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1..N&lt;br /&gt;
* ''confederation_valid'' 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
'''Doesn't accept overridden text'''&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never used but seems quite lineal.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, your building income should be bigger than X. Although it may be wrong and be based on the historical earnings, not sure.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Earn X amount from raiding during all the campaign. It is accumulative.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and DESTROY_FACTION. Use the latter just in case.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Fight a given battle. A battle for an object or a final campaign battle, for example.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''set_piece_battle:'' &amp;lt;set_piece_battle_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Get money. Like a lot. Being “a lot” X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Accumulate a pooled resource. It counts global pooled resources but I do not know if it counts military- or region-bound pooled resources introduced in WH3.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''pooled_resource:'' &amp;lt;pooled_resource_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Seems obvious but I am not sure how much you can tweak it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have access to resources like Gold or Horses.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''resource:'' &amp;lt;resource_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Deploy X agents. Not sure if it works with lords.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''agent_subtype:'' &amp;lt;agent_subtype_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and CONTROL_N_PROVINCES_INCLUDING, although it may be based on not considering your military alliances/vassals territory. I do not recommend using it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, get an income of at least X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Loot or sack a given set of settlements. It is a pain in the ass because if you occupy or raze, it does not count. Usually better to use RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not sure. It is old stuff from historical games. Maybe vassals.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_ALLIANCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have a minimum number of alliances. You can not specify with who.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kinda lineal. Trade with X partners.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAKE_ALLIANCE===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Be allied with a given faction.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You get X turns to complete all other objectives. Otherwise you lose.&lt;br /&gt;
&lt;br /&gt;
'''Keys''' &lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Used for multiplayer head-to-head. Basically accepts everything.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Prevent more than X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never worked with sea regions directly, so may be tricky, but seems quite linear.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own at least one source of each resource like Gold or Horses. Not sure if you need to control the area or also build the building (Is there a non redundant way of saying this?).&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not working anymore. Sad. BRING NAVAL COMBAT BACK.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I believe it only works on old historical games because Cultural Dominance is not a thing anymore. Not sure tho.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No idea about the difference between this one and CONTROL_N_REGIONS_INCLUDING. Use the latter.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own a total of X units in all your armies.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Doesn't accept overridden text'''&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a ritual. Note that there are a lot of rituals not only related to the Vortex campaign, like offering meat to the maw or performing a Clan Eshin scheme.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Raze or sack a given set of settlements. It is a pain in the ass because if you occupy the settlement, it does not count. You do not really have to specify a list of settlements tho, it can be just a number.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Doesn't accept overridden text'''&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Like the key above, but targeting a religion in particular. &lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Reach a specific date/year. Not really useful in Warhamemer. In fact I am not even sure if it is possible.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When I was young, we had multiple research lines based on different aspects, like economy and military. That is not happening anymore and there is a lot of multiculturality. So, no types anymore. You can use it to research X techs without forcing a type.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A script. Whatever you want.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' As far as I know, vassalize factions. I may be wrong.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, have a trading income of at least X.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Make your vassals own buildings. Useful for shitty campaigns like Nakai.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=539</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=539"/>
		<updated>2022-09-04T13:32:52Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally written by [https://steamcommunity.com/id/WolfyLPDC Wolfy].&lt;br /&gt;
&lt;br /&gt;
WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
== Known Mission Types and Usage ==&lt;br /&gt;
&lt;br /&gt;
Every mission type has a particular usage and, sadly, it is not documented anywhere. So this should work as your reliable source. Note that some things may change or be disabled from game to game.&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ensure a minimum of X religion/corruption around all the map.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
Ensure a minimum of X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Become an Emperor or something idk.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_CHARACTER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill one character, agent or lord, in particular.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill a number of characters. You can specify some rules, like their culture.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''subculture:'' &amp;lt;subculture_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''event_category:'' &amp;lt;event_category&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct N buildings from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct the same building N times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING_CHAIN ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct a building for the same building chain N times.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of portuary regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of provinces. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PROVINCES_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Defeat in battle a given faction X times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not remember bruh. Guess deprecated/historical.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Completely wipe a given list of factions. Confederation can be allowed with a flag.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1..N&lt;br /&gt;
* ''confederation_valid'' 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
'''Doesn't accept overiden text'''&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never used but seems quite lineal.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, your building income should be bigger than X. Although it may be wrong and be based on the historical earnings, not sure.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Earn X amount from raiding during all the campaign. It is accumulative.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and DESTROY_FACTION. Use the latter just in case.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Fight a given battle. A battle for an object or a final campaign battle, for example.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''set_piece_battle:'' &amp;lt;set_piece_battle_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Get money. Like a lot. Being “a lot” X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Accumulate a pooled resource. It counts global pooled resources but I do not know if it counts military- or region-bound pooled resources introduced in WH3.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''pooled_resource:'' &amp;lt;pooled_resource_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Seems obvious but I am not sure how much you can tweak it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have access to resources like Gold or Horses.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''resource:'' &amp;lt;resource_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Deploy X agents. Not sure if it works with lords.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''agent_subtype:'' &amp;lt;agent_subtype_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and CONTROL_N_PROVINCES_INCLUDING, although it may be based on not considering your military alliances/vassals territory. I do not recommend using it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, get an income of at least X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Loot or sack a given set of settlements. It is a pain in the ass because if you occupy or raze, it does not count. Usually better to use RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not sure. It is old stuff from historical games. Maybe vassals.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_ALLIANCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have a minimum number of alliances. You can not specify with who.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kinda lineal. Trade with X partners.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAKE_ALLIANCE===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Be allied with a given faction.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You get X turns to complete all other objectives. Otherwise you lose.&lt;br /&gt;
&lt;br /&gt;
'''Keys''' &lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Used for multiplayer head-to-head. Basically accepts everything.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Prevent more than X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never worked with sea regions directly, so may be tricky, but seems quite linear.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own at least one source of each resource like Gold or Horses. Not sure if you need to control the area or also build the building (Is there a non redundant way of saying this?).&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not working anymore. Sad. BRING NAVAL COMBAT BACK.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I believe it only works on old historical games because Cultural Dominance is not a thing anymore. Not sure tho.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No idea about the difference between this one and CONTROL_N_REGIONS_INCLUDING. Use the latter.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own a total of X units in all your armies.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Doesn't accept overiden text'''&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a ritual. Note that there are a lot of rituals not only related to the Vortex campaign, like offering meat to the maw or performing a Clan Eshin scheme.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Raze or sack a given set of settlements. It is a pain in the ass because if you occupy the settlement, it does not count. You do not really have to specify a list of settlements tho, it can be just a number.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Doesn't accept overiden text'''&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Like the key above, but targeting a religion in particular. &lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Reach a specific date/year. Not really useful in Warhamemer. In fact I am not even sure if it is possible.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When I was young, we had multiple research lines based on different aspects, like economy and military. That is not happening anymore and there is a lot of multiculturality. So, no types anymore. You can use it to research X techs without forcing a type.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A script. Whatever you want.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' As far as I know, vassalize factions. I may be wrong.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, have a trading income of at least X.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Make your vassals own buildings. Useful for shitty campaigns like Nakai.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=538</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=538"/>
		<updated>2022-09-04T13:19:52Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally written by [https://steamcommunity.com/id/WolfyLPDC Wolfy].&lt;br /&gt;
&lt;br /&gt;
WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
== Known Mission Types and Usage ==&lt;br /&gt;
&lt;br /&gt;
Every mission type has a particular usage and, sadly, it is not documented anywhere. So this should work as your reliable source. Note that some things may change or be disabled from game to game.&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ensure a minimum of X religion/corruption around all the map.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
Ensure a minimum of X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Become an Emperor or something idk.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_CHARACTER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill one character, agent or lord, in particular.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill a number of characters. You can specify some rules, like their culture.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''subculture:'' &amp;lt;subculture_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''event_category:'' &amp;lt;event_category&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct N buildings from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct the same building N times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING_CHAIN ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct a building for the same building chain N times.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of portuary regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of provinces. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PROVINCES_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Defeat in battle a given faction X times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not remember bruh. Guess deprecated/historical.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Completely wipe a given list of factions. Confederation can be allowed with a flag.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1..N&lt;br /&gt;
* ''confederation_valid'' 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
'''Doesn't accept overiden text'''&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never used but seems quite lineal.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, your building income should be bigger than X. Although it may be wrong and be based on the historical earnings, not sure.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Earn X amount from raiding during all the campaign. It is accumulative.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and DESTROY_FACTION. Use the latter just in case.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Fight a given battle. A battle for an object or a final campaign battle, for example.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''set_piece_battle:'' &amp;lt;set_piece_battle_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Get money. Like a lot. Being “a lot” X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Accumulate a pooled resource. It counts global pooled resources but I do not know if it counts military- or region-bound pooled resources introduced in WH3.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''pooled_resource:'' &amp;lt;pooled_resource_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Seems obvious but I am not sure how much you can tweak it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have access to resources like Gold or Horses.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''resource:'' &amp;lt;resource_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Deploy X agents. Not sure if it works with lords.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''agent_subtype:'' &amp;lt;agent_subtype_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and CONTROL_N_PROVINCES_INCLUDING, although it may be based on not considering your military alliances/vassals territory. I do not recommend using it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, get an income of at least X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Loot or sack a given set of settlements. It is a pain in the ass because if you occupy or raze, it does not count. Usually better to use RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not sure. It is old stuff from historical games. Maybe vassals.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_ALLIANCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have a minimum number of alliances. You can not specify with who.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kinda lineal. Trade with X partners.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAKE_ALLIANCE===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Be allied with a given faction.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You get X turns to complete all other objectives. Otherwise you lose.&lt;br /&gt;
&lt;br /&gt;
'''Keys''' &lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Used for multiplayer head-to-head. Basically accepts everything.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Prevent more than X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never worked with sea regions directly, so may be tricky, but seems quite linear.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own at least one source of each resource like Gold or Horses. Not sure if you need to control the area or also build the building (Is there a non redundant way of saying this?).&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not working anymore. Sad. BRING NAVAL COMBAT BACK.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I believe it only works on old historical games because Cultural Dominance is not a thing anymore. Not sure tho.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No idea about the difference between this one and CONTROL_N_REGIONS_INCLUDING. Use the latter.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own a total of X units in all your armies.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a ritual. Note that there are a lot of rituals not only related to the Vortex campaign, like offering meat to the maw or performing a Clan Eshin scheme.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Raze or sack a given set of settlements. It is a pain in the ass because if you occupy the settlement, it does not count. You do not really have to specify a list of settlements tho, it can be just a number.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Doesn't accept overiden text'''&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Like the key above, but targeting a religion in particular. &lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Reach a specific date/year. Not really useful in Warhamemer. In fact I am not even sure if it is possible.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When I was young, we had multiple research lines based on different aspects, like economy and military. That is not happening anymore and there is a lot of multiculturality. So, no types anymore. You can use it to research X techs without forcing a type.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A script. Whatever you want.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' As far as I know, vassalize factions. I may be wrong.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, have a trading income of at least X.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Make your vassals own buildings. Useful for shitty campaigns like Nakai.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=537</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=537"/>
		<updated>2022-09-04T13:15:05Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally written by [https://steamcommunity.com/id/WolfyLPDC Wolfy].&lt;br /&gt;
&lt;br /&gt;
WORK IN PROGRES&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
== Known Mission Types and Usage ==&lt;br /&gt;
&lt;br /&gt;
Every mission type has a particular usage and, sadly, it is not documented anywhere. So this should work as your reliable source. Note that some things may change or be disabled from game to game.&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ensure a minimum of X religion/corruption around all the map.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
Ensure a minimum of X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Become an Emperor or something idk.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_CHARACTER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill one character, agent or lord, in particular.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill a number of characters. You can specify some rules, like their culture.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''subculture:'' &amp;lt;subculture_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''event_category:'' &amp;lt;event_category&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct N buildings from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct the same building N times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING_CHAIN ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct a building for the same building chain N times.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of portuary regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PORTS_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of provinces. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PROVINCES_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Defeat in battle a given faction X times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not remember bruh. Guess deprecated/historical.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Completely wipe a given list of factions. Confederation can be allowed with a flag.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1..N&lt;br /&gt;
* ''confederation_valid'' 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never used but seems quite lineal.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, your building income should be bigger than X. Although it may be wrong and be based on the historical earnings, not sure.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Earn X amount from raiding during all the campaign. It is accumulative.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and DESTROY_FACTION. Use the latter just in case.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Fight a given battle. A battle for an object or a final campaign battle, for example.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''set_piece_battle:'' &amp;lt;set_piece_battle_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Get money. Like a lot. Being “a lot” X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Accumulate a pooled resource. It counts global pooled resources but I do not know if it counts military- or region-bound pooled resources introduced in WH3.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''pooled_resource:'' &amp;lt;pooled_resource_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Seems obvious but I am not sure how much you can twerk it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have access to resources like Gold or Horses.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''resource:'' &amp;lt;resource_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Deploy X agents. Not sure if it works with lords.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''agent_subtype:'' &amp;lt;agent_subtype_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and CONTROL_N_PROVINCES_INCLUDING, although it may be based on not considering your military alliances/vassals territory. I do not recommend using it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, get an income of at least X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Loot or sack a given set of settlements. It is a pain in the ass because if you occupy or raze, it does not count. Usually better to use RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not sure. It is old stuff from historical games. Maybe vassals.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_ALLIANCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have a minimum number of alliances. You can not specify with who.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kinda lineal. Trade with X partners.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAKE_ALLIANCE===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Be allied with a given faction.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You get X turns to complete all other objectives. Otherwise you lose.&lt;br /&gt;
&lt;br /&gt;
'''Keys''' &lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Used for multiplayer head-to-head. Basically accepts everything.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Prevent more than X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never worked with sea regions directly, so may be tricky, but seems quite linear.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own at least one source of each resource like Gold or Horses. Not sure if you need to control the area or also build the building (Is there a non redundant way of saying this?).&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not working anymore. Sad. BRING NAVAL COMBAT BACK.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I believe it only works on old historical games because Cultural Dominance is not a thing anymore. Not sure tho.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No idea about the difference between this one and CONTROL_N_REGIONS_INCLUDING. Use the latter.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own a total of X units in all your armies.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a ritual. Note that there are a lot of rituals not only related to the Vortex campaign, like offering meat to the maw or performing a Clan Eshin scheme.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Raze or sack a given set of settlements. It is a pain in the ass because if you occupy the settlement, it does not count. You do not really have to specify a list of settlements tho, it can be just a number.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Like the key above, but targeting a religion in particular. &lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Reach a specific date/year. Not really useful in Warhamemer. In fact I am not even sure if it is possible.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When I was young, we had multiple research lines based on different aspects, like economy and military. That is not happening anymore and there is a lot of multiculturality. So, no types anymore. You can use it to research X techs without forcing a type.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A script. Whatever you want.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' As far as I know, vassalize factions. I may be wrong.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, have a trading income of at least X.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Make your vassals own buildings. Useful for shitty campaigns like Nakai.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=472</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=472"/>
		<updated>2022-03-05T16:05:32Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally written by [https://steamcommunity.com/id/WolfyLPDC Wolfy].&lt;br /&gt;
&lt;br /&gt;
WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
== Known Mission Types and Usage ==&lt;br /&gt;
&lt;br /&gt;
Every mission type has a particular usage and, sadly, it is not documented anywhere. So this should work as your reliable source. Note that some things may change or be disabled from game to game.&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ensure a minimum of X religion/corruption around all the map.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
Ensure a minimum of X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Become an Emperor or something idk.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_CHARACTER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill one character, agent or lord, in particular.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill a number of characters. You can specify some rules, like their culture.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''subculture:'' &amp;lt;subculture_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''event_category:'' &amp;lt;event_category&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct N buildings from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct the same building N times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING_CHAIN ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct a building for the same building chain N times.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of portuary regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PORTS_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of provinces. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PROVINCES_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Defeat in battle a given faction X times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not remember bruh. Guess deprecated/historical.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Completely wipe a given list of factions. Confederation can be allowed with a flag.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1..N&lt;br /&gt;
* ''confederation_valid'' 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never used but seems quite lineal.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, your building income should be bigger than X. Although it may be wrong and be based on the historical earnings, not sure.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Earn X amount from raiding during all the campaign. It is accumulative.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and DESTROY_FACTION. Use the latter just in case.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Fight a given battle. A battle for an object or a final campaign battle, for example.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''set_piece_battle:'' &amp;lt;set_piece_battle_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Get money. Like a lot. Being “a lot” X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Accumulate a pooled resource. It counts global pooled resources but I do not know if it counts military- or region-bound pooled resources introduced in WH3.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''pooled_resource:'' &amp;lt;pooled_resource_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Seems obvious but I am not sure how much you can twerk it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have access to resources like Gold or Horses.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''resource:'' &amp;lt;resource_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Deploy X agents. Not sure if it works with lords.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''agent_subtype:'' &amp;lt;agent_subtype_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and CONTROL_N_PROVINCES_INCLUDING, although it may be based on not considering your military alliances/vassals territory. I do not recommend using it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, get an income of at least X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Loot or sack a given set of settlements. It is a pain in the ass because if you occupy or raze, it does not count. Usually better to use RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not sure. It is old stuff from historical games. Maybe vassals.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_ALLIANCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have a minimum number of alliances. You can not specify with who.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kinda lineal. Trade with X partners.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== MAKE_ALLIANCE===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Be allied with a given faction.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH3&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You get X turns to complete all other objectives. Otherwise you lose.&lt;br /&gt;
&lt;br /&gt;
'''Keys''' &lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Used for multiplayer head-to-head. Basically accepts everything.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Prevent more than X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never worked with sea regions directly, so may be tricky, but seems quite linear.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own at least one source of each resource like Gold or Horses. Not sure if you need to control the area or also build the building (Is there a non redundant way of saying this?).&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not working anymore. Sad. BRING NAVAL COMBAT BACK.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I believe it only works on old historical games because Cultural Dominance is not a thing anymore. Not sure tho.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No idea about the difference between this one and CONTROL_N_REGIONS_INCLUDING. Use the latter.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own a total of X units in all your armies.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a ritual. Note that there are a lot of rituals not only related to the Vortex campaign, like offering meat to the maw or performing a Clan Eshin scheme.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Raze or sack a given set of settlements. It is a pain in the ass because if you occupy the settlement, it does not count. You do not really have to specify a list of settlements tho, it can be just a number.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Like the key above, but targeting a religion in particular. &lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Reach a specific date/year. Not really useful in Warhamemer. In fact I am not even sure if it is possible.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When I was young, we had multiple research lines based on different aspects, like economy and military. That is not happening anymore and there is a lot of multiculturality. So, no types anymore. You can use it to research X techs without forcing a type.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A script. Whatever you want.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' As far as I know, vassalize factions. I may be wrong.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, have a trading income of at least X.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Make your vassals own buildings. Useful for shitty campaigns like Nakai.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=471</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=471"/>
		<updated>2022-03-05T16:00:14Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally written by [https://steamcommunity.com/id/WolfyLPDC Wolfy].&lt;br /&gt;
&lt;br /&gt;
WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
== Known Mission Types and Usage ==&lt;br /&gt;
&lt;br /&gt;
Every mission type has a particular usage and, sadly, it is not documented anywhere. So this should work as your reliable source. Note that some things may change or be disabled from game to game.&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Ensure a minimum of X religion/corruption around all the map.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
Ensure a minimum of X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Become an Emperor or something idk.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_CHARACTER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill one character, agent or lord, in particular.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kill a number of characters. You can specify some rules, like their culture.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''subculture:'' &amp;lt;subculture_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''event_category:'' &amp;lt;event_category&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct N buildings from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' TBD&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct the same building N times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING_CHAIN ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Construct a building for the same building chain N times.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of portuary regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PORTS_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of provinces. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PROVINCES_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Control a given number of regions from a given pool.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Defeat in battle a given faction X times.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not remember bruh. Guess deprecated/historical.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Completely wipe a given list of factions. Confederation can be allowed with a flag.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1..N&lt;br /&gt;
* ''confederation_valid'' 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never used but seems quite lineal.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, your building income should be bigger than X. Although it may be wrong and be based on the historical earnings, not sure.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Earn X amount from raiding during all the campaign. It is accumulative.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and DESTROY_FACTION. Use the latter just in case.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Fight a given battle. A battle for an object or a final campaign battle, for example.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''set_piece_battle:'' &amp;lt;set_piece_battle_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Get money. Like a lot. Being “a lot” X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Accumulate a pooled resource. It counts global pooled resources but I do not know if it counts military- or region-bound pooled resources introduced in WH3.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''pooled_resource:'' &amp;lt;pooled_resource_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Seems obvious but I am not sure how much you can twerk it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Have access to resources like Gold or Horses.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''resource:'' &amp;lt;resource_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Deploy X agents. Not sure if it works with lords.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''agent_subtype:'' &amp;lt;agent_subtype_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I do not know the difference between this one and CONTROL_N_PROVINCES_INCLUDING, although it may be based on not considering your military alliances/vassals territory. I do not recommend using it.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, get an income of at least X.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Loot or sack a given set of settlements. It is a pain in the ass because if you occupy or raze, it does not count. Usually better to use RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not sure. It is old stuff from historical games. Maybe vassals.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Kinda lineal. Trade with X partners.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' You get X turns to complete all other objectives. Otherwise you lose.&lt;br /&gt;
&lt;br /&gt;
'''Keys''' &lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Used for multiplayer head-to-head. Basically accepts everything.&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Prevent more than X religion/corruption in the given list of provinces.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Never worked with sea regions directly, so may be tricky, but seems quite linear.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own at least one source of each resource like Gold or Horses. Not sure if you need to control the area or also build the building (Is there a non redundant way of saying this?).&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Not working anymore. Sad. BRING NAVAL COMBAT BACK.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' I believe it only works on old historical games because Cultural Dominance is not a thing anymore. Not sure tho.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' No idea about the difference between this one and CONTROL_N_REGIONS_INCLUDING. Use the latter.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Own a total of X units in all your armies.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Perform a ritual. Note that there are a lot of rituals not only related to the Vortex campaign, like offering meat to the maw or performing a Clan Eshin scheme.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Raze or sack a given set of settlements. It is a pain in the ass because if you occupy the settlement, it does not count. You do not really have to specify a list of settlements tho, it can be just a number.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Like the key above, but targeting a religion in particular. &lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Reach a specific date/year. Not really useful in Warhamemer. In fact I am not even sure if it is possible.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' When I was young, we had multiple research lines based on different aspects, like economy and military. That is not happening anymore and there is a lot of multiculturality. So, no types anymore. You can use it to research X techs without forcing a type.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' A script. Whatever you want.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' As far as I know, vassalize factions. I may be wrong.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' At the start of your turn, have a trading income of at least X.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Make your vassals own buildings. Useful for shitty campaigns like Nakai.&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=470</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=470"/>
		<updated>2022-03-05T15:47:14Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally written by [https://steamcommunity.com/id/WolfyLPDC Wolfy].&lt;br /&gt;
&lt;br /&gt;
WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of known mission types&lt;br /&gt;
|-&lt;br /&gt;
! key !! description&lt;br /&gt;
|-&lt;br /&gt;
| AT_LEAST_X_RELIGION_IN_ALL_PROVINCES || &lt;br /&gt;
|-&lt;br /&gt;
| AT_LEAST_X_RELIGION_IN_PROVINCES || Ensure a minimum of X religion/corruption in the given list of provinces.&lt;br /&gt;
|-&lt;br /&gt;
| ATTAIN_FACTION_PROGRESSION_LEVEL || Become an Emperor or something idk.&lt;br /&gt;
|-&lt;br /&gt;
| ASSASSINATE_CHARACTER || Kill one character, agent or lord, in particular.&lt;br /&gt;
|-&lt;br /&gt;
| ASSASSINATE_X_CHARACTERS || Kill a number of characters. You can specify some rules, like their culture.&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_BUILDINGS_FROM || Construct N buildings from a given pool.&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_OF_A_BUILDING || Construct the same building N times.&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_OF_A_BUILDING_CHAIN || Construct a building for the same building chain N times.&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_PORTS_INCLUDING || Control a given number of portuary regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_PROVINCES_INCLUDING || Control a given number of provinces. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_REGIONS_INCLUDING || Control a given number of regions. You can specify which ones, although you do not need to specify all of them. Military alliances/vassals' possessions count.&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_REGIONS_FROM || Control a given number of regions from a given pool.&lt;br /&gt;
|-&lt;br /&gt;
| DEFEAT_N_ARMIES_OF_FACTION || Defeat in battle a given faction X times.&lt;br /&gt;
|-&lt;br /&gt;
| DESTROY_ALL_WORLD_LEADERS || I do not remember bruh. Guess deprecated/historical.&lt;br /&gt;
|-&lt;br /&gt;
| DESTROY_FACTION || Completely wipe a given list of factions. Confederation can be allowed with a flag.&lt;br /&gt;
|-&lt;br /&gt;
| DONT_LOSE_REGION || Never used but seems quite lineal.&lt;br /&gt;
|-&lt;br /&gt;
| EARN_X_AMOUNT_FROM_BUILDING_WEALTH || At the start of your turn, your building income should be bigger than X. Although it may be wrong and be based on the historical earnings, not sure.&lt;br /&gt;
|-&lt;br /&gt;
| EARN_X_AMOUNT_FROM_RAIDING || Earn X amount from raiding during all the campaign. It is accumulative.&lt;br /&gt;
|-&lt;br /&gt;
| ERADICATE_FACTION || I do not know the difference between this one and DESTROY_FACTION. Use the latter just in case.&lt;br /&gt;
|-&lt;br /&gt;
| FIGHT_SET_PIECE_BATTLE || Fight a given battle. A battle for an object or a final campaign battle, for example.&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_AT_LEAST_X_MONEY || Get money. Like a lot. Being “a lot” X.&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE || Accumulate a pooled resource. It counts global pooled resources but I do not know if it counts military- or region-bound pooled resources introduced in WH3.&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_DIPLOMATIC_RELATIONSHIP || Seems obvious but I am not sure how much you can twerk it.&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_RESOURCES || Have access to resources like Gold or Horses.&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_N_AGENTS_OF_TYPE || Deploy X agents. Not sure if it works with lords.&lt;br /&gt;
|-&lt;br /&gt;
| HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING || I do not know the difference between this one and CONTROL_N_PROVINCES_INCLUDING, although it may be based on not considering your military alliances/vassals territory. I do not recommend using it.&lt;br /&gt;
|-&lt;br /&gt;
| INCOME_AT_LEAST_X || At the start of your turn, get an income of at least X. &lt;br /&gt;
|-&lt;br /&gt;
| LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING || Loot or sack a given set of settlements. It is a pain in the ass because if you occupy or raze, it does not count. Usually better to use RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING.&lt;br /&gt;
|-&lt;br /&gt;
| MAINTAIN_N_CLIENT_STATES || Not sure. It is old stuff from historical games. Maybe vassals.&lt;br /&gt;
|-&lt;br /&gt;
| MAINTAIN_TRADE_WITH_N_FACTIONS || Kinda lineal. Trade with X partners.&lt;br /&gt;
|-&lt;br /&gt;
| MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS || You get X turns to complete all other objectives. Otherwise you lose.&lt;br /&gt;
|-&lt;br /&gt;
| MP_COMPETITIVE || Used for multiplayer head-to-head. Basically accepts everything.&lt;br /&gt;
|-&lt;br /&gt;
| NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES || Prevent more than X religion/corruption in the given list of provinces.&lt;br /&gt;
|-&lt;br /&gt;
| OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING || Never worked with sea regions directly, so may be tricky, but seems quite lineal.&lt;br /&gt;
|-&lt;br /&gt;
| OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE || Own at least one source of each resource like Gold or Horses. Not sure if you need to control the area or also build the building (Is there a non redundant way of saying this?). &lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_NAVAL_UNITS || Not working anymore. Sad. BRING NAVAL COMBAT BACK.&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE || I believe it only works on old historical games because Cultural Dominance is not a thing anymore. Not sure tho.&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_REGIONS_INCLUDING || No idea about the difference between this one and CONTROL_N_REGIONS_INCLUDING. Use the latter.&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_UNITS || Own a total of X units in all your armies. &lt;br /&gt;
|-&lt;br /&gt;
| PERFORM_RITUAL || Perform a ritual. Note that there are a lot of rituals not only related to the Vortex campaign, like offering meat to the maw or performing a Clan Eshin scheme.&lt;br /&gt;
|-&lt;br /&gt;
| RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING || Raze or sack a given set of settlements. It is a pain in the ass because if you occupy the settlement, it does not count. You do not really have to specify a list of settlements tho, it can be just a number.&lt;br /&gt;
|-&lt;br /&gt;
| RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION || Like the key above, but targeting a religion in particular. &lt;br /&gt;
|-&lt;br /&gt;
| REACH_SPECIFIED_DATE || Reach a specific date/year. Not really useful in Warhamemer. In fact I am not even sure if it is possible.&lt;br /&gt;
|-&lt;br /&gt;
| RESEARCH_N_TECHS_OF_TYPE_X || When I was young, we had multiple research lines based on different aspects, like economy and military. That is not happening anymore and there is a lot of multiculturality. So, no types anymore. You can use it to research X techs without forcing a type.&lt;br /&gt;
|-&lt;br /&gt;
| SCRIPTED || A script. Whatever you want.&lt;br /&gt;
|-&lt;br /&gt;
| SUBJUGATE_FACTIONS || As far as I know, vassalize factions. I may be wrong.&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_INCOME_AT_LEAST_X || At the start of your turn, have a trading income of at least X. &lt;br /&gt;
|-&lt;br /&gt;
| VASSALS_OWN_BUILDINGS || Make your vassals own buildings. Useful for shitty campaigns like Nakai.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Every mission type has a particular usage and, sadly, it is not documented anywhere. So this should work as your reliable source. Note that some things may change or be disabled from game to game.&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
Ensure a minimum of X religion/corruption around all the map.&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_CHARACTER ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''subculture:'' &amp;lt;subculture_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''event_category:'' &amp;lt;event_category&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING_CHAIN ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PORTS_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PROVINCES_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1..N&lt;br /&gt;
* ''confederation_valid'' 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''set_piece_battle:'' &amp;lt;set_piece_battle_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''pooled_resource:'' &amp;lt;pooled_resource_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''resource:'' &amp;lt;resource_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''agent_subtype:'' &amp;lt;agent_subtype_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=469</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=469"/>
		<updated>2022-03-03T10:35:08Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Originally written by [https://steamcommunity.com/id/WolfyLPDC Wolfy].&lt;br /&gt;
&lt;br /&gt;
WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of known mission types&lt;br /&gt;
|-&lt;br /&gt;
! key !! description&lt;br /&gt;
|-&lt;br /&gt;
| AT_LEAST_X_RELIGION_IN_ALL_PROVINCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| AT_LEAST_X_RELIGION_IN_PROVINCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| ATTAIN_FACTION_PROGRESSION_LEVEL || Example&lt;br /&gt;
|-&lt;br /&gt;
| ASSASSINATE_CHARACTER || Example&lt;br /&gt;
|-&lt;br /&gt;
| ASSASSINATE_X_CHARACTERS || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_BUILDINGS_FROM || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_OF_A_BUILDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_OF_A_BUILDING_CHAIN || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_PORTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_PROVINCES_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_REGIONS_FROM || Example&lt;br /&gt;
|-&lt;br /&gt;
| DEFEAT_N_ARMIES_OF_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| DESTROY_ALL_WORLD_LEADERS || Example&lt;br /&gt;
|-&lt;br /&gt;
| DESTROY_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| DONT_LOSE_REGION || Example&lt;br /&gt;
|-&lt;br /&gt;
| EARN_X_AMOUNT_FROM_BUILDING_WEALTH || Example&lt;br /&gt;
|-&lt;br /&gt;
| EARN_X_AMOUNT_FROM_RAIDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| ERADICATE_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| FIGHT_SET_PIECE_BATTLE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_AT_LEAST_X_MONEY || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_DIPLOMATIC_RELATIONSHIP || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_RESOURCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_N_AGENTS_OF_TYPE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| INCOME_AT_LEAST_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| MAINTAIN_N_CLIENT_STATES || Example&lt;br /&gt;
|-&lt;br /&gt;
| MAINTAIN_TRADE_WITH_N_FACTIONS || Example&lt;br /&gt;
|-&lt;br /&gt;
| MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS || Example&lt;br /&gt;
|-&lt;br /&gt;
| MP_COMPETITIVE || Example&lt;br /&gt;
|-&lt;br /&gt;
| NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_NAVAL_UNITS || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_UNITS || Example&lt;br /&gt;
|-&lt;br /&gt;
| PERFORM_RITUAL || Example&lt;br /&gt;
|-&lt;br /&gt;
| RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION || Example&lt;br /&gt;
|-&lt;br /&gt;
| REACH_SPECIFIED_DATE || Example&lt;br /&gt;
|-&lt;br /&gt;
| RESEARCH_N_TECHS_OF_TYPE_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| SCRIPTED || Example&lt;br /&gt;
|-&lt;br /&gt;
| SUBJUGATE_FACTIONS || Example&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_INCOME_AT_LEAST_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| VASSALS_OWN_BUILDINGS || Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
Every mission type has a particular usage and, sadly, it is not documented anywhere. So this should work as your reliable source. Note that some things may change or be disabled from game to game.&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_CHARACTER ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''subculture:'' &amp;lt;subculture_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''event_category:'' &amp;lt;event_category&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1..N&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''building_level:'' &amp;lt;building_level&amp;gt;, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING_CHAIN ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PORTS_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
NOTE: I assume CONTROL_N_PROVINCES_FROM should exist too&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''faction:'' &amp;lt;faction_key&amp;gt;, 1..N&lt;br /&gt;
* ''confederation_valid'' 0..1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''set_piece_battle:'' &amp;lt;set_piece_battle_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''pooled_resource:'' &amp;lt;pooled_resource_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''resource:'' &amp;lt;resource_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''agent_subtype:'' &amp;lt;agent_subtype_key&amp;gt;, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''region:'' &amp;lt;region_key&amp;gt;, 0..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila, WH2, WH3&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' WH2&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
TO BE ANALYZED / NEVER USED&lt;br /&gt;
&lt;br /&gt;
=== NO_MORE_THAN_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
'''Keys'''&lt;br /&gt;
* ''total:'' integer, 1&lt;br /&gt;
* ''religion:'' &amp;lt;religion_key&amp;gt;, 1&lt;br /&gt;
* ''province:'' &amp;lt;province_key&amp;gt;, 1..N&lt;br /&gt;
&lt;br /&gt;
'''Works on (Confirmed):''' Attila&lt;br /&gt;
&lt;br /&gt;
'''Does not work on:''' WH3&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=468</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=468"/>
		<updated>2022-03-03T09:29:21Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of known mission types&lt;br /&gt;
|-&lt;br /&gt;
! key !! description&lt;br /&gt;
|-&lt;br /&gt;
| AT_LEAST_X_RELIGION_IN_ALL_PROVINCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| AT_LEAST_X_RELIGION_IN_PROVINCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| ATTAIN_FACTION_PROGRESSION_LEVEL || Example&lt;br /&gt;
|-&lt;br /&gt;
| ASSASSINATE_X_CHARACTERS || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_BUILDINGS_FROM || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_OF_A_BUILDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_PORTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_PROVINCES_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_REGIONS_FROM || Example&lt;br /&gt;
|-&lt;br /&gt;
| DEFEAT_N_ARMIES_OF_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| DESTROY_ALL_WORLD_LEADERS || Example&lt;br /&gt;
|-&lt;br /&gt;
| DESTROY_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| DONT_LOSE_REGION || Example&lt;br /&gt;
|-&lt;br /&gt;
| EARN_X_AMOUNT_FROM_BUILDING_WEALTH || Example&lt;br /&gt;
|-&lt;br /&gt;
| EARN_X_AMOUNT_FROM_RAIDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| ERADICATE_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| FIGHT_SET_PIECE_BATTLE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_AT_LEAST_X_MONEY || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_DIPLOMATIC_RELATIONSHIP || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_RESOURCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_N_AGENTS_OF_TYPE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| INCOME_AT_LEAST_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| MAINTAIN_N_CLIENT_STATES || Example&lt;br /&gt;
|-&lt;br /&gt;
| MAINTAIN_TRADE_WITH_N_FACTIONS || Example&lt;br /&gt;
|-&lt;br /&gt;
| MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS || Example&lt;br /&gt;
|-&lt;br /&gt;
| MP_COMPETITIVE || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_NAVAL_UNITS || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_UNITS || Example&lt;br /&gt;
|-&lt;br /&gt;
| PERFORM_RITUAL || Example&lt;br /&gt;
|-&lt;br /&gt;
| RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION || Example&lt;br /&gt;
|-&lt;br /&gt;
| REACH_SPECIFIED_DATE || Example&lt;br /&gt;
|-&lt;br /&gt;
| RESEARCH_N_TECHS_OF_TYPE_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| SCRIPTED || Example&lt;br /&gt;
|-&lt;br /&gt;
| SUBJUGATE_FACTIONS || Example&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_INCOME_AT_LEAST_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| VASSALS_OWN_BUILDINGS || Example&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Usage ==&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_ALL_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== AT_LEAST_X_RELIGION_IN_PROVINCES ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== ATTAIN_FACTION_PROGRESSION_LEVEL ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== ASSASSINATE_X_CHARACTERS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== BECOME_WORLD_LEADER ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CAPTURE_X_BATTLE_CAPTIVES ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== COMPLETE_N_MISSIONS_OF_CATEGORY ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_BUILDINGS_FROM ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CONSTRUCT_N_OF_A_BUILDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PORTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== CONTROL_N_REGIONS_FROM ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== DEFEAT_N_ARMIES_OF_FACTION ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_ALL_WORLD_LEADERS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== DESTROY_FACTION ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== DONT_LOSE_REGION ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_BUILDING_WEALTH ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== EARN_X_AMOUNT_FROM_RAIDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== ERADICATE_FACTION ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== FIGHT_SET_PIECE_BATTLE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_MONEY ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== HAVE_DIPLOMATIC_RELATIONSHIP ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== HAVE_RESOURCES ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== HAVE_N_AGENTS_OF_TYPE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_N_CLIENT_STATES ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== MAINTAIN_TRADE_WITH_N_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== MP_COMPETITIVE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_NAVAL_UNITS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_REGIONS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== OWN_N_UNITS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== PERFORM_RITUAL ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== REACH_SPECIFIED_DATE ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== RESEARCH_N_TECHS_OF_TYPE_X ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SCRIPTED ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== SUBJUGATE_FACTIONS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== TRADE_INCOME_AT_LEAST_X ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;br /&gt;
&lt;br /&gt;
=== VASSALS_OWN_BUILDINGS ===&lt;br /&gt;
&lt;br /&gt;
TBD&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=467</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=467"/>
		<updated>2022-03-03T09:22:57Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
== Mission Types ==&lt;br /&gt;
&lt;br /&gt;
Each one of the missions has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future ''victory_objectives.txt'' files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table ''MISSION_TYPES'', but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ List of known mission types&lt;br /&gt;
|-&lt;br /&gt;
! key !! description&lt;br /&gt;
|-&lt;br /&gt;
| AT_LEAST_X_RELIGION_IN_ALL_PROVINCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| AT_LEAST_X_RELIGION_IN_PROVINCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| ATTAIN_FACTION_PROGRESSION_LEVEL || Example&lt;br /&gt;
|-&lt;br /&gt;
| ASSASSINATE_X_CHARACTERS || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_BUILDINGS_FROM || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONSTRUCT_N_OF_A_BUILDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_PORTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_PROVINCES_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| CONTROL_N_REGIONS_FROM || Example&lt;br /&gt;
|-&lt;br /&gt;
| DEFEAT_N_ARMIES_OF_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| DESTROY_ALL_WORLD_LEADERS || Example&lt;br /&gt;
|-&lt;br /&gt;
| DESTROY_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| DONT_LOSE_REGION || Example&lt;br /&gt;
|-&lt;br /&gt;
| EARN_X_AMOUNT_FROM_BUILDING_WEALTH || Example&lt;br /&gt;
|-&lt;br /&gt;
| EARN_X_AMOUNT_FROM_RAIDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| ERADICATE_FACTION || Example&lt;br /&gt;
|-&lt;br /&gt;
| FIGHT_SET_PIECE_BATTLE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_AT_LEAST_X_MONEY || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_AT_LEAST_X_OF_A_POOLED_RESOURCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_DIPLOMATIC_RELATIONSHIP || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_RESOURCES || Example&lt;br /&gt;
|-&lt;br /&gt;
| HAVE_N_AGENTS_OF_TYPE || Example&lt;br /&gt;
|-&lt;br /&gt;
| HOLD_ENTIRETY_OF_N_PROVINCES_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| INCOME_AT_LEAST_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| LOOT_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| MAINTAIN_N_CLIENT_STATES || Example&lt;br /&gt;
|-&lt;br /&gt;
| MAINTAIN_TRADE_WITH_N_FACTIONS || Example&lt;br /&gt;
|-&lt;br /&gt;
| MEET_ALL_OTHER_OBJECTIVES_WITHIN_X_TURNS || Example&lt;br /&gt;
|-&lt;br /&gt;
| MP_COMPETITIVE || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_A_PORT_ADJOINING_SEA_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_AT_LEAST_ONE_SOURCE_OF_EACH_RESOURCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_NAVAL_UNITS || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_PROVINCES_WITH_CULTURAL_DOMINANCE || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_REGIONS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| OWN_N_UNITS || Example&lt;br /&gt;
|-&lt;br /&gt;
| PERFORM_RITUAL || Example&lt;br /&gt;
|-&lt;br /&gt;
| RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_INCLUDING || Example&lt;br /&gt;
|-&lt;br /&gt;
| RAZE_OR_SACK_N_DIFFERENT_SETTLEMENTS_RELIGION || Example&lt;br /&gt;
|-&lt;br /&gt;
| REACH_SPECIFIED_DATE || Example&lt;br /&gt;
|-&lt;br /&gt;
| RESEARCH_N_TECHS_OF_TYPE_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| SCRIPTED || Example&lt;br /&gt;
|-&lt;br /&gt;
| SUBJUGATE_FACTIONS || Example&lt;br /&gt;
|-&lt;br /&gt;
| TRADE_INCOME_AT_LEAST_X || Example&lt;br /&gt;
|-&lt;br /&gt;
| VASSALS_OWN_BUILDINGS || Example&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
	<entry>
		<id>https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=466</id>
		<title>Missions/Victory Conditions</title>
		<link rel="alternate" type="text/html" href="https://tw-modding.com/index.php?title=Missions/Victory_Conditions&amp;diff=466"/>
		<updated>2022-03-03T09:07:08Z</updated>

		<summary type="html">&lt;p&gt;Wolfy: Created page with &amp;quot;WORK IN PROGRESS  '''Objective Types'''  Each one of the objectives has to have a type associated. This type defines not only the kind of condition that has to be achieved or...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;WORK IN PROGRESS&lt;br /&gt;
&lt;br /&gt;
'''Objective Types'''&lt;br /&gt;
&lt;br /&gt;
Each one of the objectives has to have a type associated. This type defines not only the kind of condition that has to be achieved or the default associated text, but also the structure that objective has to have in order to be loaded. However, they are not properly defiened anywhere and the best way to discover new ones is to reverse engineer them by manually testing new possibilities or by looking for new keys in past or future victory_objectives.txt files.&lt;br /&gt;
&lt;br /&gt;
Again, the complete list is not available anywhere and this is the best collection available. It includes data extracted since Medieval II and includes all main games and sagas until Three Kingdoms. The list will be expanded further, if possible, once Warhammer III Assembly Kit is out. In any case, it is important to note that a lot of modders associate the objective keys to the table MISSION_TYPES, but this is not true. Not all possible types are listed in that table and not all keys in that table work as valid mission types.&lt;/div&gt;</summary>
		<author><name>Wolfy</name></author>
	</entry>
</feed>