Official Doc: Effects | 官方文档:影响
Table of Content
Effects for scope CHARACTER
- add_advisor_role
- add_attack
- add_coordination
- add_corps_commander_role
- add_country_leader_role
- add_country_leader_trait
- add_defense
- add_dynamic_modifier
- add_field_marshal_role
- add_logistics
- add_maneuver
- add_max_trait
- add_nationality
- add_naval_commander_role
- add_planning
- add_random_trait
- add_skill_level
- add_temporary_buff_to_units
- add_timed_unit_leader_trait
- add_trait
- add_unit_leader_trait
- boost_planning
- capture_operative
- clr_character_flag
- clr_unit_leader_flag
- demote_leader
- force_operative_leader_into_hiding
- force_update_dynamic_modifier
- free_operative
- gain_xp
- harm_operative_leader
- kill_operative
- modify_character_flag
- modify_unit_leader_flag
- operative_leader_event
- print_variables
- promote_character
- promote_leader
- remove_advisor_role
- remove_country_leader_role
- remove_country_leader_trait
- remove_dynamic_modifier
- remove_exile_tag
- remove_trait
- remove_unit_leader
- remove_unit_leader_role
- remove_unit_leader_trait
- replace_unit_leader_trait
- retire
- set_character_flag
- set_character_name
- set_leader_description
- set_leader_name
- set_leader_portrait
- set_nationality
- set_portraits
- set_unit_leader_flag
- supply_units
- swap_country_leader_traits
- turn_operative
- unit_leader_event
Effects for scope COUNTRY
- Official Doc: Effects | 官方文档:影响
- Table of Content
- Effects for scope CHARACTER
- Effects for scope COUNTRY
- Effects for scope OPERATION
- Effects for scope STATE
- Effects for scope STRATEGIC_REGION
- Effects for scope any
- All Effects
- activate_advisor
- activate_decision
- activate_mission
- activate_mission_tooltip
- activate_targeted_decision
- add_ace
- add_advisor_role
- add_ai_strategy
- add_attack
- add_autonomy_ratio
- add_autonomy_score
- add_building_construction
- add_civil_war_target
- add_claim_by
- add_collaboration
- add_command_power
- add_compliance
- add_coordination
- add_core_of
- add_corps_commander_role
- add_country_leader_role
- add_country_leader_trait
- add_days_mission_timeout
- add_days_remove
- add_decryption
- add_defense
- add_doctrine_cost_reduction
- add_dynamic_modifier
- add_equipment_production
- add_equipment_to_stockpile
- add_extra_state_shared_building_slots
- add_field_marshal_role
- add_fuel
- add_ideas
- add_intel
- add_legitimacy
- add_logistics
- add_maneuver
- add_manpower
- add_max_trait
- add_mines
- add_named_threat
- add_nationality
- add_naval_commander_role
- add_nuclear_bombs
- add_offsite_building
- add_operation_token
- add_opinion_modifier
- add_planning
- add_political_power
- add_popularity
- add_province_modifier
- add_random_trait
- add_region_efficiency
- add_relation_modifier
- add_research_slot
- add_resistance
- add_resistance_target
- add_resource
- add_scaled_political_power
- add_skill_level
- add_stability
- add_state_claim
- add_state_core
- add_state_modifier
- add_tech_bonus
- add_temporary_buff_to_units
- add_threat
- add_timed_idea
- add_timed_unit_leader_trait
- add_to_array
- add_to_faction
- add_to_tech_sharing_group
- add_to_temp_array
- add_to_temp_variable
- add_to_variable
- add_to_war
- add_trait
- add_unit_leader_trait
- add_victory_points
- add_war_support
- ai_message
- air_experience
- annex_country
- army_experience
- become_exiled_in
- boost_planning
- build_railway
- cancel_border_war
- cancel_resistance
- capture_operative
- change_tag_from
- character_list_tooltip
- clamp_temp_variable
- clamp_variable
- clear_array
- clear_global_event_target
- clear_global_event_targets
- clear_temp_array
- clear_variable
- clr_character_flag
- clr_country_flag
- clr_global_flag
- clr_state_flag
- clr_unit_leader_flag
- complete_national_focus
- country_event
- country_lock_all_division_template
- create_corps_commander
- create_country_leader
- create_dynamic_country
- create_entity
- create_equipment_variant
- create_faction
- create_field_marshal
- create_import
- create_intelligence_agency
- create_navy_leader
- create_operative_leader
- create_production_license
- create_railway_gun
- create_ship
- create_unit
- create_wargoal
- custom_effect_tooltip
- damage_building
- damage_units
- deactivate_advisor
- declare_war_on
- delete_unit
- delete_unit_template_and_units
- delete_units
- demote_leader
- destroy_entity
- destroy_ships
- diplomatic_relation
- dismantle_faction
- divide_temp_variable
- divide_variable
- division_template
- drop_cosmetic_tag
- effect_tooltip
- end_exile
- end_puppet
- every_army_leader
- every_character
- every_controlled_state
- every_core_state
- every_country
- every_country_with_original_tag
- every_enemy_country
- every_navy_leader
- every_neighbor_country
- every_neighbor_state
- every_occupied_country
- every_operative
- every_other_country
- every_owned_state
- every_possible_country
- every_state
- every_subject_country
- every_unit_leader
- execute_operation_coordinated_strike
- finalize_border_war
- find_highest_in_array
- find_lowest_in_array
- for_each_loop
- for_each_scope_loop
- for_loop_effect
- force_disable_resistance
- force_enable_resistance
- force_operative_leader_into_hiding
- force_update_dynamic_modifier
- force_update_map_mode
- free_operative
- free_random_operative
- gain_xp
- generate_character
- get_highest_scored_country
- get_highest_scored_country_temp
- get_sorted_scored_countries
- get_sorted_scored_countries_temp
- give_guarantee
- give_military_access
- give_resource_rights
- global_every_army_leader
- goto_province
- goto_state
- harm_operative_leader
- hidden_effect
- hold_election
- if
- inherit_technology
- kill_country_leader
- kill_ideology_leader
- kill_operative
- launch_nuke
- leave_faction
- load_focus_tree
- load_oob
- log
- mark_focus_tree_layout_dirty
- meta_effect
- modify_building_resources
- modify_character_flag
- modify_country_flag
- modify_global_flag
- modify_state_flag
- modify_tech_sharing_bonus
- modify_timed_idea
- modify_unit_leader_flag
- modulo_temp_variable
- modulo_variable
- multiply_temp_variable
- multiply_variable
- navy_experience
- news_event
- operative_leader_event
- party_leader
- play_song
- print_variables
- promote_character
- promote_leader
- puppet
- random
- random_army_leader
- random_character
- random_controlled_state
- random_core_state
- random_country
- random_country_with_original_tag
- random_enemy_country
- random_list
- random_navy_leader
- random_neighbor_country
- random_neighbor_state
- random_occupied_country
- random_operative
- random_other_country
- random_owned_controlled_state
- random_owned_state
- random_scope_in_array
- random_state
- random_subject_country
- random_unit_leader
- randomize_temp_variable
- randomize_variable
- randomize_weather
- recall_attache
- recall_volunteers_from
- recruit_character
- release
- release_autonomy
- release_on_controlled
- release_puppet
- release_puppet_on_controlled
- remove_advisor_role
- remove_building
- remove_claim_by
- remove_core_of
- remove_country_leader_role
- remove_country_leader_trait
- remove_decision
- remove_decision_on_cooldown
- remove_dynamic_modifier
- remove_exile_tag
- remove_from_array
- remove_from_faction
- remove_from_tech_sharing_group
- remove_from_temp_array
- remove_ideas
- remove_ideas_with_trait
- remove_mission
- remove_operation_token
- remove_opinion_modifier
- remove_province_modifier
- remove_relation_modifier
- remove_resistance_target
- remove_resource_rights
- remove_state_claim
- remove_state_core
- remove_targeted_decision
- remove_trait
- remove_unit_leader
- remove_unit_leader_role
- remove_unit_leader_trait
- remove_wargoal
- replace_unit_leader_trait
- reserve_dynamic_country
- reset_province_name
- reset_state_name
- resize_array
- resize_temp_array
- retire
- retire_character
- retire_country_leader
- retire_ideology_leader
- reverse_add_opinion_modifier
- round_temp_variable
- round_variable
- save_event_target_as
- save_global_event_target_as
- scoped_play_song
- scoped_sound_effect
- send_equipment
- send_equipment_fraction
- set_autonomy
- set_border_war
- set_border_war_data
- set_building_level
- set_capital
- set_character_flag
- set_character_name
- set_collaboration
- set_compliance
- set_cosmetic_tag
- set_country_flag
- set_country_leader_description
- set_country_leader_ideology
- set_country_leader_name
- set_country_leader_portrait
- set_demilitarized_zone
- set_division_template_lock
- set_entity_animation
- set_entity_movement
- set_entity_position
- set_entity_rotation
- set_entity_scale
- set_equipment_fraction
- set_faction_leader
- set_faction_name
- set_faction_spymaster
- set_fuel
- set_fuel_ratio
- set_garrison_strength
- set_global_flag
- set_keyed_oob
- set_leader_description
- set_leader_name
- set_leader_portrait
- set_legitimacy
- set_major
- set_nationality
- set_naval_oob
- set_oob
- set_party_name
- set_political_party
- set_political_power
- set_politics
- set_popularities
- set_portraits
- set_province_controller
- set_province_name
- set_research_slots
- set_resistance
- set_rule
- set_stability
- set_state_category
- set_state_controller
- set_state_controller_to
- set_state_flag
- set_state_name
- set_state_owner
- set_state_owner_to
- set_state_province_controller
- set_technology
- set_temp_variable
- set_temp_variable_to_random
- set_truce
- set_unit_leader_flag
- set_variable
- set_variable_to_random
- set_victory_points
- set_war_support
- show_ideas_tooltip
- show_unit_leaders_tooltip
- sound_effect
- start_border_war
- start_civil_war
- start_resistance
- state_event
- steal_random_tech_bonus
- subtract_from_temp_variable
- subtract_from_variable
- supply_units
- swap_country_leader_traits
- swap_ideas
- swap_ruler_traits
- teleport_armies
- teleport_railway_guns_to_deploy_province
- transfer_navy
- transfer_ship
- transfer_state
- transfer_state_to
- transfer_units_fraction
- turn_operative
- uncomplete_national_focus
- unit_leader_event
- unlock_decision_category_tooltip
- unlock_decision_tooltip
- unlock_national_focus
- upgrade_intelligence_agency
- while_loop_effect
- white_peace
Effects for scope OPERATION
Effects for scope STATE
- activate_targeted_decision
- add_building_construction
- add_claim_by
- add_compliance
- add_core_of
- add_dynamic_modifier
- add_extra_state_shared_building_slots
- add_manpower
- add_province_modifier
- add_resistance
- add_resistance_target
- add_resource
- add_state_modifier
- cancel_resistance
- clr_state_flag
- damage_building
- effect_tooltip
- every_neighbor_state
- force_disable_resistance
- force_enable_resistance
- force_update_dynamic_modifier
- hidden_effect
- modify_state_flag
- print_variables
- random_neighbor_state
- remove_building
- remove_claim_by
- remove_core_of
- remove_dynamic_modifier
- remove_province_modifier
- remove_resistance_target
- remove_targeted_decision
- reset_state_name
- set_border_war
- set_building_level
- set_compliance
- set_demilitarized_zone
- set_faction_name
- set_garrison_strength
- set_resistance
- set_state_category
- set_state_controller_to
- set_state_flag
- set_state_name
- set_state_owner_to
- set_state_province_controller
- start_resistance
- state_event
- teleport_armies
- transfer_state_to
Effects for scope STRATEGIC_REGION
Effects for scope any
- add_to_array
- add_to_temp_array
- add_to_temp_variable
- add_to_variable
- add_victory_points
- build_railway
- cancel_border_war
- change_tag_from
- clamp_temp_variable
- clamp_variable
- clear_array
- clear_global_event_target
- clear_global_event_targets
- clear_temp_array
- clear_variable
- clr_global_flag
- create_dynamic_country
- create_entity
- create_railway_gun
- create_unit
- custom_effect_tooltip
- damage_units
- destroy_entity
- divide_temp_variable
- divide_variable
- every_country
- every_other_country
- every_possible_country
- every_state
- finalize_border_war
- find_highest_in_array
- find_lowest_in_array
- for_each_loop
- for_each_scope_loop
- for_loop_effect
- force_update_map_mode
- goto_state
- if
- log
- meta_effect
- modify_global_flag
- modulo_temp_variable
- modulo_variable
- multiply_temp_variable
- multiply_variable
- play_song
- random
- random_country
- random_country_with_original_tag
- random_list
- random_other_country
- random_scope_in_array
- random_state
- randomize_temp_variable
- randomize_variable
- randomize_weather
- remove_from_array
- remove_from_temp_array
- reset_province_name
- resize_array
- resize_temp_array
- round_temp_variable
- round_variable
- save_event_target_as
- save_global_event_target_as
- set_border_war_data
- set_entity_animation
- set_entity_movement
- set_entity_position
- set_entity_rotation
- set_entity_scale
- set_global_flag
- set_province_name
- set_temp_variable
- set_temp_variable_to_random
- set_variable
- set_variable_to_random
- set_victory_points
- sound_effect
- start_border_war
- subtract_from_temp_variable
- subtract_from_variable
- while_loop_effect
All Effects
activate_advisor
- Supported Scopes: COUNTRY
- Supported Targets: none
Place an advisor in their respective role slot
Example:
activate_advisor = GER_character_token_air_chief
activate_decision
- Supported Scopes: COUNTRY
- Supported Targets: none
Activates specified decision for scope country
activate_mission
- Supported Scopes: COUNTRY
- Supported Targets: none
Activates mission, ignoring its normal trigger conditions. Cannot activate a mission that is already active.
Example: activate_mission = some_mission_here
activate_mission_tooltip
- Supported Scopes: COUNTRY
- Supported Targets: none
shows mission will activate and name. Activation needs to be handled manually, effect is just an easier way to display name of mission.
Example: unlock_mission_tooltip = some_mission_here
activate_targeted_decision
- Supported Scopes: STATE, COUNTRY
- Supported Targets: none
Activates targeted decisions or mission, ignoring its normal trigger conditions, cooldown and fire only once. Cannot activate if active in interface.
Example: activate_targeted_decision = { target = TAG/STATE decision = decision_id_here
add_ace
- Supported Scopes: COUNTRY
- Supported Targets: none
adds an air ace
add_advisor_role
- Supported Scopes: COUNTRY, CHARACTER
- Supported Targets: none
add advisor role to character
May directly activate (aka hire) using activate = yes
Example:
add_advisor_role = {
character = "GER_Character_Token" # optional if inside character scope
advisor = {
slot = air_chief
cost = 50
idea_token = GER_character_token_air_chief
traits = {
air_chief_ground_support_2
}
allowed = {...}
}
activate = yes
}
add_ai_strategy
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Adds strategy entry to country AI
add_attack
- Supported Scopes: CHARACTER
- Supported Targets: none
Adds attack skill to a character
Example: add_attack = 1
add_autonomy_ratio
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds % freedom score to the autonomy.
Example:
add_autonomy_ratio={
value=0.005
localization="LOC_KEY"
}
add_autonomy_score
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds exact freedom score to the autonomy.
Example:
add_autonomy_score={
value=50
localization="LOC_KEY"
}
add_building_construction
- Supported Scopes: STATE
- Supported Targets: none
Starts building construction for amount of levels in specified state or province
add_civil_war_target
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Adds a civil war target to a specific country
Usage: civill_war_target = TAG
add_claim_by
- Supported Scopes: STATE
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Add state claim by country.
add_collaboration
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Adds the collaboration in a target country with our currently scoped country
GER = {
add_collaboration = {
target = POL
value = 0.3
}
}
add_command_power
- Supported Scopes: COUNTRY
- Supported Targets: none
add command power to country
add_compliance
- Supported Scopes: STATE
- Supported Targets: any
add compliance to a state. Example: add_compliance = 30
add_coordination
- Supported Scopes: CHARACTER
- Supported Targets: none
Adds maneuver skill to a unit leader
Example: add_coordination = 1
add_core_of
- Supported Scopes: STATE
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Add state as core of country
add_corps_commander_role
- Supported Scopes: COUNTRY, CHARACTER
- Supported Targets: none
add corps commander role to character
Example:
add_corps_commander_role = {
character = GER_Character_token # optional if inside character scope
traits = { }
skill = 4
attack_skill = 2
defense_skill = 3
planning_skill = 3
logistics_skill = 5
}
}
add_country_leader_role
- Supported Scopes: COUNTRY, CHARACTER
- Supported Targets: none
add country leader role to character
Example:
add_country_leader_role = {
character = "GER_Character_Token" # optional if inside character scope
promote_leader = yes
country_leader = {
ideology = socialism
expire = "1965.1.1.1"
traits = {
war_industrialist
}
}
}
add_country_leader_trait
- Supported Scopes: COUNTRY, CHARACTER
- Supported Targets: none
Add country leader trait to the scoped character or scoped country's leader.
In scoped character, will need to give the ideology if the character has several country leader roles.
Example 1: SOV_joseph_stalin = { add_country_leader_trait = underage_monarch }
Example 2: HUN_miklós_horthy = { add_country_leader_trait = { ideology = oligarchism trait = anti_communist } }
Example 3: SOV = { add_country_leader_trait = underage_monarch }
add_days_mission_timeout
- Supported Scopes: COUNTRY
- Supported Targets: none
add days to 'mission_timeout' value of a mission
Example:
add_days_mission_timeout = {
mission = <some_mission>
days = 30
}
add_days_remove
- Supported Scopes: COUNTRY
- Supported Targets: none
adds/removes days to 'days_remove' value of a decision
Example:
add_days_remove = {
decision = <some_decision>
days = 30
}
add_decryption
- Supported Scopes: COUNTRY
- Supported Targets: none
add decryption against a target country. Example:
add_decryption = {
target = GER
# pick one amount = 1000 # a flat amount to be added
ratio = 0.3 # a ratio of crypto defense of target to be added
add_defense
- Supported Scopes: CHARACTER
- Supported Targets: none
Adds defense skill to a unit leader
Example: add_defense = 1
add_doctrine_cost_reduction
- Supported Scopes: COUNTRY
- Supported Targets: none
adds a limited use cost reduction for doctrines
add_dynamic_modifier
- Supported Scopes: STATE, COUNTRY, CHARACTER
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
adds a dynamic modifier to country/state/unit leader. Updates the cooldown if exists:
add_dynamic_modifier = {
modifier = dynamic_modifier_name
days = 42 #will be temporary if specified scope = GER #optional, state or country tag or a variable contains that. if specified the dynamic variable will target that scope
}
add_equipment_production
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds an equipment production
add_equipment_to_stockpile
- Supported Scopes: COUNTRY
- Supported Targets: any
Adds equipment to the countries stockpiles. Amount can be a variable. if it is negative it will remove equipment instead. if producer tag is not specified it will remove from all creators.
Example: add_equipment_to_stockpile = { type = strat_bomber_equipment_2 amount = 100 producer = USA }
add_extra_state_shared_building_slots
- Supported Scopes: STATE
- Supported Targets: none
add extra shared building slot to state
add_field_marshal_role
- Supported Scopes: COUNTRY, CHARACTER
- Supported Targets: none
add field marshall role to character
Example:
add_field_marshal_role = {
character = GER_Character_token # optional if inside character scope
traits = { }
skill = 4
attack_skill = 2
defense_skill = 3
planning_skill = 3
logistics_skill = 5
}
}
add_fuel
- Supported Scopes: COUNTRY
- Supported Targets: none
add fuel to the country
add_ideas
- Supported Scopes: COUNTRY
- Supported Targets: none
add idea(s) to country
add_intel
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Add the specified amount of intel over a specified country
GER = {
add_intel = {
target = POL
civilian_intel = 3
army_intel = 1
# zero field can be omitted
# navy_intel = 0
# airforce_intel = 0
}
}
add_legitimacy
- Supported Scopes: COUNTRY
- Supported Targets: none
add_legitimacy = 10. Adds legitimacy to scope country. Value has to be 0-100.
add_logistics
- Supported Scopes: CHARACTER
- Supported Targets: none
Adds logistics skill to a unit leader
Example: add_logistics = 1
add_maneuver
- Supported Scopes: CHARACTER
- Supported Targets: none
Adds maneuver skill to a unit leader
Example: add_maneuver = 1
add_manpower
- Supported Scopes: STATE, COUNTRY
- Supported Targets: none
Adds manpower to the country in scope or locally on a state if in state scope
add_max_trait
- Supported Scopes: CHARACTER
- Supported Targets: none
Adds a max assignable trait slot for a general
Example: add_max_trait = 1
add_mines
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Add mines to a strategic region for scoped country.
add_mines = { region = 42 mines = 100 }
add_named_threat
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds country threat
add_nationality
- Supported Scopes: CHARACTER
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Add the specified nationalty to the scoped-in operative. Examples:
add_nationality = ROOT
add_nationality = FRA
add_naval_commander_role
- Supported Scopes: COUNTRY, CHARACTER
- Supported Targets: none
Add naval commander to character
Example:
add_naval_commander_role = {
character = GER_Character_token # optional if inside character scope
traits = { spotter }
skill = 4
attack_skill = 3
defense_skill = 3
maneuvering_skill = 3
coordination_skill = 4
}
}
add_nuclear_bombs
- Supported Scopes: COUNTRY
- Supported Targets: none
add nukes to country
add_offsite_building
- Supported Scopes: COUNTRY
- Supported Targets: none
Add an offsite building to a country
add_operation_token
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Adds a specific token against against another country
add_operation_token = {
tag = GER
token = some_token_id
}
add_opinion_modifier
- Supported Scopes: COUNTRY
- Supported Targets: any
Add opinion modifier(s) to target(s)
add_planning
- Supported Scopes: CHARACTER
- Supported Targets: none
Adds planning skill to a unit leader
Example: add_planning = 1
add_political_power
- Supported Scopes: COUNTRY
- Supported Targets: none
add political power to country
add_popularity
- Supported Scopes: COUNTRY
- Supported Targets: none
add popularity to an ideology in a country
Example:
add_popularity = {
ideology = neutrality
popularity = 0.05
}
add_province_modifier
- Supported Scopes: STATE
- Supported Targets: none
Adds static modifiers to specified province.
add_province_modifier = {
static_modifiers = { mod_1 mod_2 }
Select 1 province:
province = 500
Or use:
province = {
id = 500 id = 501 id = 502 (evaluate for specified provinces)
all_provinces (includes all in current state)
limit_to_coastal (only coastal provinces)
limit_to_border (only provinces bordering different country)
limit_to_naval_base (only provinces with a naval base)
limit_to_victory_point (only provinces with a VP)
}
}
add_random_trait
- Supported Scopes: CHARACTER
- Supported Targets: none
add random trait from specified list to unit leader. add_random_trait = { old_guard brilliant_strategist inflexible_strategist }
add_region_efficiency
- Supported Scopes: STRATEGIC_REGION
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
add efficiency factor to strategic region for from country
add_relation_modifier
- Supported Scopes: COUNTRY
- Supported Targets: THIS
Adds a static modifier between current scope and target
Example: add_relation_modifier = {
target = TAG # target of the relation
modifier = static_modifier_name_here #Name of the modifier added
}
}
add_research_slot
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds a research slot (negative values subtracts)
add_resistance
- Supported Scopes: STATE
- Supported Targets: any
add resistance to a state. Example: add_resistance = 30
add_resistance_target
- Supported Scopes: STATE
- Supported Targets: any
adds resistance target to the scoped state :
add_resistance_target = 10
add_resistance_target = {
id = 123 #if set, id can be used for removing an added resistance target using remove_resistance_target effect amount = 10 #original tag of new country
occupied = GER #if set, the resistance target will only apply if the occupied country is GER
occupier = ENG #if set, the resistance target will only apply if the occupier country is ENG
days = 42 #if set the newly added resistance target will be only active for this many days
tooltip = "BLABLA" #tooltip loc key to display in resistance target tooltips
}
add_resource
- Supported Scopes: STATE, COUNTRY
- Supported Targets: none
Adds/removes resource production to state
Example:
add_resource = {
type = steel #resource type to add/destroy amount = 5 #amount to add
state = 42 #can be also read from scope
days = 60 #a resource can be added/removed temporarily}
add_scaled_political_power
- Supported Scopes: COUNTRY
- Supported Targets: none
add political power to country scaled by the difference in IC between the receiver and another country
add_skill_level
- Supported Scopes: CHARACTER
- Supported Targets: none
Adds a skill level to a unit leader
Example: add_skill_level = 1
add_stability
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds the stability to the country in scope. Example: add_stability = 5
add_state_claim
- Supported Scopes: COUNTRY
- Supported Targets: none
add claim on state
add_state_core
- Supported Scopes: COUNTRY
- Supported Targets: none
add core on state
add_state_modifier
- Supported Scopes: STATE
- Supported Targets: none
Adds a modifier to the state
Example: add_state_modifier = { modifier = { local_non_core_manpower = 0.2 } }
add_tech_bonus
- Supported Scopes: COUNTRY
- Supported Targets: none
adds a limited use tech bonus
add_temporary_buff_to_units
- Supported Scopes: CHARACTER
- Supported Targets: none
Add buffs to units that are belongs to the army group/navy of this unit leader
add_threat
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds country threat
add_timed_idea
- Supported Scopes: COUNTRY
- Supported Targets: none
add time limited idea to country idea, add_timed_idea = { idea = id days = number_of_days }
add_timed_unit_leader_trait
- Supported Scopes: CHARACTER
- Supported Targets: none
add a timed trait to unit leader
add_to_array
- Supported Scopes: any
- Supported Targets: none
Adds an element to an array
Example: add_to_array = {
array = array_name
value = 42 #optional, if not defined adds scope
index = 3 #optional, default is end. otherwise elements are shifted
}
#shorter usage: add_to_array = { array_name = 42 }
add_to_faction
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
adds specified country to faction
add_to_tech_sharing_group
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds country to technology sharing group of specified name.
Example: add_to_tech_sharing_group = commonwealth_research
add_to_temp_array
- Supported Scopes: any
- Supported Targets: none
Adds an element to a temporary array
Example: add_to_temp_array = {
array = array_name
value = 42 #optional, if not defined adds scope
index = 3 #optional, default is end. otherwise elements are shifted
}
#shorter usage: add_to_temp_array = { array_name = 42 }
add_to_temp_variable
- Supported Scopes: any
- Supported Targets: none
Adds a value or a variable to a temp variable
Example: add_to_temp_variable = {
var = num_dogs
value = 42
tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values
}
add_to_variable
- Supported Scopes: any
- Supported Targets: none
Adds a value or a variable to another one
Example: add_to_variable = {
var = num_dogs
value = 42
tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values
}
add_to_war
- Supported Scopes: COUNTRY
- Supported Targets: none
adds country to the specified war
add_trait
- Supported Scopes: COUNTRY, CHARACTER
- Supported Targets: none
add trait from specified list to character.
add_trait = {
character = GER_character_token # optional if inside character scope
trait = brilliant_strategist
slot = political_advisor #Only required for updating advisor
ideology = fascism_ideology #Only required for updating country leader
}
add_unit_leader_trait
- Supported Scopes: CHARACTER
- Supported Targets: none
Add trait to unit leader.
Example: SOV_konstantin_rokossovsky = { add_unit_leader_trait = media_personality }
add_victory_points
- Supported Scopes: any
- Supported Targets: any
adds victory point to province
add_victory_points = {
province = 42
value = 5
}
add_war_support
- Supported Scopes: COUNTRY
- Supported Targets: none
Adds the war support to the country in scope. Example: add_war_support = 5
ai_message
- Supported Scopes: COUNTRY
- Supported Targets: none
ai message... ?
air_experience
- Supported Scopes: COUNTRY
- Supported Targets: none
add air experience for country
annex_country
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
army_experience
- Supported Scopes: COUNTRY
- Supported Targets: none
add army experience for country
become_exiled_in
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Become exile in target nation. become_exiled_in = { target = TAG legitimacy = 0-100 (optional) }
boost_planning
- Supported Scopes: CHARACTER
- Supported Targets: none
Boost planning of units that are belongs to the army group/navy of this unit leader
build_railway
- Supported Scopes: any
- Supported Targets: any
Builds/adds railway level between two provinces or along a path. Example:
build_railway = {
level = 1 # Defaults to 1
build_only_on_allied = yes # No by default. If yes and the effect scope is country, it will only build on allied territories for the country
# You can specify a weight function that will be used in pathing. The scope will be the controller of the province it is trying to path to.
# A negative value will make it not to path to that controller.
# Non-negative values will be used as a path cost for that province.
controller_priority = {
base = 1
modifier = {
tag = MAN
add = 2
}
}
# The following options are used for picking a path. You can specify multiple options and it will pick in following order:
fallback = yes # Default no. If yes, each option will try to fallback to next one.
# option 1: List of provinces to draw railways. If fallback = yes uses start and end provinces of the path as fallback in option 2.
path = { 10 20 30 40 }
# option 2: Specify start & end province IDs. It will pick the shortest path. If provinces are not valid and if fallback = yes it will use states of those provs and use in option 3.
start_province = 42
target_province = 84
# option 3: Specify start & end state IDs. It will pick provinces with the best node (capital > nodes > naval )
start_state = 50
target_state = 100
}
cancel_border_war
- Supported Scopes: any
- Supported Targets: none
cancel border war between two states
cancel_resistance
- Supported Scopes: STATE
- Supported Targets: any
cancels resistance activity for a core country.
use along with force_disable_resistance to disable resistance forever
Example : cancel_resistance = yes
capture_operative
- Supported Scopes: COUNTRY, CHARACTER
- Supported Targets: THIS, ROOT, PREV, FROM
Capture an operative
Can be used from a scope and a target that is either a country or a unit leader.
Examples:
GER = {
capture_operative = PREV # where PREV is an operative (unit leader)
# or capture_operative = {
operative = PREV
ignore_death_chance = yes # optional: whether the death chance on capture should be ignored
}
}
capture_operative = { captured_by = GER } # where the scope is an unit leader
change_tag_from
- Supported Scopes: any
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Changes player to other country
character_list_tooltip
- Supported Scopes: COUNTRY
- Supported Targets: none
Display in tooltip every character that fulfills the "limit" trigger.
clamp_temp_variable
- Supported Scopes: any
- Supported Targets: none
Clamps a temp variable a variable bet ween two a values or another variables
Example: clamp_temp_variable = {
var = num_dogs
min = 0
max = num_cats
}
clamp_variable
- Supported Scopes: any
- Supported Targets: none
Clamps a variable between two values or variables.
Note that either min or max can be omitted.
The order in which the operations are applied is Max( Min( var, max ), min ).
An error will be logged if max < min as the result will be more often than not undesired (requires the game to run in debug mode).
Example: clamp_variable = {
var = num_dogs
min = 0
max = num_cats
}
clear_array
- Supported Scopes: any
- Supported Targets: none
Clears the contents of array
Example: clear_array = array_name
clear_global_event_target
- Supported Scopes: any
- Supported Targets: none
clear a global event target
clear_global_event_targets
- Supported Scopes: any
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
clear all global event targets
clear_temp_array
- Supported Scopes: any
- Supported Targets: none
Clears the contents of a temporary array
Example: clear_temp_array = array_name
clear_variable
- Supported Scopes: any
- Supported Targets: none
Clears a variable
Example: clear_variable = num_dogs
clr_character_flag
- Supported Scopes: CHARACTER
- Supported Targets: none
clear character flag
clr_country_flag
- Supported Scopes: COUNTRY
- Supported Targets: none
clear country flag
clr_global_flag
- Supported Scopes: any
- Supported Targets: none
clear global flag
clr_state_flag
- Supported Scopes: STATE
- Supported Targets: none
clear state flag
clr_unit_leader_flag
- Supported Scopes: CHARACTER
- Supported Targets: none
clear unit leader flag
This effect is deprecated in favor of clr_character_flag.
complete_national_focus
- Supported Scopes: COUNTRY
- Supported Targets: none
completes a focus for a country
country_event
- Supported Scopes: COUNTRY
- Supported Targets: none
Fires a country event.
Example:
country_event = {
id = germany.75 # The event to fire.
# Optional Fields:
hours = 12 # The number of hours to wait before firing the event.
days = 5 # The number of days to wait before firing the event.
months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days.
# Note: hours, days, and months can all be used and will simply be added together.
random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours.
random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days.
# Note: random_hours and random_days can both be used and will simply be added together.
random = 6 # Equivalent to random_hours; preserverd for backwards compatibility.
random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually).
tooltip = germany.75.t # Manually specify which tooltip to use for this effect.
}
country_lock_all_division_template
- Supported Scopes: COUNTRY
- Supported Targets: none
Lock all the division template at the country level. Note that you need to unlock them in the same way (You can't use 'set_division_template_lock' individually, because the lock at the country level will not be removed)
create_corps_commander
- Supported Scopes: COUNTRY
- Supported Targets: none
create corps commander for country
create_country_leader
- Supported Scopes: COUNTRY
- Supported Targets: none
creates a leader and adds it to proper party in country
if a character with the same token, or the same name already exists, then just add the country leader role.
Example:
create_country_leader = {
name = "Leader Name"
name = XXX_leader_name # optional, faster to find an already existing character
desc = "LEADER_DESC_LOCALIZATION_TAG"
picture = "Portrait_leader_name.dds" # picture = "...." also supported for backwards compatibility
expire = "1965.1.1"
ideology = despotism
traits = {
the_director
}
}
create_dynamic_country
- Supported Scopes: any
- Supported Targets: any
creates a dynamic country and runs child effects on it. example :
create_dynamic_country = {
original_tag = ITA #original tag of new country
copy_tag = ITA # if set, it will copy stuff from copy tag instead of original_tag
#...effects to run on new country}
create_entity
- Supported Scopes: any
- Supported Targets: any
creates an entity on map
create_entity = {
entity = entity_name #gfx entry
id = 123 # can be ommitted. if given you can use this id to access entity in later times. will replace existing entity if it exists
var = var_name # can be ommitted. if given the id will be stored in this value so the entity can be accessed in later times
# position can be set using following. you can specify a province/state or can enter a manual coordinate. you can do both and the coordinate will shift the state/province coordinate
x = 42
y = 21
province = 123
state = 42
z = 3 #if wanted you can specify a z to shift height of the entity
rotation = 1.2 # angle in radians
scale = 10.0 # scale of entity
min_zoom = 100.0 # min zoom needed to show entity
visible = scripted_trigger_name # a scripted trigger name to show or hide an entity. scope is player country}
create_equipment_variant
- Supported Scopes: COUNTRY
- Supported Targets: none
Creates a new equipment variant.
Example:
create_equipment_variant = {
name = "Yorktown Class"
type = ship_hull_carrier_2
parent_version = 1 #default = 0
obsolete = yes #default = no
name_group = ship_name_group_name #default = empty/none
role_icon_index = 3 #default just inherits from parent or remains unset
role_icon_index = 0 #alternative, explicitly unset
role_icon_index = auto #uses AI design logic to pick
upgrades = { #optional, inherits from parent
ship_deckspace_upgrade = 1
carrier_armor_upgrade = 2
}
modules = { #optional, inherits from parent
fixed_ship_deck_slot_1 = ship_deck_space
front_1_custom_slot = ship_armor_carrier_deck
fixed_ship_deck_slot_2 = empty #overrides parent
}
model = "GER_light_armor_2_entity"
icon = "gfx/interface/technologies/ger_basic_light_tank.dds" #can also use GFX name e.g: "GFX_GER_basic_light_tank_medium"
}
create_faction
- Supported Scopes: COUNTRY
- Supported Targets: none
create faction of specified name
create_field_marshal
- Supported Scopes: COUNTRY
- Supported Targets: none
create field marshal for country
create_import
- Supported Scopes: COUNTRY
- Supported Targets: none
Creates trade between two countries
create_intelligence_agency
- Supported Scopes: COUNTRY
- Supported Targets: none
create an Intelligence Agency for the country, if it is not already done. Example:
create_intelligence_agency = yes # creates with historical ones, if exists.
create_intelligence_agency = {
name = "M.I.B."
icon = "GFX_intelligence_agency_logo_ita"
}
create_navy_leader
- Supported Scopes: COUNTRY
- Supported Targets: none
create navy leader for country
create_operative_leader
- Supported Scopes: COUNTRY
- Supported Targets: none
create operative for country
create_operative_leader = {
bypass_recruitment = no # whether the operative is directly added to the list of available operatives
available_to_spy_master = yes # whether the operative can be recruited by the spy master. Only makes sense if bypass_recruitment is 'no'.
portrait_tag_override = TAG # when selectiong the portrait for the operative, consider that tag instead of the country the operative will operate for gfx = GFX_portrait_alexander_rado # specify the GFX entry that the portrait will be based on, otherwise a random one will be generated.
# Additionally supports the common token to other create_x_leader effects
}
create_production_license
- Supported Scopes: COUNTRY
- Supported Targets: none
Creates production license
Example: create_production_license = {
target = TAG # target for licensing
cost_factor = 1.0 # cost factor for the deal
equipment = { # classical equipment reference
type = light_tank_equipment_2
version = 0
new_prioritised = no ## default yes, you can force using version control this way
}
}
create_railway_gun
- Supported Scopes: any
- Supported Targets: none
Create railway gun effect, just like in OOB, example:
create_railway_gun = {
equipment = railway_gun_equipment_1
name = "Created Railway Gun" #optional
location = 12406 #optional, created in capital otherwise
}
create_ship
- Supported Scopes: COUNTRY
- Supported Targets: none
create a ship from another country and assign it to the reserve fleet.
'creator' is optional. If not set, it will be the scoped country.
'name' is optional.
FRA = {
create_ship = {
type = ship_hull_submarine_1
equipment_variant = "S Class"
creator = ENG
name = "My ship name"
}
}
create_unit
- Supported Scopes: any
- Supported Targets: none
Create unit effect, just like in OOB, example:
create_unit = {
# unit detauls
division = "name = \"1. Northern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5"
# country to spawn unit for
owner = MAN
# a prov id can be specified
prioritize_location = 12406
# can be set to yes to be able to spawn units on enemy provs.
allow_spawning_on_enemy_provs = no
# province controllers can be scored using this scorer. otherwise it will prio your owned provs first, friendly provs second.
# it will also prio provs with scores and less units firstl
country_score = {
base = 100
modifier = {
tag = MAN
add = 100
}
}
count = 1 # can be specified to spawn more than one units
id = 42 # an id can be given to delete units later on}
create_wargoal
- Supported Scopes: COUNTRY
- Supported Targets: none
creates wargoal for country in scope
custom_effect_tooltip
- Supported Scopes: any
- Supported Targets: none
Shows just a custom tooltip
damage_building
- Supported Scopes: STATE
- Supported Targets: any
Damages buildings in the current state.
Example: damage_building = { type = industrial_complex damage = 2.4 }
Also has the variable province = x when targeting provincial buildings.
damage_units
- Supported Scopes: any
- Supported Targets: any
damages units for given conditions. no tooltip generated
damage_units = {
#specify a location
province = 42
state = 5
region = 5
limit = { always = yes } #you can add a trigger for country check
damage = 0.5 #if defined will damage both org & str damage with this amount
org_damage = 0.5
str_damage = 0.5
ratio = yes #will damage a ratio damage to total org/str of unit if set
template = "template_name" #you can limit army templates to damage army = yes #will damage armies
navy = yes #will damage navies
}
deactivate_advisor
- Supported Scopes: COUNTRY
- Supported Targets: none
Dismiss an advisor from their currently occupied role slot
Example:
deactivate_advisor = GER_character_token_air_chief
declare_war_on
- Supported Scopes: COUNTRY
- Supported Targets: none
declares war on specified country
delete_unit
- Supported Scopes: COUNTRY
- Supported Targets: none
delete units of a country. no tooltip is generated. example:
Example:
delete_unit = {
template = template_name # can be filtered a specific template
id = 42 # can be filtered to a given id in create unit effect
state = 64 # can be filtered by a given state
disband = yes # default is no. if set to yes the game will refund equipment/manpower
}
delete_unit_template_and_units
- Supported Scopes: COUNTRY
- Supported Targets: none
Delete a template and its units
Example: delete_unit_template_and_units = {
division_template = <name>
disband = no #if yes, will refund equipment/manpower. default is no
}
delete_units
- Supported Scopes: COUNTRY
- Supported Targets: any
deletes units that uses a specific template :
delete_units = {
division_template = "Template Name"
disband = no # if yes, equipment will be returned to country equipment. default is no
}
demote_leader
- Supported Scopes: CHARACTER
- Supported Targets: none
Demotes field marshal to general
destroy_entity
- Supported Scopes: any
- Supported Targets: any
destroys an existing entity
destroy_entity = 123 #id
destroy_ships
- Supported Scopes: COUNTRY
- Supported Targets: none
Destroys ships of specified country and amount
Example:
ENG={
destroy_ships = {
type=light_cruiser
count=all #or number
}
}
diplomatic_relation
- Supported Scopes: COUNTRY
- Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Set up a diplomatic relation between two nations. Example:
diplomatic_relation = {
country = POR #target country
relation = military_access #type of relation
active = yes #yes to add relation, no to cancel existing one
}
dismantle_faction
- Supported Scopes: COUNTRY
- Supported Targets: none
dismantle faction led by the current country
divide_temp_variable
- Supported Scopes: any
- Supported Targets: none
Divies a temp variable to a value or another variable
Example: divide_temp_variable = {
var = num_dogs
value = 42
tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values
if_zero = 0 # the value to assign if the divisor is zero (default is zero)
}