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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

  • 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)
}

divide_variable

  • Supported Scopes: any
  • Supported Targets: none
Divies a variable to a value or another variable
Example: divide_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
}

division_template

  • Supported Scopes: COUNTRY
  • Supported Targets: none
add a division template to country

drop_cosmetic_tag

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Drops country cosmetic tag.
Example: INS = { drop_cosmetic_tag }

effect_tooltip

  • Supported Scopes: STATE, COUNTRY
  • Supported Targets: any
Shows just tooltip of effects

end_exile

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Ends the exile of of the current scope's country

end_puppet

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Stops specefied country being a puppet of current country

every_army_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on army leaders that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_character

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on every character that fulfills the "limit" trigger.

every_controlled_state

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on every controlled state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_core_state

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on every core state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_country

  • Supported Scopes: any
  • Supported Targets: none
Executes children effects on every country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title.

every_country_with_original_tag

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on a all countries with original tag. tooltip=key can be defined to override tooltip title. Example:
every_country_with_original_tag = {
original_tag_to_check = ENG # the effect will only run on countries that has this original tag
limit = { always = yes } # a limit can be defined to limit scopes
# ... effects to execute
}

every_enemy_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random enemy country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title

every_navy_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on navy leaders that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_neighbor_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on every neighbor country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title

every_neighbor_state

  • Supported Scopes: STATE
  • Supported Targets: none
Executes children effects on every neighbor state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_occupied_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on every occupied country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title

every_operative

  • Supported Scopes: COUNTRY, OPERATION
  • Supported Targets: none
Executes children effects on operatives that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_other_country

  • Supported Scopes: any
  • Supported Targets: none
Executes children effects on every other country that fulfills the "limit" trigger. Excludes current country. tooltip=key can be defined to override tooltip title

every_owned_state

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on every owned state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_possible_country

  • Supported Scopes: any
  • Supported Targets: none
Executes children effects on every country that fulfills the "limit" trigger.
Difference with every_country is that it includes countries not yet present on the map.
tooltip=key can be defined to override tooltip title.

every_state

  • Supported Scopes: any
  • Supported Targets: none
Executes children effects on every state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_subject_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on every subject country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title

every_unit_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on unit leaders that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

execute_operation_coordinated_strike

  • Supported Scopes: OPERATION
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Special effect for executing the Coordinated Strike Operation. amount determines how often the simulation is run

finalize_border_war

  • Supported Scopes: any
  • Supported Targets: none
finalizes border war between two states, wins or cancels it

find_highest_in_array

  • Supported Scopes: any
  • Supported Targets: any
Runs a loop on for each element of an array, finds the highest value and stores result in temp variables
Example: find_highest_in_array = {
array = array_name
value = value_name #optional (default 'v') highest value in array will be stored in this temp variable
index = index_name #optional (default 'i') index of highest value in array will be stored in this temp variable
}

find_lowest_in_array

  • Supported Scopes: any
  • Supported Targets: any
Runs a loop on for each element of an array, finds the lowest value and stores result in temp variables
Example: find_lowest_in_array = {
array = array_name
value = value_name #optional (default 'v') lowest value in array will be stored in this temp variable
index = index_name #optional (default 'i') index of lowest value in array will be stored in this temp variable
}

for_each_loop

  • Supported Scopes: any
  • Supported Targets: any
Runs a loop on for each element of an array
Example: for_each_loop = {
array = array_name
value = value_name #optional (default 'v') current value in array will be stored in this temp variable
index = index_name #optional (default 'i') current index in array will be stored in this temp variable
break = break_name #optional (default 'break') set this temp variable to non zero to break the loop
#effect 1
#effect 2 ...
}

for_each_scope_loop

  • Supported Scopes: any
  • Supported Targets: any
Runs a loop on for each element of an array and changes scope to current element in each iteration
Example: for_each_scope_loop = {
array = array_name
break = break_name #optional (default 'break') set this temp variable to non zero to break the loop
tooltip = loc #if defined, the effect will output a tooltip for sub effects using this localization as title
#effect 1
#effect 2 ...
}

for_loop_effect

  • Supported Scopes: any
  • Supported Targets: any
Runs a same effects through a loop. example will run the effects for value_name = -3, 0, 3, 6, 9 and then terminate
Example: for_loop_effect = {
start = -3 (default 0) start value of loop
end = 10 (default 0) end value of loop
compare_type = less_than_or_equals (default less_than) comparison type between start and end val
add = 3 (default 1) value to add to current value after each iteration
value = value_name #optional (default 'v') current value of iteration will be stored in this temp variable
break = break_name #optional (default 'break') set this temp variable to non zero to break the loop
#effect 1
#effect 2 ...
}

force_disable_resistance

  • Supported Scopes: STATE
  • Supported Targets: any
force disables resistance for scoped state.  :
force_disable_resistance = GER # same as occupier = GER
force_disable_resistance = {
clear = no #if yes, will clear previously disabled resistance
occupier = GER #if set, the resistance will be disabled when the occupier is GER
occupied = ENG #if set, the resistance will be disabled if the occupier country is target
}

force_enable_resistance

  • Supported Scopes: STATE
  • Supported Targets: any
force enables resistance for scoped state. the resistance will be active even if other conditions doesn't satisfy (even if it is core or resistance check trigger is false)  :
force_enable_resistance = GER # same as occupier = GER
force_enable_resistance = {
clear = no #if yes, will clear previously set resistance
occupier = GER #if set, the resistance will be enabled when the occupier is GER
occupied = ENG #if set, the resistance will be enabled if the occupier country is target
}

force_operative_leader_into_hiding

  • Supported Scopes: CHARACTER
  • Supported Targets: none
Force an operative into hiding, preventing him from performing mission. The specified values is subject to modifiers
force_operative_leader_into_hiding = 12

force_update_dynamic_modifier

  • Supported Scopes: STATE, COUNTRY, CHARACTER
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
updates the modifiers in current scope (use if you don't want to wait for daily update to update them):
force_update_dynamic_modifier = yes

force_update_map_mode

  • Supported Scopes: any
  • Supported Targets: any
force rebuilds map mode. no tooltip generated.
force_update_map_mode = {
limit = { always = yes } # limit to check against player
mapmode = scripted_map_mode_name

free_operative

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: THIS, ROOT, PREV, FROM
Free an operative
Can be used from a scope and a target that is either a country or a unit leader.
GER = { free_operative = PREV } # where PREV is an operative (unit leader)
free_operative = { captured_by = GER } # where the scope is an unit leader

free_random_operative

  • Supported Scopes: COUNTRY
  • Supported Targets: any
Free a random captured operative of a certain tag by a certain tag
Can be used from a country scope of the operative in question.
`all` is optional, default value is no - if set to yes it will free all operatives captured by the target country
GER = { free_random_operative = { all = yes captured_by = ENG } }

gain_xp

  • Supported Scopes: CHARACTER
  • Supported Targets: any
Grant experience to the scoped in unit leader. Cannot be used to remove experience.
The unit leader is promoted to the next skill level if applicable.
Example:
gain_xp = 5

generate_character

  • Supported Scopes: COUNTRY
  • Supported Targets: any
Generates a character. Use in every_country in order to generates one copy of the character per country satisfying the limit conditions.
every_country = {
limit = { OR = { original_tag = KOR original_tag = SER original_tag = ICE } }
generate_character = { #create + recruit
token_base = army_chief_defensive_1 # mandatory, character token will be token_base
name = "Character's Name" # optional, no name provided means random name for each generated character
# then whatever you would put when writing character
advisor = {
idea_token = ac # full idea token will be token_base_idea_token (to ensure unicity). optional, slot will be used if missing.
slot = army_chief
allowed = { original_tag = PREV }
traits = { army_chief_defensive_1 }
}
}
}

get_highest_scored_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
calculates the highest scored country that is defined in a country scorer and sets it to a temp variable. Example: 
get_highest_scored_country = {
scorer = scorer_id
var = var_name # temp variable name that the result will be stored. default is highest_scored_country
}

get_highest_scored_country_temp

  • Supported Scopes: COUNTRY
  • Supported Targets: none
calculates the highest scored country that is defined in a country scorer and sets it to a variable. Example: 
get_highest_scored_country_temp = {
scorer = scorer_id
var = var_name # variable name that the result will be stored. default is highest_scored_country
}

get_sorted_scored_countries

  • Supported Scopes: COUNTRY
  • Supported Targets: none
calculates & sorts all countries in a country scorer and stores them and their scores in arrays. Example: 
get_sorted_scored_countries = {
scorer = scorer_id # id that is used in country scorer array = array_name # a name to store sorted countries as an array (default to sorted_country_list)
scores = array_name # corresponding score array for countries stored in array (default to country_list_scores)
}

get_sorted_scored_countries_temp

  • Supported Scopes: COUNTRY
  • Supported Targets: none
calculates & sorts all countries in a country scorer and stores them and their scores in temp arrays. Example: 
get_sorted_scored_countries_temp = {
scorer = scorer_id # id that is used in country scorer array = array_name # a name to store sorted countries as a temp array (default to sorted_country_list)
scores = array_name # corresponding score temp array for countries stored in array (default to country_list_scores)
}

give_guarantee

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
guarantees specified country

give_military_access

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
gives military access to the specified country

give_resource_rights

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Gives rights to take resources from specified state. give_resource_rights = { receiver = <TAG> state = <id> }

global_every_army_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on army leaders for every country in the world that fulfills the "limit" trigger. Better to use every_army_leader if you know the country. tooltip=key can be added to override tooltip title

goto_province

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Goes to stated province.

goto_state

  • Supported Scopes: any
  • Supported Targets: none
Goes to stated state.

harm_operative_leader

  • Supported Scopes: CHARACTER
  • Supported Targets: none
Harm an operative. The specified value is subject to modifiers.
harm_operative_leader = 12

hidden_effect

  • Supported Scopes: STATE, COUNTRY
  • Supported Targets: none
Effect not shown in tooltips

hold_election

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Immediately holds an election in the target country

if

  • Supported Scopes: any
  • Supported Targets: none
a conditional effect

inherit_technology

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Copies over technology state from target

kill_country_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
kills a country leader and removes him completely, making the next in line the new party and country leader

kill_ideology_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
removes a ideology leader as leader of his party, making the next in line the new party leader

kill_operative

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: THIS, ROOT, PREV, FROM
Kills an operative. This will temporarily lock the slot they occupy
Examples:
GER = {
kill_operative = PREV # where PREV is an operative (unit leader)
# or
kill_operative = {
operative = PREV
}
}

kill_operative = { killed_by = GER } # where the scope is an unit leader

launch_nuke

  • Supported Scopes: COUNTRY
  • Supported Targets: none
launch nuke at a state. usage : 
launch_nuke = {
provinve = 42 #will nuke this province if specified
state = 42 #use either province or state. if state is used it will prefer enemies first while picking a province to nuke. otherwise it will pick one of the neutrals
controller = GER #if state and controller is specified, the effect will pick a province that is controlled by this tag
use_nuke = yes #will consume nuke if specified
}

leave_faction

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Country leaves the faction

load_focus_tree

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Sets what focus tree a country uses, retains finished shared focuses.

load_oob

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Immediately loads an Order of Battle (OOB) file.

Example:
load_oob = "ENG_1936"

log

  • Supported Scopes: any
  • Supported Targets: none
Print message to game.log, console (if visible) and history logger (if running. you can use category|log to specify a category), Can be localized

mark_focus_tree_layout_dirty

  • Supported Scopes: COUNTRY
  • Supported Targets: any
Forces the refresh of the tree layout for the scoped country
mark_focus_tree_layout_dirty = yes

meta_effect

  • Supported Scopes: any
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
meta effects can be used for building effects from strings and running them. following example will give Germany 42 pp:
meta_effect = {
text = {
[COUNTRY] = {
add_political_power = [POW]
}
}
COUNTRY = "GER"
POW = 42
debug = no #set to yes if you want to see what game actually executes
}

modify_building_resources

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Modifies resource output of specific building for this country only
Example: modify_building_resources = {
building = radar_station
resource = oil
amount = 2
}

modify_character_flag

  • Supported Scopes: CHARACTER
  • Supported Targets: none
modify character flag. Only modifies if flag already exists.
Example: _modify_character_flag_ = { flag = <name> value = <number> }

modify_country_flag

  • Supported Scopes: COUNTRY
  • Supported Targets: none
modify country flag. Only modifies if flag already exists.
Example: modify_country_flag = { flag = <name> value = <number> }

modify_global_flag

  • Supported Scopes: any
  • Supported Targets: none
modify global flag. Only modifies if flag already exists.
Example: modify_global_flag = { flag = <name> value = <number> }

modify_state_flag

  • Supported Scopes: STATE
  • Supported Targets: none
modify state flag. Only modifies if flag already exists.
Example: modify_state_flag = { flag = <name> value = <number> }

modify_tech_sharing_bonus

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Modify country bonus for specified technology sharing group.
Example: modify_tech_sharing_bonus = { id = commonwealth_research bonus = 0.2 }

modify_timed_idea

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Modify amount of days of a timed idea.
Example: modify_timed_idea = { idea = my_idea_id days = 5 } Adds 5 more days to the idea my_idea_id.

modify_unit_leader_flag

  • Supported Scopes: CHARACTER
  • Supported Targets: none
modify unit leader flag. Only modifies if flag already exists.
Example: _modify_unit_leader_flag_ = { flag = <name> value = <number> }
This effect is deprecated in favor of modify_character_flag.

modulo_temp_variable

  • Supported Scopes: any
  • Supported Targets: none
modulos a temp variable with another. Example: 
modulo_temp_variable = {
var = variable_to_modulo
value = divisior
}

modulo_variable

  • Supported Scopes: any
  • Supported Targets: none
modulos a variable with another. Example: 
modulo_variable = {
var = variable_to_modulo
value = divisior
}

multiply_temp_variable

  • Supported Scopes: any
  • Supported Targets: none
Multiplies a temp variable to a value or another variable
Example: set_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
}

multiply_variable

  • Supported Scopes: any
  • Supported Targets: none
Multiplies a variable to a value or another variable
Example: set_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
}
  • Supported Scopes: COUNTRY
  • Supported Targets: none
add naval experience for country

news_event

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Fires a news event.
Example:
news_event = {
id = news.251 # 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 = news.251.t # Manually specify which tooltip to use for this effect.
}

operative_leader_event

  • Supported Scopes: CHARACTER
  • Supported Targets: none
Fires a operative leader event for owner country.
Example:
operative_leader_event = {
id = generic.17 # The event to fire.
# Optional Fields:
originator = TAG # The originator of the event (default to the owner of the operative)
recipient = TAG # The recipient of the event (default to the owner of the operative)
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 = generic.17.t # Manually specify which tooltip to use for this effect.
set_from = TAG # Set the scope of the From in the scripted localization
set_from_from = TAG # Set the scope of the From.From in the scripted localization
set_root = TAG # Set the scope of the Root in the scripted localization
}

party_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random characters that fulfills the "limit" trigger.
Has to use has_ideology in limit to determine the party (with ideology group)
tooltip=key can be added to override tooltip title

party_leader = {
limit = { has_ideology = communism }
set_character_flag = whatever_flag
}

play_song

  • Supported Scopes: any
  • Supported Targets: none
Plays song from database
  • Supported Scopes: STATE, COUNTRY, CHARACTER
  • Supported Targets: none
prints all variables in scope and temp variables to a file
Example: print_variables = {
file = log_file
text = header_text
append = yes
print_global = yes
var_list = { a b c } #optional
}

promote_character

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
promotes character to the head of their political party.If this is the ruling party, the character becomes country leader.if the character has several country leader role (i.e. several ideologies), then it is mandatory to provide the ideology to promote.

Example in country scope:
promote_character = GER_erwin_rommel
promote_character = {
character = GER_erwin_rommel
ideology = nazism
}


Example in character scope:
promote_character = yes
promote_character = nazism
promote_character = {
ideology = nazism
}

promote_leader

  • Supported Scopes: CHARACTER
  • Supported Targets: none
promotes general to field marshal

puppet

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
puppets specified country

random

  • Supported Scopes: any
  • Supported Targets: none
a random effect

random_army_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random army leader that fulfills the "limit" trigger.

random_character

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random characters that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

random_controlled_state

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random controlled state that fulfills the "limit" trigger. 
prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit

random_core_state

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random core state that fulfills the "limit" trigger. 
prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit

random_country

  • Supported Scopes: any
  • Supported Targets: none
Executes children effects on random country that fulfills the "limit" trigger.

random_country_with_original_tag

  • Supported Scopes: any
  • Supported Targets: none
Executes children effects on a random country with original tag. Example:
random_country_with_original_tag = {
original_tag_to_check = ENG # the effect will only run on countries that has this original tag
limit = { always = yes } # a limit can be defined to limit scopes
# ... effects to execute
}

random_enemy_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random enemy country that fulfills the "limit" trigger.

random_list

  • Supported Scopes: any
  • Supported Targets: none
Picks a random effect from the list based on the weight associated.
The weight can be a variable valid in the current scope.
Example:
random_list = {
# enable logging the dice role in game.log
log = yes
seed = var_name/const/random #if specified, it will use this seed instead of scope seed for picking a random
# some effect with an associated weight
10 = { add_political_power=10 }
10 = { add_political_power=100 }
some_var = { add_political_power=1000 }
}

random_navy_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random navy leader that fulfills the "limit" trigger.

random_neighbor_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random neighbor country that fulfills the "limit" trigger.

random_neighbor_state

  • Supported Scopes: STATE
  • Supported Targets: none
Executes children effects on random neighbor state that fulfills the "limit" trigger.

random_occupied_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random occupied country that fulfills the "limit" trigger.

random_operative

  • Supported Scopes: COUNTRY, OPERATION
  • Supported Targets: none
Executes children effects on a random operatives that fulfills the "limit" trigger.

random_other_country

  • Supported Scopes: any
  • Supported Targets: none
Executes children effects on random country that fulfills the "limit" trigger. Excludes current country

random_owned_controlled_state

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random owned and controlled state that fulfills the "limit" trigger.
prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit

random_owned_state

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random owned state that fulfills the "limit" trigger. 
prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit

random_scope_in_array

  • Supported Scopes: any
  • Supported Targets: any
Runs the effect for a random element in array
Example: random_scope_in_array = {
array = array_name
limit = { ... trigger ... } a trigger to limit scopes
break = break_name #optional (default 'break') set this temp variable to non zero to break the loop
#effect 1
#effect 2 ...
}

random_state

  • Supported Scopes: any
  • Supported Targets: none
Executes children effects on a random state that fulfills the "limit" trigger.
State ids can be specified with the "prioritize" attribute and they will be
picked first if they fulfill the trigger.

random_subject_country

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes child effects on random subject country that fulfills the limit.

random_unit_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Executes children effects on random unit leader that fulfills the "limit" trigger.

randomize_temp_variable

  • Supported Scopes: any
  • Supported Targets: none
Randomize a temporary variable
randomize_temp_variable = num_dogs
# which is equivalient to
randomize_temp_variable = {
var = num_dogs
distribution = uniform
}
# which is equivalent to
randomize_temp_variable = {
var = num_dogs
distribution = uniform
min = 0
max = 1
}
# also allow for binomial distribution (with N=2)randomize_temp_variable = {
var = num_dogs
distribution = binomial
min = 0 # optional
max = 10 # required if min is specified
}
# also allow for the poisson distributionrandomize_temp_variable = {
var = num_dogs
distribution = poisson
lambda = 10 # required
min = 10 # optional
}

randomize_variable

  • Supported Scopes: any
  • Supported Targets: none
refer to randomize_temp_variable

randomize_weather

  • Supported Scopes: any
  • Supported Targets: any
Randomize weather effect

recall_attache

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Scope country recalls attache from target country. Example: GER = { recall_attache = CHI } means Germany recalls attache from China.

recall_volunteers_from

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
The scoped in country recall the volunteers sent to the target country.
Example:
# FRA recalls the volunteers it sent to SPR
FRA = { recall_volunteers_from = SPR }

recruit_character

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Attach a character to a country. Must be in country scope.

Example:
GER = { recruit_character = GER_Character_token }

release

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
releases specified country as a puppet using your owned states

release_autonomy

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
releases specified country with specified level of autonomy.
Example:
ENG = {
release_autonomy = {
target = RAJ
autonomy_state = autonomy_puppet
freedom_level = 0.5
release_non_owned_controlled = yes # default no. if yes you will release states you only control as well force_change_controller_for_non_ally_controlled = yes # default = no. if yes it will change the controller of the states you or your allies don't control (ie if an enemy occupying it, the ownership will change but not controller) }
}

release_on_controlled

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
releases specified country as a puppet using your owned or controlled states

release_puppet

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
releases specified country as puppet using states you own

release_puppet_on_controlled

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
releases specified country as puppet using states you own or control

remove_advisor_role

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
remove advisor role to character

Example:
remove_advisor_role = {
character = "GER_Character_Token" # optional if inside character scope
slot = air_chief}

remove_building

  • Supported Scopes: STATE, COUNTRY
  • Supported Targets: none
Removes specified building in specified state or province

remove_claim_by

  • Supported Scopes: STATE
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Removes state claim by country.

remove_core_of

  • Supported Scopes: STATE
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Removes state as core of country

remove_country_leader_role

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
Remove country leader role from character.
Example:
remove_country_leader_role = {
character = "GER_Character_Token" # optional if inside character scope
ideology = socialism
}

remove_country_leader_trait

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
Remove country leader trait from 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 = { remove_country_leader_trait = underage_monarch }
Example 2: HUN_miklós_horthy = { remove_country_leader_trait = { ideology = oligarchism trait = anti_communist } }
Example 3: SOV = { remove_country_leader_trait = underage_monarch }

remove_decision

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Remove specified active decision for scope country - Does not run the remove_effect or put the decision on cooldown. Ignores fire_only_once

remove_decision_on_cooldown

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Removes decision on cooldown to reactivate or remove. 
Example: remove_decision_on_cooldown = some_decision_here

remove_dynamic_modifier

  • Supported Scopes: STATE, COUNTRY, CHARACTER
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
removes a dynamic modifier from country/state/unit leader:
remove_dynamic_modifier = {
modifier = dynamic_modifier_name
scope = GER #optional, specify if it is specified while adding the modifier
}

remove_exile_tag

  • Supported Scopes: CHARACTER
  • Supported Targets: none
remove exile tag from scope unit leader. remove_exile_tag = yes

remove_from_array

  • Supported Scopes: any
  • Supported Targets: none
Removes an element from an array using value or index
Example: remove_from_array = {
array = array_name
value = 42 #optional, use index or this. if neither it removes last element
index = 3 #optional, use value or this. if neither it removes last element
}
#shorter usage: remove_from_array = { array_name = 42 }

remove_from_faction

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
removes specified country from faction

remove_from_tech_sharing_group

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Removes country from technology sharing group of specified name.
Example: remove_from_tech_sharing_group = commonwealth_research

remove_from_temp_array

  • Supported Scopes: any
  • Supported Targets: none
Removes an element from a temporary array using value or index
Example: remove_from_temp_array = {
array = array_name
value = 42 #optional, use index or this. if neither it removes last element
index = 3 #optional, use value or this. if neither it removes last element
}
#shorter usage: remove_from_temp_array = { array_name = 42 }

remove_ideas

  • Supported Scopes: COUNTRY
  • Supported Targets: none
remove idea(s) from country

remove_ideas_with_trait

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Remove all ideas with specified trait from country

remove_mission

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Removes mission without running complete or timeout effects. 
Example: remove_mission = some_mission_here

remove_operation_token

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Remove a specific token against against another country
remove_operation_token = {
tag = GER
token = some_token_id
}

remove_opinion_modifier

  • Supported Scopes: COUNTRY
  • Supported Targets: any
Remove opinion modifier from target

remove_province_modifier

  • Supported Scopes: STATE
  • Supported Targets: none
Removes a static modifiers to specified province
remove_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)
}
}

remove_relation_modifier

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS
Removes 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
}
}

remove_resistance_target

  • Supported Scopes: STATE
  • Supported Targets: any
removes a previously added resistance target using its id. No tooltips are generated.:
remove_resistance_target = 42

remove_resource_rights

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Remove resource right to state for scope country. remove_resource_rights = ID

remove_state_claim

  • Supported Scopes: COUNTRY
  • Supported Targets: none
remove claim on state

remove_state_core

  • Supported Scopes: COUNTRY
  • Supported Targets: none
remove core on state

remove_targeted_decision

  • Supported Scopes: STATE, COUNTRY
  • Supported Targets: none
Removes targeted decisions or mission. 
Example: remove_targeted_decision = { target = TAG decision = decision_id_here

remove_trait

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
remove trait from specified list to character.
remove_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
}

remove_unit_leader

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
remove a unit leader ( remove_unit_leader=ID )

remove_unit_leader_role

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
Remove unit leader role to character

Example:
remove_corps_commander_role = {
character = GER_Character_token
}
remove_corps_commander_role = yes # inside a character scope

remove_unit_leader_trait

  • Supported Scopes: CHARACTER
  • Supported Targets: none
Remove trait from unit leader
Example: SOV_konstantin_rokossovsky = { remove_unit_leader_trait = media_personality }

remove_wargoal

  • Supported Scopes: COUNTRY
  • Supported Targets: none
removes war goal type targetting nation targetExample:
remove_wargoal = {
type = take_state
target = FRA
}

replace_unit_leader_trait

  • Supported Scopes: CHARACTER
  • Supported Targets: none
add trait to unit leader

reserve_dynamic_country

  • Supported Scopes: COUNTRY
  • Supported Targets: any
reserves a dynamic country so it won't be recycled for civil wars. A dynamic country with no owned states must be reserved after it is created and unreserved once it is no longer going to be used. example :
reserve_dynamic_country = yes
reserve_dynamic_country = no

reset_province_name

  • Supported Scopes: any
  • Supported Targets: none
reset name of a province back to localization one.

reset_state_name

  • Supported Scopes: STATE
  • Supported Targets: none
reset_state_name = yes - Resets the current states name to the original one

resize_array

  • Supported Scopes: any
  • Supported Targets: none
Resizes array
Example: resize_array = {
array = array_name
value = 42 #optional, if not specified and array grows the new elements are set to this (default 0)
size = 3 #if higher than old size, new elements are added to end. otherwise last elements are removed to match to new size
}
#shorter usage: resize_array = { array_name = 3 }

resize_temp_array

  • Supported Scopes: any
  • Supported Targets: none
Resizes a temp array
Example: resize_temp_array = {
array = array_name
value = 42 #optional, if not specified and array grows the new elements are set to this (default 0)
size = 3 #if higher than old size, new elements are added to end. otherwise last elements are removed to match to new size
}
#shorter usage: resize_temp_array = { array_name = 3 }

retire

  • Supported Scopes: CHARACTER
  • Supported Targets: none
Retires character, use in character scope

retire_character

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Un-assigns a character from a nation and all its corresponding jobs, advisor, unit leader, country leader

Example:
retire_character = GER_Character_Token

retire_country_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
retires a country leader and removes him as leader of his party, making the next in line the new party and country leader

retire_ideology_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
kills a ideology leader and removes him completely, making the next in line the new party leader

reverse_add_opinion_modifier

  • Supported Scopes: COUNTRY
  • Supported Targets: any
Add opinion modifier(s) to target(s)

round_temp_variable

  • Supported Scopes: any
  • Supported Targets: none
Rounds a temporary variable
Example: round_temp_variable = num_dogs

round_variable

  • Supported Scopes: any
  • Supported Targets: none
Rounds a variable
Example: round_variable = num_dogs

save_event_target_as

  • Supported Scopes: any
  • Supported Targets: none
save an event target

save_global_event_target_as

  • Supported Scopes: any
  • Supported Targets: none
save a global event target

scoped_play_song

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Plays song from database only on in current scope's player

scoped_sound_effect

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Plays sound effect only on in current scope's player

send_equipment

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Sends to target scope specified amount of equipment.

send_equipment_fraction

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Sends to target scope specified fraction of equipment.
_send_equipment_fraction_ = {
target = FROM
value = 0.3 # clamped in code to the range [0,1]
}

set_autonomy

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
makes autonomy of specified level and country.
Example:
set_autonomy = {
target=ENG
autonomy_state = autonomy_puppet
freedom_level=0.5
end_wars = yes # default yes. will not cancel non civil wars if set to no
end_civil_wars = yes # default yes. will not cancel civil wars if set to no
}

set_border_war

  • Supported Scopes: STATE
  • Supported Targets: none
starts a border war in a state with neighbouring state that also has border war

set_border_war_data

  • Supported Scopes: any
  • Supported Targets: none
update border war properties

set_building_level

  • Supported Scopes: STATE
  • Supported Targets: none
Sets specific level of a building construction for amount of levels in specified state or province

set_capital

  • Supported Scopes: COUNTRY
  • Supported Targets: none
move capital to state
Example:
set_capital = {
state = 1234
remember_old_capital = no #default = yes
}

set_character_flag

  • Supported Scopes: CHARACTER
  • Supported Targets: none
set character flag

set_character_name

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
"set name for the target character. Either localization key or direct name.
example:
set_character_name = {
character = my_character # optional, use if not in a character scope
name = my_name # either loc key or direct name
}
my_character = {
set_character_name = my_name # only possible in character scope
}

set_collaboration

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Sets the collaboration in a target country with our currently scoped country
GER = {
set_collaboration = {
target = POL
value = 0.3
}
}

set_compliance

  • Supported Scopes: STATE
  • Supported Targets: any
set compliance of a state. Example: set_compliance = 30

set_cosmetic_tag

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Sets country cosmetic tag.
Example: INS = { set_cosmetic_tag = IN1 }

set_country_flag

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set country flag

set_country_leader_description

  • Supported Scopes: COUNTRY
  • Supported Targets: any
changes the description of country leader. no tooltip is generated
set_country_leader_name = {
ideology = neutrality # can be ommitted. if so it will change the portrait of current ruler
desc = "DESC_KEY"
}

set_country_leader_ideology

  • Supported Scopes: COUNTRY
  • Supported Targets: none
change the ideology of active leader

set_country_leader_name

  • Supported Scopes: COUNTRY
  • Supported Targets: any
changes the name of country leader. no tooltip is generated
set_country_leader_name = {
ideology = neutrality # can be ommitted. if so it will change the name of current ruler
name = "James Boned"
}

set_country_leader_portrait

  • Supported Scopes: COUNTRY
  • Supported Targets: any
changes the portrait of country leader. no tooltip is generated
set_country_leader_name = {
ideology = neutrality # can be ommitted. if so it will change the portrait of current ruler
portrait = "GFX_portrait_italy_emperor_mussolini"
}

set_demilitarized_zone

  • Supported Scopes: STATE
  • Supported Targets: none
sets the demilitarized status for currently scoped state

set_division_template_lock

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Set lock status for a division template
Example: set_division_template_lock = { division_template = <name> is_locked = <bool (default:true)> }

set_entity_animation

  • Supported Scopes: any
  • Supported Targets: any
sets the rotation of existing entity
set_entity_animation = {
id = 123 # id of entity
animation = "shoot_lasers"
}

set_entity_movement

  • Supported Scopes: any
  • Supported Targets: any
sets the position & rotation of an existing entity using two coordinates
set_entity_movement = {
id = 123 # id of entity
start = {
# position can be set using following
x = 42
y = 21
province = 123
state = 42
z = 3 #if wanted you can specify a z to shift height of the entity
}
target = {
# position can be set using following
x = 42
y = 21
province = 123
state = 42
z = 3 #if wanted you can specify a z to shift height of the entity
}
ratio = 0.5 # a ratio in between 0 - 1. the entity is positioned in between start & target position using this ratio
rotation = 1.2 # angle in radio, entity is rotated using the direction and this angle is added after that
}

set_entity_position

  • Supported Scopes: any
  • Supported Targets: any
sets the position of existing entity
set_entity_position = {
id = 123 # id of entity
# position can be set using following
x = 42
y = 21
province = 123
state = 42
z = 3 #if wanted you can specify a z to shift height of the entity
}

set_entity_rotation

  • Supported Scopes: any
  • Supported Targets: any
sets the rotation of existing entity
set_entity_rotation = {
id = 123 # id of entity
rotation = 0.23 # angle in radians
}

set_entity_scale

  • Supported Scopes: any
  • Supported Targets: any
sets the scale of existing entity
set_entity_scale = {
id = 123 # id of entity
scale = 5.0
}

set_equipment_fraction

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Modify all equipments by factor

set_faction_leader

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set current country as leader of its faction

set_faction_name

  • Supported Scopes: STATE, COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
set_faction_name = NEW_LOC_KEY. Sets the faction name to whatever the new key localises to.

set_faction_spymaster

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set current country as spy master of its faction

set_fuel

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set fuel for country

set_fuel_ratio

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Set country's current fuel ratio relative to its capacity

set_garrison_strength

  • Supported Scopes: STATE
  • Supported Targets: any
set initial garrison strength. Example: set_garrison_strength = 0.5

set_global_flag

  • Supported Scopes: any
  • Supported Targets: none
set global flag

set_keyed_oob

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Registers an Order of Battle (OOB) file to be loaded for a country at game start, replacing any previously registered OOB (with the given key) on that country.
Only intended to be used within history files.

Example:
set_keyed_oob = {
key = naval
name = "ENG_1936_Naval"
}

set_leader_description

  • Supported Scopes: CHARACTER
  • Supported Targets: any
changes the description of unit leader. no tooltip is generated
set_leader_description = "DESC_KEY"

set_leader_name

  • Supported Scopes: CHARACTER
  • Supported Targets: any
changes the name of unit leader. no tooltip is generated
set_leader_name = "James Boned"

set_leader_portrait

  • Supported Scopes: CHARACTER
  • Supported Targets: any
changes the portrait of unit leader. no tooltip is generated
set_leader_portrait = "GFX_portrait_italy_emperor_mussolini"

set_legitimacy

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set_legitimacy = 10. Sets legitimacy on scope country to specified value. Value has to be 0-100.

set_major

  • Supported Scopes: COUNTRY
  • Supported Targets: none
sets mandatory major country flag

set_nationality

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
Transfer from one country to another for the character in scope.
Note that this is not related to operative nationalities added via add_nationality.
Note that for operative, this will temporarily lock their slot on the country of origin.

Examples:
SOV = { # origin country
my_character = {
set_nationality = POL # target country
}
SOV = { # origin country
set_nationality = {
target_country = POL
character = my_character
}
}

set_naval_oob

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Registers an Order of Battle (OOB) file to be loaded for a country at game start, replacing any previously registered OOB (with key "naval") on that country.
Only intended to be used within history files.

Example:
set_naval_oob = "ENG_1936_Naval"

set_oob

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Registers an Order of Battle (OOB) file to be loaded for a country at game start, replacing any previously registered OOB (with no key) on that country.
Only intended to be used within history files.

Example:
set_oob = "ENG_1936"

set_party_name

  • Supported Scopes: COUNTRY
  • Supported Targets: none
change partyname for an ideology in a country

set_political_party

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set popularity of a political party

Example:
set_political_party = {
ideology = neutrality
popularity = 50
}

set_political_power

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set political power for country

set_politics

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set_politics: 
ruling_party = key of new ruling ideology
elections_allowed = yes/no
optional (renames the ruling party and displays correct loc):
long_name = loc_key
name = loc_key

set_popularities

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set popularities for all ideologies in a country. If an ideology is not specified its popularity will be set to zero. The popularities specified must add up to exactly 100

Example:
set_popularities = {
neutrality = 54.5
fascism = 45.5
}

set_portraits

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: none
set portraits for the target character. Syntax is similar to character files.

example:
set_portraits = {
character = my_character # optional, use if not in a character scope army = { small ="MySmallCharacterGFX"}
civilian = { large ="MyLargeCharacterGFX" }
}

set_province_controller

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
set controller for province

set_province_name

  • Supported Scopes: any
  • Supported Targets: none
set_province_name = { id = <province id> name = <string> } - Set name for a province

set_research_slots

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Sets the number of research slots

set_resistance

  • Supported Scopes: STATE
  • Supported Targets: any
set resistance of a state. Example: set_resistance = 30

set_rule

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Adds rule to country. This one overrides all other rules on country 
set_rule = {
desc = desc_key # a description can be given to rule (you can get original tooltip using DESC key)
can_not_declare_war = yes
}

set_stability

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Sets the stability to the country in scope. Example: set_stability = 80

set_state_category

  • Supported Scopes: STATE
  • Supported Targets: none
Sets the category of a state
Example: set_state_category = large_town

set_state_controller

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set controller for state

set_state_controller_to

  • Supported Scopes: STATE
  • Supported Targets: THIS
Set controller of a state to a given country
Example:\n"
USA {
random_core_state = {
set_state_controller_to = JAM
}
}

set_state_flag

  • Supported Scopes: STATE
  • Supported Targets: none
set state flag

set_state_name

  • Supported Scopes: STATE
  • Supported Targets: none
set_state_name = <string> - Set the current states name

set_state_owner

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set owner for state

set_state_owner_to

  • Supported Scopes: STATE
  • Supported Targets: THIS
Set owner of a state to a given country
Example:\n"
USA {
random_core_state = {
set_state_owner_to = JAM
}
}

set_state_province_controller

  • Supported Scopes: STATE
  • Supported Targets: any
sets the controller of provinces belong to a state and fullfils a condition. no tooltip is built
set_state_province_controller = {
controller = ITA
limit = {
# will be checked old controller of each province. will only update controller if true
}
}

set_technology

  • Supported Scopes: COUNTRY
  • Supported Targets: none
sets technology level(s) on country. example : set_technology = { 
infantry_weapons = 1
infantry_weapons1 = 1
infantry_weapons2 = 1
improved_infantry_weapons = 1
popup = no # default is yes. if set to no, no pop up will display for player
}

set_temp_variable

  • Supported Scopes: any
  • Supported Targets: none
Sets a temp variable to a value or another variable
Example: set_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
}

set_temp_variable_to_random

  • Supported Scopes: any
  • Supported Targets: none
sets a temp variable to a random value. example 
set_temp_variable_to_random = num_dogs #sets num_dogs a random value between [0, 1)
set_temp_variable_to_random = {
var = num_dogs #variable to set
min = 5 #default 0. value will be set in between [min, max)
max = 10 #default 1. value will be set in between [min, max)
integer = yes #default no. if yes the number value will be an integer
}

set_truce

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Sets a truce between scope country and target for days duration. 
Example set_truce = { target = GER days = 90 }

set_unit_leader_flag

  • Supported Scopes: CHARACTER
  • Supported Targets: none
set unit leader flag
This effect is deprecated in favor of set_character_flag.

set_variable

  • Supported Scopes: any
  • Supported Targets: none
Sets a variable to a value or another variable
Example: set_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
}

set_variable_to_random

  • Supported Scopes: any
  • Supported Targets: none
sets a variable to a random value. example 
set_variable_to_random = num_dogs #sets num_dogs a random value between [0, 1)
set_variable_to_random = {
var = num_dogs #variable to set
min = 5 #default 0. value will be set in between [min, max)
max = 10 #default 1. value will be set in between [min, max)
integer = yes #default no. if yes the number value will be an integer
}

set_victory_points

  • Supported Scopes: any
  • Supported Targets: any
sets victory points for a province
set_victory_points = {
province = 42
value = 5
}

set_war_support

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Sets the war support to the country in scope. Example: set_war_support = 80

show_ideas_tooltip

  • Supported Scopes: COUNTRY
  • Supported Targets: none
show what idea does

show_unit_leaders_tooltip

  • Supported Scopes: COUNTRY
  • Supported Targets: none
show unit leader's name

sound_effect

  • Supported Scopes: any
  • Supported Targets: none
Plays sound effect

start_border_war

  • Supported Scopes: any
  • Supported Targets: none
start a border war between two states. Example:
start_border_war = {
change_state_after_war = no #overrides the transfer of state at the end of war
combat_width = 80 #combat width for border war
minimum_duration_in_days = 14 #minimum duration for combat
attacker = {
state = 527 # state to start border war
num_provinces = 4 #number of provinces we want border war to be
on_win = japan_border_conflict.2 #effect to call if wins
on_lose = japan_border_conflict.3 #effect to call if loses
on_cancel = japan_border_conflict.4 #effect to call if cancels
leader_score = { #score for selecting a leader
base = 1
modifier = {
check_variable = { likes_border_wars = 1 }
add = 2
}
}
modifier = 0.5 #combat modifier
dig_in_factor = 0.5 #dig in modifier factor
terrain_factor = 0.5 #terrain modifier factor
}

defender = {
state = 408 # state to start border war
num_provinces = 4 #number of provinces we want border war to be
on_win = japan_border_conflict.2 #effect to call if wins
on_lose = japan_border_conflict.3 #effect to call if loses
on_cancel = japan_border_conflict.4 #effect to call if cancels
}
}

start_civil_war

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Given ideology starts a civil war in the country.
start_civil_war = {
ideology = revolting ideology
ruling_party = ruling party for country
size = 0-1 Size modifier of the revolt. Affects stockpile, army, air and navy as well
army_ratio = 0-1 Overrides size modifier for army
navy_ratio = 0-1 Overrides size modifier for navy
air_ratio = 0-1 Overrides size modifier for air
keep_unit_leaders specify ID of unit leaders that remain with the original country
keep_unit_leaders_trigger Trigger for unit leaders to remain with the original country
states States that go to the revolter. Use "all" to include all states.
states_filter States that go to the revolter. Filtering trigger on the states scripted to go to the revolter.
keep_political_leader = yes/no # optional, default is no; If yes, the party leader of the revolting ideology will not join the revolter as its leader.
keep_political_party_members = yes/no # optional, default is no; If yes, it will keep the non main leaders of the party leaders in original country
... effect list ... # you can list effects that will run on civil war country
}

start_resistance

  • Supported Scopes: STATE
  • Supported Targets: any
starts resistance activity for a core country. 
Use along with force_enable_resistance if you are enabling resistance
in a state that is not possible (ie core).
Example : start_resistance = POL or start_resistance = yes

state_event

  • Supported Scopes: STATE, COUNTRY
  • Supported Targets: none
Fires a state event.
Example:
state_event = {
id = usa.61 # 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 = usa.61.t # Manually specify which tooltip to use for this effect.
trigger_for = GER # Indicate which country this state effect applies to. Value can be any of the following:
# controller - The country that currently controls the state.
# owner - The country that currently owns the state.
# occupied - The country that has been occupied in the state by the current controller.
# from - The country of the from scope.
# prev - The country of the prev scope.
# root - The country of the root scope.
# TAG - A hard-coded country tag such as GER or ENG.
}

steal_random_tech_bonus

  • Supported Scopes: COUNTRY
  • Supported Targets: none
adds a random limited use tech bonus from country of categories that is it ahead in compared to you.
it must have atleast one category or folder. But it can contain any number of them in any combination
Note: if a country does not have a tech to be stolen a random tech bonus will be applied based on base_bonus
Example: steal_random_tech_bonus = {
category = air_equipment
folder = naval_folder
ahead_reduction = ???
bonus = ???
base_bonus = 0.05
instant = yes # instant unlock instead of bonus
dynamic = yes # swaps bonus types from instant to category dependig on type as well as uses weights on tech progress
name = ???
target = ???
uses = 1
}

subtract_from_temp_variable

  • Supported Scopes: any
  • Supported Targets: none
Subtracts a value or a variable to a temp variable
Example: subtract_from_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
}

subtract_from_variable

  • Supported Scopes: any
  • Supported Targets: none
Subtracts a value or a variable to another one
Example: subtract_from_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
}

supply_units

  • Supported Scopes: CHARACTER
  • Supported Targets: none
Give [hours] of supply to units being controlled by this leader. 
Example supply_units = 24

swap_country_leader_traits

  • Supported Scopes: CHARACTER
  • Supported Targets: none
swap 2 traits on a country leader. 
Syntax: swap_country_leader_traits = { remove = <trait> add = <trait> [ideology = <ideology>] }

swap_ideas

  • Supported Scopes: COUNTRY
  • Supported Targets: none
swap 2 ideas. 
Syntax: swap_idea = {
remove_idea = <idea>
add_idea = <idea>
add_days = 10 #optional, will add/subtract duration for new idea that replaces the old one with duration
days = 25 #optional, will set the duration for the new idea
}

swap_ruler_traits

  • Supported Scopes: COUNTRY
  • Supported Targets: none
swap 2 traits on current ruler. 
Syntax: swap_ruler_traits = { remove = <trait> add = <trait> }

teleport_armies

  • Supported Scopes: STATE
  • Supported Targets: any
teleport armies in state to another state or province. example :
teleport_armies = {
#only define one. if neither is defined will teleport to unit to their capital to_state = 123 #id of the state to teleport
to_state_array = array_name #an array of states to teleport (will be randomly picked)
to_province = 123 #id of the province to teleport

limit = {
# trigger will be checked for owner of armies and will only teleport if true. scope if the owner of the army and prev is the scope that calls teleport_armies
}
}

teleport_railway_guns_to_deploy_province

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Teleport the target country's railway guns to the province to which railway guns are deployed.

transfer_navy

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Transfers the entire navy from scope country to target country. Does not support carriers!
Example:
ENG={
target = NZL
is_government_in_exile = yes #optional, default is no; the navy will be tagged as exile if this is yes so that it will return to owner if they return from exile.
}

transfer_ship

  • Supported Scopes: COUNTRY
  • Supported Targets: none
Transfers ship from scope country to target country.
Example:
ENG={
transfer_ship={
prefer_name = "HMS Achilles"
type = light_cruiser
target = NZL
exclude_refitting = yes #optional, default is no; Exclude ships currently being refitted from the search.
}
}

transfer_state

  • Supported Scopes: COUNTRY
  • Supported Targets: none
set owner and controller for state

transfer_state_to

  • Supported Scopes: STATE
  • Supported Targets: THIS
Set owner and controller of a state to a given country
Example:\n"
USA {
every_core_state = {
transfer_state_to = JAM
}
}

transfer_units_fraction

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
Transfer units (air, army, navy) to another country.
Also transfer the stockiled equipment (you can set it to zero if it is undesired) as well as unit leaders.
transfer_units_fraction = {
target = ROOT # the recipient
size = 0.4 # [0,1] Default value for the ratio below if they are not specified
stockpile_ratio = 0.3 # [0,1] Overrides size modifier for the stockpiled equipment and fuel
army_ratio = 0.1 # [0,1] Overrides size modifier for army
navy_ratio = 0.2 # [0,1] Overrides size modifier for navy
air_ratio = 0.4 # [0,1] Overrides size modifier for air
keep_unit_leaders = { # specify IDs of unit leaders that remain with the original country
700 701
}
keep_unit_leaders_trigger = { # Trigger for unit leaders to remain with the original country
... # the scope is the unit leader being evaluated
... # ROOT is the recipient
... # FROM is the sender
... # PREV is unset
}
}

turn_operative

  • Supported Scopes: COUNTRY, CHARACTER
  • Supported Targets: THIS, ROOT, PREV, FROM
An operative is turned by the specified country.
This transfers the operative to the target country and make it appear as killed to the country of origin (increases the death counter and lock the slot).
This fires the on_action on_operative_death with as killer the target country.
If the target country is the owner of the operative, this has no effect and an error is logged.

WARN: the on_action might execute immediatly, before any effect listed after the occurence of turn_operative.

Examples:
GER = {
turn_operative = PREV # where PREV is an operative (unit leader)
# or
turn_operative = {
operative = PREV
}
}

turn_operative = { turned_by = GER } # where the scope is an unit leader

uncomplete_national_focus

  • Supported Scopes: COUNTRY
  • Supported Targets: none
uncompletes a focus for a country. If specified, the 'on_uncomplete' effect will be executed on each uncompleted focus.
Example: uncomplete_national_focus = {
focus = GER_oppose_hitler
uncomplete_children = yes # Optional. Default is no. If yes, all proceeding focuses will also be uncompleted if their prerequisite aren't met after the preceeding focuses are uncompleted.
refund_political_power = no # Optional. Default is no. If yes, the country is refunded the political power invested in the current focus if it's canceled as a result of its prerequisites being uncompleted.
}

unit_leader_event

  • Supported Scopes: CHARACTER
  • Supported Targets: none
Fires a unit leader event for owner country.
Example:
unit_leader_event = {
id = generic.17 # 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 = generic.17.t # Manually specify which tooltip to use for this effect.
}

unlock_decision_category_tooltip

  • Supported Scopes: COUNTRY
  • Supported Targets: none
localizes name of category and displays tooltip that shows it will be unlocked

unlock_decision_tooltip

  • Supported Scopes: COUNTRY
  • Supported Targets: none
show what decision does
Example: unlock_decision_tooltip = some_decision_here
Example:
unlock_decision_tooltip = {
decision = <some_decision>
show_effect_tooltip = yes # default is no
show_modifiers = yes # default is no
}

unlock_national_focus

  • Supported Scopes: COUNTRY
  • Supported Targets: none
unlocks a focus for a country

upgrade_intelligence_agency

  • Supported Scopes: COUNTRY
  • Supported Targets: none
add an upgrade to the Intelligence Agency (must be created):
upgrade_intelligence_agency = upgrade_army_department

while_loop_effect

  • Supported Scopes: any
  • Supported Targets: any
Runs the effect as long as a trigger is true
Example: while_loop_effect = {
limit = { ... trigger ... } a trigger to test before each iteration
break = break_name #optional (default 'break') set this temp variable to non zero to break the loop
#effect 1
#effect 2 ...
}

white_peace

  • Supported Scopes: COUNTRY
  • Supported Targets: THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL
white peaces the two countries if at war