Sets the position and rotation of an entity using two coordinates. Within these categories, the small and large decide whether it gets used as an advisor portrait or as a large portrait, used for country and unit leaders. Note that if you wish to change the ruling party of another country, you will first need to switch to them with the tag command. Interactive corporate website. Used to define a diplomatic relation between the current scope and target scope country. Changes the specified province's name to the specified name. amount =
/ The amount to add. Character scope:large = The sprite used as a country leader. Could you add an old mustache man portrait from TWR? Optional, 1 by default. ideology = The sub-ideology of the country leader role to which the trait is added. Optional.combat_entrenchment = The bonus to grant. Sets the political party popularities for the current scope. Removes the specified idea from the current scope. If your keyboard layout doesn't have that key, other hotkeys to open the console are SHIFT + 2 and SHIFT + 3. can_declare_war_without_wargoal_when_in_war, units_deployed_to_overlord (subjects only). priority = The priority the template receives in receiving supplies. Effects that change the scope include the following: The following scopes can be used either as effect or trigger scopes; some can also be used as the right side of some effects and triggers as a target. "all" will remove all wargoals. Adds a railway level between two provinces or along a predefined path. Used in the province scope.level = Affect only provinces with buildings level below, at or above the specified level. exclude_refitting = Determines whether ships that are being refitted will be transferred. army = Will damage the army units. Removes a claim of the current scope from the specified state. The effects here must be used within a state scope. Optional. tooltip_side = The side to show in the tooltip. Creates a commander for the current scope with the specified attributes. Sets the column on which the trait is located. Can be used as a scope.Province scopeall_provinces = Affect all provinces. state = The state to nuke. well. promote_leader = Will promote the leader to be the leader of the assigned party. Using days = / or hours may still be bugged and will not fire the event. 2019. start_state = Additionally, countries with the same ruling ideology group but a different leader ideology type will have the Same Ideology ( +10 Opinion) modifier towards each other, while countries with the same leader ideology type will have the Same Ruling Party ( +20 Opinion) modifier towards each other. Reserves the dynamic country, making sure that it does not get recycled for civil war even if it does not exist. Effects are carried out once when triggered by the rules around it. It will be a feature in Man the Guns. Changes the currently playing soundtrack. The song must be defined in a music station in order to work. subject = ""Logged entry. Adds the specified amount of hours of supply to troops led by the current unit leader. I know with WtT you can now add them by spending CP, but a lot of them still require skill levels and certain prerequisite traits to unlock other traits. tag = / The scope to white peace. province = The province the middle of which to use as the entity's position. If the current country has a core on a state transferred to the released country, the core will be lost. OR To create a custom console command, the scripted effect's name should begin with d_. ideology = Ideology type of the character. controller = Prioritises provinces controlled by this country. ideology = Ideology type of the character. Optional, no by default. JavaScript is disabled. division_cap = The maximum amount of divisions that this template may have; requires the template to be locked. As the default value for idea_token is static rather than being the same as the character ID, this is mandatory. end_wars = Whether the target country will peace out in all of its non-civil wars it's participating in. combat_breakthrough = The bonus to grant. Makes the current scope truce with the specified scope. Removes the specified trait from the current character. Research all will instant research all technologies, Research a technology when clicking on technology tree icon, Will Allow you to research an item without its prerequisite or two mutually exclusive items, puppet [] [], Turns the target country into a puppet of the puppeteer, puppet GER CZE (Czechoslovakia becomes a puppet of German Reich). Use clr_character_flag instead. Clears the cap on the template, allowing it to have an unlimited amount of divisions. All rights reserved. Changes the value of a variable to the specified value. Adds the number of days to a decision's days_remove. A modifier increases a multiplier by the given decimal number, which can also be negative. The ideology type used by the country leader role. Can remove slots with negatives. Is there any way for me to change the leader of one of my puppets with a console command? Creates and adds the specified division template to the current scope. my 2 questions are thus: Although the [Root.GetLeader] regime has strong-armed most of its opponents into silence, some have still spoken out about the recent election, accusing the [Root.GetRulingParty] of rigging the results and ignoring the clear efforts to elect a parliament opposed to their policies. Generic characters are typically created within /Hearts of Iron IV/history/general/*.txt files by using the generate_character effect, although it is to be noted that that folder is merely an effect block executed before startup, so other effects can be used there too. However, this effect does not let you use a variable as equipment type. Can have additional applications where the assumed default scope differs from the ROOT, such as in state events or some on_actions. Allows to remove specified decision without running remove_effect. relation = The relation to change.active = Whether the relation is started or broken. Switches the specified character to the specified country. ws [<amount>] ws 50. New comments cannot be posted and votes cannot be cast. Switches the current character to the specified country, giving them the character. Sets the legitimacy of governments in exile. ideology = Ideology type of the character. Search Our Database of 304 EU4 Console Commands Pikes at the Ready >> Simplest possible definitions of portraits are defined using spriteType definitions within a larger spriteTypes = { } block as such: The name of the spriteType has limitations: it must begin with GFX_ and be made up of one word total with no whitespaces. Toggles the locked status on a division template for the current scope, which prevents editing or deletion. For example, the following will add 10% Stability to the country this is executed on if it has positive Political Power and below 90% stability: If the limit is not met, then none of the effects inside will be executed. Elsewhere, random seed is unfixed by default, making this argument unnecessary to set to "no". Executes contained effects on a random country that meets the limit and is a subject of the country this is contained in. Optional. If you want the game to choose between effect blocks, random_list can be used instead. Promotes the current unit leader to Field Marshal (if Commander). traits = { }The traits the leader spawns with. Characters not assigned a valid portrait will show up as having no portrait or a default silhouette during the country selection process, only receiving a generic portrait after the game's start. airforce_intel = How much airforce intel to add. Sets the specified character to also act as an admiral. Starts construction in the current state for the specified building. Defaults to 1. defender = / The defender state.attacker_modifier = / The modifier applied to attacker strength.defender_modifier = / The modifier applied to attacker strength.combat_width = / The combat width used in the border war battle. Creates a new dynamic country, akin to ones used in civil wars. Mandatory if a variant needs to be created to produce the equipment, optional otherwise. Can teleport units where ever you tell them to go, Allows to use all diplomatic actions for no matter the rules. name = The new name of the character. Ace localization replacements : [Prev.GetCallsign] [From.GetFullname] [From.GetAceType] [From.GetHerHis] [From.GetMissionRegion] In total, the probability for an option to be picked is equal to the weight of the option divided by the sum of all weights. Instead, modifiers are used to have a continuous, everlasting effect on the game's condition that can be represented with a number. Has a unique ideology icon. ruling_party = The ruling party of the original, player-led country. Sets the currently-facing angle of an existing entity. add_manpower = var:my_var This is noted by in an effect's parameters. Equivalent to a combination of Operation.Instant, IntelNetwork.Instant, Agency.InstantSlotUnlock, and Agency.Autocomplete, Your operatives/spies won't be detected anymore. Syntax set_cosmetic_tag [country tag] [country tag] Examples set_cosmetic_tag ENG FRA Executing the above command would change the name and flag of England (ENG) to that of France (FRA). Not sure if set_ruling_party boosts the ideology on it's own. Does not work if you put another nations tag in the command such as "set_country_flag flag AUS", even if it says in console that it does. When used as a target rather than a scope, the var: can be omitted in most cases. Optional. Optional, defaults to random states based off size. Executes contained effects on every country that meets the limit and borders the country this is contained in. Activates the specified targeted decision for the specified target for the current scope. scale = The size of the entity. navy_ratio = The size of the naval forces that the breakaway country gets. province = { Makes the current scope start a peace conference with the specified scope on the other side. Must be fired from ROOT, the country that should be exiled, or a TAG specification must be used. An if statement allows an execution of effects to only be done if certain triggers are met.