Effects
- This page deals with the effect commands used for modding. Console commands are ingame commands.
Effects are used in order to affect the game dynamically from within a specific scope.
Dual scope[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
These effects can be used in either country or province scope.
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
set_global_flag | <flag> A unique string to identify the global flag with. |
set_global_flag = my_flag set_global_flag = my_flag@ROOT set_global_flag = my_flag@event_target:name
|
Defines a global flag. | Flags can be appended with scopes or event targets | 1.1 |
clr_global_flag | <flag> The unique string of a global flag to clear. |
clr_global_flag = my_flag
|
Clears a defined global flag. | 1.1 | |
custom_tooltip | <string> An localized string to display in the tooltip |
custom_tooltip = my_tooltip_tt
|
Displays a localized key in the effect tooltip. | 1.1 | |
log | <string> An string to in the game.log |
log = "myVariable: [Root.myVariable.GetValue]"
|
Displays a string in the game.log when executed. | Accepts all localization commands (i.e. [Root.GetName], etc.) | 1.21 |
save_event_target_as | <string> A unique string to identify the event target with. |
capital_scope = { save_event_target_as = my_province } |
Saves the current scope as a key. Is cleared once execution ends (i.e. end of event). | Use event_target:<key> to access the scope. | 1.8 |
save_global_event_target_as | <string> A unique string to identify the global event target with. |
random_country = { save_global_event_target_as = my_country } |
Saves the current scope as a key. Persists after execution until cleared via effect. | Use event_target:<key> to access the scope. | 1.8 |
clear_global_event_target | <string> The unique string of the global event target to clear. |
clear_global_event_target = my_country
|
Clears a specific global event target. | 1.8 | |
clear_global_event_targets | yes Boolean. |
clear_global_event_targets = yes
|
Clears all global event targets. | 1.8 | |
show_ambient_object | <string> The unique string of the ambient object to show. |
show_ambient_object = nammi2_hagia_sophia_minarets_entity
|
Displays a hidden ambient object from the map/ambient_objects.txt file.
|
1.19 | |
hide_ambient_object | <string> The unique string of the ambient object to hide. |
hide_ambient_object = nammi2_hagia_sophia_minarets_entity
|
Hides a visible ambient object from the map/ambient_objects.txt file.
|
1.19 | |
enable_council | yes Boolean |
enable_council = yes
|
Starts the Council of Trent. | 1.30 | |
finish_council | yes Boolean |
finish_council = yes
|
Ends the Council of Trent. | 1.30 |
Country scope[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
The effects can only be used when in a country scope.
General[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.26. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
country_event | id = <id> The event id to fire. |
country_event = { id = celestial_empire_events.1 days = 30 random = 15 tooltip = CELESTIAL_EMPIRE_TOOLTIP } |
Fire a country event for the current country scope. | You cannot fire the same event within itself with a delay of 0. | 1.1 |
add_country_modifier | name = <name> The event modifier to add. |
add_country_modifier = { name = the_proper_old_ways duration = -1 desc = PROPER_OLD_WAYS_DESC_TOOLTIP hidden = yes } |
Adds an event modifier to the current scope as a country modifier. | duration is optional, but the modifier will be removed after one day if it is not used.
|
1.1 |
remove_country_modifier | <modifier> The event modifier to remove. |
remove_country_modifier = the_proper_old_ways
|
Removes an already assigned country modifier from the current scope. | Can also be used to remove ruler modifier. | 1.1 |
set_country_flag | <flag> A unique string to identify the country flag with. |
set_country_flag = my_flag set_country_flag = my_flag@ROOT set_country_flag = my_flag@event_target:name
|
Defines a country flag for the current scope. | Flags can be appended with scopes or event targets | 1.1 |
clr_country_flag | <flag> The unique string of a country flag to clear. |
clr_country_flag = my_flag
|
Clears a defined country flag for the current scope. | 1.1 | |
change_tag | <scope> The scope to change to. |
change_tag = FRA change_tag = ROOT change_tag = event_target:my_country
|
Changes current scope to <scope> tag. | 1.1 | |
switch_tag | <scope> The scope to switch to. |
switch_tag = FRA switch_tag = ROOT switch_tag = event_target:my_country
|
Switches the player view to <scope> tag. Original country becomes controlled by AI. | 1.8 | |
change_graphical_culture | <gfxculture> The graphical culture to assign. |
change_graphical_culture = westerngfx
|
Changes the current scope's graphical culture. Graphical culture determines the unit models, advisor portraits, etc. that a country uses. | Graphical cultures are found in /Europa Universalis IV/common/graphicalculturetype.txt. | 1.11 |
override_country_name | <string> The localisation key to assign. |
override_country_name = KINGDOM_OF_GOD
|
Changes the country name of current scope to <string>. | 1.30 | |
restore_country_name | <yes> Boolean. |
restore_country_name = yes
|
Restores the country name of current scope to its original. | 1.30 | |
add_adm_power | <int> The amount of power to add. |
add_adm_power = 100
|
Adds administrative power to the current scope. | 1.1 | |
add_dip_power | <int> The amount of power to add. |
add_dip_power = 100
|
Adds diplomatic power to the current scope. | 1.1 | |
add_mil_power | <int> The amount of power to add. |
add_mil_power = 100
|
Adds military power to the current scope. | 1.1 | |
set_saved_name | key = <string> The key that holds the name. |
Simple:set_saved_name = { key = simple_name type = simple name = "My Simple Name" } define_ruler = { name = simple_name } Advisor: set_saved_name = { key = noble_zealot type = advisor scope = ROOT } spawn_rebels = { size = 1 leader = noble_zealot type = religious_rebels } |
Saves a name to a unique key for usage in other effects. | Usable with define_admiral, define_explorer, define_conquistador, define_general, define_ruler, define_consort, define_heir, define_advisor and spawn_rebels. | 1.23 |
clear_saved_name | <key> The name key to clear. |
clear_saved_name = noble_zealot
|
Clears a saved name key. | Use this after using the saved name in an effect. | 1.23 |
change_innovativeness | <int>
|
change_innovativeness = 3
|
Adds innovativeness to the current scope. | Range [-100.0, 100.0] capped to [0.0, 100.0] |
1.25 |
complete_mission | <key>
|
complete_mission = expand_country_mission
|
Marks a mission as completed. | Mission rewards are not given when using this effect. Instead, the mission is simply marked as complete. It will count towards any missions that require it, and it will count as completed in the mission_completed trigger.
|
1.25 |
swap_non_generic_missions | yes Boolean. |
swap_non_generic_missions = yes
|
Reloads the mission tree. Useful for flag-based mission trees. | ? | |
adm_power_cost | <int> The amount of power to scale and then subtract. |
adm_power_cost = 100
|
Scales the amount with the power cost modifier, then takes administrative power from the current scope. | 1.27 | |
dip_power_cost | <int> The amount of power to scale and then subtract. |
dip_power_cost = 100
|
Scales the amount with the power cost modifier, then takes diplomatic power from the current scope. | 1.27 | |
mil_power_cost | <int> The amount of power to scale and then subtract. |
mil_power_cost = 100
|
Scales the amount with the power cost modifier, then takes military power from the current scope. | 1.27 |
Economy[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.26. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_years_of_income | <float> The amount of income to add or subtract.. |
add_years_of_income = 0.5
|
Adds ducats equal to the years of income defined. | 1 is equal to 1 year of income, based on a country's current monthly income. | 1.1 |
add_treasury | <int> The amount of ducats to add or subtract. |
add_treasury = 50
|
Adds ducats to the current scope. | 1.1 | |
add_inflation | <float> The amount of inflation to add or subtract. |
add_inflation = 2
|
Adds inflation to the current scope. | 1.1 | |
add_mercantilism | <int> The amount of mercantilism to add or subtract. |
add_mercantilism = 2
|
Adds mercantilism to the current scope. | 1.1 | |
add_tariff_value | <float> The amount of tariff value to add or subtract. |
add_tariff_value = 0.1
|
Adds tariff value to the current scope. | Tariff value is the ducats sent to an overlord by subjects such as colonial nations. | 1.4 |
loan_size | <int> The value to change to. |
loan_size = 24
|
Changes the loan size of the current scope. | Size is the number of months in monthly income that a single loan is equal to. | 1.1 |
change_price | trade_goods = <tradegood> The trade good to change. |
change_price = { trade_goods = grain key = grain_shortage value = 0.5 duration = 3650 } |
Changes the price of a trade good globally. | Tradegood prices are found in /Europa Universalis IV/common/prices/*.txt The new price is the base price + (base price * value) |
1.8 |
add_loan | interest_modifier = <value>
|
add_loan = { interest_modifier = -0.5 fixed_interest = yes duration = 60 } |
Takes a loan for the current scope. | 1.26 | |
raise_war_taxes | yes
|
raise_war_taxes = yes |
Raises war taxes without spending military power | 1.26 | |
add_years_of_owned_provinces_production_income | years = <value>
|
add_years_of_owned_provinces_production_income = { years = 8 trigger = { OR = { trade_goods = cloth trade_goods = silk } } custom_tooltip = MONOPOLY_INCOME_CLOTH_DESC } |
Grants the current scope immediate ducats based on the production income of the specified provinces over the specified duration. | 1.30 | |
add_years_of_owned_provinces_manpower | years = <value>
|
add_years_of_owned_provinces_manpower = { years = 4 trigger = { religion = ROOT has_tax_building_trigger = yes } custom_tooltip = liv_land_of_churches_tt } |
Grants the current scope immediate manpower based on the manpower generation of the specified provinces over the specified duration. | 1.34 | |
add_years_of_owned_provinces_sailors | years = <value>
|
add_years_of_owned_provinces_sailors = { years = 10 trigger = { culture_group = iberian } custom_tooltip = "Gain 10 years of Iberian sailors" } |
Grants the current scope immediate sailors based on the sailor generation of the specified provinces over the specified duration. | 1.34 | |
set_bankruptcy | <scope> The scope to make bankrupt |
set_bankruptcy = FRA |
Makes the specified country go bankrupt. | 1.34 |
Government[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Culture[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_accepted_culture | <culture> The culture to add. |
add_accepted_culture = english
|
Adds a new accepted culture to the current scope. | Cultures are found in /Europa Universalis IV/common/cultures/*.txt. Can utilise Event Scope Values. |
1.1 |
change_primary_culture | <culture> The culture to change to, from /Europa Universalis IV/common/cultures/.
|
change_primary_culture = english
|
Changes the primary culture of the current scope. | Cultures are found in /Europa Universalis IV/common/cultures/*.txt. Can utilise Event Scope Values. |
1.1 |
remove_accepted_culture | <culture> The culture to remove, from /Europa Universalis IV/common/cultures/.
|
remove_accepted_culture = english
|
Removes an accepted culture from the current scope. | Cultures are found in /Europa Universalis IV/common/cultures/*.txt. Can utilise Event Scope Values. |
1.1 |
Religion[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
change_religion | <religion> The religion to change to. |
change_religion = catholic
|
Changes the religion of the current scope. | Religions are found in /Europa Universalis IV/common/religions/*.txt Can utilise Event Scope Values. |
1.1 |
enable_religion | <religion> The religion to change to. |
enable_religion = reformed |
Enables an religion that has been restricted with the date parameter. | Religions are found in /Europa Universalis IV/common/religions/*.txt | 1.1 |
force_converted | yes Boolean. |
force_converted = yes |
Sets whether the current scope has been force converted. | 1.1 | |
add_authority | <int> The amount of authority to add. |
add_authority = 10 |
Adds authority to the current scope. Used in Religious Reforms that use authority. | No effect if the country does not hold a religion using authority. | 1.10 |
add_doom | <int> The amount of doom to add. |
add_doom = 10 |
Adds doom to the current scope. Used in Religious Reforms that use doom. | No effect if the country does not hold a religion using doom. | 1.10 |
remove_religious_reforms | <int> The amount of religious reforms to remove. |
remove_religious_reforms = 2 |
Removes taken religious reforms from the current scope. | No effect if the country does not hold a religion using religious_reforms. | 1.10 |
add_fervor | <int> The amount of fervor to add or subtract. |
add_fervor = 10 |
Adds Fervor to the current scope. | No effect if the country does not hold a religion using fervor. | 1.6 |
add_karma | <int> The amount of karma to add or subtract. |
add_karma = 10 |
Adds Karma to the current scope. | No effect if the country does not hold a religion using uses_karma. | 1.12 |
set_karma | <int> The amount of karma to set. |
set_karma = 10 |
Sets the Karma value for the current scope. | No effect if the country does not hold a religion using uses_karma. | 1.12 |
add_church_power | <int> The amount of church power to add or subtract. |
add_church_power = 10 |
Adds Church Power to the current scope. | No effect if the country does not hold a religion using uses_church_power. | 1.12 |
add_church_aspect | <aspect> The church aspect to add. |
add_church_aspect = adult_baptism_aspect |
Adds the defined aspect to the current scope. | Church Aspects are found in /Europa Universalis IV/common/church_aspects/00_church_aspects.txt. No effect if the country does not hold a religion using uses_church_power and the aspect set in aspects. |
1.12 |
remove_church_aspect | <aspect> The church aspect to remove. You can also use random here to pick a random aspect. |
remove_church_aspect = adult_baptism_aspect |
Removes the defined aspect from the current scope. | Church Aspects are found in /Europa Universalis IV/common/church_aspects/00_church_aspects.txt. No effect if the country does not have the aspect. |
1.12 |
add_papal_influence | <int> The amount of papal influence to add or subtract. |
add_papal_influence = 10 |
Adds Papal Influence to the current scope. | No effect if the country does not hold a religion using papacy. | 1.1 |
add_reform_desire | <float> The amount reform desire to add or subtract. |
add_reform_desire = 0.5 |
Adds Reform Desire to the country's religion. | 1.1 | |
excommunicate | <scope> The scope to excommunicate. |
excommunicate = FRA
|
Excommunicates the defined scope. If already excommunicated, removes excommunication. | 1.12 | |
set_papacy_active | yes no Boolean. |
set_papacy_active = yes
|
Enables or disables the Papacy mechanic. | 1.1 | |
add_piety | <float> The amount of piety to add or subtract. |
add_piety = 0.5 |
Adds Piety to the current scope. | No effect if the country does not hold a religion using uses_piety. | 1.1 |
add_curia_treasury | <float> The amount of money to add or subtract to the curia treasury. |
add_curia_treasury = 100 |
Adds money to the curia treasury | 1.30 | |
set_school_opinion | who = <who> Which country to alter opinion with. |
set_school_opinion = { who = TUR opinion = -1 } |
Changes the current scope's school opinion towards the defined scope's school. | -1 for negative, 0 for netural and 1 for positive. | 1.23 |
set_religious_school | group = <religious group> Which religious group to take the school from. |
set_religious_school = { group = muslim school = hanafi_school } |
Changes the current scope's religious school. | Religious Schools are found in /Europa Universalis IV/common/religions/00_religions.txt. | 1.23 |
add_patriarch_authority | <float> The amount of patriarch authority to add or subtract. |
add_patriarch_authority = 0.5 |
Adds Patriarch Authority to the current scope. | No effect if the country does not hold a religion using has_patriarchs. | 1.1 |
change_personal_deity | <deity> The personal deity to add. |
change_personal_deity = odin |
Changes the current personal deity for the current scope. | Personal Deities are found in /Europa Universalis IV/common/personal_deities/*.txt. No effect if the country does not hold a religion using personal_deity. |
1.6 |
add_harmony | <int> The amount of harmony to add or subtract. |
add_harmony = 10 |
Adds Harmony to the current scope. | No effect if the country does not hold a religion using uses_harmony. | 1.20 |
add_harmonized_religion | <religion> The religion to harmonize. |
add_harmonized_religion = catholic |
Adds a religion to the list of Harmonized religions for the current scope. | No effect if the country does not hold a religion using uses_harmony. | 1.20 |
add_harmonization_progress | <int> The amount of progress to add or subtract. |
add_harmonization_progress = 10 |
Adds Harmonization Progress for the current harmonization target to the current scope. | No effect if the country does not hold a religion using uses_harmony. | 1.20 |
unlock_cult | <cult> The cult to unlock. |
unlock_cult = yemoja_cult |
Adds the defined cult to the current scope. | Cults can be found in /Europa Universalis IV/common/fetishist_cults/*.txt. No effect if the country does not hold a religion using fetishist_cult. |
1.18 |
change_cult | <cult>
|
change_cult = yemoja_cult |
Changes the current cult for the current scope. | Cults can be found in /Europa Universalis IV/common/fetishist_cults/*.txt. No effect if the country does not hold a religion using fetishist_cult. |
1.32 |
add_isolationism | <int> The amount of isolationism to add or subtract. |
add_isolationism = 1 |
Adds Isolationism to the current scope. | No effect if the country does not hold a religion using uses_isolationism. | 1.20 |
set_isolationism | <int> The amount of isolationism to set. |
set_isolationism = 2 |
Sets Isolationism for the current scope. | No effect if the country does not hold a religion using uses_isolationism. | 1.20 |
add_incident_variable_value | incident = <incident> The incident to change. |
add_incident_variable_value = { incident = incident_urbanization value = -1 } |
Changes the value of an Incident for the current scope. | Incidents are found in /Europa Universalis IV/common/isolationism/*.txt No effect if the country does not hold a religion using uses_isolationism. |
1.20 |
set_incident_variable_value | incident = <incident> The incident to change. |
set_incident_variable_value = { incident = incident_urbanization value = 1 } |
Sets the value of an Incident for the current scope. | Incidents are found in /Europa Universalis IV/common/isolationism/*.txt No effect if the country does not hold a religion using uses_isolationism. |
1.20 |
Technology[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_idea | <idea> The idea to add. |
add_idea = military_traditions
|
Adds an idea for the current scope. | Ideas are found in /Europa Universalis IV/common/ideas/*.txt. Won't work if the idea isn't present in a National Idea set or a taken Ideagroups set for the country. |
1.6 |
add_idea_group | <ideagroup> The ideagroup to add. |
add_idea_group = aristocracy_ideas
|
Adds an ideagroup for the current scope. | Ideagroups are found in /Europa Universalis IV/common/ideas/*.txt. Won't work if the country doesn't have any free ideagroup slots. |
1.6 |
add_active_policy | <policy> The policy to add. |
add_active_policy = the_statute_of_monopolies
|
Adds a policy for the current scope. | Policies are found in /Europa Universalis IV/common/policies/*.txt. Won't work if the policy triggers are not met by the country, or there are no free policy slots. |
1.21 |
change_technology_group | <technology group> The technology group to change to. |
change_technology_group = western
|
Changes the technology group of the current scope. | Technology Groups are found in /Europa Universalis IV/common/technology.txt. Doesn't change units, use change_unit_type. |
1.1 |
remove_idea | <idea> The idea to remove. |
remove_idea = military_traditions
|
Removes an idea for the current scope. | Ideas are found in /Europa Universalis IV/common/ideas/*.txt. Won't work if the idea isn't held. |
1.6 |
remove_idea_group | <ideagroup> The ideagroup to remove. |
remove_idea_group = military_traditions
|
Removes an ideagroup for the current scope. | Ideagroups are found in /Europa Universalis IV/common/ideas/*.txt. Won't work if the ideagroup isn't held. |
1.6 |
set_primitive | <yes><no> Boolean. |
set_primitive = no
|
Toggles Primitive status for the current scope. | Primitive status controls whether a country has ships and if they can see Primitive-only mechanics, such as Religious Reforms. | 1.18 |
swap_free_idea_group | <yes> Boolean. |
swap_free_idea_group = yes
|
Re-evaluates the current scope's national idea set assignment, if they match a different set, they will switch to it. | Used after tag changes to change Nationa Idea sets. | 1.1 |
add_next_institution_embracement | <int> The amount of embracement to add. |
add_next_institution_embracement = 10
|
Adds embracement for the current progressing institution within the current scope. | Institutions are found in /Europa Universalis IV/common/institutions/*.txt. |
1.21 |
add_adm_tech | <int> The amount of technologies to add. |
add_adm_tech = 1
|
Adds ADM technologies to the current scope. | You cannot remove technologies. | 1.21 |
add_dip_tech | <int> The amount of technologies to add. |
add_dip_tech = 1
|
Adds DIP technologies to the current scope. | You cannot remove technologies. | 1.21 |
add_mil_tech | <int> The amount of technologies to add. |
add_mil_tech = 1
|
Adds MIL technologies to the current scope. | You cannot remove technologies. | 1.21 |
Court[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_prestige | <float> The amount to add or subtract.
|
add_prestige = 50
|
Adds prestige to the current scope. | 1.1 | |
set_capital | <province_id> Province ID of the new capital. |
set_capital = 118
|
Changes the capital of the scoped country to the selected province ID. | Can also use the scripted effect move_capital_effect = yes in a province scope nested in a country scope to accomplish the same thing as well as remove province form HRE. | 1.1 |
add_corruption | <float> The amount to add or subtract. |
add_corruption = 2
|
Adds corruption to the current scope. | 1.16 | |
add_splendor | <int> The amount to add or subtract. |
add_splendor = 2
|
Adds splendor to the current scope. | Splendor is used to purchase Age abilities. | 1.20 |
create_advisor | <advisor> The advisor to create. |
create_advisor = philosopher
|
Adds the defined advisor to the current scope. | Defaults the advisor's location to the capital, and religion and culture to the current scope's. | 1.1 |
kill_advisor | <random> Kill a random advisor. |
kill_advisor = philosopher
|
Kills a hired advisor for the current scope. | Advisor types are found in /Europa Universalis IV/common/advisortypes/*.txt Displays the advisor death message box when used. |
1.1 |
remove_advisor | <random> Remove a random advisor.
|
remove_advisor = philosopher
|
Removes a hired advisor for the current scope. | Advisor types are found in /Europa Universalis IV/common/advisortypes/*.txt Does not display the advisor death message box when used. |
1.1 |
remove_advisor_by_category | <type> Removes an advisor by monarch power type: ADM, DIP or MIL. |
remove_advisor_by_category = ADM
|
Removes a hired advisor of a monarch power type for the current scope. | Only works for advisors that have been hired. | 1.20 |
define_advisor | type = <type> The advisor type to create. |
define_advisor = { type = treasurer name = "John Smith" skill = 3 culture = english religion = catholic } define_advisor = { type = treasurer name = rising_star_advisor skill = 2 culture = event_target:wrong_religion_province religion = event_target:wrong_religion_province } define_advisor = { type = recruitmaster skill = 3 discount = yes culture = variable:new_ruler_culture } |
Adds the defined advisor to the current scope. | Advisor types are found in /Europa Universalis IV/common/advisortypes/*.txt Can utilise Event Scope Values for the culture and religion parameters. |
1.1 |
change_national_focus | Skill type to use.<ADM> <DIP> <MIL> |
change_national_focus = ADM |
Changes the national focus of the current country scope. | 1.32 |
Stability[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_stability | <int> The amount to add or subtract. |
add_stability = 1
|
Adds stability to the current scope. | 1.1 | |
add_war_exhaustion | <int> The amount to add or subtract. |
add_war_exhaustion = 2
|
Adds war exhaustion to the current scope. | 1.1 | |
add_liberty_desire | <int> The amount to add or subtract. |
add_liberty_desire = 10
|
Adds liberty desire to the current scope. | Used on the subject to raise liberty desire for the overlord. | 1.4 |
disband_rebels | <type> The rebel type to disband. |
disband_rebels = anti_tax_rebels
|
Disbands all active rebels of the specified type in the provinces of the current scope. | Rebel types are found in /Europa Universalis IV/common/rebel_types/*.txt | 1.1 |
collapse_nation | yes Boolean |
collapse_nation = yes
|
Gives a percentage of the current scope's owned provinces to random native countries. | 1.10 | |
add_disaster_modifier | name = <modifier> The event modifier to add. |
add_disaster_modifier = { name = "restrict_serfdom" duration = -1 disaster = internal_conflicts } |
Applies an event modifier to the current scope that is removed when the disaster is over, or the duration runs out. | Disasters are found in /Europa Universalis IV/common/disasters/*.txt | 1.10 |
add_disaster_progress | disaster = <disaster> The disaster to alter. |
add_disaster_progress = { disaster = internal_conflicts value = 10 } |
Adds progress towards an already declared (conditions for disaster are met since at least a month) disaster | Disasters are found in /Europa Universalis IV/common/disasters/*.txt | 1.16 |
end_disaster | <disaster> The disaster to end. |
end_disaster = internal_conflicts
|
Immediately ends an active disaster for the current scope. | Disasters are found in /Europa Universalis IV/common/disasters/*.txt | 1.9 |
Military[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_army_tradition | <int> The amount of army tradition to add or subtract. |
add_army_tradition = 10
|
Adds Army Tradition to the current scope. | 1.1 | |
add_navy_tradition | <int> The amount of navy tradition to add or subtract. |
add_navy_tradition = 10
|
Adds Navy Tradition to the current scope. | 1.1 | |
add_army_professionalism | <float> The amount of army professionalism to add or subtract. |
add_army_professionalism = 0.05
|
Adds Army Professionalism to the current scope. | 1.23 | |
add_manpower | <float> The amount of manpower to add or subtract. |
add_manpower = 1
|
Adds manpower to the current scope. | 1 is equal to 1000 manpower. | 1.1 |
add_sailors | <int> The amount of sailors to add or subtract. |
add_sailors = 10
|
Adds sailors to the current scope. | 1 is equal to 1 sailor. | 1.16 |
add_yearly_manpower | <float> The amount of manpower to add or subtract. |
add_yearly_manpower = 0.5
|
Adds manpower to the current scope, as a percentage of total yearly manpower. | 1 is equal to 100% of total yearly manpower. | 1.4 |
add_yearly_sailors | <float> The amount of sailors to add or subtract. |
add_yearly_sailors = 10
|
Adds sailors to the current scope, as a percentage of total yearly sailors. | 1 is equal to 100% of total yearly sailors. | 1.16 |
create_admiral | tradition = <int>
|
create_admiral = { tradition = 50 }
|
Generates an new admiral for the current scope. | changed with 1.1 | 1.1 |
create_explorer | <int> The amount of navy tradition to use in generation. |
create_explorer = { tradition = 50 }
|
Generates an new explorer for the current scope. | 1.3 | |
create_conquistador | <int> The amount of army tradition to use in generation. |
create_conquistador = { tradition = 50 }
|
Generates an new conquistador for the current scope. | 1.3 | |
create_general |
|
create_general = { tradition = 50 }
|
Generates an new general for the current scope. | changed with 1.26 | 1.1 |
change_unit_type | <type> The unit type to change to. |
change_unit_type = western
|
Change the unit type for the current scope. | The unit types correspond to the technology groups found in /Europa Universalis IV/common/technology.txt. | 1.1 |
kill_leader | type = <type> The leader type to kill. name is the specific leader name to target. |
kill_leader = { type = random } kill_leader = { type = general } kill_leader = { type = "John Smith" } |
Kills a leader held by the current scope matching the type used. | Possible types:
|
1.1 |
define_admiral | shock = <int> The shock pips of the leader. |
define_admiral = { shock = 2 fire = 2 manuever = 2 siege = 2 } |
Creates an admiral with the defined attributes for the current scope. | Leader traits can be found in /Europa Universalis IV/common/leader_personalities/*.txt. Siege improves Blockade Efficiency for admirals. |
1.1 |
define_explorer | shock = <int> The shock pips of the leader. |
define_explorer = { shock = 2 fire = 2 manuever = 2 siege = 2 } |
Creates an explorer with the defined attributes for the current scope. | Leader traits can be found in /Europa Universalis IV/common/leader_personalities/*.txt. Siege improves Blockade Efficiency for explorers. |
1.1 |
define_conquistador | shock = <int> The shock pips of the leader. |
define_conquistador = { shock = 2 fire = 2 manuever = 2 siege = 2 } |
Creates a conquistador with the defined attributes for the current scope. | Leader traits can be found in /Europa Universalis IV/common/leader_personalities/*.txt. The name parameter can accept a saved name variable, see set_saved_name for more context. |
1.1 |
define_general | shock = <int> The shock pips of the leader. |
define_general = { shock = 2 fire = 2 manuever = 2 siege = 2 } |
Creates a general with the defined attributes for the current scope. | Leader traits can be found in /Europa Universalis IV/common/leader_personalities/*.txt. The name parameter can accept a saved name variable, see set_saved_name for more context. |
1.1 |
artillery | <scope> The province scope in which the artillery spawns. |
capital_scope = { ROOT = { artillery = PREV } } |
Spawns an artillery unit for the current scope in the defined province scope. | Uses the currently selected artillery unit. | 1.1 |
cavalry | <scope> The province scope in which the cavalry spawns. |
capital_scope = { ROOT = { cavalry = PREV } } |
Spawns a cavalry unit for the current scope in the defined province scope. | Uses the currently selected cavalry unit. | 1.1 |
infantry | <scope> The province scope in which the infantry spawns. |
capital_scope = { ROOT = { infantry = PREV } } |
Spawns an infantry unit for the current scope in the defined province scope. | Uses the currently selected infantry unit. | 1.1 |
mercenary_infantry | <scope> The province scope in which the mercenary infantry spawns. |
capital_scope = { ROOT = { mercenary_infantry = PREV } } |
Spawns a mercenary infantry unit for the current scope in the defined province scope. | Uses the currently selected mercenary infantry unit. | 1.1 |
mercenary_cavalry | <scope> The province scope in which the cavalry spawns. |
capital_scope = { ROOT = { mercenary_cavalry = PREV } } |
Spawns a mercenary cavalry unit for the current scope in the defined province scope. | Uses the currently selected cavalry unit. | 1.1 |
heavy_ship | <scope> The province scope in which the heavy ship spawns. |
random_owned_province = { limit = { has_port = yes } ROOT = { heavy_ship = PREV } } |
Spawns a heavy ship unit for the current scope in the defined province scope. | Uses the current scope's current heavy ship unit. Requires the province scope to have a port. | |
create_flagship | <scope> The province scope in which the flagship spawns. name = "Vittoria" type = galley |
random_owned_province = { limit = { has_port = yes } ROOT = { create_flagship = { name = "Vittoria" type = galley } } } |
Spawns a flagship unit for the current scope in the defined province scope. | Types light_ship, galley, heavy_ship and transport. Requires the province scope to have a port. |
1.1 |
light_ship | <scope> The province scope in which the light ship spawns. |
random_owned_province = { limit = { has_port = yes } ROOT = { light_ship = PREV } } |
Spawns a light ship unit for the current scope in the defined province scope. | Uses the current scope's current light ship unit. Requires the province scope to have a port. |
1.1 |
galley | <scope> The province scope in which the galley spawns. |
random_owned_province = { limit = { has_port = yes } ROOT = { galley = PREV } } |
Spawns a galley unit for the current scope in the defined province scope. | Uses the current scope's current galley unit. Requires the province scope to have a port. |
1.1 |
transport | <scope> The province scope in which the transport spawns. |
random_owned_province = { limit = { has_port = yes } ROOT = { transport = PREV } } |
Spawns a transport unit for the current scope in the defined province scope. | Uses the current scope's current transport unit. Requires the province scope to have a port. |
1.1 |
<unit name> | <scope> The province scope in which the unit spawns. |
random_owned_province = { limit = { has_port = yes } ROOT = { british_redcoat = PREV } } |
Spawns a specific unit for the current scope in the defined province scope. | Units can be found in /Europa Universalis IV/common/units/*.txt. | 1.1 |
Diplomacy[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_historical_friend | <scope> The country to add the friendship to. |
add_historical_friend = FRA
|
Makes the defined scope a historical friend of the current scope. | 1.12 | |
add_historical_rival | <scope> The country to add the rivalry to. |
add_historical_rival = FRA
|
Makes the defined scope a historical rival of the current scope. | 1.12 | |
remove_historical_friend | <scope> The country to remove the friendship from. |
remove_historical_friend = FRA
|
Removes the historical friendship between the defined scope and the current scope. | 1.12 | |
remove_historical_rival | <scope> The country to remove the rivalry from. |
remove_historical_rival = FRA
|
Removes the historical rivalry between the defined scope and the current scope. | 1.12 | |
add_rival | <scope> The country to that will be added as rival. |
add_rival = FRA
|
Makes the defined scope a rival of the current scope. | 1.30 | |
remove_rival | <scope> The country to that will be removed as rival. |
remove_rival = FRA
|
Removes the defined scope as a rival of the current scope. | 1.30 | |
force_remove_rival | <scope> The country to that will be removed as rival. |
force_remove_rival = FRA
|
Removes the defined scope as a rival of the current scope. That country cannot be picked as a rival again for the next 15 years. | 1.30 | |
add_trust | who = <scope> The country trust will be added with. |
add_trust = { who = FRA value = 25 mutual = yes } |
Adds trust with the defined scope for the current scope. | Used in conjunction with the Diplomatic Feedback mechanic from The Cossacks DLC. | 1.20 |
add_favors | who = <scope>
The amount of favors to add or subtract. |
add_favors = { who = TUR amount = 10 } |
Adds favors with the defined scope for the current scope. | 1.32 | |
add_opinion | who = <scope> The country the opinion modifier is for. |
add_opinion = { who = FRA modifier = renounced_as_heretics } |
Adds an opinion modifier for the current scope held against the defined scope. | Opinion modifiers are found in /Europa Universalis IV/common/opinion_modifiers/*.txt | 1.1 |
reverse_add_opinion | who = <scope> The country the opinion modifier is added to. |
reverse_add_opinion = { who = FRA modifier = renounced_as_heretics } |
Adds an opinion modifier for the defined scope held against the current scope. | Opinion modifiers are found in /Europa Universalis IV/common/opinion_modifiers/*.txt | 1.1 |
remove_opinion | who = <scope> The country the opinion modifier is held against. |
remove_opinion = { who = FRA modifier = renounced_as_heretics } |
Removes an opinion modifier for the current scope held against the defined scope. | Opinion modifiers are found in /Europa Universalis IV/common/opinion_modifiers/*.txt | 1.1 |
reverse_remove_opinion | who = <scope> The country the opinion modifier holds. |
reverse_remove_opinion = { who = FRA modifier = renounced_as_heretics } |
Removes an opinion modifier for the defined scope held against the current scope. | Opinion modifiers are found in /Europa Universalis IV/common/opinion_modifiers/*.txt | 1.1 |
create_alliance | <scope> The country to create an alliance with. |
create_alliance = FRA
|
Creates an alliance between the current scope and the defined scope. | 1.1 | |
create_guarantee | <scope> The country to create an guarantee with. |
create_guarantee = FRA
|
Creates an guarantee over the defined scope for the current scope. | 1.8 | |
create_marriage | <scope> The country to create an royal marriage with. |
create_marriage = FRA
|
Creates a royal marriage between the current scope and the defined scope. | 1.1 | |
create_union | <scope> The country to make into the junior partner. |
create_union = FRA
|
Makes the defined scope a junior partner in a personal union with the current scope. | 1.1 | |
create_vassal | <scope> The country to create as a vassal. |
create_vassal = TOU
|
Creates the defined vassal out of the scopes territory if possible. | Uses the vassal subject type. Target country must not exist. Will be created by this command out of the scopes territory. |
1.22 |
create_march | <scope> The country to make into a march. |
create_march = FRA
|
Makes the defined scope a march subject of the current scope. | Uses the march subject type. Target country must already exist. |
1.12 |
vassalize | <scope> The country to vassalize. |
vassalize = FRA
|
Makes the defined scope a vassal subject of the current scope. | Uses the vassal subject type. Target country must already exist. |
1.1 |
create_subject | subject_type = <type> The subject type to use. |
create_subject = { subject_type = tributary_state subject = FRA } |
Makes the defined scope into the defined subject type under the current scope. | Subject types are found in /Europa Universalis IV/common/subject_types/*.txt. | 1.20 |
break_marriage | <scope> The country to break the marriage with. |
break_marriage = FRA
|
Breaks the current scope's royal marriage with the defined scope. | 1.11 | |
break_alliance | <scope> The country to break the alliance with. |
break_alliance = FRA |
Breaks the current scope's alliance with the defined scope. | 1.34 | |
break_union | <scope> The country to break the union with. |
break_union = FRA
|
Breaks the current scope's union with the defined scope. | 1.1 | |
inherit | <scope> The country to inherit. |
inherit = FRA
|
The current scope inherits all of the defined scope's provinces. | 1.1 | |
release | <scope> The country to release. |
release = FRA
|
The current scope releases all provinces with the defined scope's cores. | Target country must not exist. Unlike 'create_vassal' the released country will not be a vassal. | 1.1 |
release_all_subjects | yes Boolean. |
release_all_subjects = yes
|
The current scope grants independence to all their subjects. | 1.10 | |
grant_independence | yes Boolean. |
grant_independence = yes
|
The current scope is granted independence from their overlord. | 1.22 | |
free_vassal | <scope>The country to free. |
every_subject_country = { BUR = { free_vassal = PREV } } |
Frees a vassal from the current scope. | 1.22 | |
declare_war | <scope> The country to declare against. |
declare_war = FRA
|
Creates a no casus belli war against the defined scope for the current scope. | 1.1 | |
declare_war_with_cb | who = <scope> The country declared against. |
declare_war_with_cb = { who = FRA casus_belli = cb_annex } |
Declares war for the current scope against the defined scope, using the defined casus belli. |
Casus belli are found in /Europa Universalis IV/common/cb_types/*.txt |
1.1 |
add_truce_with | <scope> The country to add a truce against. |
add_truce_with = FRA
|
Creates a truce between the defined scope and the current scope. | The truce length is the default white peace truce length. | 1.1 |
white_peace | <scope> The country to force white peace against. |
white_peace = FRA
|
Forces the defined scope into a white peace truce with the current scope. | 1.1 | |
form_coalition_against | <scope> The country to form against. |
form_coalition_against = FRA
|
The current scope creates or joins a coalition against the defined scope. | 1.1 | |
add_casus_belli | target = <scope> The country to add the casus belli against. |
add_casus_belli = { target = FRA type = cb_annex months = 12 } |
Adds a casus belli for the current scope against the defined scope. | Casus belli are found in /Europa Universalis IV/common/cb_types/*.txt | 1.1 |
reverse_add_casus_belli | target = <scope> The country to that gains the casus belli. |
reverse_add_casus_belli = { target = FRA type = cb_annex months = 12 } |
Adds a casus belli against the current scope for the defined scope. | Casus belli are found in /Europa Universalis IV/common/cb_types/*.txt | 1.1 |
remove_casus_belli | target = <scope> The country the casus belli is against. |
remove_casus_belli = { target = FRA type = cb_annex } |
Removes a casus belli held against the defined scope for the current scope. | Casus belli are found in /Europa Universalis IV/common/cb_types/*.txt | 1.1 |
reverse_remove_casus_belli | target = <scope> The country that holds the casus belli. |
reverse_remove_casus_belli = { target = FRA type = cb_annex } |
Removes a casus belli held by the defined scope against the current scope. | Casus belli are found in /Europa Universalis IV/common/cb_types/*.txt | 1.1 |
remove_fow | <months> The number of months to remove fog of war. |
random_rival_country = { limit = { war_with = ROOT } remove_fow = 3 } |
Removes the fog of war in the current scope for the previous scope. | 1.1 | |
remove_hegemon | yes Boolean. |
remove_hegemon = yes |
Removes hegemony status from the current country scope. | 1.34 | |
add_spy_network_from | who = <scope> The country to add spy network for. |
add_spy_network_from = { who = FRA value = 10 } |
Adds spy network in the current scope for the defined scope. | 1.16 | |
add_spy_network_in | who = <scope> The country to add spy network in. |
add_spy_network_in = { who = FRA value = 10 } |
Adds spy network for the current scope in the defined scope. | 1.16 | |
join_all_offensive_wars_of | <scope> The country to join the offensive wars of. |
join_all_offensive_wars_of = NED |
Makes the current scope join all offensive wars of the specified scope. | 1.30 | |
join_all_defensive_wars_of | <scope> The country to join the defensive wars of. |
join_all_defensive_wars_of = NED |
Makes the current scope join all defensive wars of the specified scope. | 1.30 | |
add_aggressive_expansion | who = <scope> The country to add aggressive expansion towards.
|
add_aggressive_expansion = { who = FRA value = 50 apply_calc = yes } |
The current country scope adds X amount of aggressive expansion towards the specified country. | apply_calc determines whether culture & religion modify the value.
|
1.34 |
reverse_add_aggressive_expansion | who = <scope> The country to add aggressive expansion with.
|
reverse_add_aggressive_expansion = { who = ENG value = -50 apply_calc = no } |
The specified country adds X amount of aggressive expansion towards the current country scope. | apply_calc determines whether culture & religion modify the value.
|
1.34 |
Estates and Factions[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
create_independent_estate | <estate> The estate to create the independent nation from. |
create_independent_estate = estate_cossacks
|
Creates an independent nation from provinces owned by the specified estate within the current scope's owned provinces. | Estates are found in /Europa Universalis IV/common/estates/*.txt The additional parameters for the independent nation are found within an estate's file. |
1.14 |
create_independent_estate_from_religion | <estate> The estate to create the independent nation from. |
create_independent_estate = estate_dhimmi
|
Creates an independent nation from provinces owned by the specified estate within the current scope's owned provinces. | Estates are found in /Europa Universalis IV/common/estates/*.txt Created with the religion that the majority of the provinces that the defined estate own holds. |
1.14 |
add_estate_influence_modifier | estate = <estate> The estate to apply the modifier to. |
add_estate_influence_modifier = { estate = estate_nobles desc = EST_VAL_FURTHERED_SPOUSES_FAMILY_NOBLES influence = 10 duration = 7300 } |
Adds an influence modifier for the defined estate used by the current scope. | Estates are found in /Europa Universalis IV/common/estates/*.txt | 1.14 |
add_estate_loyalty | estate = <estate> The estate to apply the loyalty to. |
add_estate_loyalty = { estate = estate_nobles loyalty = 10 } |
Adds loyalty for the defined estate used by the current scope. | Estates are found in /Europa Universalis IV/common/estates/*.txt | 1.14 |
add_estate_loyalty_modifier | estate = <estate> The estate to apply the modifier to. |
add_estate_loyalty_modifier = { estate = estate_nobles desc = EST_VAL_EXAMPLE loyalty = 10 duration = 7300 } |
Adds a loyalty equilibrium modifier for the defined estate used by the current scope. | Estates are found in /Europa Universalis IV/common/estates/*.txt | 1.14 |
add_faction | <faction> The faction to add. |
add_faction = temples
|
Adds a faction to the current scope. | Factions are found in /Europa Universalis IV/common/factions/. | 1.1 |
remove_faction | <faction> The faction to remove. |
add_faction = temples
|
Removes a faction from the current scope. | Factions are found in /Europa Universalis IV/common/factions/. | 1.1 |
add_faction_influence | faction = <faction> The faction to add influence to. |
add_faction_influence = { faction = temples influence = 10 } |
Adds influence for the defined faction. | Mimics the influence boost from pressing the button in the faction window. | 1.1 |
set_estate_privilege | <privilege> The estate privilege to add. |
set_estate_privilege = estate_burghers_monopoly_of_textiles |
Adds the specified estate privilege for the current scope. | 1.30 | |
remove_estate_privilege | <privilege> The estate privilege to remove. |
remove_estate_privilege= estate_burghers_monopoly_of_textiles |
Removes the specified estate privilege for the current scope. | 1.30 | |
change_estate_land_share | estate = <estate> The estate to modify land share for. |
change_estate_land_share = { estate = estate_church share = 5 } |
Modifies the current land share percentage for the specified estate in the current scope. | 1.30 | |
start_estate_agenda | start_estate_agenda = <agenda> |
start_estate_agenda = estate_nobles
|
Starts the specified estate agenda. | 1.30 |
Ruler[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
change_adm | <int> The amount to add or subtract from the ruler's ADM skill. |
change_adm = 1
|
Adds ADM skill to the current ruler. | 1.1 | |
change_dip | <int> The amount to add or subtract from the ruler's DIP skill. |
change_dip = 1
|
Adds DIP skill to the current ruler. | 1.1 | |
change_mil | <int> The amount to add or subtract from the ruler's MIL skill. |
change_mil = 1
|
Adds MIL skill to the current ruler. | 1.1 | |
add_ruler_personality | <personality> The ruler personality to add. |
add_ruler_personality = righteous_personality
|
Adds the defined personality to the current ruler. | Ruler personalities are found in /Europa Universalis IV/common/ruler_personalities/00_core.txt | 1.18 |
remove_ruler_personality | <personality> The ruler personality to remove. |
remove_ruler_personality = righteous_personality
|
Removes the defined personality from the current ruler. | Ruler personalities are found in /Europa Universalis IV/common/ruler_personalities/00_core.txt | |
clear_scripted_personalities | yes Boolean. |
clear_scipted_personalities = yes
|
Removes all defined personalities from both the ruler and heir. | 1.? | |
set_ruler_flag | <flag> A unique string to identify the ruler flag with. |
set_ruler_flag = my_flag
|
Defines a ruler flag for the current scope's ruler. | Flags can be appended with scopes or event targets | 1.7 |
clr_ruler_flag | <flag> The unique string of the flag to clear. |
clr_ruler_flag = my_flag |
Clears a ruler flag for the current scope's ruler. | 1.7 | |
set_dynasty | <string> / <scope> / original_dynasty The dynasty to set. |
set_dynasty = "Smith"
|
Sets the dynasty of the current scope's ruler. | If <string> is used it must exist in dynasty_names of any culture or culture group. | 1.1 |
set_ruler_culture | <culture> The culture to change to. |
set_ruler_culture = english
|
Changes the ruler culture of the current scope. | Cultures are found in /Europa Universalis IV/common/cultures/*.txt Can utilise Event Scope Values. |
1.23 |
set_ruler_religion | <religion> The religion to change to. |
set_ruler_religion = catholic
|
Changes the ruler religion of the current scope. | Religions are found in /Europa Universalis IV/common/religions/*.txt Can utilise Event Scope Values. |
1.23 |
exile_ruler_as | <string> The unique string to identify the exiled ruler with. |
exile_ruler_as = { name = my_exiled_ruler } |
Removes the current ruler of the current scope, saving them to the unique string. | 1.12 | |
set_ruler | <string> The unique string of an exiled ruler. |
set_ruler = my_exiled_ruler |
Makes the exiled ruler the ruler of the current scope. | 1.12 | |
kill_ruler | yes Boolean. |
kill_ruler = yes |
Kills the ruler of the current scope. | 1.1 | |
convert_female_ruler_to_general | yes Boolean. |
convert_female_ruler_to_general = yes |
Converts a female ruler into a general. | 1.15 | |
convert_ruler_to_general | yes/<int> Boolean or Integer. |
convert_ruler_to_general = yes
|
Converts a male ruler into a general. If an integer is given then it is used as army tradition during generation. | 1.8 (Integer as Tradition support in 1.34) | |
add_ruler_modifier | name = <name> The event modifier to add. |
add_ruler_modifier = { name = mad_and_bad duration = -1 desc = MAD_AND_BAD_DESC hidden = yes } |
Adds an event modifier to the current scope as a ruler modifier. | Ruler modifiers are cleared when the ruler dies. | 1.1 |
define_ruler_to_general | shock = <int> The shock pips of the leader. |
define_ruler_to_general = { fire = 3 shock = 3 manuever = 3 siege = 3 } |
Creates a general from the ruler for the current scope. | 1.8 | |
define_leader_to_ruler | type = general / conquistador / admiral / explorer The leader type to pick a leader from. |
define_leader_to_ruler = { type = general adm = 3 dip = 3 mil = 3 fixed = yes claim = 100 } define_leader_to_ruler = { name = "John Smith" } |
Creates a ruler from a leader for the current scope. | 1.12 | |
define_ruler | name = <string> Optional. The name of the ruler. |
define_ruler = { name = "Ntare I Kivimira" dynasty = "Cambarantama" adm = 5 dip = 4 mil = 4 age = 20 claim = 95 } define_ruler = { culture = event_target:first_ruler_alternative_province hide_skills = yes age = 30 } define_ruler = { dynasty = ROOT culture = ROOT religion = ROOT } define_ruler = { dip = 4 adm = 1 mil = 1 fixed = yes } |
Creates the defined ruler for the current scope. | The culture and religion attributes can utilise Event Scope Values. The name parameter can accept a saved name variable, see set_saved_name for more context. |
1.1 |
Consort[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_queen_personality | <personality> The consort personality to add. |
add_queen_personality = righteous_personality
|
Adds the defined personality to the current consort. | Ruler personalities are found in /Europa Universalis IV/common/ruler_personalities/00_core.txt | 1.18 |
remove_queen_personality | <personality> The consort personality to remove. |
remove_queen_personality = righteous_personality
|
Removes the defined personality from the current consort. | Ruler personalities are found in /Europa Universalis IV/common/ruler_personalities/00_core.txt | 1.18 |
set_consort_flag | <flag> A unique string to identify the consort flag with. |
set_consort_flag = my_flag
|
Defines a consort flag for the current scope's consort. | Flags can be appended with scopes or event targets | 1.18 |
clr_consort_flag | <flag> The unique string of the flag to clear. |
clr_consort_flag = my_flag |
Clears a consort flag for the current scope's consort. | 1.18 | |
set_consort_culture | <culture> The culture to change to. |
set_consort_culture = english
|
Changes the consort culture for the current scope. | Cultures are found in /Europa Universalis IV/common/cultures/*.txt Can utilise Event Scope Values. |
1.23 |
set_consort_religion | <religion> The religion to change to. |
set_consort_religion = catholic
|
Changes the consort religion for the current scope. | Religions are found in /Europa Universalis IV/common/religions/*.txt Can utilise Event Scope Values. |
1.23 |
change_consort_regent_to_ruler | yes Boolean. |
change_consort_regent_to_ruler = yes |
Makes a consort regent into the current ruler for the current scope. | 1.18 | |
remove_consort | yes Boolean. |
remove_consort = yes |
Removes the current consort for the current scope. | 1.18 | |
define_consort | name = <string> Optional. The name of the consort. |
define_consort = { country_of_origin = ROOT religion = ROOT culture = ROOT } define_consort = { name = "Kösem Sultan" culture = greek adm = 5 dip = 4 mil = 5 female = yes } |
Creates the defined consort for the current scope. | The skill values are not rolled for consorts, meaning the values set are the exact values a consort gets. The culture and religion attributes can utilise Event Scope Values. |
1.18 |
exile_consort_as | <string>
The unique string to identify the exiled ruler with. |
exile_consort_as = my_exiled_consort
|
Removes the current consort of the current scope, saving them to the unique string. | 1.33 | |
set_consort | <string>
The unique string of an exiled ruler. |
set_consort = my_exiled_consort
|
Makes the exiled consort the consort of the current scope. | 1.33 |
Heir[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
change_heir_adm | <int> The amount to add or subtract from the heir's ADM skill. |
change_heir_adm = 1
|
Adds ADM skill to the current heir. | 1.14 | |
change_heir_dip | <int> The amount to add or subtract from the heir's DIP skill. |
change_heir_dip = 1
|
Adds DIP skill to the current heir. | 1.14 | |
change_heir_mil | <int> The amount to add or subtract from the heir's MIL skill. |
change_heir_mil = 1
|
Adds MIL skill to the current heir. | 1.14 | |
add_heir_personality | <personality> The heir personality to add. |
add_heir_personality = righteous_personality
|
Adds the defined personality to the current heir. | Ruler personalities are found in /Europa Universalis IV/common/ruler_personalities/00_core.txt | 1.18 |
remove_heir_personality | <personality> The heir personality to remove. |
remove_heir_personality = righteous_personality
|
Removes the defined personality from the current heir. | Ruler personalities are found in /Europa Universalis IV/common/ruler_personalities/00_core.txt | 1.18 |
set_heir_flag | <flag> A unique string to identify the heir flag with. |
set_heir_flag = my_flag
|
Defines an heir flag for the current scope's heir. | Flags can be appended with scopes or event targets | 1.1 |
clr_heir_flag | <flag> The unique string of the flag to clear. |
clr_heir_flag = my_flag |
Clears an heir flag for the current scope's heir. | 1.1 | |
add_heir_claim | <int> The amount to add or subtract from the claim. |
add_heir_claim = 10
|
Adds to the current scope's heir claim. | 1.1 | |
add_heir_support | <int> The amount of support to add or subtract to the local heir |
add_heir_support = 10
|
Adds to the local heir's support in an Elective Monarchy. | 1.7 | |
set_heir_culture | <culture> The culture to change to. |
set_heir_culture = english
|
Changes the heir culture of the current scope. | Cultures are found in /Europa Universalis IV/common/cultures/*.txt Can utilise Event Scope Values. |
1.23 |
set_heir_religion | <religion> The religion to change to. |
set_heir_religion = catholic
|
Changes the heir religion of the current scope. | Religions are found in /Europa Universalis IV/common/religions/*.txt Can utilise Event Scope Values. |
1.23 |
exile_heir_as | <string> The unique string to identify the exiled heir with. |
exile_heir_as = my_exiled_heir |
Removes the current heir of the current scope, saving them to the unique string. | 1.12 | |
set_heir | <string> The unique string of an exiled heir. |
set_heir = my_exiled_heir |
Makes the exiled heir the ruler of the current scope. | 1.12 | |
kill_heir | allow_new_heir = <yes/no> Optional. Whether a new heir is allowed to spawn immediately or not. A new heir is not guaranteed. |
kill_heir = {} kill_heir = { allow_new_heir = no }
|
Kills the heir of the current scope. | Displays heir death message. | 1.1 |
remove_heir | allow_new_heir = <yes/no> Optional. Whether a new heir is allowed to spawn immediately or not. A new heir is not guaranteed. |
remove_heir = {} remove_heir = { allow_new_heir = no }
|
Removes the heir of the current scope. | Does not display the heir death message. | 1.1 |
convert_female_heir_to_general | yes Boolean. |
convert_female_heir_to_general = yes |
Converts a female heir into a general. | 1.15 | |
convert_heir_to_general | yes Boolean. |
convert_heir_to_general = yes |
Converts a male heir into a general. | 1.8 | |
define_heir_to_general | shock = <int> The shock pips of the leader. |
define_heir_to_general = { fire = 3 shock = 3 manuever = 3 siege = 3 } |
Creates a general from the heir of the current scope. | 1.8 | |
define_heir | name = <string> Optional. The name of the heir. |
define_heir = { dynasty = "Kamegere" claim = 100 } define_heir = { male = yes dynasty = ROOT name = "Viracocha" claim = 100 adm = 6 } define_heir = { dynasty = ROOT age = 13 adm = 3 dip = 3 mil = 3 claim = 50 female = yes no_consort_with_heir = yes } |
Creates the defined heir for the current scope. | The culture and religion attributes can utilise Event Scope Values. The name parameter can accept a saved name variable, see set_saved_name for more context. |
1.1 |
Holy Roman Empire[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_imperial_influence | <int> The amount of influence to add or subtract. |
add_imperial_influence = 10
|
Adds Imperial Influence for the current scope. | No effect if not emperor. | 1.1 |
add_scaled_imperial_influence | <int> The amount of influence to add or subtract. |
add_scaled_imperial_influence = 10
|
Adds Imperial Influence for the current scope, scaled by the current Imperial Authority value. | No effect if not emperor. | 1.1 |
elector | <scope> The country to make elector. |
elector = FRA
|
Makes the defined scope an elector of the Holy Roman Empire. | 1.1 | |
revoke_reform | <reform> The reform to remove. |
revoke_reform = reichsreform
|
Removes an Imperial Reform. | Imperial Reforms are found in /Europa Universalis IV/common/imperial_reforms/00_hre.txt. | 1.1 |
set_in_empire | yes Boolean. |
set_in_empire = yes
|
Places the current scope and all owned provinces (if valid) in the empire. | 1.12 | |
hre_inheritable | yes Boolean. |
hre_inheritable = yes
|
Makes the seat of the Emperor inheritable. | 1.1 | |
imperial_ban_allowed | yes Boolean. |
imperial_ban_allowed = yes
|
Enables the Imperial Ban casus belli. | 1.1 | |
internal_hre_cb | no Boolean. |
internal_hre_cb = no
|
Disables casus belli creation for HRE members against one another. | 1.1 | |
set_allow_female_emperor | yes Boolean. |
set_allow_female_emperor = yes
|
Enables female rulers to become emperor. | 1.1 | |
dismantle_hre | yes Boolean. |
dismantle_hre = yes
|
Disbands the HRE and removes all members from it. | 1.1 | |
enable_hre_leagues | yes Boolean. |
enable_hre_leagues = yes
|
Enables the Religious Leagues. | 1.8 | |
set_hre_religion | <religion> Which religion to set. |
set_hre_religion = catholic
|
Makes the defined religion the official religion of the HRE. | 1.8 | |
set_hre_heretic_religion | <religion> Which religion to set. |
set_hre_heretic_religion = catholic
|
Makes the defined religion the heretic religion of the HRE. | 1.8 | |
set_hre_religion_locked | yes Boolean. |
set_hre_religion_locked = yes
|
Locks the official and heretic religion assignments, ending the Religious Leagues. | 1.8 | |
set_hre_religion_treaty | yes Boolean. |
set_hre_religion_treaty = yes
|
Ends the Religious Leagues with no set religions. | 1.8 | |
join_league | <scope> Which league to join. |
join_league = FRA
|
Makes the current scope join the League that the defined scope belongs to. | 1.8 | |
leave_league | <scope> Which league to leave. |
leave_league = FRA
|
Makes the current scope leave the League that the defined scope belongs to. | 1.8 | |
dismantle_empire_of_china | <yes> / <no> Boolean. |
dismantle_empire_of_china = yes
|
Removes the Empire of China and the Mandate system. | 1.20 | |
set_emperor_of_china | <scope> Which country to set. |
set_emperor_of_china = MNG
|
Sets the current Emperor of China. | 1.20 | |
add_mandate | <int> The amount of mandate to add or subtract. |
add_mandate = 10
|
Adds mandate to the current scope. | No effect if not the emperor of china. | 1.20 |
set_mandate | <int> The amount of mandate to set. |
set_mandate = 10
|
Sets the mandate value for the current scope. | No effect if not the emperor of china. | 1.20 |
set_revolution_target | <scope> The country to set. |
set_revolution_target = FRA
|
Makes the defined scope the new revolutionary target. | Use --- to remove the target and not reassign. | 1.1 |
set_emperor | <yes> / <no>
|
set_emperor = yes | Makes the country scope emperor if <yes>, or removes the current emperor if <no>. | <no> will remove the current emperor regardless of scope.
NOTE: No popup for this effect. |
1.32 |
AI[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
set_ai_personality | personality = <type> The personality to use. |
set_ai_personality = { personality = ai_capitalist locked = yes } |
Makes the current scope (if AI) the defined personality. | AI personalities are found in /Europa Universalis IV/common/ai_personalities/00_ai_personalities.txt. | 1.1 |
set_ai_attitude | attitude = <type> The attitude to use. |
set_ai_attitude = { attitude = attitude_friendly who = FRA locked = yes } |
Makes the current scope (if AI) have the defined attitude against the defined scope. | AI attitudes are found in /Europa Universalis IV/common/ai_attitudes/00_ai_attitudes.txt. | 1.1 |
Province scope[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
The effects can only be used when in a province scope.
General[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
province_event | id = <id> The event id to fire. |
province_event = { id = uprising.1 days = 30 random = 15 tooltip = UPRISING_TOOLTIP } |
Fire a province event for the current province scope. Appears for the owner of the province scope. | You cannot fire the same event within itself with a delay of 0. | 1.1 |
add_province_modifier | name = <name> The event modifier to add. |
add_province_modifier = { name = annoyed_people duration = -1 desc = annoyed_people_tooltip hidden = yes } |
Adds an event modifier to the current province scope as a province modifier. | Modifiers added with this effect are cleared automatically when the province changes ownership. | 1.1 |
add_permanent_province_modifier | name = <name> The event modifier to add. |
add_permanent_province_modifier = { name = annoyed_people duration = -1 desc = annoyed_people_tooltip hidden = yes } |
Adds an event modifier to the current province scope as a province modifier. | Modifiers added with this effect persist through ownership changes. | 1.1 |
extend_province_modifier | name = <name> The event modifier to extend. |
extend_province_modifier = { name = annoyed_people duration = 365 } |
Extends the duration of an existing province modifier held by the current province scope. | Modifiers added with this effect persist through ownership changes. | 1.1 |
remove_province_modifier | <modifier> The event modifier to remove. |
remove_province_modifier = annoyed_people
|
Removes an already assigned province modifier from the current province scope. | 1.1 | |
add_province_triggered_modifier | <modifier> The province triggered modifier to add. |
add_province_triggered_modifier = test_modifier |
Adds a province triggered modifier to the current province scope. | 1.24 | |
remove_province_triggered_modifier | <modifier> The province triggered modifier to remove. |
remove_province_triggered_modifier = test_modifier |
Removes a province triggered modifier from the current province scope. | 1.24 | |
set_province_flag | <flag> A unique string to identify the province flag with. |
set_province_flag = my_flag
|
Defines a province flag for the current province scope. | Flags can be appended with scopes or event targets | 1.1 |
clr_province_flag | <flag> The unique string of a province flag to clear. |
clr_province_flag = my_flag
|
Clears a defined province flag for the current province scope. | 1.1 | |
change_province_name | <string> The name to change to. |
change_province_name = "Paris"
|
Changes the province name of the current province scope to the defined name. | 1.1 | |
rename_capital | <string> The name to change to. |
rename_capital = "Paris"
|
Changes the capital name of the current province scope to the defined name. | The capital name is the second name that appears under the province name within the province window. | 1.1 |
Development[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_base_tax | <int> The amount of base tax to add or subtract. |
add_base_tax = 1
|
Adds base tax to the current province scope. | 1.1 | |
add_base_production | <int> The amount of base production to add or subtract. |
add_base_production = 1
|
Adds base production to the current province scope. | 1.1 | |
add_base_manpower | <int> The amount of base manpower to add or subtract. |
add_base_manpower = 1
|
Adds base manpower to the current province scope. | 1.1 | |
add_prosperity | <int> The amount of prosperity to add or subtract. |
add_prosperity = 1
|
Adds prosperity to the current province scope. | 1.20 | |
add_devastation | <int> The amount of devastation to add or subtract. |
add_devastation = 1
|
Adds devastation to the current province scope. | 1.20 | |
add_local_autonomy | <int> The amount of local autonomy to add or subtract. |
add_local_autonomy = 10
|
Adds local autonomy to the current province scope. | 1.8 | |
set_local_autonomy | <int> The amount of local autonomy to set. |
set_local_autonomy = 50
|
Sets local autonomy for the current province scope. | 1.12 | |
change_trade_goods | <good> The trade good to set. |
change_trade_goods = grain
|
Sets the trade good for the current province scope. | Trade Goods are found in /Europa Universalis IV/common/tradegoods/*.txt. | 1.1 |
add_scaled_local_adm_power | <int> The amount of administrative power to add or subtract. |
add_scaled_local_adm_power = 10
|
Adds Administrative power to the owner of the current province scope, scaling with the base tax. | 1 power per point of yearly base tax. | 1.12 |
add_scaled_local_dip_power | <int> The amount of diplomatic power to add or subtract. |
add_scaled_local_dip_power = 10
|
Adds Diplomatic power to the owner of the current province scope, scaling with the base production. | 1 power per point of yearly base production. | 1.12 |
add_scaled_local_mil_power | <int> The amount of military power to add or subtract. |
add_scaled_local_mil_power = 10
|
Adds Military power to the owner of the current province scope, scaling with the base manpower. | 1 power per point of yearly base manpower. | 1.12 |
cancel_construction | yes Boolean. |
cancel_construction = yes
|
Cancels any construction ongoing in the current province scope. | Constructions are coring, religious conversion, cultural conversion, buildings and great projects. | 1.6 |
add_great_project | type = <project> The great project to add. |
add_great_project = { type = kiel_canal instant = no } |
Starts construction of a great project in the current province scope. | Great projects are found in /Europa Universalis IV/common/great_projects/*.txt. | 1.6 |
destroy_great_project | type = <project>
|
destroy_great_project = { type = chichen_itza } |
Destroys the great project defined. | Great projects are found in /Europa Universalis IV/common/great_projects/*.txt. | 1.32 |
add_great_project_tier | type = <project>
The Great Project whose tier will be modified
The amount to modify the tier by |
add_great_project_tier = { type = chichen_itza tier = 1 } |
Adds tier tiers to the Great Project referenced by type . If a negative value is given, that many tiers will be removed instead.
|
Great projects are found in /Europa Universalis IV/common/great_projects/*.txt. | |
add_construction_progress | <float> The amount of progress to add or subtract. |
add_construction_progress = 0.05
|
Changes the construction progress of a great project in the current province scope. | 1.6 | |
add_building | <building> The building to add. |
add_building = temple
|
Adds the defined building to the current province scope. | Buildings are found in /Europa Universalis IV/common/buildings/*.txt. | 1.1 |
remove_building | <building> The building to remove. |
remove_building = temple
|
Removes the defined building to the current province scope. | Buildings are found in /Europa Universalis IV/common/buildings/*.txt. | 1.1 |
add_building_construction | building = <building> The building to construct. |
add_building_construction = { building = temple speed = 0.5 cost = 0.5 } |
Starts building construction in the current province scope. | cost and speed are a percentage of the base value, i.e. 0.5 is 50% of the base value. | 1.11 |
set_base_tax | <int> The amount to set base tax to. |
set_base_tax = 1
|
Sets base tax of the current province scope. | 1.27 | |
set_base_production | <int> The amount to set base production to. |
set_base_production = 1
|
Sets base production of the current province scope. | 1.27 | |
set_base_manpower | <int> The amount to set base manpower to. |
set_base_manpower = 1
|
Sets base manpower of the current province scope. | 1.27 |
Society[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
create_advisor | <advisor> The advisor to add. |
create_advisor = treasurer
|
Adds the defined advisor for the owner of the current province scope. | Advisors are found in /Europa Universalis IV/common/advisors/*.txt. | 1.1 |
set_seat_in_parliament | yes / no Boolean. |
set_seat_in_parliament = yes
|
Adds the current province scope to Parliament. | No effect if the owner of the province does not have a government using has_parliament. | 1.12 |
back_current_issue | yes / no Boolean. |
back_current_issue = yes
|
Backs or blocks the current issue in Parliament, if the current province scope has a seat. | No effect if the owner of the province does not have a government using has_parliament. | 1.12 |
change_culture | <culture> The culture to change to. |
change_culture = english
|
Changes the culture of the current province scope. | Cultures are found in /Europa Universalis IV/common/cultures/*.txt. Can utilise Event Scope Values. |
1.1 |
change_original_culture | <culture> The culture to change original culture to. |
change_original_culture = english change_original_culture = ENG
|
Changes the original culture of the current province scope. | Cultures are found in /Europa Universalis IV/common/cultures/*.txt. Can utilise Event Scope Values. |
|
add_culture_construction | yes Boolean. |
add_culture_construction = yes add_culture_construction = { speed = 0.5 cost = 0.5 } |
Starts culture conversion in the current province scope, for the current owner. Target culture is always(?) the primary culture. | Attention: Uses ADM power instead of DIP power. cost and speed are a percentage of the base value, i.e. 0.5 is 50% of the base value. |
1.12 |
change_religion | <religion> The religion to change to. |
change_religion = catholic
|
Changes the religion of the current province scope. | Religions are found in /Europa Universalis IV/common/religions/*.txt Can utilise Event Scope Values. |
1.1 |
change_to_secondary_religion | yes Boolean. |
change_to_secondary_religion = yes
|
Changes the religion in the current province scope to the syncretic religion of its owner. | 1.14 | |
send_missionary | yes Boolean. |
send_missionary = yes
|
Starts religious conversion in the current province scope, for the current owner. | 1.12 | |
add_cardinal | yes Boolean. |
add_cardinal = yes
|
Adds a Cardinal to the current province scope, for the current owner. | 1.8 | |
remove_cardinal | yes Boolean. |
remove_cardinal = yes
|
Removes a Cardinal in the current province scope. | 1.8 | |
add_reform_center | <religion> The religion to use. |
add_reform_center = reformed
|
Adds a Center of Reformation for the defined religion in the current province scope. | 1.8 | |
remove_reform_center | <religion> The religion to use. |
remove_reform_center = reformed
|
Removes the Center of Reformation for the defined religion in the current province scope. | 1.8 | |
set_in_empire | yes / no Boolean. |
set_in_empire = yes
|
Places the current province scope in the Holy Roman Empire. | 1.1 | |
add_institution_embracement | which = <institution> The institution to add to. |
add_institution_embracement = { which = feudalism value = 10 } |
Adds institution embracement progress for the defined institution in the current province scope. | The defined institution must be enabled for the owner of the province first. | 1.18 |
reset_golden_age | yes / no Boolean. |
reset_golden_age = yes
|
Allows the country to click the golden age button again. | No effect if the country is already in golden age. | 1.34 |
extend_golden_age | <months>
|
extend_golden_age = 360
|
Extends the current golden age by X months. | No effect if the country is not in a golden age. | 1.34 |
Unrest[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
add_nationalism | <int> The amount to add or subtract. |
add_nationalism = 10
|
Adds Nationalism to the current province scope. | 1.1 | |
add_unrest | <int> The amount to add or subtract. |
add_unrest = 10
|
Adds Local Unrest to the current province scope. | Appears under Base Unrest. | 1.8 |
create_native | <int> The multiplier to use. |
create_native = 1
|
Spawns (native population * multiplier) natives in the current province scope, rounded up to nearest 1k stack. | Only useful in colonies; will immediately disappear in cities or uncolonized provinces. | 1.1 |
create_pirate | <int> The size to use. |
create_pirate = 1
|
Spawns pirates in the current province scope. | Only spawnable in sea zones and land provinces with ports. | 1.1 |
create_revolt | <int> The size to use. |
create_revolt = 1
|
Spawns the most likely rebel type in the current province scope. | 1.1 | |
<rebel type> | <int> The size to use. |
anti_tax_rebels = 1
|
Spawns the defined rebel type in the current province scope. | Rebel types found in /Europa Universalis IV/common/rebel_types/*.txt. | 1.1 |
spawn_rebels | type = <type> The size type to use.
|
spawn_rebels = { type = noble_rebels size = 1 } spawn_rebels = { type = pretender_rebels size = 2 leader = rebel_preacher } spawn_rebels = { type = catholic_rebels size = 2 friend = FROM } |
Spawns the defined rebels in the current province scope. | Rebel types found in /Europa Universalis IV/common/rebel_types/*.txt. | 1.1 |
Note: The formula for the size of revolts is currently unknown, but likely similar to this:
Colonisation[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
create_colony | <int> The initial size of the colony. |
random_empty_neighbor_province = { create_colony = 200 } |
Starts a colony belonging to the owner of the ROOT province scope. | 1.1 | |
add_colonysize | <int> The amount of settlers to add. |
add_colonysize = 10
|
Adds settlers to the current province scope if a colony. | 1.1 | |
multiply_colonysize | <float> The multiplier to use. |
multiply_colonysize = 2
|
Multiplies the settler count in the current province scope if a colony. | 1.1 | |
add_siberian_construction | <int> The initial size of the colony. |
add_siberian_construction = 400
|
Starts a siberian colony in the current province scope. | 1.22 | |
change_native_ferocity | <int> The amount to add or subtract. |
change_native_ferocity = 5
|
Adds to the Native Ferocity within an uncolonized province. | 1.1 | |
change_native_hostileness | <int> The amount to add or subtract. |
change_native_hostileness = 5
|
Adds to the Native Hostileness within an uncolonized province. | 1.1 | |
change_native_size | <int> The amount to add or subtract. |
change_native_size = 50
|
Adds to the amount of natives within an uncolonized province. | 1.1 | |
discover_country | <scope> The country that gains vision. |
upper_peru_region = { discover_country = FRA } |
The defined scope gains vision over the current province scope. | Best used within areas, regions, etc. to add vision. | 1.1 |
undiscover_country | <scope> The country that loses vision. |
upper_peru_region = { undiscover_country = FRA } |
The defined scope loses vision over the current province scope. | Best used within areas, regions, etc. to remove vision. | 1.1 |
native_policy | <type>The type of Native Policy to set. |
native_policy = native_policy_trade |
Changes the current scope's native policy to X. | Note when used within a trigger scope this will instead check if the country has the specific native policy active. | 1.28 |
Diplomacy[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added | |
---|---|---|---|---|---|---|
add_claim | <scope> The country that gains the claim. |
capital_scope = { add_claim = FRA } |
The defined scope gains a claim on the current province scope. | 1.1 | ||
add_core | <scope> The country that gains the core. |
capital_scope = { add_core = FRA } |
The defined scope gains a core on the current province scope. | 1.1 | ||
add_core_construction | yes Boolean.
|
add_core_construction = yes
add_core_construction = { speed = 0.5 cost = 1 } |
Starts core construction in the current province scope, for the current owner. Second instance starts core construction at double the speed and full coring cost. |
Minimum core construction time is 1 month | 1.11 | |
add_permanent_claim | <scope> The country that gains the permanent claim. |
capital_scope = { add_permanent_claim = FRA } |
The defined scope gains a permanent claim on the current province scope. | 1.14 | ||
add_territorial_core | <scope> The country that gains the territorial core. |
capital_scope = { add_territorial_core = FRA } |
The defined scope gains a territorial core on the current province scope. | 1.18 | ||
cede_province | <scope> The country that gains ownership. |
capital_scope = { cede_province = FRA } |
The defined scope gains ownership of the current province scope. | previous_owner can be used to cede ownership to the last previous owner of a province. If you're using an event target, and the event target points to an uncolonized province, this province will become uncolonized. | 1.1 | |
change_controller | <scope> The country that gains control. |
capital_scope = { change_controller = FRA } |
The defined scope gains control over the current province scope. | Control here means occupation, not ownership. | 1.1 | |
decolonize | <scope>The province that gets decolonized. |
1 = { decolonize = THIS } |
The current scope is decolonized. | Can also accept province IDs. | 1.34 | |
remove_claim | <scope> The country that loses their claim. |
capital_scope = { remove_claim = FRA } |
The defined scope loses their claim on the current province scope. | Works for both types of claims. | 1.1 | |
remove_core | <scope> The country that loses their core. |
capital_scope = { remove_core = FRA } |
The defined scope loses their core on the current province scope. | 1.1 | ||
remove_territorial_core | <scope> The country that loses their territorial core. |
capital_scope = { remove_territorial_core = FRA } |
The defined scope loses their territorial core on the current province scope. | 1.18 |
Military[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
artillery | <scope> The country scope the artillery belongs to |
capital_scope = { artillery = FRA } |
Spawns an artillery unit in the current province scope for the defined country scope. | Uses the currently selected artillery unit. | 1.1 |
cavalry | <scope> The country scope the cavalry belongs to |
capital_scope = { cavalry = FRA } |
Spawns an cavalry unit in the current province scope for the defined country scope. | Uses the currently selected cavalry unit. | 1.1 |
infantry | <scope> The country scope the infantry belongs to |
capital_scope = { infantry = FRA } |
Spawns an infantry unit in the current province scope for the defined country scope. | Uses the currently selected infantry unit. | 1.1 |
mercenary_infantry | <scope> The country scope the mercenary infantry belongs to |
capital_scope = { mercenary_infantry = FRA } |
Spawns an mercenary infantry unit in the current province scope for the defined country scope. | Uses the currently selected infantry unit. | 1.11 |
mercenary_cavalry | <scope> The country scope the mercenary cavalry belongs to |
capital_scope = { mercenary_cavalry = FRA } |
Spawns an mercenary cavalry unit in the current province scope for the defined country scope. | Uses the currently selected cavalry unit. | 1.11 |
streltsy_infantry | <scope> The country scope the streltsy infantry belongs to |
capital_scope = { streltsy_infantry = FRA } |
Spawns an streltsy infantry unit in the current province scope for the defined country scope. | Uses the currently selected infantry unit. | 1.22 |
cossack_cavalry | <scope> The country scope the cossack cavalry belongs to |
capital_scope = { cossack_cavalry = FRA } |
Spawns an cossack cavalry unit in the current province scope for the defined country scope. | Uses the currently selected cavalry unit. | 1.22 |
rajput_infantry | <scope> The country scope the rajput infantry belongs to |
capital_scope = { rajput_infantry = FRA } |
Spawns a rajput infantry unit in the current province scope for the defined country scope. | Uses the currently selected infantry unit. | 1.26 |
cawa_infantry | <scope>The country scope the cawa infantry belongs to |
capital_scope = { cawa_infantry = ETH } |
Spawns a cawa infantry unit in the current province scope for the defined country scope. | Uses the currently selected infantry unit. | 1.32 |
carolean_infantry | <scope>The country scope the carolean infantry belongs to |
capital_scope = { carolean_infantry = ROOT } |
Spawns a carolean infantry unit in the current province scope for the defined country scope. | Uses the currently selected infantry unit. | 1.34 |
marine_infantry | <scope> The country scope the marine infantry belongs to |
capital_scope = { marine_infantry = FRA } |
Spawns a marine infantry unit in the current province scope for the defined country scope. | Uses the currently selected infantry unit. | 1.30 |
heavy_ship | <scope> The country scope the ship belongs to |
random_owned_province = { limit = { has_port = yes } heavy_ship = FRA } |
Spawns a heavy ship unit in the current province scope for the defined country scope. | Uses the defined scope's current heavy ship unit. Requires the current province scope to have a port. |
1.1 |
light_ship | <scope> The country scope the ship belongs to |
random_owned_province = { limit = { has_port = yes } light_ship = FRA } |
Spawns an light ship unit in the current province scope for the defined country scope. | Uses the defined scope's current light ship unit. Requires the current province scope to have a port. |
1.1 |
galley | <scope> The country scope the ship belongs to |
random_owned_province = { limit = { has_port = yes } galley = FRA } |
Spawns an galley ship unit in the current province scope for the defined country scope. | Uses the defined scope's current galley ship unit. Requires the current province scope to have a port. |
1.1 |
transport | <scope> The country scope the ship belongs to |
random_owned_province = { limit = { has_port = yes } transport = FRA } |
Spawns an transport ship unit in the current province scope for the defined country scope. | Uses the defined scope's current transport ship unit. Requires the current province scope to have a port. |
1.1 |
<unit name> | <scope> The country scope the unit belongs to |
capital_scope = { british_redcoat = FRA } |
Spawns a specific unit in the current province scope for the defined country scope. | Units can be found in /Europa Universalis IV/common/units/*.txt. | 1.1 |
kill_leader | <type> The leader type to kill. name is the specific leader name to target. |
kill_leader = general
|
Kills a leader in the current province scope if they match the type used. | Only works if the leader is assigned to a unit that is stationed in the current province. Possible types:
|
1.1 |
kill_units | who = <scope> Optional. Which country scopes should be affected. |
kill_units = { who = enemy } kill_units = { who = owner type = infantry } kill_units = { who = controller type = artillery amount = 5 } |
Kills units following the defined parameters in the current province scope. | In the who parameter, you can use enemy, owner and controller. When used with no parameters, will kill all units within the current province scope.
|
1.12 |
add_unit_construction | type = <type> Which type of unit to build. |
add_unit_construction = { type = light_ship amount = 20 speed = 0.1 cost = 0 } |
Constructs the defined units in the current province scope. | Possible types:
|
1.1 |
build_to_forcelimit | <type> = <float> The type is any of the base unit types. The value is the percentage of forcelimit. |
build_to_forcelimit = { heavy_ship = 0.3 light_ship = 0.3 transport = 0.2 } |
Builds the defined units as a percentage of the owner's forcelimit in the current province scope. | 1 is equal to 100% of the owner's forcelimit. Possible types:
|
1.1 |
remove_loot | who = <scope> The country scope that receives the loot. |
remove_loot = { who = ROOT amount = 5 } |
Removes loot from the current province scope and grants it to the defined country scope. | The who parameter accepts enemy, which distributes the loot to all current enemies of the province owner. | 1.15 |
change_siege | <int> The process adjustment to add or subtract. |
change_siege = 5
|
Changes the siege progress in the current province scope. | 1.1 | |
clear_rebels | yes Boolean |
clear_rebels = yes
|
Clears all rebels in the current province scope. | 1.29 | |
add_company_manpower | <percent>Add or subtract company manpower |
random_hired_mercenary_company = { add_company_manpower = -0.25 } |
Changes the defined Mercenary Company's manpower by x percent. | Only works within Mercenary Company scopes. | 1.30 |
disband_mercenary_company | <scope>Disbands the scoped Mercenary company |
random_hired_mercenary_company = { disband_mercenary_company = THIS } |
Disbands the scoped Mercenary Company. | 1.30 |
Trade[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Name | Parameters | Examples | Description | Notes | Version Added |
---|---|---|---|---|---|
recall_merchant | <scope> The country scope to use. |
recall_merchant = FRA
|
Recalls a placed merchant in the current tradenode province scope. | Only works when the current province scope is the location of a tradenode center. | 1.1 |
add_trade_node_income | <int> The amount to add or subtract. |
add_trade_node_income = 10
|
Gives money to the country based on its trade income in the node. | Only works when the current province scope is the location of a tradenode center. | 1.1 |
add_trade_modifier | who = <scope> The country scope that receives the modifier. |
add_trade_modifier = { who = ROOT duration = 5475 power = 15 key = STRONG_MERCHANTS } |
Adds a trade modifier for the defined country scope in the current tradenode province scope. | Can be added to any province within a tradenode. | 1.1 |
remove_trade_modifier | who = <scope> The country scope that has the trade modifier. |
remove_trade_modifier = { who = ROOT key = STRONG_MERCHANTS } |
Removes a trade modifier for the defined country scope in the current tradenode province scope. | 1.1 | |
add_to_trade_company | <scope> The country scope to use. |
add_to_trade_company = ROOT |
Adds province to scopes trade company.will remove state first if it exists. | Will remove state first if it exists. | 1.26 |
add_trade_company_investment | investment = <investment_key> The investment to make. |
south_lanka_area = { add_trade_company_investment = { investor = ROOT investment = company_warehouse } } |
Adds a trade company investment in the provinces area. | investment keys are found in common/tradecompany_investments | 1.26 |
center_of_trade | <int> Center of trade level. |
center_of_trade = 2 |
Creates a center of trade in the province. Only works if there is no existing center of trade. | 1.27 | |
add_center_of_trade_level | <int> Amount to increase center of trade level. |
add_center_of_trade_level = 1 |
Increases the level of a center of trade in the province. A negative number decreases the level of the center of trade. | 1.27 |
Flow control[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
These are effect scopes that alter the flow of execution in some way.
Hidden effect[edit | edit source]
It is possible to hide the automatic tooltip that effect generate, especially if you want the result of the effect to be hidden to the player.
You can do this by using the hidden_effect scope around the effects you wish to hide. The format is as follows:
hidden_effect = { <effects> }
Tooltip[edit | edit source]
It is possible to display the automatic tooltip that effects generate without actually executing the effects.
You can do this by using the tooltip scope around the effects. The format is as follows:
tooltip = { <effects> }
If, Else if and Else[edit | edit source]
The if, else_if and else scopes are used to introduce effects within an effect scope that hidge on a set of trigger values.
The if scope was introduced in Patch 1.1. The format is as follows:
if = { limit = { <triggers> } <effects> }
In Patch 1.23, support for else_if and else was added. The format is as follows:
if = { limit = { <triggers> } <effects> } # optional - executed when the trigger values return false, and the else_if trigger values return true else_if = { limit = { <triggers } <effects> } # optional - executed when the trigger values return false else = { <effects> }
Note that you can nest if scopes, allowing for multiple layers of triggers and effects.
While[edit | edit source]
The while scope is used to repeat execution of a set of effects whilst a set of trigger values remain true.
Introduced in Patch 1.18, the format is as follows:
while = { limit = { <triggers> } <effects> }
Note:
- A while scope loop will continue for 100,000 loops if the trigger values never become false. After which, it will terminate.
- A while scope will produce no tooltip.
Due to the nature of execution flow in game, you ideally need to add effects within the while scope effect section that make the trigger values false. There is no way to reduce the execution rate, so the effects will be triggered multiple times a second otherwise.
Trigger switch[edit | edit source]
The trigger_switch scope is used in conjunction with triggers that return single, discrete values. You list each trigger value you wish to act on, and add the effects within. The first valid trigger from the top will occur, the rest are skipped.
The format is as follows:
trigger_switch = { on_trigger = <trigger> <trigger value> = { <effect> } <trigger value> = { <effect> } }
As an example, let's say you want to add 1 stability for western countries, and remove 1 stability for eastern countries. You can do this with an if scope, but it will be more verbose compared to a trigger_switch:
trigger_switch = { on_trigger = technology_group western = { add_stability = 1 } eastern = { add_stability = -1 } }
Random and random lists[edit | edit source]
It is possible to randomly execute effects with both the random and random_list scopes.
The random scope is used to add a single random roll to a set of effects. The format is as follows:
random = { chance = 50 <effects> }
The chance is out of 100, and only displays integer values in game, although it does accept decimal values.
The random_list scope is used to add different sets of effects to a single random roll. The format is as follows:
random_list = { <chance> = { <effects> } <chance> = { <effects> } }
Note that the chance total will be out of 100. If the chance values used do not add up to 100, they will be scaled to maintain the same ratio.
The random_list accepts parameters as chance values when in a file in a scripted_effect. For example:
random_list = { $chance_of_secondary$ = { set_country_flag = jewish_advisor } $chance_of_primary$ = { set_country_flag = state_religion_advisor } $chance_of_secondary$ = { set_country_flag = protestant_or_coptic_advisor } $chance_of_secondary$ = { set_country_flag = reformed_or_orthodox_advisor } $chance_of_tertiary$ = { set_country_flag = heathen_advisor } }
Note: It is important to understand that both of these scopes may not always return a random result. This occurs when they are used in a non-seeded script location. An example of this are decisions and any events in the same event chain, using a random scope there will always return the same result everytime the decision is done. To get around this, use a temporary province triggered modifier anywhere to trigger a (separate) event in its on_activation on the next day, or use an on action like on_adm_development for same-day results.
Scripted effects[edit | edit source]
Scripted effects are essentially macros that can be used in events, decisions, etc. to improve readability. By keeping the messy code within a scripted effect, it can be easier to maintain readability.
Scripted effects are found in /Europa Universalis IV/common/scripted_effects/*.txt.
Here is a scripted effect that reduces 7 lines down to one:
clear_religious_scholar_modifiers_effect = { remove_country_modifier = hanafi_scholar_modifier remove_country_modifier = hanbali_scholar_modifier remove_country_modifier = maliki_scholar_modifier remove_country_modifier = shafii_scholar_modifier remove_country_modifier = ismaili_scholar_modifier remove_country_modifier = jafari_scholar_modifier remove_country_modifier = zaidi_scholar_modifier }
In the event the following is added to execute the scripted effect:
clear_religious_scholar_modifiers_effect = yes
Scripted effects now accepted parameters in Patch 1.23. This means you can pass along data into the scripted effect, allowing for much more generalized usage.
To define a parameter within a scripted effect, simply surround the key with $ marks. i.e. $DURATION$.
Here is a scripted effect that adds or extends any province modifier passed to it:
add_or_extend_province_modifier_effect = { if = { limit = { has_province_modifier = $MODIFIER$ } extend_province_modifier = { name = $MODIFIER$ duration = $DURATION$ } } else = { add_province_modifier = { name = $MODIFIER$ duration = $DURATION$ } } }
In the event the following is added to execute the scripted effect:
add_or_extend_province_modifier_effect = { MODIFIER = pasha_removed_modifier DURATION = 3650 }
Scripted Effects/Triggers can also accept a special type of argument trigger, which enables a certain block of code when called from in the original event location. This allows for specific actions to be run by the script without the usage of extensive if/else statements.
To define such an argument within a scripted effect, surround the block of code with square brackets [. i.e. [[fort]]
Here is an example of such an argument:
add_latest_building = { [[fort] if = { limit = { $builder$ = { mil_tech = 24 } } add_building = fort_18th } else_if = { limit = { $builder$ = { mil_tech = 19 } } add_building = fort_17th } else_if = { limit = { $builder$ = { mil_tech = 14 } } add_building = fort_16th } else = { add_building = fort_15th } ] [[tax] if = { limit = { $builder$ = { adm_tech = 19 } } add_building = cathedral } else = { add_building = temple } ] }
In the event file the following can be used to call the scripted effect:
add_latest_building = { builder = ROOT fort = yes }
Removed effects[edit | edit source]
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Please help with verifying or updating this section. It was last verified for version 1.24. |
Effect | Example | Version removed |
---|---|---|
add_province_manpower | add_province_manpower = 1
|
1.12 |
add_revolt_risk | add_revolt_risk = 5
|
1.8 |
culture_group_union | culture_group_union = ROOT
|
1.14 |
create_protectorate | create_protectorate = ROOT
|
1.20 |
set_estate | set_estate = estate_nobles
|
1.30 |
remove_estate | remove_estate = estate_nobles
|
1.30 |
Documentation | Effects • Triggers • Modifiers • Scopes • Variables • Localisation • Customizable localization • Run files |
Scripting | Scripted function • Advisors • Ages • Bookmarks • Buildings • Casus belli • Colonial regions • Countries • Culture • Decisions • Defines • Diplomatic actions • Disasters • Empire of China • Estates • Events • Factions • Government • Great projects • History • Holy Roman Empire • Idea groups • Institutions • Mercenaries • Missions • Modifiers • Nation designer • On Actions • Parliament • Peace treaties • Policies • Rebel types • Religion • Subject types • Technology • Trade companies • Trade goods • Units |
Map | Map • Nation designer • Random New World • Trade nodes |
Graphics | 3D Models • Interface • Graphical Assets • Fonts • Particles • Shaders • Unit models |
Audio | Music • Sound |
Other | Console commands • Checksum • JoroDox mod making tool • Mod structure • Troubleshooting • The Validator • Run files |
Guides | Adding a province • Save-game editing |