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Effects are actions the game engine executes that produce a certain result, depending on the effect and parameters of the effect choosen.
Name | Description | 描述 | Usage | Traits | Supported Scopes | Supported Targets |
---|---|---|---|---|---|---|
set_subsidized | Sets whether a building is subsidized | 设置建筑是否能受补贴。 | set_subsidized = yes/no | building | ||
add_civil_war_progress | Adds the specified number of percentage points to a civil war progress (range is [0, 1], 0.1 means 10 percentage points) | 增加指定百分比的内战进度(范围[0,1],0.1意味着10%) | add_civil_war_progress = 0.1 / -0.1 | civil_war | ||
add_war_exhaustion | Adds war exhaustion to the target country in the scoped war. The amount will appear under the 'situations' header in tooltips | 为目标国家作用域内战争增加厌战度,这个数值将会显示在“situations”条目中。 | add_war_exhaustion = { target = country value = value } | war | ||
add_war_war_support | Adds war support to the target country in the scoped war. The amount will appear under the 'situations' header in tooltips | 为目标国家作用域内战争增加战争支持度,这个数值将会显示在“situations”条目中。 | add_war_war_support = { target = country value = value } | war | ||
every_scope_front | Iterate through all Fronts related to the scoped War | 遍历作用域内战争的所有前线。 | every_scope_front = { limit = { <triggers> } <effects> } | war | front | |
ordered_scope_front | Iterate through all Fronts related to the scoped War | 遍历作用域内战争的所有前线。 | ordered_scope_front = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
war | front | |
random_scope_front | Iterate through all Fronts related to the scoped War | 遍历作用域内战争的所有前线。 | random_scope_front = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | war | front | |
add_cultural_obsession | Adds a new obsession to the culture in scope | 为作用域内文化添加“痴迷”。 | add_cultural_obsession = X
Where X is a goods |
culture | ||
remove_cultural_obsession | Removes a new obsession to the culture in scope | 为作用域内文化移除“痴迷”。 | remove_cultural_obsession = X
Where X is a goods |
culture | ||
every_market_goods | Iterate through all active (market) goods in a market | 遍历市场中所有商品。 | every_market_goods = { limit = { <triggers> } <effects> } | market | market_goods | |
every_scope_country | Iterate through all countries with a presence in the supported scope (currently: only market scope) | 遍历支持的作用域内所有国家。(仅市场范围) | every_scope_country = { limit = { <triggers> } <effects> } | market | country | |
ordered_market_goods | Iterate through all active (market) goods in a market | 遍历市场中所有商品。 | ordered_market_goods = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
market | market_goods | |
ordered_scope_country | Iterate through all countries with a presence in the supported scope (currently: only market scope) | 遍历支持的作用域内所有国家。(仅市场范围) | ordered_scope_country = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
market | country | |
random_market_goods | Iterate through all active (market) goods in a market | 遍历市场中所有商品。 | random_market_goods = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | market | market_goods | |
random_scope_country | Iterate through all countries with a presence in the supported scope (currently: only market scope) | 遍历支持的作用域内所有国家。(仅市场范围) | random_scope_country = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | market | country | |
add_character_role | Adds a new role to a character | 为角色添加一个新职责。 | add_character_role = general | character | ||
add_commander_rank | Promotes/demotes a character a given amount of military ranks | 为角色提升/降低一定等级的军衔。 | character | |||
add_experience | Adds an amount of experience to a commander | 为指挥官增加一定的经验。 | add_experience = 0.2 | character | ||
add_random_trait | Adds a random qualifying Trait of the specified category | 增加特定类别的特质。 | add_random_trait = personality / skill / condition | character | ||
add_trait | Add a trait to a Character | 为角色添加特质。 | add_trait = trait | character | ||
change_character_religion | Changes the religion of the scoped character | 改变作用域内角色信仰 | change_character_religion = rel:protestant | character | religion | |
free_character_from_void | Frees a character from the void, if set to no character is deleted instead | 从void中释放一个角色,如果为“no”则会删除。 | free_character_from_void = yes | character | ||
kill_character | Kill a character | 删除角色。 | kill_character = bool | character | ||
place_character_in_void | Banishes a character to the void, duration is how long character is kept before being deleted | 将一个角色放到void中,持续时间(months)是角色被删除之前的保留时间。 | place_character_in_void = months | character | ||
remove_as_interest_group_leader | Removes a character from position as interest group leader | 让角色从利益集团领袖位置下台。 | remove_as_interest_group_leader = yes | character | ||
remove_trait | Remove a trait from a Character | 移除角色特质。 | remove_trait = trait | character | ||
set_as_interest_group_leader | Sets a character as interest group leader | 设置角色为利益集团领袖。 | set_as_interest_group_leader = yes | character | ||
set_character_busy | Mark a character as busy or clear said mark | 标记角色为“忙碌”或移除这个标记。 | set_character_busy = bool | character | ||
set_commander_rank | Promotes/demotes a character to a given military rank value | 将角色提升/降低到指定的军衔。 | set_commander_rank = 3 | character | ||
set_ideology | Changes scoped character's ideology | 改变作用域内角色意识形态。 | set_ideology = x | character | ||
transfer_character | Transfers a Character to Country | 将角色转移到其他国家。 | character | country | ||
add_modifier | Adds a timed modifier effect to object in scope | 为作用域中的对象添加定时的“modifier” | country, state, building, interest_group, character, institution, front, political_movement | |||
remove_modifier | Removes a timed modifier effect to object in scope | 为作用域中的对象移除定时的“modifier” | country, state, building, interest_group, character, institution, front, political_movement | |||
every_trade_route | Iterate through all trade routes in a: market, country, marketgoods | 遍历所有的贸易路线在:市场、国家、商品。 | every_trade_route = { limit = { <triggers> } <effects> } | country, market, market_goods | trade_route | |
ordered_trade_route | Iterate through all trade routes in a: market, country, marketgoods | 遍历所有的贸易路线在:市场、国家、商品。 | ordered_trade_route = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, market, market_goods | trade_route | |
random_trade_route | Iterate through all trade routes in a: market, country, marketgoods | 遍历所有的贸易路线在:市场、国家、商品。 | random_trade_route = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, market, market_goods | trade_route | |
every_supporting_interest_group | Iterate through all interest groups supporting a political movement | 遍历所有支持政治运动的利益集团。 | every_supporting_interest_group = { limit = { <triggers> } <effects> } | political_movement | interest_group | |
ordered_supporting_interest_group | Iterate through all interest groups supporting a political movement | 遍历所有支持政治运动的利益集团。 | ordered_supporting_interest_group = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
political_movement | interest_group | |
random_supporting_interest_group | Iterate through all interest groups supporting a political movement | 遍历所有支持政治运动的利益集团。 | random_supporting_interest_group = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | political_movement | interest_group | |
every_primary_culture | Primary cultures of the scoped country or country definition | 作用域内的国家(或写在definition的国家)的主要文化。 | every_primary_culture = { limit = { <triggers> } <effects> } | country, state, country_definition | culture | |
ordered_primary_culture | Primary cultures of the scoped country or country definition | 作用域内的国家(或写在definition的国家)的主要文化。 | ordered_primary_culture = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, state, country_definition | culture | |
random_primary_culture | Primary cultures of the scoped country or country definition | 作用域内的国家(或写在definition的国家)的主要文化。 | random_primary_culture = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, state, country_definition | culture | |
abandon_revolution | Removes interest group from revolution | 从革命中移除利益集团。 | abandon_revolution = yes/no | interest_group | ||
add_ideology | Adds an ideology to scoped interest group | 为作用域内的利益集团添加意识形态。 | add_ideology = x | interest_group | ||
add_ruling_interest_group | Adds interest group to government | 将利益集团加进政府。 | add_ruling_interest_group = yes/no | interest_group | ||
join_revolution | Adds interest group to ongoing revolution | 为正在进行的革命添加利益集团。 | join_revolution = yes/no | interest_group | ||
remove_ideology | Removes an ideology from scoped interest group | 为作用域内的利益集团移除意识形态。 | remove_ideology = x | interest_group | ||
remove_ruling_interest_group | Removes interest group in scope from government | 将利益集团移出政府。 | remove_ruling_interest_group = yes/no | interest_group | ||
set_ig_bolstering | Starts/stops bolstering the interest group in scope | 开始/停止扶植作用域内利益集团。 | set_ig_bolstering = yes/no | interest_group | ||
set_ig_suppression | Starts/stops suppressing the interest group in scope | 开始/停止打压作用域内利益集团。 | set_ig_suppression = yes/no | interest_group | ||
set_interest_group_name | Renames interest group to the specified loc key | 利益集团重命名为特殊的本地翻译键。 | set_interest_group_name = x | interest_group | ||
every_scope_pop | Iterate through all pops in a: country, state, interest group, culture | 遍历所有的pops在:国家、地区、利益集团、文化。 | every_scope_pop = { limit = { <triggers> } <effects> } | country, culture, state, interest_group | pop | |
ordered_scope_pop | Iterate through all pops in a: country, state, interest group, culture | 遍历所有的pops在:国家、地区、利益集团、文化。 | ordered_scope_pop = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, culture, state, interest_group | pop | |
random_scope_pop | Iterate through all pops in a: country, state, interest group, culture | 遍历所有的pops在:国家、地区、利益集团、文化。 | random_scope_pop = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, culture, state, interest_group | pop | |
every_combat_units | Iterate through all combat units of input scope | 遍历输入的作用域内所有作战单位。 | every_combat_units = { limit = { <triggers> } <effects> } | building, character | combat_unit | |
ordered_combat_units | Iterate through all combat units of input scope | 遍历输入的作用域内所有作战单位。 | ordered_combat_units = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
building, character | combat_unit | |
random_combat_units | Iterate through all combat units of input scope | 遍历输入的作用域内所有作战单位。 | random_combat_units = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | building, character | combat_unit | |
lock_trade_route | Lock a trade route for a set amount of time, preventing it from being cancelled manually | 锁定贸易路线一段时间,防止其被手动取消。 | lock_trade_route = {
years = 5 } |
trade_route | ||
add_momentum | Adds momentum to a Party during a campaign period | 增加党派在竞选期间的“声势” | add_momentum = value | party | ||
every_scope_state | Iterate through all states including provinces from a: country, state_region, theater, or front | 遍历所有state从:国家、地域、战区、前线。 | every_scope_state = { limit = { <triggers> } <effects> } | country, strategic_region, state_region, theater, front | state | |
ordered_scope_state | Iterate through all states including provinces from a: country, state_region, theater, or front | 遍历所有state从:国家、地域、战区、前线。 | ordered_scope_state = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, strategic_region, state_region, theater, front | state | |
random_scope_state | Iterate through all states including provinces from a: country, state_region, theater, or front | 遍历所有state从:国家、地域、战区、前线。 | random_scope_state = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, strategic_region, state_region, theater, front | state | |
every_neighbouring_state | Iterate through all states neighbouring a state region | 遍历一个相邻地域的所有state。 | every_neighbouring_state = { limit = { <triggers> } <effects> } | country, state, strategic_region, state_region | state | |
ordered_neighbouring_state | Iterate through all states neighbouring a state region | 遍历一个相邻地域的所有state。 | ordered_neighbouring_state = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, state, strategic_region, state_region | state | |
random_neighbouring_state | Iterate through all states neighbouring a state region | 遍历一个相邻地域的所有state。 | random_neighbouring_state = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, state, strategic_region, state_region | state | |
every_scope_interest_marker | Iterate through all interest markers in a: country, strategic region | 遍历所有的利益集团标记在:国家、战略区域。 | every_scope_interest_marker = { limit = { <triggers> } <effects> } | country, strategic_region | interest_marker | |
ordered_scope_interest_marker | Iterate through all interest markers in a: country, strategic region | 遍历所有的利益集团标记在:国家、战略区域。 | ordered_scope_interest_marker = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, strategic_region | interest_marker | |
random_scope_interest_marker | Iterate through all interest markers in a: country, strategic region | 遍历所有的利益集团标记在:国家、战略区域。 | random_scope_interest_marker = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, strategic_region | interest_marker | |
add_journal_entry | Adds a journal entry to a scoped country's journal, with optional saved scope target | 给作用域内所有国家添加日志条目,并且可选保存target。 | add_journal_entry = { type = <key> target = <scope> } | none | ||
add_to_global_variable_list | Adds the event target to a variable list | 将事件target添加到变量列表。 | add_to_variable_list = { name = X target = Y }
Where X is the name of the variable Where Y is an event target |
none | ||
add_to_list | Adds the current scope to an arbitrarily-named list (or creates the list if not already present) to be referenced later in the (unbroken) event chain | 将当前作用域添加到任意命名的列表中(如果列表不存在,则创建该列表),以便稍后在(未中断的)事件链中引用。 | add_to_list = <string> NOTE, if adding a permanent target to a temporary list, the whole list becomes permanent | none | ||
add_to_local_variable_list | Adds the event target to a variable list | 将事件target添加到变量列表。 | add_to_variable_list = { name = X target = Y }
Where X is the name of the variable Where Y is an event target |
none | ||
add_to_temporary_list | Adds the current scope to an arbitrarily-named list (or creates the list if not already present) to be referenced later in the same effect | 将当前作用域添加到任意命名的列表中(如果不存在则创建列表),以便稍后引用,效果相同。 | add_to_temporary_list = <string> NOTE, if adding a temporary target to a permanent list, the list will stay permanent | none | ||
add_to_variable_list | Adds the event target to a variable list | 将事件target添加到变量列表。 | add_to_variable_list = { name = X target = Y }
Where X is the name of the variable Where Y is an event target |
none | ||
assert_if | Conditionally cause an assert during run time | 在运行时有条件地引起assert。 | assert_if = { limit = { X } text = Y }, where X is a trigger and Y is an optional string | none | ||
assert_read | Conditionally cause an assert during read time | 在读取时有条件地引起assert。 | assert_read = X, where X is yes or the string to be printed in the assert | none | ||
change_global_variable | Changes the value or a numeric variable | 更改值或数值变量。 | change_variable = { name = X operation = Y }
Where X is the name of the numeric variable to modify Where the valid operations are add, subtract, multiply, divide and modulo Where Y is a fixed point value, script value or event target of a value type |
none | ||
change_infamy | Change infamy of scope country | 改变作用域内国家的恶名。 | change_infamy = amount | none | ||
change_local_variable | Changes the value or a numeric variable | 更改值或数值变量。 | change_variable = { name = X operation = Y }
Where X is the name of the numeric variable to modify Where the valid operations are add, subtract, multiply, divide and modulo Where Y is a fixed point value, script value or event target of a value type |
none | ||
change_variable | Changes the value or a numeric variable | 更改值或数值变量。 | change_variable = { name = X operation = Y }
Where X is the name of the numeric variable to modify Where the valid operations are add, subtract, multiply, divide and modulo Where Y is a fixed point value, script value or event target of a value type |
none | ||
clamp_global_variable | Clamps a variable the specified max and min | 将变量固定为指定的最大值和最小值。 | clamp_variable = { name = X max = Y min = Z }
Where X is the name of the variable Where Y and Z are script values |
none | ||
clamp_local_variable | Clamps a variable the specified max and min | 将变量固定为指定的最大值和最小值。 | clamp_variable = { name = X max = Y min = Z }
Where X is the name of the variable Where Y and Z are script values |
none | ||
clamp_variable | Clamps a variable the specified max and min | 将变量固定为指定的最大值和最小值。 | clamp_variable = { name = X max = Y min = Z }
Where X is the name of the variable Where Y and Z are script values |
none | ||
clear_global_variable_list | Empties the list | 清空列表。 | clear_variable_list = variable_name | none | ||
clear_local_variable_list | Empties the list | 清空列表。 | clear_variable_list = variable_name | none | ||
clear_saved_scope | Clears a saved scope from the top scope | 从顶部作用域中清除已保存的作用域。 | save_scope_as = cool_scope -> clear_saved_scope = cool_scope | none | ||
clear_variable_list | Empties the list | 清空列表。 | clear_variable_list = variable_name | none | ||
create_country | Creates a new country | 创建新国家。 | create_country = {
tag = TAG # optional, if not specified origin's tag will be used origin = country # optional, newly created country will inherit certain values from the origin country # at least one of tag or origin must be supplied state = state # can be repeated; at least one state or province must be supplied province = province # can be repeated; at least one state or province must be supplied # both states and provinces can be supplied at the same time on_created = effect # optional effect that will be run with the newly created country in scope } |
none | ||
custom_description | Wraps effects that get a custom description instead of the auto-generated one | 设置为自定义描述而不是自动生成的描述。 | custom_description = {
text = <effect_localization_key> subject = <optional subject scope> #defaults to current scope object = <optional object scope> value = <optional script value> ... effects ... } |
none | ||
custom_description_no_bullet | Wraps effects that get a custom description instead of the auto-generated one. Also ensures no bullet point appears | 设置为自定义描述而不是自动生成的描述,并且保证不会出现项目符号。 | custom_description_no_bullet = {
text = <effect_localization_key> subject = <optional subject scope> #defaults to current scope object = <optional object scope> value = <optional script value> ... effects ... } |
none | ||
custom_label | just a tooltip, the scope as object (for grouping, localization). Can also be written as custom_label = { text = key subject = scope (optional) <hidden effects> } | none | ||||
custom_tooltip | just a tooltip, the scope as subject (for grouping, localization). Can also be written as custom_tooltip = { text = key subject = scope (optional) <hidden effects> } | none | ||||
debug_log | Log a string to the debug log when this effect executes, debug_log = message, the message can be a localization string with ROOT, SCOPE and PREV available | none | ||||
debug_log_scopes | Log the current scope to the debug log when this effect executes yes = full scope info, no=only current scope | none | ||||
else | Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met | if = { limit = { <triggers> } <effects> }
else = { <effects> } |
none | |||
else_if | Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met, and its own limit is met | if = { limit = { <triggers> } <effects> }
else_if = { limit = { <triggers> } <effects> } |
none | |||
every_character | Iterate through all characters globally | every_character = { limit = { <triggers> } <effects> } | none | character | ||
every_character_in_void | Iterate through characters in the void | every_character_in_void = { limit = { <triggers> } <effects> } | none | character | ||
every_country | Iterate through all countries globally | every_country = { limit = { <triggers> } <effects> } | none | country | ||
every_diplomatic_play | Iterate through all diplomatic plays globally | every_diplomatic_play = { limit = { <triggers> } <effects> } | none | diplomatic_play | ||
every_in_global_list | Iterate through all items in global list. list = name or variable = name | every_in_global_list = { limit = { <triggers> } <effects> } | none | |||
every_in_list | Iterate through all items in list. list = name or variable = name | every_in_list = { limit = { <triggers> } <effects> } | none | |||
every_in_local_list | Iterate through all items in local list. list = name or variable = name | every_in_local_list = { limit = { <triggers> } <effects> } | none | |||
every_market | Iterate through all markets globally | every_market = { limit = { <triggers> } <effects> } | none | market | ||
every_state | Iterate through all states globally | every_state = { limit = { <triggers> } <effects> } | none | state | ||
every_state_region | Iterate through all state regions | every_state_region = { limit = { <triggers> } <effects> } | none | state_region | ||
hidden_effect | Effect not shown in tooltips | none | ||||
if | Executes enclosed effects if limit criteria are met | if = { limit = { <triggers> } <effects> } | none | |||
ordered_character | Iterate through all characters globally | ordered_character = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | character | ||
ordered_character_in_void | Iterate through characters in the void | ordered_character_in_void = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | character | ||
ordered_country | Iterate through all countries globally | ordered_country = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | country | ||
ordered_diplomatic_play | Iterate through all diplomatic plays globally | ordered_diplomatic_play = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | diplomatic_play | ||
ordered_in_global_list | Iterate through all items in global list. list = name or variable = name | ordered_in_global_list = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | |||
ordered_in_list | Iterate through all items in list. list = name or variable = name | ordered_in_list = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | |||
ordered_in_local_list | Iterate through all items in local list. list = name or variable = name | ordered_in_local_list = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | |||
ordered_market | Iterate through all markets globally | ordered_market = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | market | ||
ordered_state | Iterate through all states globally | ordered_state = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | state | ||
ordered_state_region | Iterate through all state regions | ordered_state_region = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
none | state_region | ||
post_notification | Posts notification | none | ||||
post_proposal | Posts proposal | none | ||||
random | a random effect, random = { chance = X modifier = Y effects... } | where X is a chance of the enclosed effects being fired and can be modified by optional value modifier list (AKA MTTH) Y | none | |||
random_character | Iterate through all characters globally | random_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | character | ||
random_character_in_void | Iterate through characters in the void | random_character_in_void = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | character | ||
random_country | Iterate through all countries globally | random_country = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | country | ||
random_diplomatic_play | Iterate through all diplomatic plays globally | random_diplomatic_play = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | diplomatic_play | ||
random_in_global_list | Iterate through all items in global list. list = name or variable = name | random_in_global_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | |||
random_in_list | Iterate through all items in list. list = name or variable = name | random_in_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | |||
random_in_local_list | Iterate through all items in local list. list = name or variable = name | random_in_local_list = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | |||
random_list | a random list effect | random_list = { X1 = { trigger = { enables/disable this effect} modifier = Y1 effect1 } X2 = { trigger = { enables/disable this effect} modifier = Y2 effect2 } ... }
Selects one effect from the list and fires it. The effects are weighted by numbers X1, X2... (the higher the number, the higher the chance of the effect being picked). The chances can be modified by optional value modifier lists Y1, Y2... (AKA MTTH constructs) |
none | |||
random_log_scopes | Log the current scope to the random log when this effect executes. Only use temprorarily for debugging purposes as it can introduce localized strings into the Scopes._Random log. yes = full scope info, no=only current scope | none | ||||
random_market | Iterate through all markets globally | random_market = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | market | ||
random_state | Iterate through all states globally | random_state = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | state | ||
random_state_region | Iterate through all state regions | random_state_region = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | none | state_region | ||
remove_from_list | Removes the current scope from a named list remove_from_list = <string> | none | ||||
remove_global_variable | Removes a variable | remove_variable = variable_name | none | |||
remove_list_global_variable | Removes the target from a variable list | remove_list_variable = { name = X target = Y }
Where X is the name of the variable Where Y is an event target |
none | |||
remove_list_local_variable | Removes the target from a variable list | remove_list_variable = { name = X target = Y }
Where X is the name of the variable Where Y is an event target |
none | |||
remove_list_variable | Removes the target from a variable list | remove_list_variable = { name = X target = Y }
Where X is the name of the variable Where Y is an event target |
none | |||
remove_local_variable | Removes a variable | remove_variable = variable_name | none | |||
remove_variable | Removes a variable | remove_variable = variable_name | none | |||
round_global_variable | Rounds a variable to the nearest specified value | clamp_variable = { name = X nearest = Y }
Where X is the name of the variable Where Y is a script value |
none | |||
round_local_variable | Rounds a variable to the nearest specified value | clamp_variable = { name = X nearest = Y }
Where X is the name of the variable Where Y is a script value |
none | |||
round_variable | Rounds a variable to the nearest specified value | clamp_variable = { name = X nearest = Y }
Where X is the name of the variable Where Y is a script value |
none | |||
save_scope_as | Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain | save_event_target_as = <string> | none | |||
save_scope_value_as | Saves a numerical or bool value as an arbitrarily-named target to be referenced later in the (unbroken) event chain | save_scope_value_as = { name = <string> value = x } | none | |||
save_temporary_scope_as | Saves the current scope as an arbitrarily-named temporary target to be referenced later in the same effect | save_temporary_event_target_as = <string> | none | |||
save_temporary_scope_value_as | Saves a numerical or bool value as an arbitrarily-named temporary target to be referenced later in the same effect | save_temporary_scope_value_as = { name = <string> value = x } | none | |||
set_global_variable | Sets a variable | set_variable = { name = X value = Y days = Z }
Where X is the name of the variable used to then access it Where Y is any event target, bool, value, script value or flag (flag:W) An optional days where Z is the number of days or script value This variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope Can also be used as set_variable = X (equivalent to set_variable = { name = X value = yes }) |
none | |||
set_local_variable | Sets a variable | set_variable = { name = X value = Y days = Z }
Where X is the name of the variable used to then access it Where Y is any event target, bool, value, script value or flag (flag:W) An optional days where Z is the number of days or script value This variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope Can also be used as set_variable = X (equivalent to set_variable = { name = X value = yes }) |
none | |||
set_variable | Sets a variable | set_variable = { name = X value = Y days = Z }
Where X is the name of the variable used to then access it Where Y is any event target, bool, value, script value or flag (flag:W) An optional days where Z is the number of days or script value This variable will be accessible with <type_>var:X. With type being in a scope object or in a top scope Can also be used as set_variable = X (equivalent to set_variable = { name = X value = yes }) |
none | |||
show_as_tooltip | Effect only shown in tooltips (but not executed) | none | ||||
start_tutorial_lesson | Starts the tutorial lesson with the given key. Does nothing if the tutorial is not running, the lesson is completed (or already running), or the lesson cannot be triggered (e.g. trigger fails) | none | ||||
switch | Switch on a trigger for the evaluation of another trigger with an optional fallback trigger. | switch = {
trigger = simple_assign_trigger case_1 = { <effects> } case_2 = { <effects> } case_n = { <effects> } fallback = { <effects> } |
none | |||
trigger_event | Triggers an event for the current scope | trigger_event = X
trigger_event = { id = X days/weeks/months/years = Y } Where X is an event ID and Y is an integer to delay the event by |
none | |||
while | Repeats enclosed effects while limit criteria are met or until set iteration count is reached | while = { limit = { <triggers> } <effects> }
while = { count = 3 <effects> } Default max of 1000. |
none | |||
activate_building | Activate a building in a state | activate_building = { building = building_key } | state | |||
add_culture_standard_of_living_modifier | Apply a standard of living modifier in the scoped state for the given culture. Other than the required culture argument, this effect has the same syntax as add_modifier. | state | ||||
add_religion_standard_of_living_modifier | Apply a standard of living modifier in the scoped state for the given religion. Other than the required religion argument, this effect has the same syntax as add_modifier. | state | ||||
convert_population | Changes X% of the different religion population to the specified religion. | convert_population = { target = rel:catholic value = 0.5 } | state | |||
create_building | Creates a building in the scoped state. Supported values are: | building = <building>
activate_production_methods = { <production_methods> } subsidized = yes/no reserves = [0..1] (percentage of cash reserves the building should be created with) level = arable_land/integer If level is "arable_land", the building will be of the necessary level to exhaust all available arable land in the state. If level is "urbanization", the building will be of the necessary level to exhaust all available urbanzation in the state. If level is an integer, the building will be of that level Please note: this effect works a little differently if there already is a building of the specified type in the state. If that happens: 1. the level will be the maximum between the scripted level and the level of the existing building 2. the cash reserves will be the maximum between the scripted value and the existing cash reserves |
state | |||
create_pop | Creates a pop in the scoped state | state | ||||
deactivate_building | Deactivate a building in a state | deactivate_building = { building = building_key } | state | |||
force_resource_depletion | Forces a resource depletion in state | force_resource_depletion = bg_gold_mining | state | |||
force_resource_discovery | Forces a resource discovery in state | force_resource_discovery = bg_gold_mining | state | |||
remove_building | Remove a building in the scope state | remove_building = building_key | state | |||
set_state_owner | Set State Owner | set_state_owner = scope | state | country | ||
set_state_type | Sets a state to a certain type (incorporated, unincorporated, treaty_port) | state | ||||
start_building_construction | Start constructing a building in a scoped state | start_building_construction = building_barracks | state | |||
add_arable_land | Add/remove arable land from a state region | state_region | ||||
add_claim | Adds scoped state region as a claim for target country | add_claim = scope/country | state_region | country | ||
add_devastation | Add/remove devastation from a state region | state_region | ||||
add_homeland | Adds scoped state region as Homeland for target culture | add_homeland = scope/culture | state_region | |||
add_pollution | Increase/decrease pollution level in a scoped state region | add_pollution = 10 | state_region | |||
create_state | creates a state in a state region | state_region | ||||
remove_claim | Removes scoped state region as a claim for target country | add_claim = scope/country | state_region | country | ||
remove_homeland | Removes scoped state region as Homeland for target culture | add_homeland = scope/culture | state_region | |||
set_devastation | Set devastation to a state region | state_region | ||||
set_owner_of_provinces | Gives a set of provinces in a state region to a specific country | set_owner_of_provinces = { country = <scope> provinces = {} } | state_region | |||
set_target_technology | Sets a (new) target technology scope for a journal entry | set_target_technology = <scope> | journalentry | |||
activate_law | Activates a law for a country | country | law_type | |||
add_banned_goods | Adds a total ban of a good to a country | add_banned_goods = <goods key/scope> | country | goods | ||
add_change_relations_progress | Add progress towards changing relations between two countries | add_change_relations_progress = {
tcountry = country scope/tag value = amount } |
country | |||
add_declared_interest | Will create a declared interest in the target strategic region | c:FRA = { add_declared_interest = region_nile_basin } | country | |||
add_enactment_modifier | Adds an enactment-related timed modifier effect to object in scope | country | ||||
add_era_researched | Add specified era as researched in a country scope | add_era_researched = era | country | |||
add_investment_pool | Directly adds money to the investment pool | add_investment_pool = 50 | country | |||
add_law_progress | Adds x% progress to the current checkpoint of the law being passed (range is [0, 1], 0.1 means 10 percentage points) | add_law_progress = 0.1 / -0.1 | country | |||
add_primary_culture | Adds a culture to the primary cultures of a country | add_primary_culture = X
Where X is a culture scope |
country | culture | ||
add_taxed_goods | Adds consumption taxes on a good to a country | add_taxed_goods = <goods key/scope> | country | goods | ||
add_technology_progress | Add technology progress | add_technology_progress = { progress = X technology = Y }
Where X is a fixed point and Y is an technology |
country | |||
add_technology_researched | Research the specified technology in a country scope | add_technology_researched = technology | country | |||
add_treasury | Add/remove money from a country | add_treasury = fixed point | country | |||
annex | Annexes a country | annex = scope | country | country | ||
call_election | Sets the next election date for country in N months | call_election = {
months = 6 } |
country | |||
change_institution_investment_level | Add/remove the investment level for the institution | change_institution_investment_level = {
institution = institution_police investment = -1 } |
country | |||
change_relations | Change relations between two countries | change_relations = {
tcountry = country scope/tag value = amount } |
country | |||
change_subject_type | Will change the subject type of the country that is the current scope. | change_subject_type = subject_type_dominion | country | |||
change_tag | Change the tag for the scoped country | c:GBR = { change_tag = FRA } | country | |||
change_tension | Change tension between two countries | change_tension = {
tcountry = country scope/tag value = amount } |
country | |||
clear_debt | Clear country loans = bool | country | ||||
clear_scaled_debt | Clears an amount of debt equal to the defined multiplier on target's max credit | clear_scaled_debt = value | country | |||
complete_objective_subgoal | Completes an objective subgoal | complete_objective_subgoal = <key> | country | |||
create_character | Creates a character, any option can be omitted. | create_character = {
name = loc_key or alternatively first_name and last_name separately culture = culture_tag religion = religion scope (if omitted, it's defined by the character's culture religion) female = bool or character scope (gets the same value from the character) noble = bool or character scope (gets the same value from the character) ruler = bool or character scope (gets the same value from the character) heir = bool age = integer, range, or character scope (gets the age from a character) ideology = ideology key or scope interest_group = interest group key or scope on_created = effect trait_generation = effect role = character scope (gets the role from a character) hq = HQ scope or strategic region scope } |
country | |||
create_diplomatic_pact | Create a diplomatic pact between two countries, with scope country as initiator | create_diplomatic_pact = {
tcountry = country scope/tag type = diplomatic action type } |
country | |||
create_diplomatic_play | Create a diplomatic play with the scoped object as target | create_diplomatic_play = {
name = loc_key escalation = integer between 0 and 100 war = bool initiator = country scope/tag type = diplomatic play type add_initiator_backers = { list of country scopes/tags } add_target_backers = { list of country scopes/tags } add_war_goal = { holder = country scope/tag, type = x, state = <state target>, country = <country target,> region = <region target> } } |
country | |||
create_incident | Creates a diplomatic incident that generates infamy, with target country as the victim | create_incident = {
tcountry = country scope/tag value = infamy amount } |
country | |||
create_trade_route | Creates a new Trade Route | trade_route = {
goods = x level = x import = yes/no origin = state_region target = state_region } |
country | |||
create_truce | Create a truce betweeen two countries | create_truce = {
tcountry = country scope/tag months = integer } |
country | |||
deactivate_law | Deactivates a law for a country | country | law_type | |||
deactivate_parties | Deactivates parties in scoped country. | deactivate_parties = yes | country | |||
end_truce | Ends a truce betweeen two countries | end_truce = {
tcountry = country scope/tag months = integer } |
country | |||
every_active_party | Iterate through all active political parties in a country | every_active_party = { limit = { <triggers> } <effects> } | country | party | ||
every_civil_war | Iterate through all civil wars related to the scoped country | every_civil_war = { limit = { <triggers> } <effects> } | country | civil_war | ||
every_in_hierarchy | Any country in current hierarchy, including current | every_in_hierarchy = { limit = { <triggers> } <effects> } | country | country | ||
every_law | Iterate through all laws in a country | every_law = { limit = { <triggers> } <effects> } | country | law | ||
every_overlord_or_above | Any country above current in hierarchy | every_overlord_or_above = { limit = { <triggers> } <effects> } | country | country | ||
every_political_movement | Iterate through all political movements in a country | every_political_movement = { limit = { <triggers> } <effects> } | country | political_movement | ||
every_potential_party | Iterate through all potential political parties in a country | every_potential_party = { limit = { <triggers> } <effects> } | country | party | ||
every_rival_country | Any country that is rival to the country in a scope | every_rival_country = { limit = { <triggers> } <effects> } | country | country | ||
every_scope_ally | Iterate through all allies to a: country | every_scope_ally = { limit = { <triggers> } <effects> } | country | country | ||
every_scope_cobelligerent | Iterate through all co-belligerents to a: country | every_scope_cobelligerent = { limit = { <triggers> } <effects> } | country | country | ||
every_scope_theater | Iterate through all theaters in a: country | every_scope_theater = { limit = { <triggers> } <effects> } | country | theater | ||
every_scope_violate_sovereignty_interested_parties | Iterate through all countries that would be interested if country in scope has their sovereignty violated | every_scope_violate_sovereignty_interested_parties = { limit = { <triggers> } <effects> } | country | country | ||
every_scope_violate_sovereignty_wars | Iterate through all relevant wars if target country had their sovereignty violated by scoped country | every_scope_violate_sovereignty_wars = { limit = { <triggers> } <effects> } | country | war | ||
every_scope_war | Iterate through all wars related to the scope | every_scope_war = { limit = { <triggers> } <effects> } | country | war | ||
every_subject_or_below | Any country below current in hierarchy | every_subject_or_below = { limit = { <triggers> } <effects> } | country | country | ||
make_independent | Makes a country independent. | make_independent = bool | country | |||
ordered_active_party | Iterate through all active political parties in a country | ordered_active_party = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | party | ||
ordered_civil_war | Iterate through all civil wars related to the scoped country | ordered_civil_war = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | civil_war | ||
ordered_in_hierarchy | Any country in current hierarchy, including current | ordered_in_hierarchy = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | country | ||
ordered_law | Iterate through all laws in a country | ordered_law = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | law | ||
ordered_overlord_or_above | Any country above current in hierarchy | ordered_overlord_or_above = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | country | ||
ordered_political_movement | Iterate through all political movements in a country | ordered_political_movement = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | political_movement | ||
ordered_potential_party | Iterate through all potential political parties in a country | ordered_potential_party = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | party | ||
ordered_rival_country | Any country that is rival to the country in a scope | ordered_rival_country = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | country | ||
ordered_scope_ally | Iterate through all allies to a: country | ordered_scope_ally = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | country | ||
ordered_scope_cobelligerent | Iterate through all co-belligerents to a: country | ordered_scope_cobelligerent = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | country | ||
ordered_scope_theater | Iterate through all theaters in a: country | ordered_scope_theater = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | theater | ||
ordered_scope_violate_sovereignty_interested_parties | Iterate through all countries that would be interested if country in scope has their sovereignty violated | ordered_scope_violate_sovereignty_interested_parties = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | country | ||
ordered_scope_violate_sovereignty_wars | Iterate through all relevant wars if target country had their sovereignty violated by scoped country | ordered_scope_violate_sovereignty_wars = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | war | ||
ordered_scope_war | Iterate through all wars related to the scope | ordered_scope_war = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | war | ||
ordered_subject_or_below | Any country below current in hierarchy | ordered_subject_or_below = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country | country | ||
play_as | Change which country scoped country's player will play as | play_as = <scope> | country | country | ||
random_active_party | Iterate through all active political parties in a country | random_active_party = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | party | ||
random_civil_war | Iterate through all civil wars related to the scoped country | random_civil_war = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | civil_war | ||
random_in_hierarchy | Any country in current hierarchy, including current | random_in_hierarchy = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country | ||
random_law | Iterate through all laws in a country | random_law = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | law | ||
random_overlord_or_above | Any country above current in hierarchy | random_overlord_or_above = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country | ||
random_political_movement | Iterate through all political movements in a country | random_political_movement = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | political_movement | ||
random_potential_party | Iterate through all potential political parties in a country | random_potential_party = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | party | ||
random_rival_country | Any country that is rival to the country in a scope | random_rival_country = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country | ||
random_scope_ally | Iterate through all allies to a: country | random_scope_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country | ||
random_scope_cobelligerent | Iterate through all co-belligerents to a: country | random_scope_cobelligerent = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country | ||
random_scope_theater | Iterate through all theaters in a: country | random_scope_theater = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | theater | ||
random_scope_violate_sovereignty_interested_parties | Iterate through all countries that would be interested if country in scope has their sovereignty violated | random_scope_violate_sovereignty_interested_parties = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country | ||
random_scope_violate_sovereignty_wars | Iterate through all relevant wars if target country had their sovereignty violated by scoped country | random_scope_violate_sovereignty_wars = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | war | ||
random_scope_war | Iterate through all wars related to the scope | random_scope_war = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | war | ||
random_subject_or_below | Any country below current in hierarchy | random_subject_or_below = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country | country | ||
recalculate_pop_ig_support | Recalculates and updates a country's pop IG memberships = bool | country | ||||
remove_active_objective_subgoal | Removes an active objective subgoal | remove_active_objective_subgoal = <key> | country | |||
remove_banned_goods | Removes a total ban of a good from a country | remove_banned_goods = <goods key/scope> | country | goods | ||
remove_diplomatic_pact | Removes a diplomatic pact between two countries, with scope country as initiator | remove_diplomatic_pact = {
country = country scope/tag type = diplomatic action type } |
country | |||
remove_enactment_modifier | Removes an enactment-related timed modifier effect to object in scope | country | ||||
remove_primary_culture | Removes a culture from the primary cultures of a country | remove_primary_culture = X
Where X is a culture scope |
country | culture | ||
remove_taxed_goods | Removes consumption taxes on a good from a country | remove_taxed_goods = <goods key/scope> | country | goods | ||
set_capital | Set capital state in a country scope | set_capital = X
Where X is a state region |
country | |||
set_country_type | Sets the type of country for a country, for history | country | ||||
set_diplomats_expelled | Set diplomats expelled = bool | country | country | |||
set_government_wage_level | Sets the government wage level of scoped country | set_government_wage_level = very_low/low/medium/high/very_high | country | |||
set_institution_investment_level | Sets the investment level for an institution | set_institution_investment_level = { institution = <key> level = x } | country | |||
set_market_capital | Set market capital in a country scope | set_market_capital = X
Where X is a state region |
country | |||
set_military_wage_level | Sets the military wage level of scoped country | set_military_wage_level = very_low/low/medium/high/very_high | country | |||
set_mutual_secret_goal | Set mutual secret AI goal for scope country and target country | set_mutual_secret_goal = {
tcountry = country scope/tag secret_goal = secret goal type } |
country | |||
set_next_election_date | Set next election date for country | set_next_election_date = year.month.day | country | |||
set_owes_obligation_to | Set whether a country owes another a obligation | set_owes_obligation = {
country = country scope/tag setting = yes/no } |
country | |||
set_relations | Set relations between two countries | set_relations = {
tcountry = country scope/tag value = amount } |
country | |||
set_ruling_interest_groups | Creates a government for the country in scope from a set of interest groups | set_ruling_interest_groups = { ig_tag1 ig_tag2 } | country | |||
set_secret_goal | Set a secret AI goal for scope country towards another country | set_secret_goal = {
tcountry = country scope/tag secret_goal = secret goal type } |
country | |||
set_state_religion | Changes the state religion of the country to the specified religion | set_state_religion = X
Where X is a religion scope |
country | religion | ||
set_strategy | Set AI strategy for scope country | set_strategy = <key> | country | |||
set_tariffs_export_priority | Sets Export Prioritized tariffs for a good in scoped country | set_tariffs_export_priority = <scope/key> | country | goods | ||
set_tariffs_import_priority | Sets Import Prioritized tariffs for a good in scoped country | set_tariffs_import_priority = <scope/key> | country | goods | ||
set_tariffs_no_priority | Sets tariffs to have no import/export priority for a good in scoped country | set_tariffs_no_priority = <scope/key> | country | goods | ||
set_tax_level | Sets the overall tax level of scoped country | set_tax_level = very_low/low/medium/high/very_high | country | |||
set_tension | Set tension between two countries | set_tension = {
tcountry = country scope/tag value = amount } |
country | |||
start_research_random_technology | Scoped country starts research of any random technology they can | start_research_random_technology = yes | country | |||
take_on_scaled_debt | Transfers an amount of debt equal to the defined multiplier on target's max credit | take_on_scaled_debt = {
who = <country> value = decimal value } |
country | |||
update_party_support | Updates party support in scoped country. | update_party_support = yes | country | |||
validate_subsidies | Validates subsidies across a country's buildings. | validate_subsidies = bool | country | |||
violate_sovereignty_join | Target joins scoped war | violate_sovereignty_accept = <country> | country | |||
activate_production_method | Activates the named production method for buildings of a certain type in country/state | country, state | ||||
add_loyalists | Adds loyalists to pops in state or country, all parameters except value are optional | add_loyalists = { value = x pop_type = <key> strata = <key> culture = <scope/cu:key> religion = <scope/rel:key> } | country, state | |||
add_radicals | Adds radicals to pops in state or country, all parameters except value are optional | add_radicals = { value = x pop_type = <key> strata = <key> culture = <scope/cu:key> religion = <scope/rel:key> } | country, state | |||
every_scope_building | Iterate through all buildings in a: state, country | every_scope_building = { limit = { <triggers> } <effects> } | country, state | building | ||
every_scope_culture | Iterate through all cultures in the scope | every_scope_culture = { limit = { <triggers> } <effects> } | country, state | culture | ||
ordered_scope_building | Iterate through all buildings in a: state, country | ordered_scope_building = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, state | building | ||
ordered_scope_culture | Iterate through all cultures in the scope | ordered_scope_culture = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, state | culture | ||
random_scope_building | Iterate through all buildings in a: state, country | random_scope_building = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, state | building | ||
random_scope_culture | Iterate through all cultures in the scope | random_scope_culture = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, state | culture | ||
add_pop_wealth | Adds the wealth of the pop | add_pop_wealth = { wealth_distribution = {...} update_loyalties = true/false }
Where the distribution adding to wealth of the pop |
pop | |||
change_pop_culture | Changes the culture of the scoped pop to a specified culture by a specified percentage | change_pop_culture = { target = cu:spanish value = 0.33 } | pop | |||
change_pop_religion | Changes the religion of the scoped pop to a specified religion by a specified percentage | change_pop_religion = { target = rel:catholic value = 0.5 } | pop | |||
change_poptype | Changes the type of the pop to the given type | pop | pop_type | |||
move_pop | Moves the scoped pop to the specified state (they become unemployed) | move_pop = s:STATE_TUSCANY.region_state:TUS
NOTE: VERY IMPORTANT! This effect _may_ change the pop type of the moved pop. This will happen under the following conditions: 1. if the current pop type cannot be unemployed, the new pop type will be the default one 2.if the current pop type is a slave type and the target state does not allow slavery, the new pop type will be the default one |
pop | state | ||
set_pop_literacy | Sets the literacy of the pop | set_pop_literacy = { literacy_rate = {...} }
Where the ratio is a script value computing the percentage of (workforce) pops that will be literate |
pop | |||
set_pop_qualifications | Sets the pop qualifications of the pop for the given type | set_pop_qualifications = { pop_type = {} qualifications = {...} }
Where the qualifications is a script value computing the percentage of (workforce) pops that will have the qualifications |
pop | |||
set_pop_wealth | Sets the wealth of the pop | set_pop_wealth = { wealth_distribution = {...} update_loyalties = true/false }
Where wealth is a script values |
pop | |||
add_diplomatic_play_war_support | Adds war support to the target country in the scoped diplomatic play. The amount will appear under the 'situations' header in tooltips | add_diplomatic_play_war_support = { target = country value = value } | diplomatic_play | |||
add_escalation | Add escalation to a diplomatic play | add_escalation = integer | diplomatic_play | |||
add_initiator_backers | Add a tag/scope country to the initiator side of a diplomatic play | add_initiator_backers = { list of scopes/tags } | diplomatic_play | |||
add_target_backers | Add a tag/scope country to the target side of a diplomatic play | add_target_backers = { list of scopes/tags } | diplomatic_play | |||
add_war_goal | Adds a war goal to a DP. Same data read in as add_war_goal in create_diplomatic_play | random_diplomatic_play = { add_war_goal = { holder = initiator type = secession } | diplomatic_play | |||
end_play | End a diplomatic play | end_play = bool | diplomatic_play | |||
every_scope_initiator_ally | Iterate through all allies to an initiator in a: diplomatic play | every_scope_initiator_ally = { limit = { <triggers> } <effects> } | diplomatic_play | country | ||
every_scope_play_involved | Iterate through all involved in a: diplomatic play | every_scope_play_involved = { limit = { <triggers> } <effects> } | diplomatic_play | country | ||
every_scope_target_ally | Iterate through all allies to a target in a: diplomatic play | every_scope_target_ally = { limit = { <triggers> } <effects> } | diplomatic_play | country | ||
ordered_scope_initiator_ally | Iterate through all allies to an initiator in a: diplomatic play | ordered_scope_initiator_ally = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
diplomatic_play | country | ||
ordered_scope_play_involved | Iterate through all involved in a: diplomatic play | ordered_scope_play_involved = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
diplomatic_play | country | ||
ordered_scope_target_ally | Iterate through all allies to a target in a: diplomatic play | ordered_scope_target_ally = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
diplomatic_play | country | ||
random_scope_initiator_ally | Iterate through all allies to an initiator in a: diplomatic play | random_scope_initiator_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | diplomatic_play | country | ||
random_scope_play_involved | Iterate through all involved in a: diplomatic play | random_scope_play_involved = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | diplomatic_play | country | ||
random_scope_target_ally | Iterate through all allies to a target in a: diplomatic play | random_scope_target_ally = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | diplomatic_play | country | ||
remove_initiator_backers | Remove a tag/scope country from the initiator side of a diplomatic play | remove_initiator_backers = { list of scopes/tags } | diplomatic_play | |||
remove_target_backers | Remove a tag/scope country to the target side of a diplomatic play | remove_target_backers = { list of scopes/tags } | diplomatic_play | |||
remove_war_goal | Removes a war goal from a DP if there's at least one other war goal present. | any_diplomatic_play = { limit = { has_war_goal = return_state } remove_war_goal = { who = initiator war_goal = return_state } } | diplomatic_play | |||
resolve_play_for | effect end diplo play for one side, with it gaining war goals | resolve_play_for = initiator
resolve_play_for = scope:custom_scoped_country |
diplomatic_play | country | ||
set_key | Set name to a diplomatic play | set_key = loc_key | diplomatic_play | |||
set_war | Set a diplomatic play to be a war | set_war = bool | diplomatic_play | |||
every_interest_group | Iterate through all interest groups in a country | every_interest_group = { limit = { <triggers> } <effects> } | country, party | interest_group | ||
every_member | Iterate through all interest group members of a party | every_member = { limit = { <triggers> } <effects> } | country, party | interest_group | ||
ordered_interest_group | Iterate through all interest groups in a country | ordered_interest_group = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, party | interest_group | ||
ordered_member | Iterate through all interest group members of a party | ordered_member = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, party | interest_group | ||
random_interest_group | Iterate through all interest groups in a country | random_interest_group = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, party | interest_group | ||
random_member | Iterate through all interest group members of a party | random_member = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, party | interest_group | ||
every_scope_admiral | Iterate through all admirals in a: country or interestgroup | every_scope_admiral = { limit = { <triggers> } <effects> } | country, interest_group, front | character | ||
every_scope_character | Iterate through all characters in a: country, interestgroup, or front | every_scope_character = { limit = { <triggers> } <effects> } | country, interest_group, front | character | ||
every_scope_general | Iterate through all generals in a: country, interestgroup, or front | every_scope_general = { limit = { <triggers> } <effects> } | country, interest_group, front | character | ||
every_scope_politician | Iterate through all politicians in a: country or interestgroup | every_scope_politician = { limit = { <triggers> } <effects> } | country, interest_group, front | character | ||
ordered_scope_admiral | Iterate through all admirals in a: country or interestgroup | ordered_scope_admiral = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, interest_group, front | character | ||
ordered_scope_character | Iterate through all characters in a: country, interestgroup, or front | ordered_scope_character = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, interest_group, front | character | ||
ordered_scope_general | Iterate through all generals in a: country, interestgroup, or front | ordered_scope_general = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, interest_group, front | character | ||
ordered_scope_politician | Iterate through all politicians in a: country or interestgroup | ordered_scope_politician = {
limit = { <triggers> } order_by = script_value position = int min = int max = script_value check_range_bounds = no # If you don't want an error logged if the list is smaller than the min/max <effects> } |
country, interest_group, front | character | ||
random_scope_admiral | Iterate through all admirals in a: country or interestgroup | random_scope_admiral = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, interest_group, front | character | ||
random_scope_character | Iterate through all characters in a: country, interestgroup, or front | random_scope_character = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, interest_group, front | character | ||
random_scope_general | Iterate through all generals in a: country, interestgroup, or front | random_scope_general = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, interest_group, front | character | ||
random_scope_politician | Iterate through all politicians in a: country or interestgroup | random_scope_politician = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, interest_group, front | character |
参考文档 | 效果 • 条件 • 事件目标 • 定义域 •增益 • 变量 • Data types • 本地化 • Customizable localization |
脚本 | 脚本化函数 • 国家 • 决议 • 事件 • 日志 • 定义 • 外交 • 附属类型 • 修正 • Objectives • On actions |
游戏内概念 | 建筑 • Pop • 文化 • 宗教 • 利益集团 • 派系 • 科技 • 法律 • 机构 • 法令 • 货物 • 概念 |
地图 | 地图 |
图像 | 3D Models • Interface • Graphical Assets • Fonts • Flags |
音乐 | Music • Sound |
其他 | 控制台指令 • Checksum • 模组结构 • Troubleshooting |
指引 | 自定义国家 • 存档编辑 • 地图数据编辑 |