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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 | Usage | Traits | Supported Scopes | Supported Targets |
---|---|---|---|---|---|
set_subsidized | Sets whether a building is subsidized | 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) | 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 | 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 | add_war_war_support = { target = country value = value } | war | ||
every_scope_front | Iterate through all Fronts related to the scoped War | every_scope_front = { limit = { <triggers> } <effects> } | war | front | |
ordered_scope_front | Iterate through all Fronts related to the scoped War | 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 | random_scope_front = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | war | front | |
add_cultural_obsession | Adds a new obsession to the culture in scope | add_cultural_obsession = X
Where X is a goods |
culture | ||
remove_cultural_obsession | Removes a new obsession to the culture in scope | remove_cultural_obsession = X
Where X is a goods |
culture | ||
every_market_goods | Iterate through all active (market) goods in a market | 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) | every_scope_country = { limit = { <triggers> } <effects> } | market | country | |
ordered_market_goods | Iterate through all active (market) goods in a market | 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) | 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 | 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) | random_scope_country = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | market | country | |
add_character_role | Adds a new role to a character | add_character_role = general | character | ||
add_commander_rank | Promotes/demotes a character a given amount of military ranks | character | |||
add_experience | Adds an amount of experience to a commander | add_experience = 0.2 | character | ||
add_random_trait | Adds a random qualifying Trait of the specified category | add_random_trait = personality / skill / condition | character | ||
add_trait | Add a trait to a Character | add_trait = trait | character | ||
change_character_religion | Changes the religion of the scoped character | 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 | free_character_from_void = yes | character | ||
kill_character | Kill a character | kill_character = bool | character | ||
place_character_in_void | Banishes a character to the void, duration is how long character is kept before being deleted | place_character_in_void = months | character | ||
remove_as_interest_group_leader | Removes a character from position as interest group leader | remove_as_interest_group_leader = yes | character | ||
remove_trait | Remove a trait from a Character | remove_trait = trait | character | ||
set_as_interest_group_leader | Sets a character as interest group leader | set_as_interest_group_leader = yes | character | ||
set_character_busy | Mark a character as busy or clear said mark | set_character_busy = bool | character | ||
set_commander_rank | Promotes/demotes a character to a given military rank value | set_commander_rank = 3 | character | ||
set_ideology | Changes scoped character's ideology | set_ideology = x | character | ||
transfer_character | Transfers a Character to Country | character | country | ||
add_modifier | Adds a timed modifier effect to object in scope | country, state, building, interest_group, character, institution, front, political_movement | |||
remove_modifier | Removes a timed modifier effect to object in scope | country, state, building, interest_group, character, institution, front, political_movement | |||
every_trade_route | Iterate through all trade routes in a: market, country, marketgoods | 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 | 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 | 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 | every_supporting_interest_group = { limit = { <triggers> } <effects> } | political_movement | interest_group | |
ordered_supporting_interest_group | Iterate through all interest groups supporting a political movement | 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 | 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 | every_primary_culture = { limit = { <triggers> } <effects> } | country, state, country_definition | culture | |
ordered_primary_culture | Primary cultures of the scoped country or country definition | 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 | random_primary_culture = { limit = { <triggers> } (optional) weight = { mtth } <effects> } | country, state, country_definition | culture | |
abandon_revolution | Removes interest group from revolution | abandon_revolution = yes/no | interest_group | ||
add_ideology | Adds an ideology to scoped interest group | add_ideology = x | interest_group | ||
add_ruling_interest_group | Adds interest group to government | add_ruling_interest_group = yes/no | interest_group | ||
join_revolution | Adds interest group to ongoing revolution | join_revolution = yes/no | interest_group | ||
remove_ideology | Removes an ideology from scoped interest group | remove_ideology = x | interest_group | ||
remove_ruling_interest_group | Removes interest group in scope from government | remove_ruling_interest_group = yes/no | interest_group | ||
set_ig_bolstering | Starts/stops bolstering the interest group in scope | set_ig_bolstering = yes/no | interest_group | ||
set_ig_suppression | Starts/stops suppressing the interest group in scope | set_ig_suppression = yes/no | interest_group | ||
set_interest_group_name | Renames interest group to the specified loc key | set_interest_group_name = x | interest_group | ||
every_scope_pop | Iterate through all pops in a: country, state, interest group, culture | 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 | 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 | 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 | every_combat_units = { limit = { <triggers> } <effects> } | building, character | combat_unit | |
ordered_combat_units | Iterate through all combat units of input scope | 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 | 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 | lock_trade_route = {
years = 5 } |
trade_route | ||
add_momentum | Adds momentum to a Party during a campaign period�dd_momentum = value | party | |||
every_scope_state | Iterate through all states including provinces from a: country, state_region, theater, or front | 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 | 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 | 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 | every_neighbouring_state = { limit = { <triggers> } <effects> } | country, state, strategic_region, state_region | state | |
ordered_neighbouring_state | Iterate through all states neighbouring a state region | 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 | 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 | 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 | 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 | 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 | add_journal_entry = { type = <key> target = <scope> } | none | ||
add_to_global_variable_list | Adds the event target to a variable list | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | change_infamy = amount | none | ||
change_local_variable | Changes the value or a numeric variable | 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 | 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 | 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 | 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 | 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 | clear_variable_list = variable_name | none | ||
clear_local_variable_list | Empties the list | clear_variable_list = variable_name | none | ||
clear_saved_scope | Clears a saved scope from the top scope | save_scope_as = cool_scope -> clear_saved_scope = cool_scope | none | ||
clear_variable_list | Empties the list | clear_variable_list = variable_name | none | ||
create_country | Creates a new country | 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 | 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 | 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 |