效果

本頁面所適用的版本可能已經過時,最後更新於1.0.0

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 設置建築是否能受補貼。 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) 增加指定百分比的內戰進度(範圍[0,1],0.1意味著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 為目標國家作用域內戰爭增加厭戰度,這個數值將會顯示在「situations」條目中。 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 為目標國家作用域內戰爭增加戰爭支持度,這個數值將會顯示在「situations」條目中。 add_war_war_support = { target = country value = value } war
every_scope_front Iterate through all Fronts related to the scoped War 遍歷作用域內戰爭的所有前線。 every_scope_front = { limit = { <triggers> } <effects> } war front
ordered_scope_front Iterate through all Fronts related to the scoped War 遍歷作用域內戰爭的所有前線。 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 遍歷作用域內戰爭的所有前線。 random_scope_front = { limit = { <triggers> } (optional) weight = { mtth } <effects> } war front
add_cultural_obsession Adds a new obsession to the culture in scope 為作用域內文化添加「痴迷」。 add_cultural_obsession = X

Where X is a goods

culture
remove_cultural_obsession Removes a new obsession to the culture in scope 為作用域內文化移除「痴迷」。 remove_cultural_obsession = X

Where X is a goods

culture
every_market_goods Iterate through all active (market) goods in a market 遍歷市場中所有商品。 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) 遍歷支持的作用域內所有國家。(僅市場範圍) every_scope_country = { limit = { <triggers> } <effects> } market country
ordered_market_goods Iterate through all active (market) goods in a market 遍歷市場中所有商品。 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) 遍歷支持的作用域內所有國家。(僅市場範圍) 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 遍歷市場中所有商品。 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) 遍歷支持的作用域內所有國家。(僅市場範圍) random_scope_country = { limit = { <triggers> } (optional) weight = { mtth } <effects> } market country
add_character_role Adds a new role to a character 為角色添加一個新職責。 add_character_role = general character
add_commander_rank Promotes/demotes a character a given amount of military ranks 為角色提升/降低一定等級的軍銜。 character
add_experience Adds an amount of experience to a commander 為指揮官增加一定的經驗。 add_experience = 0.2 character
add_random_trait Adds a random qualifying Trait of the specified category 增加特定類別的特質。 add_random_trait = personality / skill / condition character
add_trait Add a trait to a Character 為角色添加特質。 add_trait = trait character
change_character_religion Changes the religion of the scoped character 改變作用域內角色信仰 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 從void中釋放一個角色,如果為「no」則會刪除。 free_character_from_void = yes character
kill_character Kill a character 刪除角色。 kill_character = bool character
place_character_in_void Banishes a character to the void, duration is how long character is kept before being deleted 將一個角色放到void中,持續時間(months)是角色被刪除之前的保留時間。 place_character_in_void = months character
remove_as_interest_group_leader Removes a character from position as interest group leader 讓角色從利益集團領袖位置下台。 remove_as_interest_group_leader = yes character
remove_trait Remove a trait from a Character 移除角色特質。 remove_trait = trait character
set_as_interest_group_leader Sets a character as interest group leader 設置角色為利益集團領袖。 set_as_interest_group_leader = yes character
set_character_busy Mark a character as busy or clear said mark 標記角色為「忙碌」或移除這個標記。 set_character_busy = bool character
set_commander_rank Promotes/demotes a character to a given military rank value 將角色提升/降低到指定的軍銜。 set_commander_rank = 3 character
set_ideology Changes scoped character's ideology 改變作用域內角色意識形態。 set_ideology = x character
transfer_character Transfers a Character to Country 將角色轉移到其他國家。 character country
add_modifier Adds a timed modifier effect to object in scope 為作用域中的對象添加定時的「modifier」 country, state, building, interest_group, character, institution, front, political_movement
remove_modifier Removes a timed modifier effect to object in scope 為作用域中的對象移除定時的「modifier」 country, state, building, interest_group, character, institution, front, political_movement
every_trade_route Iterate through all trade routes in a: market, country, marketgoods 遍歷所有的貿易路線在:市場、國家、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 遍歷所有的貿易路線在:市場、國家、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 遍歷所有的貿易路線在:市場、國家、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 遍歷所有支持政治運動的利益集團。 every_supporting_interest_group = { limit = { <triggers> } <effects> } political_movement interest_group
ordered_supporting_interest_group Iterate through all interest groups supporting a political movement 遍歷所有支持政治運動的利益集團。 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 遍歷所有支持政治運動的利益集團。 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 作用域內的國家(或寫在definition的國家)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 作用域內的國家(或寫在definition的國家)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 作用域內的國家(或寫在definition的國家)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 從革命中移除利益集團。 abandon_revolution = yes/no interest_group
add_ideology Adds an ideology to scoped interest group 為作用域內的利益集團添加意識形態。 add_ideology = x interest_group
add_ruling_interest_group Adds interest group to government 將利益集團加進政府。 add_ruling_interest_group = yes/no interest_group
join_revolution Adds interest group to ongoing revolution 為正在進行的革命添加利益集團。 join_revolution = yes/no interest_group
remove_ideology Removes an ideology from scoped interest group 為作用域內的利益集團移除意識形態。 remove_ideology = x interest_group
remove_ruling_interest_group Removes interest group in scope from government 將利益集團移出政府。 remove_ruling_interest_group = yes/no interest_group
set_ig_bolstering Starts/stops bolstering the interest group in scope 開始/停止扶植作用域內利益集團。 set_ig_bolstering = yes/no interest_group
set_ig_suppression Starts/stops suppressing the interest group in scope 開始/停止打壓作用域內利益集團。 set_ig_suppression = yes/no interest_group
set_interest_group_name Renames interest group to the specified loc key 利益集團重命名為特殊的本地翻譯鍵。 set_interest_group_name = x interest_group
every_scope_pop Iterate through all pops in a: country, state, interest group, culture 遍歷所有的pops在:國家、地區、利益集團、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 遍歷所有的pops在:國家、地區、利益集團、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 遍歷所有的pops在:國家、地區、利益集團、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 遍歷輸入的作用域內所有作戰單位。 every_combat_units = { limit = { <triggers> } <effects> } building, character combat_unit
ordered_combat_units Iterate through all combat units of input scope 遍歷輸入的作用域內所有作戰單位。 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 遍歷輸入的作用域內所有作戰單位。 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 鎖定貿易路線一段時間,防止其被手動取消。 lock_trade_route = {

years = 5 }

trade_route
add_momentum Adds momentum to a Party during a campaign period 增加黨派在競選期間的「聲勢」 add_momentum = value party
every_scope_state Iterate through all states including provinces from a: country, state_region, theater, or front 遍歷所有state從:國家、地域、戰區、前線。 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 遍歷所有state從:國家、地域、戰區、前線。 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 遍歷所有state從:國家、地域、戰區、前線。 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 遍歷一個相鄰地域的所有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 遍歷一個相鄰地域的所有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 遍歷一個相鄰地域的所有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 遍歷所有的利益集團標記在:國家、戰略區域。 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 遍歷所有的利益集團標記在:國家、戰略區域。 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 遍歷所有的利益集團標記在:國家、戰略區域。 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 給作用域內所有國家添加日誌條目,並且可選保存target。 add_journal_entry = { type = <key> target = <scope> } none
add_to_global_variable_list Adds the event target to a variable list 將事件target添加到變量列表。 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 將當前作用域添加到任意命名的列表中(如果列表不存在,則創建該列表),以便稍後在(未中斷的)事件鏈中引用。 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 將事件target添加到變量列表。 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 將當前作用域添加到任意命名的列表中(如果不存在則創建列表),以便稍後引用,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 將事件target添加到變量列表。 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 在運行時有條件地引起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 在讀取時有條件地引起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 更改值或數值變量。 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 改變作用域內國家的惡名。 change_infamy = amount none
change_local_variable Changes the value or a numeric variable 更改值或數值變量。 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 更改值或數值變量。 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 將變量固定為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 將變量固定為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 將變量固定為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 從頂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 創建新國家。 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 設置為自定義描述而不是自動生成的描述。 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 設置為自定義描述而不是自動生成的描述,並且保證不會出現項目符號。 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