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name = The new name of the character. variant_name = The equipment variant to add. Say Donald Trump is the leader for the Conservative Party, but then how would I make another Republican, say, Rand Paul, leader of that political party. count = or allThe amount to destroy. Use with. Sets the number of research slots the current scope has. spawn [unit name/id] [province id] [amount] Spawns a specified amount of a unit in a province. Cannot be randomly selected. Executes contained effects on a random state that meets the limit and is controlled by the country this is contained in. Specifying a country tag as a second argument will result in this command changing the age of that country's ruler. Optional.hours = / Fires the event in the specified number of hours. Optional. rotation = The rotation of the entity in radians. Optional, only has an effect in locked templates. If the current country has a core on a state transferred to the released country, the core will be lost. The ideology type used by the country leader role. Executes contained effects on every division that meets the limit and is owned by the current country. Enforces the entity used by the units using this template to be the specified one, order of battle assigned within the history file, custom effect tooltips can be used to tell the player what this effect block would do, https://hoi4.paradoxwikis.com/index.php?title=Effect&oldid=60522, Play amount = How much decryption to add in flat numbers. Unit Leaders can be kept by using triggers with, Adds specified number of nukes to the country's stockpile, Nukes the specified province or a province in the needed state. Fires the specified event for the owner of the current unit leader. For example: The country defined by the tag or tag alias. Attacker or Defender scope Makes the current scope the owner of the specified state. cost_factor = Modifies the production cost. If you want the game to choose between effect blocks, random_list can be used instead. Resets any changes to the current state's name. Optional. The current scope guarantees the target country. A weight of 0 will result in it never appearing for randomly-generated unit leaders. Creates a faction with the specified name for the current scope. In addition, specific skills also can be set, with attack_skill = 3 and defense_skill = 2 being shared across all unit leaders, planning_skill = 5 and logistics_skill = 6 being only for army leaders, and coordination_skill = 3 and maneuvering_skill = 5 being only for navy leaders. Retires and removes the country leader of the ideology party for the current scope. For example, the following will add 10% Stability to the country this is executed on if it has positive Political Power and below 90% stability: If the limit is not met, then none of the effects inside will be executed. If not set, it will be the scoped country. army = Will damage the army units. the same coordinate system that the map uses. build_only_on_allied = No by default, if yes and in a country scope, it will only build on allied territories for the country scoped. The following arguments go within division = "": to_state_array = The state array the armies will get teleported to.to_province = The province the armies will get teleported to.to_state = The state the armies will get teleported to. Optional, defaults to false. To put what each skill level grants to the leader in more detail: Navy leaders: +5% hit chance, +2% fleet coordination. Promotes a character to the leader of their political party. Adds a railway level between two provinces or along a predefined path. Sets the order of battle to be used for the current country's divisions, overriding every other non-naval and non-air order of battle. days = / Fires the event in the specified number of days. Here is the search bar where you can type the name of the command and get the syntax for that command. name = my_character defines a localisation key to be used to create the character's name depending on the language that is currently turned on. This command, as you might have guessed, causes you to resign from your current position. An update is done daily by default; this can be used if the applied values need to be changed urgently, such as if modifiers are checked or used later in the effect block. Where triggers do not need to be repeatedly checked. A weight of 0 will result in AI neveer picking it. By default, the game stores advisor portraits in /Hearts of Iron IV/gfx/interface/ideas/, while country/unit leader portraits are stored in /Hearts of Iron IV/gfx/leaders//. popularity = The amount of popularity to set. These effects can only be used within history files, failing when used outside. I made a Republican National Committee event and was wondering what command you need to enter to create a new party leader. Adds a core for the current scope to the specified state. Sets the specified amount of political power for the current scope. Optional.tooltip = The tooltip to display for the buff. Adds a multiplicatory bonus to the specified skill. planning_skill = The planning skill of the leader. 4. Optional. ideology = Ideology type of the character. Plays an audio track for the specified country only. A complete, but unsorted, list of effects can be found in /Hearts of Iron IV/documentation/effects_documentation.html or /Hearts of Iron IV/documentation/effects_documentation.md. desc = The localisation used as the rule's description. end of event). This page was last edited on 26 February 2023, at 08:53. If that is impossible, using localisation is an alternative. right_side = The right side of the BoP. Sends the specified fraction of equipment to the specified target, removing said equipment from the current scope. Columns go left-to-right starting with 0. Generic in the sense that the description is changed to not reference Germany. modifier = The static modifier to apply. UPDATE: Cheat does not work with the >1.10 version of the game. army_ratio = The size of the land army that the breakaway country gets. Removes one trait and adds another. Technologies that are mutually exclusive with other technologies can not be removed by this effect. Grants the specified country a license to produce the specified equipment from the current scope. You can limit the construction to victory points using: Damages the specified building in the current state. Changes the tooltip of the conditions required for gaining experience for the trait to the following localisation key. Sets the specified character to also act as a field marshal. traits = { }The traits the leader spawns with. In regards to army leaders, a small portrait is also mandatory to exist as officer corps allow assigning officers as ministers. Assigns a type to the trait, which gets used to assign which characters are able to receive it. Can be used in country, state or character scopes. These can only be used with characters of the country leader type. (with the exception of convoy: 'ae 1000 convoy_1') To add ships, consider using instantconstruction(ic) (ic also effects AI). rotation = The rotation to apply after the positioning. The default is 0, meaning the base variant. Hides the effects of the trait, replacing the tooltip with the value of this localisation key. You need to sign in or create an account to do that. str_damage = The percentage of damage done to units to strength in particular. If a country does not have a tech to be stolen, a random bonus will be applied by using base_bonus as a base. Optional.cannot_retreat_while_defending = The bonus to grant. Modifies the specified technology sharing group. Removes the specified trait from the current character. Optional.efficiency = The initial production efficiency. Executes contained effects on every state that meets the limit and is owned by the country this is contained in. mapmode = The ID of the custom map mode. This is one of the only HOI 4 console commands we advise not using, as it really strips away the fun from a game designed around fighting wars. An if statement allows an execution of effects to only be done if certain triggers are met. Defaults to 0. Adds the specified amount of assignable trait slots to the current unit leader. Localization replacements | Hoi4 modding Wiki | Fandom Localization replacements View source The following list provides a series of syntaxes that can be used when writing descriptions such as those for focuses or events. Now use 'add_equipment 1000 Matilda LP Mk. Changes whether it's possible to recruit divisions of a locked template without unlocking the template. Characters not assigned a valid portrait will show up as having no portrait or a default silhouette during the country selection process, only receiving a generic portrait after the game's start. Fires the specified event for the current state. FROM is the country that recruited the character. Sets a new balance of power or edits the existing one. NOTE: Some of these scopes may have no countries/states that match the criteria. These arguments are related to the menu for selecting traits. Necessary for a balance of power to appear. Gives bonuses of reducing land doctrine cost to current scope. Removes a country leader role from a character. Sets the current stability value for the current scope. ideology = Ideology type of the character. I've seen the mechanic in mods such as millennium dawn but I just don't know the command. end_civil_wars = Whether the target country will peace out in all of its civil wars it's participating in. srgb. For example, when used in. Forces the current scope to join the war of the specified ally against the specified enemy. Optional, defaults to false. Removes the specified mission for the current scope. resources = { <> }The resources to which give resource rights to. Uses a special interface displaying the current operative portrait. state = The state to nuke. desc = The new description. If the character shouldn't do anything until later, then it can have no roles defined, with one getting added later on via an effect. take_state_focus). name = The name of the bonus. Fires the specified event for the current country. If the limit is omitted, it defaults to being always true. Can teleport units where ever you tell them to go, Allows to use all diplomatic actions for no matter the rules. Valve Corporation. name_group = The name group used for equipment. In the new Hearts of Iron 4 expansion, man the guns, it should be possible to take over leadership of a faction. Additionally, countries with the same ruling ideology group but a different leader ideology type will have the Same Ideology ( +10 Opinion) modifier towards each other, while countries with the same leader ideology type will have the Same Ruling Party ( +20 Opinion) modifier towards each other. Which will print the final effect to game.log when the effect is executed and make debugging easier. defender = / The defender state.dont_fire_events = Stops the events from start_border_war from firing. Adds an off-map building for the current scope that produces its effects without being present in a state. The current scope grants military access to the target country. Triggers that must be met in order to gain experience that'd make assigning this trait possible. Useful if a trigger within has no tooltip. Used to define a diplomatic relation between the current scope and target scope country. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. Optional. ] - - - -----------------------. Select state for state run scope, no scope = country scope, ex: Select Danzig state -> eval_effect POL_remove_danzig_effect = yes. Optional, defaults to random states based off size. Respectively, these use corps_commander = { }, field_marshal = { }, and navy_leader = { } blocks for definition, which are similar in structure. Decides the weight that AI has for picking this trait. The flag in this effect is used in the meaning of 'boolean flag', used to store information. If the character has a country leader role, they will be automatically promoted to be the leader of the party of the ideology group that contains the leader's ideology type. Grants the specified technology to the current scope. Optional.str_damage_multiplier = The bonus to grant. 5 8 comments Best Add a Comment GolferRama 5 yr. ago Good question SeductionFocus 5 yr. ago target = The target country. Executes contained effects on a random country that meets the limit. Goes from 0 to 2. allow_spawning_on_enemy_provs = yesAllows the units to be created on provinces owned by the enemy. Optional. The effects within an unfulfilled if statement (or an else/else_if that's not read due to the if statement being met) will be hidden from the player, and so will the trigger. tag_color [rgb] Players can use this command to set the tag color of your current country. Makes the specified trait be marked as a parent, making it be required to pick the current trait and drawing the line in the menu. Removes a province modifier to the specified provinces in this state. Executes contained effects on a random country that meets the limit and has the specified original tag. Adds the specified trait to the current country's country leader. fallback = Defaults to no, if yes each option will try to fallback to the next available one. If a field marshal is assigned to lead divisions directly rather than other generals, this will. 0 is the oldest, 1 is the second-oldest, etc. Adds the specified amount of navy experience to the current scope. Changes the value of a variable to the specified value. Information, Frequently Asked Mandatory to specify a division_template. This is done with instance = { }. Adds the current scope to the specified technology sharing group. Here is an example using unnested if statements: Within the tooltip, only effects that would be executed are shown. The current scope gains the specified opinion modifier, The current scope loses the specified opinion modifier, The target scope gains the specified opinion modifier, The current scope gains the specified relation modifier, The current scope loses the specified relation modifier for. template = If specified, requires the template name to match. Removes every unit leader role from the character. }, static_modifiers = { mod_modifier_1 mod_modifier_2 } Changes the country leader's government type for the current scope. static_modifiers = { mod_modifier_1 mod_modifier_2 } visible = The scripted trigger that must be met for a country for it to see the entity. I can't seem to find any console commands that allow me to add traits like "panzer leader" to a general rather than having him fight for weeks until he eventually earns the trait. Mandatory if a variant needs to be created to produce the equipment, optional otherwise. tooltip_side = The side to show in the tooltip. Most notably, the completion reward of all focuses are effects : Increases resistance target in the specified state. Privacy Policy. Optional. Removes the core of the current scope from the specified state. Plays the specified sound once only for the current country. on_lose = The event to fire for the side on a loss. Optional.random = / Adds a random number (between 0 and random, inclusive) of hours to the scheduled fire time. If you spot a mistake then you are welcome to fix it. Only necessary in 1.11 and beyond. decision = The decision to activate. Cheesing the game, console commands, or literally anything else. The icons are defined as sprites within any /Hearts of Iron IV/interface/*.gfx file (By default subuniticons.gfx) with the pattern of GFX_div_templ__large and GFX_div_templ__small. The sound effect must be properly defined in. Load up a save file and press the TAB key to bring up the panel (the key might differ between keyboards, so try ~, `, ", or ^ if nothing happens). A value of 0 removes the technology, but if it is a researchable technology, the duration it takes to research isn't reset, meaning it can be researched in 1 day. spawnactor [name] [province id] [animation] Spawns an actor with the specified animation. OR Switches the player to the current scope from the target scope. Changes the specified portraits of a character. Starts a production line for the specified equipment for the current scope. Optional.random_hours = / Adds a random number (between 0 and random_hours, inclusive) of hours to the scheduled fire time. expire = 1949.1.1 marks the date at which the leader expires. The template has to be locked first. Everything else regarding advisors is identical to ideas. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Note: Prior to 1.12.8, removal_cost = -1 could've been used for this purpose, but this does not work after the patch. Sets the animation of a specified entity. Hires an advisor, placing them into their respective slot. }. Locks all division templates for the current scope. As an example with a trait of the name not_polish_person, this definition is used within the spriteTypes = { } block encompassing the entire file: These arguments are for the modifiers that the trait gives to the unit leader, whether it's the modifiers themselves or something related to them, as well as effects executed related to the trait. Optional, assigns one automatically if omitted. Search Our Database of 304 EU4 Console Commands Pikes at the Ready >> This is a community maintained wiki. Adds a random valid unit trait to a unit leader. add_autonomy [] [num], Increases resistance in the selected province by set amount, ex: (selects one of the provinces in Berlin) resistance 100, Increases compliance in the selected province in game by set amount, ex: (selects one of the provinces in Danzig) compliance 100, Allows you to run more complex effects from script in the console directly. modifier = The relation modifier to add. x = The X position of the entity. This page lists the codes which may be input into the Console Window, a special debugging window which may be accessed on non-ironman games by hitting ^ , or tilde (~) (key varies based on keyboard layout). In the first case, the else_if or else is put directly inside of the preceding if or else_if, while in the second case it's put right after. New comments cannot be posted and votes cannot be cast. Appends the value of this localisation key to the tooltip showing the effects of the trait. Kills the country leader for the current scope. Must be used within the overlord's scope. on_cancel = The event to fire for the side on a draw. Removes an operation token from the country. ideology = The ideology type of the character. Optional. Has a unique ideology icon. After using this command, a full list of all HOI4 console commands will be outputted to the game.log file. Transfers the current scope navy to the specified country. All prepared Port Strike and Strategic Bombing in the target region will execute multiple times without air defence being able to intercept them. Units leader traits are defined in any /Hearts of Iron IV/common/unit_leader/*.txt file, possible to assign to unit leader characters of any type as well as operatives. Targets the scope that the current scope is contained in. Multiple can be defined. civilian_intel = How much civilian intel to add. Makes everything regarding agencies instant. Removes the specified unit leader by their legacy ID. Removes the specified trait from the current scope's country leader. In the future feel free to stop by. Command List; . type = The equipment type the variant is of. skill = 4 is the overall skill level of the unit leader. Set country's current fuel ratio relative to its capacity. Executes contained effects on every state that meets the limit and neighbours the state this is contained in. /Hearts of Iron IV/common/characters/*.txt, /Hearts of Iron IV/history/countries/TAG*.txt, /Hearts of Iron IV/localisation/english/*_l_english.yml, /Hearts of Iron IV/dlc/dlc001_german_historical_portraits/interface/ghp_ideas_characters.gfx, /Hearts of Iron IV/tools/art/portrait_leader_background.png, /Hearts of Iron IV/common/ideologies/*.txt, /Hearts of Iron IV/common/unit_leader/*.txt, /Hearts of Iron IV/common/country_leader/*.txt, /Hearts of Iron IV/common/abilities/*.txt, PDXCON Forces the current operative into hiding. animation = The animation entry to apply. I just wanted to ask if anyone knows if there is some way to change the faction leader. Adds a random trait from the list to the character. Makes a save file (Test_01), loads the save file, makes a new savegame (Test_02). Steals a random tech bonus from the specified country. Creates the specified equipment variant for the current scope. Executes contained effects on every state that meets the limit and is a core of the country this is contained in. The filename with the. It is also possible to use modifiers (akin to MTTH blocks) to affect the weight of each possible random effect or to use variables as chances. By default, these character slots exist in base game: idea_token = my_character is the ID used for the character when treated as an idea within this particular slot. Adds a flat bonus to the specified skill. Creates an import for the current scope with the specified resource and from the specified exporter. Recalls volunteers sent to the specified country back to the current country. Adds a claim for the specified country on the current scope. Since it is impossible to have two of the same idea, any other character with the same idea token will be impossible to take. Makes the current operative be captured by a specific country. If both restrictions are met, the sprite will work. Army scope: small = The sprite used as an advisor. Point Specification Draws a leader line segment to the point specified and continues to prompt you for points and options. dynamic = Changes between instant and non-instant based on type. slot = The slot where to remove the advisor slot from. Equivalent to pressing on the error dog if enabling debug mode in launch options. For shared buildings level determines the amount, whereas for the others it is the actual level. This includes national spirits, laws, designers, and advisors (using the idea_token). keep_all_characters = yesIf true, the revolter will have no characters from the original country transferred to them. Scripted effects can be accessed in console by typing e scripted_effect_name to run them. ROOT and TAG must already be at war with each other for the effect to take place. long_name = The long name of the country's new ruling party, appearing when hovering over it. The province scope is used for provincal level buildings. Makes the current scope drop the current cosmetic tag they are using. Those save files should look the same. is_locked = Whether the division is locked to modification and deletion. An easy way to tell internal IDs is debug mode. I just need a way to change the faction leader. Changes the controller of the specified province to the current scope. Affects AI. Used in the province scope.limit_to_naval_base = Affect naval base provinces. Transfers the specified type of ship from the current scope to the specified country. You can not store "infantry_equipment_2" in a variable and use it here. target_state = If using start state/target state, the game will pick the provinces with the best supply available. on Paradox technology, Legal Sets the new name for the target character. For example, let's say that the country history file has the following: In this case, TAG_liberal_leader will be the character that gets assigned to be a leader. Note that if you wish to change the ruling party of another country, you will first need to switch to them with the tag command. modifier = The relation modifier to remove. template = The template the units must use to be deleted. Saves the current scope as a key. What are the conditions that need to be met to be able to do this, and how do you this as the player? Makes the AI control the country currently led by the player while the player also remains in control. Sets the strength of the garrison in the specified state. subject = ""Logged entry. producer = / Defines who produced the equipment. well. Unhiding the file extension from the filename within the Windows file explorer is mandatory to do this if doing it on Windows. It is not possible at present. Shared buildings slots being the ones used for multiple building types, such as military or civilian factories. copy_tag = If specified, copies stuff from this tag rather than the original tag. Ideology type refers to a sub-type of an ideology group assigned to characters, commonly referred to as sub-ideologies in community jargon. Unnecessary in most cases, as it's possible to create the unit leader role within an effect block mid-game. If the character has multiple country leader roles, specifying the ideology type is mandatory. If set to use a nuke, then requires at least one nuclear bomb in the stockpile. If set to "auto", will pick automatically.