Can be used in country, state or character scopes. Necessary for country leaders. Optional, defaults to being the same as default. 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. Optional. Makes a country a government in exile in a set country, with a set starting legitimacy. Sub-units are defined in /Hearts of Iron IV/common/units/*.txt files. Use modify_character_flag instead. If the name or the portrait are not defined, this also decides how exactly it will be generated. add = Trait to add Equivalent to pressing on the error dog if enabling debug mode in launch options. value = <0-1>How much collaboration will be set. Changes the character's name to the specified localisation key's value. Several dual scopes may have a scope that varies depending on where it's used, such as variables, which can be set to anything. modifier = The relation modifier to remove. Mandatory to specify a division_template. Removes the current scope from the faction they are part of. Used in the province scope. The flag in this effect is used in the meaning of 'boolean flag', used to store information. Prints out the profiling informations into time.log, Runs the specified file with list of commands, trigger_docs(effect_docs, scripting_docs, docs), Print docs for triggers, effects, and variables, Documentation for triggers/effects printed to game.log file, If one does "threat 999999999" it will reset the world tension to 0, PostEffectVolumes.Default [posteffect_values name], *as of 1.01 this does not seem to work (filed under developer-only command) This command can be emulated via the day/night loop option at the bottom right toolbar (shortcut key 'N'). Recalls volunteers sent to the specified country back to the current country. Can only be used if at war with the target. Removes every unit leader role from the character. Adjusts the number of research slots the current scope has. On game versions prior to 1.12.8, the character must be already recruited by the country this is scoped from. Optional, only can be defined for ships. rotation = The rotation to apply after the positioning. The effects here must be used within a character scope. Executes contained effects on a random operative that meets the limit and is recruited by the country this is contained in. Additionally, country-scoped triggers are also supported, which'll assume the country that recruited the character. Targets the root node of the block, or the first entered scope. Syntax This command, as you might have guessed, causes you to . slot = Slot of the character. ] - - - -----------------------. Never shown to the player. Syntax remove_trait [ruler trait id] DLC: Rights of Man Ruler Trait ID The ID of the trait you wish to remove from your ruler. This is done with the if = { } block. Also of note, commands may not work in ironman games by design. These are the ideology types in base game across groups, defined in /Hearts of Iron IV/common/ideologies/*.txt: traits = { my_trait_1 my_trait_2 } is, similarly to advisors, a list of country leader traits that the country leader has, which would apply modifiers on the country if the character is leading the country. id = intA number ID which can be referred to by other effects. No tooltip is shown. Gives all the resources of a state to the target country. (with the exception of convoy: 'ae 1000 convoy_1') To add ships, consider using instantconstruction(ic) (ic also effects AI). if you don't boost fascism you run the risk of rebellion due to democratic tendencies. Completes the specified focus for the current scope. As it's possible to specify the character itself in the trigger, defining an ID is unnecessary. Adds the specified resource in the specified amount to the current state. Bypasses the specified focus for the current scope (marks as complete without firing. All trademarks are property of their respective owners in the US and other countries. Adds legitimacy to a government in exile. New comments cannot be posted and votes cannot be cast. ratio = <0-1>How much decryption ratio to add. Creates an import for the current scope with the specified resource and from the specified exporter. Does not start resistance by itself, only removes the checks forcefully disabling it. Promotes a character to the leader of their political party. id = The id given to the unit if created via the create_unit effect. Changes the name of the specified political party for the current scope. Instead. Optional.hours = / Fires the event in the specified number of hours. Executes contained effects on a random state that meets the limit. How often does the combat view give a random sound? legacy_id = 100 is a leftover from the pre-NSB country leader system, making the leader have the specified ID for the has_id trigger, the has_unit_leader trigger, the start_civil_war effect for keeping unit leaders, and elsewhere. Releases the specified non-existent country as a puppet of the current scope within the current country's owned states. Toggles the pausebanner for nicer screenshots. autonomy_state = The type of autonomy state to set.freedom_level = The new freedom level value. The character slot can be the character's name or id. The character cannot be re-recruited after retiring. These can only be used with characters of the country leader type. Removes a set resistance target increase in the specified state. Optional. Adds the specified amount of experience to the divisional commander. This is done by creating a new file and renaming it, changing the extension to .gfx from .txt. Possible to specify the terrain by scoping into it. Similarly to most other folders, the game does not care about neither the filename nor the name of the characters, which is why recruitment is mandatory. Optional. Removes the specified idea from the current scope. Makes the current scope use the specified cosmetic tag, changing name and flag. When you reduce a family tree to a family bush, you can't hide as much underneath. Allow Traits. Recommended to use add_country_leader_role instead when possible. Optional. template = If specified, requires the template name to match. In this article, there are 3 types of brackets used within commands: Note To make it work with new, generic created Admirals: Please note that many of these commands come in and out with each DLC making some of them not work. Plays an audio track for the specified country only. OR: Makes the specified trait mutually exclusive with the other trait, making it impossible to pick if that one was selected and drawing the arrows in the menu. The character will take on every instance where allowed = { } is true at the game's start. Adds a random trait from the list to the character. Adds to the current stability value for the current scope. Executes contained effects on every country that meets the limit and is at war with the country this is contained in. Defaults to true if unset. Sets owner and controller of the state to the given country, Sets the owner of the state to the given country, Sets the controller of the state to the given country. Removes the specified trait from the current character. visible = { } is a trigger block that the character must fulfill in order for the unit leader to be visible and possible to pick. Optional. Displays a special tooltip for the specified decision category in the effect tooltip. The units to add to the template. Frees one random captured operative or all of them. Removes an operation token from the country. Adds the specified amount of navy experience to the current scope. Defaults to true. Optional, only has an effect in locked templates. name = Name of the ship. 0 is the oldest, 1 is the second-oldest, etc. Syntax set_cosmetic_tag [country tag] [country tag] Examples set_cosmetic_tag ENG FRA Executing the above command would change the name and flag of England (ENG) to that of France (FRA). Sends the specified fraction of equipment to the specified target, removing said equipment from the current scope. Optional.org_damage_multiplier = The bonus to grant. all will result in all states that meet the filter going to the breakaway. There are 3 ways to edit the tooltip within an effect block: For example, this sample focus' completion reward utilises all three: In this case, send_event_to_subjects_tt and reject_war_tt are localisation keys defined within any /Hearts of Iron IV/localisation/english/*_l_english.yml file encoded with UTF-8-BOM, assuming the English language. Cancels an on-going border war without a winner. allow_spawning_on_enemy_provs = yesAllows the units to be created on provinces owned by the enemy. EQ_LEVEL will be replaced by [?eq_level|.0] which is the integer value of eq_level (in this case 2.000 becomes 2). Is there any way for me to change the leader of one of my puppets with a console command? 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. This page includes help on how to use the command, argument explanation and examples. Switches the current character to the specified country, giving them the character. states_filter = { }A trigger block checked for the state that must be met to be transferred to the breakaway. Delete all countries' armies and fleets, with the exception of one country. After doing so, this character can be given a role within an effect block, such as this completion reward for a focus: Effects on this topic include add_country_leader_role, add_corps_commander_role, add_field_marshal_role, add_naval_commander_role, and add_advisor_role. The picture is defined in any /Hearts of Iron IV/interface/*.gfx file as a spriteType with the name of GFX_trait_. For example, when used in. name = The name used for the character. If your keyboard layout doesn't have that key, other hotkeys to open the console are SHIFT + 2 and SHIFT + 3. HOI 4 Console Commands The console, where you type the commands, can be opened by pressing the ` key (usually located under ESC). Can be used as a scope.Province scopeall_provinces = Affect all provinces. amount = The amount of resource to import.exporter = Which country exports the resource. Clears the cap on the template, allowing it to have an unlimited amount of divisions. Steals a random tech bonus from the specified country. This can fail to carry over the control, so it's recommended to instead use. The resource rights will only be provided as long as the current country controls the state with resource rights. parent_version = Ordering for multiple variants of the same equipment. Adds 100 opinion (hardcoded number) to and from target country (add_opinion ENG for instance). If you spot a mistake then you are welcome to fix it. Columns go left-to-right starting with 0. By default, the gender is set to male, and female is the only other option. They are a one-time change to the current condition of the game, without the ability to have a lasting effect. Please see the. Releases the specified non-existent country as a puppet of the current scope within the current country's controlled states. Removes all ideas for the current scope that use the specified trait. Adds the specified amount of manpower to the current scope. Executes contained effects on every state that meets the limit and is a core of the country this is contained in. If it is, then each one will be. Defaults to 1. defender = / The defender state.attacker_modifier = / The modifier applied to attacker strength.defender_modifier = / The modifier applied to attacker strength.combat_width = / The combat width used in the border war battle. The template has to be locked first. Can teleport units where ever you tell them to go, Allows to use all diplomatic actions for no matter the rules. This command, as you might have guessed, causes you to resign from your current position. This example can be used as an effect in regular code as scripted_effect_name = yes. If it is 0, it will return "infantry_equipment". obsolete = Whether the equipment variant is flagged as obsolete within the GUI and for AI. Changes the specified province's name to the specified name. Using name is recommended because 1.11 made id obsolete. size = The size of the breakaway country and the fraction of the original stockpile and military units it will receive by default. Executes contained effects on a random country that meets the limit and has any core states controlled by the country this is contained in. Generates a tooltip, unlike delete_unit. Necessary for country leaders. Upgrade scope = The upgrades configuration for the variant. allow = Whether a medal can be awarded to the division over the history entry. Changes the number of shared building slots for the current state. }. Optional. prioritize_location = If possible, this province within the state gets used. If the initial limit within if = { } is false, it moves on to the next else_if = { }, checking the limit there. Characters are a system added in 1.11 with the No Step Back DLC, allowing to use the same character for multiple roles, including different advisor types, country leaders and unit leaders. EU4 Age_ruler Command General Information This console command sets the age of your ruler to the specified amount of years. Module scope = The modules configuration for the variant. region = Strategic region where to damage units. Deletes the specified division template and all units using it for the current scope. An example of a scripted effect which will transfer every state entered as an argument to the country that runs the console command is, /Hearts of Iron IV/documentation/effects_documentation.html, /Hearts of Iron IV/documentation/effects_documentation.md, /Hearts of Iron IV/common/country_tag_aliases, /Hearts of Iron IV/common/dynamic_modifiers/*.txt, /Hearts of Iron IV/localisation/*_l_.yml, /Hearts of Iron IV/common/map_modes/*.txt, /Hearts of Iron IV/common/autonomous_states/*.txt, /Hearts of Iron IV/common/opinion_modifiers/*.txt, /Hearts of Iron IV/common/modifiers/*.txt, /Hearts of Iron IV/commmon/autonomous_states/, /Hearts of Iron IV/common/decisions/*.txt, /Hearts of Iron IV/common/decisions/catergories/*.txt, /Hearts of Iron IV/common/technology_tags/*.txt, /Hearts of Iron IV/common/technologies/*.txt, /Hearts of Iron IV/common/units/names_divisions/*.txt, /Hearts of Iron IV/common/units/names_ships, /Hearts of Iron IV/gfx/army_icons/army_icons.txt, /Hearts of Iron IV/common/units/equipment/upgrades/*.txt, /Hearts of Iron IV/common/units/equipment/*.txt, /Hearts of Iron IV/common/units/equipment/modules/*.txt, /Hearts of Iron IV/common/operation_tokens/*, /Hearts of Iron IV/common/unit_leader/*.txt, /Hearts of Iron IV/common/technology_tags/*, /Hearts of Iron IV/common/country_leader/*.txt, /Hearts of Iron IV/common/state_category/*.txt, /Hearts of Iron IV/localisation/english/*_l_english.yml, /Hearts of Iron IV/common/scripted_effects/*.txt, PDXCON Plays the specified sound once only for the current country. Two variants exist: nested and unnested. The effect does nothing if the country exists. Optional.originator = The originator of the event. If usage as a target is possible, it's marked within the table. Otherwise, recruiting this character will make every other advisor without an idea token specified disappear from the selection. Must be fired from ROOT, the country that should be exiled, or a TAG specification must be used. name = The name of the country's new ruling party. Sets the required amount of parents needed to select the trait. The effects here must be used within a division scope. Defines the effects that would be executed on the unit leader when the trait is added. Sets the current war support value for the current scope. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary. start_province = Open 'Documents\Paradox Interactive\Hearts of Iron IV\settings.txt' with a text editor and change "save_as_binary=yes" to "save_as_binary=no". Creates a faction with the specified name for the current scope. set_value = The new value of the BoP. Optional, defaults to false. Removes the specified unit leader by their legacy ID. path = { } traits = { }The traits the leader spawns with. Starts a border war for the specified attacker and defender. Select a state by clicking it. Optional. This includes experience. id = 1234 on Paradox technology, Legal copy_tag = If specified, copies stuff from this tag rather than the original tag. In the future feel free to stop by. Locks all division templates for the current scope. For a general doctrine cost reduction, see "_doctrine_cost_factor" in Modifiers. Executes contained effects on every army leader that meets the limit. Espaol - Latinoamrica (Spanish - Latin America). choose your leader. NOTE: Some of these scopes may have no countries/states that match the criteria. Annotation Inserts an annotation at the end of the leader line. ruling_party = The ruling party of the original, player-led country. Changes the country leader's description. This is done with instance = { }. If the limit is omitted, it defaults to being always true. trait = The trait to remove. The difference between ideology types is mostly cosmetic, changing the description shown when hovering over the ideology icon and, if defined so, the icon itself. Only possible to use if the division scope is the same as the ROOT scope. Goes from 0 to 2. amount = / The amount to add. IV'. mapmode = The ID of the custom map mode. Executes contained effects on every division that meets the limit and is owned by the current country. If used with country tag occupies all of their owned, not controlled, land. Interactive corporate website. Switches the specified character to the specified country. Sets the specified character to also act as an advisor, activating if specified. Adds a dynamic modifier to the specified scope (the default scope is ROOT). Sets the order of battle to be used for the current country's divisions, overriding every other naval order of battle. logistics_skill = The logistics skill of the leader. The health of buildings is determined by the. 1st: add_party_popularity 100 fascism. The song must be defined in a music station in order to work. well.
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