Additionally, country-scoped triggers are also supported, which'll assume the country that recruited the character. If not set, it will be the scoped country. An if statement allows an execution of effects to only be done if certain triggers are met. Cant dismantle faction if there are non-puppet nations in it. Adds experience to selected Leader/General/Admiral, add_equipment(ae) [] []. count = or allThe amount to destroy. Optional. In case of overlap, unnested if statements are preferred. tooltip_side = The side to show in the tooltip. Makes this specified trait show up in the combat menu among other bonuses. Both traits require defining this to work properly. Instead. The add will occur before the removal of the old idea. EQ_LEVEL will be replaced by [?eq_level|.0] which is the integer value of eq_level (in this case 2.000 becomes 2). 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. is_locked = Whether the division is locked or not. Originally posted by : what would be the full command to make USA fascist. desc = The description of the leader.picture = The graphical reference to the leader portrait.expire = When the leader dies in history.ideology = The sub-ideology of the country leader. Sets the current country as the faction spymaster. Table of console commands HOI 4 Secret events These scopes are used within effect scopes to control the execution of effects. Makes the current scope start a peace conference with the specified scope on the other side. id = 100 is a leftover from the pre-NSB country leader system, making the leader have the specified ID for the has_country_leader trigger. Executes contained effects on every operative that meets the limit and is recruited by the country this is contained in. add_country_leader_role = { Character = GER_Character_token //the character ID of the person you're giving the role to Promote_leader = yes //Whether or not the character is actually being promoted to party leadership Country_leader = { //the country leader info (retire date, ideology, traits, etc.) long_name = The new full name for the party.name = The new short name for the party. The participating countries are the owners of the specified states. 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. hearts-of-iron-4 man-the-guns Share Improve this question Follow edited Nov 19, 2020 at 8:33 asked Mar 13, 2019 at 21:03 Xenox region = Strategic region where to damage units. In events, this refers to the country that sent the event. There are two primary ways to ensure about creating it: Similarly to all other sprites, animated portraits can be done by creating a frameAnimatedSpriteType instead of a regular spriteType. If the limit there is false, then it moves on to the next one, until hitting an end or an else = { }. Unit leaders include corps commanders, field marshals, and admirals. Ideology type refers to a sub-type of an ideology group assigned to characters, commonly referred to as sub-ideologies in community jargon. Advisor portraits can be defined in any of the 3 categories, as long as it is a small portrait, while large portraits are specific to the category. Executes contained effects on a random navy leader that meets the limit and is recruited by the country this is contained in. However, this effect does not let you use a variable as equipment type. Since it is impossible to have two of the same idea, any other character with the same idea token will be impossible to take. Optional. long_name = The long name of the country's new ruling party, appearing when hovering over it. Bypasses the specified focus for the current scope (marks as complete without firing. Executes contained effects on a random country that meets the limit and is at war with the country this is contained in. When used as a target rather than a scope, the var: can be omitted in most cases. Used in the province scope. allow = Whether a medal can be awarded to the division over the history entry. Does not support Naval equipment. Could you add an old mustache man portrait from TWR? 5 8 comments Best Add a Comment GolferRama 5 yr. ago Good question SeductionFocus 5 yr. ago Unless specified, all changes made by effects are made only once, they are not continuous like modifiers are. (Optional turn back on binarization in settings.txt). Optional. Grants a research bonus to the current scope with the specified parameters. 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. If the current country is independent, will do nothing. if you don't boost fascism you run the risk of rebellion due to democratic tendencies. Deprecated. Toggle debug mode for air vs land combat. Upgrade scope = The upgrades configuration for the variant. These arguments are related to the menu for selecting traits. Privacy Policy. Sub-units are defined in /Hearts of Iron IV/common/units/*.txt files. (with the exception of convoy: 'ae 1000 convoy_1') To add ships, consider using instantconstruction(ic) (ic also effects AI). y = The Y position of the entity. (Ex: cat_mobile_warfare,land_doctrine ,air_doctrine.). damage = The amount of damage to inflict.province = The province to target for provincal buildings. Allows to create automatically an intelligence agency, Allows to unlock automatically an intelligence agency uprgrade, Upgrades can be found in common/intelligence_agency_upgrades, Adds decryption towards the target country. add_manpower = var:my_var This is noted by in an effect's parameters. Valve Corporation. Toggles occupation painting. surname = The surname of the ace.callsign = The callsign of the ace.type = The ace type.is_female = The gender of the ace. Modifies the resource output of the specified building for the current scope. Cannot be randomly selected. All states that are cored by the specified country will be given to it. Used in the province scope.level = Affect only provinces with buildings level below, at or above the specified level. take_state_focus). Interactive corporate website. Makes the specified country a subject of the current scope. You must log in or register to reply here. Optional.originator = The originator of the event. org_damage = The percentage of damage done to units to organisation in particular. }, static_modifiers = { mod_modifier_1 mod_modifier_2 } 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 The popularities must add up to 100, otherwise the command will have no effect. Loads the specified order of battle for the current scope, applying the effects within. These can only be used with characters of the country leader type. name = The name used for the character. Removes wargoals from the current scope to the specified country. force_allow_recruiting = Whether the locked template can have units deployed using it without allowing editing. Allows to transfer a precise part of the army and the equipement of a country to any country. Executes contained effects on a random division that meets the limit and is owned by the current country. If the ideas have the same name in the localisation, it will show up as modifying the idea rather than swapping them. Optional, defaults to being the same as size. expire = 1949.1.1 marks the date at which the leader expires. This includes experience. Localisation is defined by using the trait's name as a localisation key within any localisation file, with an entry as my_trait: "My trait". message = The reason for peace showing up in the pop-up. 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. dynamic = Changes between instant and non-instant based on type. Forces the current operative into hiding. min_zoom = Minimum zoom level needed to be able to see the entity. days = Sets the flag to last for the specified amount of days. Activates the specified targeted decision for the specified target for the current scope. Deletes the specified division template and all units using it for the current scope. 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. Adds a province modifier to the specified provinces in this state. This item will only be visible in searches to you, your friends, and admins. They are a one-time change to the current condition of the game, without the ability to have a lasting effect. Commander trait - Hearts of Iron 4 Wiki Commander trait This is a community maintained wiki. It will be a feature in Man the Guns. The console command itself does not include d_, so d_test_command would be run in console as test_command The effect does nothing if the country exists. Use modify_character_flag instead. Sets the order of battle to be used for the current country's divisions, overriding every other air order of battle. For more help using the console and cheat commands, see our basics guide. Used in the province scope.id = Affect the specified province. Must be an non-archetype equipment. Optional, defaults to being the same as size. Adds a multiplicatory bonus to the specified skill. This scripted localization will check eq_type variable and depending on its value it will return the key token for the equipment. These are defined within /Hearts of Iron IV/common/units/names_divisions/*.txt files. end_civil_wars = Will end any civil wars the subject is subject to. Moves the camera position over the specified province. Creates a field marshal for the current scope with the specified attributes. Checked in the scope of the unit leader. Adjusts the popularity for the specified party in the current scope. Assumes the capital by default. Optional, only has an effect in locked templates. Annex the specified country for the current scope. animation = The animation entry to apply. keep_unit_leaders_trigger = { }Trigger block checked for every unit leader that forces them to be kept if they meet the triggers. The song must be defined in a music station in order to work. By default, the game uses a wide variety of files, including /Hearts of Iron IV/dlc/dlc001_german_historical_portraits/interface/ghp_ideas_characters.gfx (loaded in-game as interface/ghp_ideas_characters.gfx) or /Hearts of Iron IV/interface/ideas.gfx, however, editing a base game file is never necessary: a file with a higher evaluation order decided by filename (Using ASCII character IDs to order) will overwrite any spriteType defined in an earlier file, which the game uses for replacing DLC portraits. reloadfx [Arguments: map/mapname/postfx or *.fx filename], aircombat(airc) [] [] [] [] [] [] [] [] []. localization = The localization key for the modifier. Information, Frequently Asked Adds the specified resource in the specified amount to the current state. Executes contained effects on a random country that meets the limit and is a subject of the country this is contained in. A character has an advisor role added by defining one within the advisor = { } block. Otherwise, recruiting this character will make every other advisor without an idea token specified disappear from the selection. Targets the scope that the current scope is contained in. 1st: add_party_popularity 100 fascism. Changes the specified portraits of a character. category = Which doctrine category the cost reduction will apply to. If the trait is manually assigned only, these can be omitted. Mana in this usage means political power, stability, war support, and other values in the topbar. Applies a division-scoped trigger block that must be met for the unit to be modified. The default faction leaders in-game are the United Kingdom leading the Allies, German Reich leading the Axis and the Soviet Union leading the Comintern. If it is 1, it will return "artillery_equipment". trait = The trait to remove. 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. Faction leader of the faction the country is a part of. Adds the specified amount of intel towards the specified country. exclude_refitting = Determines whether ships that are being refitted will be transferred. browser_base_url [url] Sets the URL of the . 0-50, window(wnd) [Arguments: open/close] [window gui name], Pauses the game after X hours have passed after command is called, Gives max war score in all wars for the country, Command no longer exists as of patch 1.9.1, Add specified country tag to your interest, Removes specified country tag from your interest, Prints AI desire for ideas to log. target_state = If using start state/target state, the game will pick the provinces with the best supply available. ROOT and TAG must already be at war with each other for the effect to take place. If none is specified, it defaults to the capital. end_wars = Will end any wars the subject is involved in. They are a one-time change to the current condition of the game, without the ability to have a lasting effect. Commonly, the traits = { } block is used, where each country leader trait that the character has is listed, separated with a whitespace, as traits = { my_trait_1 my_trait_2 }. In targeted decisions or diplomacy scripted triggers, this refers to the scope that is targeted. states = { }The states included in the breakway country. If a character is not intended to have one of the roles initially but get it later on, it's best to define them as an initially empty character, such as the following for a country leader: This character should still be recruited with recruit_character = TAG_new_leader Plays the specified sound once only for the current country. If the start date is after this amount, they cannot be used, even if recruited. Changes the country leader's government type for the current scope. Information, Frequently Asked requested_factories = The number of factories to assigned initially. ideology = The ideology type of the character. target = The target country. It is only visible to you. target = The target country. spawn [unit name/id] [province id] [amount] Spawns a specified amount of a unit in a province. slot = Slot of the character. Adds the number of days to the specified mission. 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//. Those save files should look the same. Every state of the original country immediately gets set as a dynamic country's core: if that's unneeded, the cores would need to be removed after creation. The template has to be locked first. Cannot remove equipment into negatives, in which case equipment will not be received by the target in entirety. Open 'Documents\Paradox Interactive\Hearts of iron IV\Save Games' , open the newly created savegame file, search (CTRL-F) for the name of your generic created Admiral Necessary for country leaders. name = The name of the bonus. Reduces the overall equipment stockpile by the specified fraction. EU4 Remove_trait Command General Information This command removes the specified trait from the ruler of the country you are currently playing as. Sets the required amount of parents needed to select the trait. trait = The trait to add. Several other commands previously mentioned, such as event, are useful in modding too. Displays a localized key in the effect tooltip. Optional. Optional, defaults to false. Disables resistance for the scoped state when the occupier is the specified country. Equipment types, including module slots for them, are defined within /Hearts of Iron IV/common/units/equipment/*.txt. Optional. Contents 1 Arguments 1.1 Name 1.2 Portraits Only define one of to_state_array, to_state, or to_province. 2019, frameAnimatedSpriteType instead of a regular spriteType, start_civil_war effect for keeping unit leaders, special modifiers type that can be used in ideas, The list of skills defined for unit leaders earlier in the page, https://hoi4.paradoxwikis.com/index.php?title=Character_modding&oldid=60520, Play 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. start_province = Reserves the dynamic country, making sure that it does not get recycled for civil war even if it does not exist. Modifies the amount of experience gained towards other traits if the unit leader has this trait. For example: The country defined by the tag or tag alias. Sub-ideologies are defined in /Hearts of Iron IV/common/ideologies. Syntax age_ruler [years] [country tag] Search Our Database of 304 EU4 Console Commands Yes Please >> Examples Executes contained effects on every state that meets the limit and is a core of the country this is contained in. Optional. Optional, defaults to being the same as default. days = / The number of days to remove from the mission. If it is 0, it will return "infantry_equipment". If the decision is on cooldown, it gets removed, in order to reactivate or remove completely. Character scope:large = The sprite used as a country leader. Optional.efficiency = The initial production efficiency. This will get localised in any working /Hearts of Iron IV/localisation/english/*_l_english.yml file, assuming the English language, as my_character: "My character's name". level = / The level to set the building to.instant_build = Defines whether the buildings are instantly built.province = Defines the exact province to add provincal buildings in. You can not store "infantry_equipment_2" in a variable and use it here. is_locked = Whether the division is locked to modification and deletion. legacy_id = The legacy ID used for the unit leader. Kills the country leader of the designated ideology for the current scope. Re-randomises the division commander using the given seed. 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. allowtraits. ratio = <0-1>How much decryption ratio to add. ws [<amount>] ws 50. ideology = fascism_type expire = "1965.1.1.1" Triggers that must be met in order to gain experience that'd make assigning this trait possible. name = Name of the ship. Privacy Policy. Targets the root node of the block, or the first entered scope. Cancels resistance activity for the current state. Turns the current operative against their own country, transferring them to the specified country. Sets the column on which the trait is located. Executes contained effects on every state that meets the limit. You can limit the construction to victory points using: Sets the specified building to the current state (or provinces within the state). Cookie Notice Example: You create a variant of 'Matilda LP'-tank with better Armor and Main Gun and name it 'Matilda LP Mk. For a general doctrine cost reduction, see "_doctrine_cost_factor" in Modifiers. Uses a special interface displaying the current operative portrait. Optional. Optional. Using a non-default text editor can also allow using the 'Search in files' function (Such as in Notepad++, Sublime Text, or Visual Studio Code) in order to search through every single localisation file at the same time to find a specified value. ideology = The sub-ideology of the country leader role to which the trait is added. Executes contained effects on every country that meets the limit and is at war with the country this is contained in. If both restrictions are met, the sprite will work. Grants the specified country a license to produce the specified equipment from the current scope. Displays a special tooltip for the specified mission in the effect tooltip. Only necessary in 1.11 and beyond. Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events. Removes an operation token from the country. Executes contained effects on every state that meets the limit and is controlled by the country this is contained in. This thread is archived. character = The character to transfer. Used in the province scope.limit_to_naval_base = Affect naval base provinces. Also accepts individual files within the. Adjusts the level of World Tension and adds an entry in the World Tension tooltip. Activates the specified mission for the current scope, ignoring any triggers for the decision. keep_all_characters = yesIf true, the revolter will have no characters from the original country transferred to them. Adds the specified amount of experience to the divisional commander. 3. Necessary for advisors. left_side = The left side of the BoP. resources = { <> }The resources to which give resource rights to. Enables Border War status for the current state. Deprecated. The ledger must be specified for each theorist individually as, for example. Executes contained effects on a random state that meets the limit and is a core of the country this is contained in. Optional.combat_defense = The bonus to grant. path = { } In this article, there are 3 types of brackets used within commands: Note To make it work with new, generic created Admirals: Releases the specified non-existent country as a subject of the specified autonomy of the current scope within the current country's owned states. The province scope is used for provincal level buildings. However, operatives are not considered characters and are still created with the create_operative_leader effect. As it's possible to specify the character itself in the trigger, defining an ID is unnecessary. Adds attack skill to the current unit leader. Is there any way for me to change the leader of one of my puppets with a console command? Sets the collaboration in TAG with the scoped country. variant_name = The equipment variant to add. Executes contained effects on every country that meets the limit and has any core states controlled by the country this is contained in. 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 Sets the new name for the target character. Toggles the special game rules for the current scope. Displays a special tooltip for the specified decision category in the effect tooltip. amount = How much decryption to add in flat numbers. Toggles the GUI bounds debug, allowing to test for different window sizes easier. 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. Creates a new dynamic country, akin to ones used in civil wars. Executes contained effects on a random country that meets the limit and has any core states controlled by the country this is contained in. Releases the specified non-existent country as a puppet of the current scope within the current country's controlled states. id = 4321 Removes the current scope from the faction they are part of.