Allows to transfer a precise part of the army and the equipement of a country to any country. Necessary for country leaders. Other Valid ideologies "communism" "democratic" "neutrality", Removes the Danzig modifier from Danzig if that state is selected. Changes the appearance of one of the sides within the balance of power. A weight of 0 will result in AI neveer picking it. Optional, no by default. message = The reason for peace showing up in the pop-up. female = The gender of the leader. Now use 'add_latest_equipment 1000 Matilda LP Mk. Print out all console commands or a specific command description. z = The Z position of the entity. Optional. Valve Corporation. In total, the probability for an option to be picked is equal to the weight of the option divided by the sum of all weights. 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. location = Location where the railway gun is created. 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 defender = / The defender state.attacker_win = Makes the attacker the winner.defender_win = Makes the defender the winner. Optional.random_hours = / Adds a random number (between 0 and random_hours, inclusive) of hours to the scheduled fire time. Can teleport units where ever you tell them to go, Allows to use all diplomatic actions for no matter the rules. Useful when making a country independent. Used to prevent training, disbanding, and editing units. Researches a technology from research slot or all. Create a ship from another country and assign it to the reserve fleet. Here is an example using unnested if statements: Within the tooltip, only effects that would be executed are shown. Sends the specified fraction of equipment to the specified target, removing said equipment from the current scope. Switches the specified character to the specified country. Makes the current scope drop the current cosmetic tag they are using. 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 Forces an update to the effects given by variables within dynamic modifiers. Reddit and its partners use cookies and similar technologies to provide you with a better experience. This is done with instance = { }. Executes contained effects on every country that meets the limit and is a subject of the country this is contained in. Technologies are defined in. OR Cancels resistance activity for the current state. target_state = If using start state/target state, the game will pick the provinces with the best supply available. The autonomy_free state will free the subject. Turns the targeted operative against their own country, transferring them to the current country. Everything else regarding advisors is identical to ideas. Information, Frequently Asked Removes the specified mission for the current scope. rotation = The rotation to apply after the positioning. Removes a set resistance target increase in the specified state. Only necessary in 1.11 and beyond. available, cost, and visible arguments are also common. Executes contained effects on every state that meets the limit and is a core of the country this is contained in. Executes contained effects on a random state that meets the limit and is owned and controlled by the country this is contained in. 1. 3. Adds maneuver skill to the current navy leader. Adds the specified medal to the latest entry within the unit's history. skill = The skill of the leader.traits = { }The traits the leader spawns with. Sets an AI strategy for the current scope. This page was last edited on 25 February 2023, at 23:02. Adds a flat bonus to the specified skill. Sets the specified character to also act as an admiral. Maybe even more than some people who have the game. However, meta effects will let you use variables and scripted localization within them to build effects as if they were texts and run them. The portrait uses a spriteType, defined within. Last one, IF I make a new country, how to make a it look like it continue from the earlier country? Can be used in country, state or character scopes. Can only be used if using RTTI. This scripted localization will check eq_type variable and depending on its value it will return the key token for the equipment. Optional.combat_entrenchment = The bonus to grant. Adds the specified amount of intel towards the specified country. Changes the template of the division to the specified one. Optional. States that are owned but not controlled will be transferred to the released country, but won't be controlled by it. Fires the specified news event for the current country. Loads the specified order of battle for the current scope, applying the effects within. If set to use a nuke, then requires at least one nuclear bomb in the stockpile. Sets the animation of a specified entity. After using this command, a full list of all HOI4 console commands will be outputted to the game.log file. Both traits require defining this to work properly. Cookie Notice Must be fired from ROOT, the country that should be exiled, or a TAG specification must be used. Assumes the capital by default. A comment of podcat about the command been found, Last edited on 17 February 2023, at 17:21. army = Will damage the army units. Effects (also known as Commands) are used in order to affect the game dynamically from within a specific scope. Removes one trait and adds another. Recruitment cannot take place outside of country history. keep_unit_leaders_trigger = { }Trigger block checked for every unit leader that forces them to be kept if they meet the triggers. They are a one-time change to the current condition of the game, without the ability to have a lasting effect. Optional. You can not store "infantry_equipment_2" in a variable and use it here. 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. var = If provided, the id of the entity will be stored using this variable. on_lose = The event to fire for the side on a loss. (Ex: cat_mobile_warfare,land_doctrine ,air_doctrine.). 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 tag = / The scope to white peace. = Rule's new value. In events, this refers to the country that sent the event. 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. 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. 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. To use these Hearts of Iron 4 cheats, you'll first have to open the game's command console. Scripted effects can be accessed in console by typing e scripted_effect_name to run them. version = The version indicates which variant should be licensed. Elsewhere, random seed is unfixed by default, making this argument unnecessary to set to "no". Removes a dynamic modifier from the current scope. With negative numbers, optionally specifying a producer will ensure only equipment with that producer gets removed. modifier = The static modifier to apply. Sets the row on which the trait is located. This page was last edited on 17 February 2023, at 17:21. Generates a random name if not set. large = The sprite used as a general. The specified amount of experience is added to the Leader/General you currently have selected. Makes a country a government in exile in a set country, with a set starting legitimacy. Sets the required amount of parents needed to select the trait. producer = / Defines who produced the equipment. Makes the current scope the owner and controller of the specified state. Adds the specified amount of experience to the divisional commander. Optional.set_from_from = Sets the scope of FROM.FROM in scripted localization. planning_skill = The planning skill of the leader. This includes national spirits, laws, designers, and advisors (using the idea_token). In targeted decisions or diplomacy scripted triggers, this refers to the scope that is targeted. If they agree, we get the following for each subject: Reddit and its partners use cookies and similar technologies to provide you with a better experience. limit_to_coastal = yes This page was last edited on 26 February 2023, at 08:53. Promotes the current unit leader to Field Marshal (if Commander). Tag aliases are defined in. trait = The trait to add. 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'). Executes contained effects on every state that meets the limit and neighbours the state this is contained in. Several other commands previously mentioned, such as event, are useful in modding too. cost_reduction = Percentage of cost reduced. 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.) Makes this specified trait show up in the combat menu among other bonuses. female = The gender of the leader.Traits scopeThe trait to add. Starts construction in the current state for the specified building. Since it is impossible to have two of the same idea, any other character with the same idea token will be impossible to take. The equipment must be unlocked by the producer for the effect to succeed. and our If used on a state that normally can't start resistance, use alongside with. Sets the order of battle to be used for the current country's divisions, overriding every other keyed order of battle that uses the same key. Releases the specified non-existent country as a free nation within the current country's controlled states. Changes the country leader's description. Balance of power is defined in /Hearts of Iron IV/common/bop/*.txt files. Optional.hours = / Fires the event in the specified number of hours. Deprecated. If an intel argument is left out, 0 is assumed. logistics_skill = The logistics skill of the leader. Plays an audio track for the specified country only. Effects are used throughout the game in numerous scopes, most commonly National focuses, Events and Decisions. name_group = The name group used for equipment. Similar to swap_ideas. owner = The owner of the division. count = or allThe amount to destroy. Grants the specified technology to the current scope. 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. 4. Sets that the war between ROOT and TAG is a civil war, resulting in the victory being the annexation of the other side and setting world tension limits on intervention. Contents 1 Arguments 1.1 Name 1.2 Portraits All states that are cored by the specified country will be given to it. days = Sets the flag to last for the specified amount of days. Mana in this usage means political power, stability, war support, and other values in the topbar. days = / The number of days to add to the mission. defense_skill = - The situation is the Christian path is democratic. Sets the strength of the garrison in the specified state. Starts a border war for the specified attacker and defender. No by default. army_intel = How much army intel to add. keep_unit_leaders = { }List of unit leaders to be kept by their legacy_id. Without transfering troops, the annexed country's divisions' equipment is lost. It will be a feature in Man the Guns. picture = The graphical reference of the picture of the leader.skill = The skill of the leader.attack_skill = The attack skill of the leader.defense_skill = The defense skill of the leader.planning_skill = The planning skill of the leader. Executes contained effects on a random country that meets the limit and is not the same country as the one this is contained in. available_to_spy_master = Whether the operative can be recruited by the spy master. Optional. If your keyboard layout doesn't have that key, other hotkeys to open the console are SHIFT + 2 and SHIFT + 3. the one that'd take power if the country were to be switched to that ideology group) of the revolting ideology group will be kept by the country or join the revolt, yes resulting in the former. All rights reserved. end_wars = Whether the target country will peace out in all of its non-civil wars it's participating in. limit_to_border = yes Allows national focuses to be instantly finished, Allows you to start a focus in the middle of the tree. Executes contained effects on a random character that meets the limit and is recruited by the country this is contained in. This counts as the operative dying and will trigger the corresponding. Shows the value of a variable in the console. Which will print the final effect to game.log when the effect is executed and make debugging easier. Used to define a diplomatic relation between the current scope and target scope country. Sets the order of battle to be used for the current country's divisions, overriding every other naval order of battle. Ships are also constructed instantly. start and target arguments: rotation = The new angle in radians. id = The id given to the unit if created via the create_unit effect. OR Used in the province scope.id = Affect the specified province. If used with country tag occupies all of their owned, not controlled, land. An ideology group (such as democratic) cannot be assigned here directly, rather ideology types are defined for each leader to decide the ideology group the party of which the character leads. Makes the current scope the owner of the specified state. Executes contained effects on a random country that meets the limit and is a subject of the country this is contained in. Can be used to confirm if a crash is AI-related, such as if a naval port is built within a province that doesn't have a valid model definition within. on_cancel = The event to fire for the side on a draw. on_win = The event to fire for the side on a win. This is primarily used in some localisation namespaces for deciding the proper pronouns used to refer to the character. /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 long_name = The new full name for the party.name = The new short name for the party. limit = { }Will only delete units if the triggers within are met for the country that owns the units. Optional, defaults to false. Adds to the current stability value for the current scope. Syntax leader [fire] [shock] [maneuver] [siege] [country tag] Search Our Database of 304 EU4 Console Commands All Commands >> Examples leader 3 3 6 1 Cheesing the game, console commands, or literally anything else. Cookie Notice 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. This is a community maintained wiki. Executes contained effects on a random country that meets the limit and is at war with the country this is contained in. The current scope and any subjects automatically join the faction. army_ratio = The size of the land army that the breakaway country gets. Allows to remove specified decision without running remove_effect. Noticably, the effect that fires the country event gets hidden from the tooltip. 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 country the player becomes needs to be the scope in which the command is used. However, they're considered effects anyway rather than history arguments, as they can be used in if statements. Releases the specified non-existent country as a puppet of the current scope within the current country's owned states. Optional, defaults to being the same as default. This example can be used as an effect in regular code as scripted_effect_name = yes.