It is recommended that you use the workflow available through the MLEADER command to create leader objects. target = The target country. ratio = Will damage a ratio damage to total organisation/strength of unit if set. navy = Will damage the navy units. Removes a core for the specified country on the current scope. Removes a country leader role from a character. Ideology type refers to a sub-type of an ideology group assigned to characters, commonly referred to as sub-ideologies in community jargon. Valve Corporation. EU4 Leader Command General Information This command creates a general (military leader) with the specified fire, shock, maneuver and siege characteristics for the specified country. Sets the order of battle to be used for the current country's divisions, overriding every other air order of battle. Adds a claim for the current scope on the specified state. For a general doctrine cost reduction, see "_doctrine_cost_factor" in Modifiers. The equipment must be unlocked by the producer for the effect to succeed. size = The size of the breakaway country and the fraction of the original stockpile and military units it will receive by default. The Germans having the ability to assassinate Hitler later, and the Soviets allowing Trotsky to come into power. Unnecessary in most cases, as it's possible to create the unit leader role within an effect block mid-game. modifier = The modifier on combat. Can be chained indefinitely as FROM.FROM. Note that while modding, the console command does not do everything that the launch option does and cannot serve as a substitute. value = The weighting added by the strategy. 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 }. If the ideas have the same name in the localisation, it will show up as modifying the idea rather than swapping them. 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. 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 A comment of podcat about the command been found, Last edited on 17 February 2023, at 17:21. state = The state to nuke. Maybe even more than some people who have the game. Optional, defaults to the icon of the most common sub-unit within. Please see the. A successfull call prints " have 100 more opinion about you" and it appears as "cheat_opinion_modified_good" in the diplomacy screen. Defaults to false. Defaults to 10 million if the number isn't specified. 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. The amount of experience gained when the admiral spots an enemy fleet. Switches the current character to the specified country, giving them the character. In targeted decisions or diplomacy scripted triggers, this refers to the scope that is targeted. modifier = The opinion modifier to remove. Adds logistics skill to the current unit leader. Optional. The "parties" parameter no longer works as of version 1.7. Makes the current scope the controller of the specified state. variant_name = The equipment variant to add. I've seen the mechanic in mods such as millennium dawn but I just don't know the command. Sets a new balance of power or edits the existing one. Fires the specified event for the current country. Syntax Optional, defaults to false. trait = The trait to add. level = / The maximum level to add. air_ratio = The size of the airforce that the breakaway country gets. Could you add an old mustache man portrait from TWR? Generic characters are typically created within /Hearts of Iron IV/history/general/*.txt files by using the generate_character effect, although it is to be noted that that folder is merely an effect block executed before startup, so other effects can be used there too. Will allow instant justificatiion of war goals on countries, Allows the player to pick any idea even if normally unavailable, Square brackets in combination with angle brackets as in, reload landcombat.gui (reloads land combat interface). 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. Optional.random_days = / Adds a random number (between 0 and random_days, inclusive) of days to the scheduled fire time. OR: Deprecated. Preferable to use every_army_leader unless necessary to use global_every_army_leader. Optional.version_name = The name of the variant to produce. Sets the collaboration in TAG with the scoped country. copy_tag = If specified, copies stuff from this tag rather than the original tag. You are using an out of date browser. Removes the specified trait from the character. autonomy_state = The type of autonomy state to set.freedom_level = The new freedom level value. amount = / The amount to add.target = / Which country receives the equipment. Mandatory to specify a division_template. Changes the tooltip of the conditions required for gaining experience for the trait to the following localisation key. Removes the current scope from the faction they are part of. Must be an non-archetype equipment. on Paradox technology, Legal These would apply modifiers on the country if the advisor is recruited, as well as adding a subtext and an icon in the bottom right of the advisor's picture. Information, Frequently Asked 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. General Information. Defaults to true. On game versions prior to 1.12.8, the character must be already recruited by the country this is scoped from. division_cap = The maximum amount of divisions that this template may have; requires the template to be locked. If an intel argument is left out, 0 is assumed. Now use 'add_latest_equipment 1000 Matilda LP Mk. If you spot a mistake then you are welcome to fix it. Sub-ideologies are defined in /Hearts of Iron IV/common/ideologies. Optional, only has an effect in locked templates. Retires the character, removing every role they hold and making them disappear from the game. all will result in all states that meet the filter going to the breakaway. 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 Defines the effects that would be executed on the unit leader every day if they have the trait. Removes a claim by the specified country on the current scope. If you spot a mistake then you are welcome to fix it. Used in the province scope. message = The reason for peace showing up in the pop-up. Can be used as a scope to add multiple at once. end_wars = Whether the target country will peace out in all of its non-civil wars it's participating in. #2. start_state = Recalls volunteers sent to the specified country back to the current country. Adds the nationality to the current operative. 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. After using this command, a full list of all HOI4 console commands will be outputted to the game.log file. picture = The graphical reference of the picture of the leader. resource = The resource to add.amount = The amount of resource to add. Research all will instant research all technologies, Research a technology when clicking on technology tree icon, Will Allow you to research an item without its prerequisite or two mutually exclusive items, puppet [] [], Turns the target country into a puppet of the puppeteer, puppet GER CZE (Czechoslovakia becomes a puppet of German Reich). Sets the bonuses or penalties for the attacker and defender in an on-going border war. (Optional turn back on binarization in settings.txt). Defaults to false. z = The Z position of the entity. This scripted localization will check eq_type variable and depending on its value it will return the key token for the equipment. Without transfering troops, the annexed country's divisions' equipment is lost. Defines the effects that would be executed on the unit leader when the trait is added. 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. Adds a random trait from the list to the character. ignore_death_chance = Whether to ignore the death chance on capture (no by default). Equivalent to pressing on the error dog if enabling debug mode in launch options. Although the [Root.GetLeader] regime has strong-armed most of its opponents into silence, some have still spoken out about the recent election, accusing the [Root.GetRulingParty] of rigging the results and ignoring the clear efforts to elect a parliament opposed to their policies. The traits' modifiers will apply to the country that has the character or idea on which the trait is applied. Sets the number of research slots the current scope has. Destroys the specified type and amount of ships controlled by the current scope. Ships are also constructed instantly. Optional.random = / Adds a random number (between 0 and random, inclusive) of hours to the scheduled fire time. Edits the equipment stockpile of the current scope, adds or removes equipment of a specified type or archetype. Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events. Generic in the sense that the description is changed to not reference Germany. Affects AI. all = Whether to free all operatives or not (Defaults to no). level = / The levels to remove. Generates a tooltip, unlike delete_unit. Will print the data type for all dynamic reference objects. OR Modifies the specified technology sharing group. If set to "auto", will pick automatically. Possible to specify the terrain by scoping into it. province = { popularity = / The amount of popularity to change. Optional.random_days = / Adds a random number (between 0 and random_days, inclusive) of days to the scheduled fire time. Optional, defaults to owner of operative.set_from = Sets the scope of FROM in scripted localization. The specified amount of experience is added to the Leader/General you currently have selected. If used on a state that normally can't start resistance, use alongside with. days = / Fires the event in the specified number of days. Optional.org_damage_multiplier = The bonus to grant. When you reduce a family tree to a family bush, you can't hide as much underneath. Several other commands previously mentioned, such as event, are useful in modding too. Allows national focuses to be instantly finished, Allows you to start a focus in the middle of the tree. 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. Changes the number of shared building slots for the current state. portrait = The new portrait. Can only be used if using RTTI. Executes contained effects on a random operative that meets the limit and is recruited by the country this is contained in. The overlord of the country if it is a subject. Executes contained effects on every character that meets the limit and is recruited by the country this is contained in. Deprecated. Adds the specified combat buff to the current unit leader. 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). amount = The amount of resource to add. 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 Optional. Optional, can only be defined for ships. If you have a related Youtube channel, enter the URL. Assigns a type to the trait, which gets used to assign where it's positioned on the user interface, as well as deciding if and when it's possible to assign. keep_political_leader = Controls if the promoted party leader (i.e. allowtraits. There is a specific list of effects that can instantly change the game. female = The gender of the leader. Does not accept regular ideologies. Command List; . The current scope and any subjects automatically join the faction. Makes the current country's researched technologies be copied from the specified country. end of event). Decides which advisor slot gets used by the. Cheesing the game, console commands, or literally anything else. IV'. ideology group has shortcuts d f n c for vanilla HOI groups. Executes contained effects on a random country that meets the limit and has the specified original tag. planning_skill = The planning skill of the leader. Reddit and its partners use cookies and similar technologies to provide you with a better experience. Optional, defaults to the current scope. The effect does nothing if the country exists. Interactive corporate website. var = If provided, the id of the entity will be stored using this variable. The effects here must be used within a scope that's specified within the notes. Displays a special tooltip for the specified mission in the effect tooltip. 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. Necessary for advisors. Fires the specified event for the owner of the current unit leader. type = The wargoal to generate.generator = { }The states to supply the wargoal (i.e. Re-randomises the division commander using the given seed. Optional. Only possible to use if the division scope is the same as the ROOT scope. Ideology groups are: 'f' (fascism), 'd' (democratic), 'n' (neutrality) and 'c' (communism). An effect block executed for the breakaway country. trait = The trait to add. Used to define a diplomatic relation between the current scope and target scope country. template = The template the units must use to be deleted. = Adds a modifier to the state. Meta effects allow you to use non-dynamic effects (the ones that do not accept modifiers and can only use static tokens or constant values) as if they were accepting variables. Grants the current scope a wargoal against the specified country. ratio = Distance between starting position and target position where the entity is to be placed. 2. No tooltip is shown. Removes the balance of power in entirety. A faction leader in HOI4 is the leader of a faction. Defines the effects that would be executed on the unit leader when the trait is removed. However, it also interferes with AI performance and is not a good indication of what the AI will do if observe mode is not used. name = Name of the ship. Executes contained effects on every country that meets the limit. 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. Fires the specified event for the current state. If the trait is manually assigned only, these can be omitted. Both traits require defining this to work properly. 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.) By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. This includes experience. Only necessary in 1.11 and beyond. Changes the controller of the specified province to the current scope. Adds the specified amount of assignable trait slots to the current unit leader. Displays the specified idea in the tooltip for the current effect scope. Adds the specified trait to the current character. Creates and adds the specified division template to the current scope. An example trait file is defined as following: Within country leader traits, these are the arguments that are used: Additionally, special modifiers type that can be used in ideas: targeted_modifier = { } and equipment_bonus = { } - can be used within traits alongside regular modifiers, in the exact same manner as within ideas. Optional. Adds defense skill to the current unit leader. So the final result is [EQ_TYPE] is being replaced by "artillery_equipment" and [EQ_LEVEL] is being replaced by "2" and in the end our effect will be built as: which will give you 10 artillery_equipment_2. Two variants exist: nested and unnested. Removes all ideas for the current scope that use the specified trait. model = Model that will be used by the equipment on the world map. Executes contained effects on a random country that meets the limit and is at war with the country this is contained in. amount = / The amount to add. But right now, if I change Siam into democracy without taking a focus, country leader will be the guy from the focus instend of normal one (I didnt delete the normal guy yet). Do I need to make a new country/country tag to make it different or I can stay with the same tag without corrupt in the code? Adds the specified amount of manpower to the current scope. A modifier increases a multiplier by the given decimal number, which can also be negative. An option with the weight of 20 is twice as likely to be picked as the option with the chance of 10, for instance. UPDATE: Cheat does not work with the >1.10 version of the game. Displays a list of every character meeting the specified limitation and recruited by the current country. Necessary for country leaders. EU4 Remove_trait Command General Information This command removes the specified trait from the ruler of the country you are currently playing as. Optional. Disables resistance for the scoped state when the occupier is the specified country. Using name is recommended because 1.11 made id obsolete. Switches to play no country at all, and no longer shows messages or pauses the game. Where triggers do not need to be repeatedly checked. 1st: add_party_popularity 100 fascism. Retires the current character (removing them). Sets the strength of the garrison in the specified state. Releases the specified non-existent country as a puppet of the current scope within the current country's controlled states. id = intA number ID which can be referred to by other effects. 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. Dismantles the faction of the current scope. The add will occur before the removal of the old idea. Does not add the idea. Adds collaboration in TAG with the scoped country. This command, as you might have guessed, causes you to . Optional. 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 legacy_id = The legacy ID used for the unit leader. Sends a demand to our every subject. Adds the specified trait to the current unit leader. Terrain types are defined in. skill = The skill of the leader. 6. JavaScript is disabled. Deletes the specified division template and all units using it for the current scope. The province scope is used for provincal level buildings. Optional, defaults to 0.5. I made a Republican National Committee event and was wondering what command you need to enter to create a new party leader. The effects here must be used within a character scope. skill = 4 is the overall skill level of the unit leader. The "tooltip" in this case refers to the text shown to the player in-game that explains what the effect block changes within the game, such as "+50 Political Power". 2nd: set_ruling_party fascism. Makes a save file (Test_01), loads the save file, makes a new savegame (Test_02). If the country flag inward_perfect_flag is set, it'll multiply the above chance of 30 by 1.3 to get 39. Otherwise, recruiting this character will make every other advisor without an idea token specified disappear from the selection. limit = { }The triggers that must be fulfilled by the province's current controller to be transferred to the new controller. Privacy Policy. The effect does nothing if the country exists. limit_to_coastal = yes However, operatives are not considered characters and are still created with the create_operative_leader effect. I'm trying to learn how to code for hoi4 mods and I tried making a 2020 election event. 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. province = { Also of note, commands may not work in ironman games by design. If both restrictions are met, the sprite will work. end_civil_wars = Whether the target country will peace out in all of its civil wars it's participating in. keep_political_party_members = Controls if non-promoted party leaders of the revolting ideology group will be kept by the country or join the revolt, yes resulting in the former. Interactive corporate website. name_group = The name group used for equipment. skill = The skill of the leader.traits = { }The traits the leader spawns with. Tag aliases are defined in. If it is 0, it will return "infantry_equipment". The autonomy states are found in. Multiple can be defined.technology = Which technology the bonus applies to. Adds the specified amount of experience to the divisional commander. Use with. Can be chained indefinitely as PREV.PREV. The autonomous state picked is one which contains. All trademarks are property of their respective owners in the US and other countries. Adds coordination skill to the current navy leader. Sets the current war support value for the current scope. Removes a set resistance target increase in the specified state. Adds the specified amount of manpower to the current state. 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. - The situation is the Christian path is democratic. Fires the specified news event for the current country. Clears the cap on the template, allowing it to have an unlimited amount of divisions. Changes the country leader's description. Adding the same character to 2 different character slots is done by defining advisor = { } multiple times. Teleports all railway guns to the province where they get deployed. Note that while modding, the console command does not do everything that the launch option does and cannot serve as a substitute. female = The gender of the leader. army_ratio = The size of the land army that the breakaway country gets. "all" will remove all wargoals. Example: You create a variant of 'Matilda LP'-tank with better Armor and Main Gun and name it 'Matilda LP Mk. type = The equipment type the variant is of. 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. Traits in the file are contained within the leader_traits = { } block, and will not work otherwise. OR: Context senstive if nothing (global_flag), country (country_flag) or state (state_flag) is selected when entering this command. Adds a flat bonus to the specified skill. 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. 1. Starts construction in the current state for the specified building. You can limit the construction to victory points using: Sets the specified building to the current state (or provinces within the state). Adds the specified amount of political power to the current scope. Optional.hours = / Fires the event in the specified number of hours. States that are owned but not controlled will be transferred to the released country, but won't be controlled by it. Targets the scope that the current scope is contained in. ruling_party = The ruling party of the original, player-led country. x = The X position of the entity. Only define one of to_state_array, to_state, or to_province. Used in the province scope.limit_to_coastal = Affect coastal provinces. Makes this specified trait show up in the combat menu among other bonuses. the same coordinate system that the map uses. Sets the political party popularities for the current scope. Optional. Multiple parents can be specified by defining. civilian_intel = How much civilian intel to add. Cancels resistance activity for the current state. However, this effect does not let you use a variable as equipment type. Transfers the specified ratio of Equipment, Army, Navy, and Airforce to the specified country. The effect does nothing if the country exists. 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). Cancels an on-going border war without a winner. Sets the required amount of parents needed to select the trait. Switches the player to the current scope from the target scope. Point Specification Draws a leader line segment to the point specified and continues to prompt you for points and options. Optional. Attacker or Defender scope surname = The surname of the ace.callsign = The callsign of the ace.type = The ace type.is_female = The gender of the ace. can_declare_war_without_wargoal_when_in_war, units_deployed_to_overlord (subjects only). To add only a specific type of your latest equipment, you have to address it's given name. In order to avoid player confusion, custom effect tooltips can be used to tell the player what this effect block would do, such as being used within an else. For more help using the console and cheat commands, see our basics guide. Adds experience to selected Leader/General/Admiral, add_equipment(ae) [] []. For example, if the following is put within a file within the /Hearts of Iron IV/common/characters/ folder, the blank characters my_character_1 and my_character_2 will be created: Every character must be assigned to a country in that country's file in the /Hearts of Iron IV/history/countries/ folder by using the recruit_character = my_character effect. This can fail to carry over the control, so it's recommended to instead use.