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<Country Scope>

add_accepted_culture = [culture]
makes the defined culture one of a nation's accepted cultures
add_core
Make a certain province a core of the current country.
Syntax: add_core = [province id]
add_country_modifier
Add a country modifier with certain effects to the country.
Syntax: add_country_modifier = [name of modifier]
add_tax_relative_income
Used to remove or add money relative to country's income with maximum taxation
Syntax :
add_tax_relative_income = x
capital
Move the capital to a new province.
Syntax: capital = [province id]
capital_scope
will affect the province containing the national capital in whatever way listed
:
Syntax: capital_scope = [
effect 1
}
Example :
capital_scope = {
bureaucrats = {
consciousness = 2
militancy = 3
}
}
All bureaucrats in the capital will gain +2 CON and +3 MIL
change_tag = <tag>
will change the tag of the nation into another nation
Example : change_tag = GER means the nation will become Germany
change_variable
Increases or decreases the value of an existing variable.
Syntax: change_variable =
{
which = [name of variable]
value = x
(x = +-1..)
}
civilized = [yes/no]
Will make the nation civilized or uncivilized.
clr_country_flag
Removes the specified country flag.
Syntax: clr_country_flag = [name of flag]
clr_global_flag
Removes the specified global flag.
Syntax: clr_global_flag = [name of flag]
country_event
Triggers the specified country event for the current country.
Syntax: country_event = [event id]

create_alliance
Creates an alliance with the specified country.
Syntax: create_alliance = [this/from/tag]
create_vassal
Makes the specified country a vassal of the current country.
Syntax: create_vassal = [tag]
dominant_issue = { factor = 0.45 value =<issue> }
makes the political or social issue specified the dominant political issue for X
percent of the pop
Syntax : dominant_issue = { factor = 0.45 value = laissez_faire }
means 45% of the POPs will consider laissez-faire their dominant issue
enable_ideology = ideology_name
Enables the specified ideology.
Syntax: enable_ideology= [name of ideology]
end_guarantee
The current country will no longer guarantee the specified country.
Syntax: end_guarantee = [tag]
end_military_access
Ends the military access between the specified country, tag and the current coun
try, tag2.
Syntax: tag = { end_military_access = tag2 }
end_non_aggression_pact
Ends a non-aggression pact between the current country and the specified country
.
Syntax: end_non_aggression_pact = [tag]
end_war
Ends any war between the specified country, tag and the current country, tag2.
Syntax: tag = { end_war = tag2 }
goodtype = X
adds or subtracts X amount of the named good from the national stockpile
Syntax : ammunition = -40
will remove 40 ammunition from the national stockpile.
government
Change the current form of government for the country.
Syntax: government = [government type]
guarantee
The current country will guarantee the specified country.
Syntax: guarantee = [tag]
hold_election = yes
ideology = { factor = X value = <new ideology> }
makes the ideology specified the dominant ideology for X percent of the pop
Syntax : ideology = { factor = 0.45 value = socialist }
means 45% of the POPs will now have socialist ideology
inherit
Allow the current country to inherit the specified country.
Syntax: inherit = [tag]

reform
Sets the specified reform for the current country.
Syntax: [reform name] = [type]
kill_leader
Kill the specified leader.
Syntax: kill_leader = [leader id]
leave_alliance
Remove the current country from an alliance with the specified country.
Syntax: leave_alliance = [this/from/tag]
Limit
will trigger if the conditions within the limit are true for the category applie
d
ex :
random_state = {
limit = {
is_slave = yes
}
aristocrats = {
consciousness = 1
}
}
aristocrats will gain +1 consciousness in a random state of the nation that has
slavery allowed in it.
literacy
Increase/decrease the overall literacy a country has by X.
literacy = x
manpower
Increase/decrease the amount of manpower a country has.
Syntax: manpower = x
(x = +-0..1)
military_access
Gives the specified country, tag military access to the current country, tag2.
Syntax: tag = { military_access = tag2 }
nationalvalue
Changes the national value of the current country to type.
Syntax: nationalvalue = [type]
neutrality
Dissolves all alliances a nation has and set all satellites free
Syntax :
neutrality = yes/no
non_aggression_pact
Creates a non-aggression pact between the current country and the specified coun
try.
Syntax: non_aggression_pact = [tag]
plurality
Raises or decreases the overall plurality in a nation by X.
Syntax :
plurality = x
political_reform

Gives the specified country the specific level of political reform.


Syntax:
political_reform = name
Example : vote_franchise = wealth_weighted_voting means the country will have vo
ting rights set at weighted wealth voting
prestige
Raises or decreases the overall prestige of a nation by X.
Syntax :
prestige = x
random
Effects within the block has an
Syntax: random = {
chance = x
effects
}

x percents chance of taking effect.

random_list
Effects within the block has an x percents chance of taking effect.
Syntax: random_list = {
x = { effects... }
x = { effects... }
x = { effects }
}
ex.
random_list = {
50 = { dissent = 4 }
20 = { dissent = 3 }
20 = { dissent = 2 }
10 = { dissent = 1 }
}
Means 50% chance dissent rise by +4, 20% chance dissent will rise by +3, 20% cha
nce dissent will rise by +2 and 10% chance will rise by +1
relation
Increase/decrease the relations value between two countries by x.
Syntax: relation = { who = [tag/this] value = x }
release
Allows the current country to release the specified country and thereby create a
new independent nation.
Syntax: release = [tag]
release_vassal
Allows the current country to release the specified country as a vassal.
Syntax: release_vassal = [this/from/random/tag]
religion
Change state religion
Syntax :
religion = [religion]
remove_accepted_culture
removes a culture from the list of accepted cultures in the nation
Syntax :
remove_accepted_culture = [culture]
remove_core
The specified province will no longer be core province.
Syntax: remove_core = [province id]
remove_country_modifier

Removes a certain country modifier from the current country.


Syntax: remove_country_modifier = [name of modifier]
research_points
Add research points in absolute quantities.
Syntax: research_points = X
secede_province
Cede a certain province to the specified country.
Syntax: province id = { secede_province = [tag] }
set_country_flag
Sets a flag for the current country.
Syntax: set_country_flag = [name of flag]
set_global_flag
Sets a global flag regardless of country.
Syntax: set_global_flag = [name of flag]
set_variable
Creates a new variable and assigns it the specified value.
Syntax: set_variable = {
which = [name of variable]
value = x
(x = +-1..)
}
social_reform
Gives the specified country the specific level of social reform.
Syntax:
social_reform = name
Example : wage_reform = trinket_wage sets the nation's wage level to trikets
split_troops
Gives the specified country, x percent of the current country s troops.
Syntax: tag = { split_troops = x }
ex. Give Germany 10% of your troops.
GER = { split_troops = 0.10 }
treasury
Add or subtract money in absolute quantity X.
Syntax :
treasury = x
upper_house
increases the % support of an ideology in the upper house by x%
Syntax: upper_house = {
ideology = name
value = 0.x
}
where value is a fraction 0.0 to 1.0, so value 0.4 = ideology will gain 40% more
representation
war
Start a war between the current country and the specified country.
Syntax: war = [tag]
expanded war trigger :
war = {
target = TAG
attacker_goal = {

casus_belli = cbtype
}
defender_goal = {
casus_belli = cbtype
}
}
nation will declare war on the TAG set as target, with the attacker having the w
argoal defined in attacker_goal and defender having the wargoal defined in defen
der_goal
war_exhaustion
Increase/decrease the amount of war exhaustion a country has.
Syntax: war_exhuastion = x
(x = +-1..)
years_of_research
Add research points relative the amount a nation is currently generating, with a
mount in number of years (fractionals allowed).
Syntax: years_of_research = X
<Province Scope>
add_province_modifier
Creates a province modifier for the specified province.
More on add_province_modifier
this is used to give temporary or permanent changes to a specific province
the full syntax used in events is
add_province_modifier = {
name = X
desc = Y
duration = z (in days)
}
the name x and description y noted in the syntax are defined in a separate provi
nce modifiers file, which will allow the event to display information as to what
the modifier will do. All the actual changes to the province are put into the
province modifiers file, not the event.
change_controller
Change the controller of a province.
Syntax: change_controller = [tag]
change_manpower
Increase/decrease the manpower available in a certain province.
Syntax: change_manpower = x
(x = +-1..)
change_province_name
Changes the name of the current province.
Syntax: change_province_name = [new name]
create_revolt
Creates a revolt of the specified size.
Syntax: create_revolt = x
(x = 1 / 2 / 3)

infrastructure
increases the infrastructure level of the province by amount X
Syntax: infrastructure = x
life_rating
increases or decreases the life rating level of the province by amount X
Syntax: life_rating = x
province_event
Triggers the specified province event.
Syntax: province_event = [event id]
rebel_type
create a rebelion in province by the specified type of rebel
Syntax: <rebel_type> = size (in number of brigades)
remove_province_modifier
Removes a certain province modifier from the current province.
Syntax: remove_province_modifier = [name of modifier]
state_scope
will affect all the provinces of a state in whatever way listed :
Syntax: state_scope = [
effect 1
}
Example :
state_scope = {
bureaucrats = {
consciousness = 2
militancy = 3
}
}
All bureaucrats in the state will gain +2 CON and +3 MIL
trade_goods
Changes the trade good of the current province to
Syntax: trade_goods= [trade good type]

type .

<POP Scope>
Base definition of POPs is by workforce :
syntax : workforce_type = { militancy/consciousness = x }
example : artisans = { consciousness = 1 }
gives all artisans a +1 gain in consciousness
any_pop
affects all pops with the defined limits of religion or culture
Syntax : any_pop = {
limit = { has_pop_religion = X/has_pop_culture = X }
militancy/consciousness = X
}
gives all POPs with the religion or culture tag the change in POP Mil or conscio
usness
ex
any_pop = { limit = { has_pop_religion = hindu } militancy = 1 }

All Hindus in country will get +1 MIL.


this can also be used to target specific workforces
artisans = { limit = { has_pop_religion = hindu } militancy = 1 }
all Hindu artisans will get 1 militancy
any_pop = { scaled_militancy = { factor = X ideology = name } }
will increase or decrease the amount of militancy all classes of POPs will get e
quivalent to factor*% of that pop that is that ideology
Ex
any_pop = { scaled_militancy = { factor = 1 ideology = liberal } }
If 20% of the POPs are liberal, this command will give a +0.20 MIL gain to all p
ops
ideology can be replaced with political issue, and for unemployed (fixed syntax
: unemployment = 1).
Ex
any_pop = { scaled_militancy = { factor = 1 unemployment = 1 } }
If 20% of your POPs are unemployed, then this effect will give a +0.20 MIL boost
to all POPs
any_pop = { scaled_militancy = { factor = 1 issue = atheism } }
If 20% of your POPs have atheism as their dominant issue, then this effect will
give a +0.20 MIL boost to all POPs
this can also be used to target specific workforces
artisans = { scaled_militancy = { factor = 1 unemployment = 1 } }
if 20% of artisans are unemployed, then this effect will give +0.20 MIL to all a
rtisans
the factor can be any number, positive for increase, negative to decrease, and c
an be partial, not only integers.
any_pop = { scaled_militancy = { factor = 0.2 ideology = liberal } }
any_pop = { scaled_militancy = { factor = -2 ideology = liberal } }
If 50% of pops are liberal, the first will give +0.1 MIL boost to all pops, the
second will give a -1.0 MIL decline.
Consciousness behaves the same way, with the following syntax
any_pop = { scaled_consciousness = { factor = X ideology = name } }
so
any_pop = { scaled_ consciousness = { factor = 1 ideology = liberal } }
If 20% of the POPs are liberal, this command will give a +0.20 CON gain to all p

ops
money
give money to pop in amount X
Syntax :
money = x
move_pop
Move pop to another province with id x
Syntax :
move_pop = x
pop_type
Change poptype on pop
Syntax :
pop_type = poptype
reduce_pop
reduce pop size by percent, expressed betwee 0.00 and 1.00
Syntax :
reduce_pop = x