Deletes all units with a certain template. activate = Will activate the advisor (add them directly when the command is run to the countries government). value = The value to add. About the flag, it have 3 different flag for each focuses. Multiple can be defined.technology = Which technology the bonus applies to. Releases the specified non-existent country as a puppet of the current scope within the current country's controlled states. Sets the legitimacy of governments in exile. Using days = / or hours may still be bugged and will not fire the event. Here is the search bar where you can type the name of the command and get the syntax for that command. all_provinces = yes Adds a dynamic modifier to the specified scope (the default scope is ROOT). Hires an advisor, placing them into their respective slot. Optional.hours = / Fires the event in the specified number of hours. Executes contained effects on a random country that meets the limit and is not the same country as the one this is contained in. Transfers the current scope navy to the specified country. Only define one of to_state_array, to_state, or to_province. Retires the current character (removing them). Moves the camera position over the specified province. Can add multiple. Optional. Optional. creator = The country that created this ship. relation = The relation to change.active = Whether the relation is started or broken. Adds the specified amount of command power to the current scope. id = intA number ID which can be referred to by other effects. state = Which state to add the resource to. Defaults to true if unset. Displays a special tooltip for the specified decision category in the effect tooltip. Use with. States that are owned but not controlled will be transferred to the released country, but won't be controlled by it. Sets the order of battle to be used for the current country's divisions, overriding every other air order of battle. /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 By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. skill = The skill of the leader.traits = { }The traits the leader spawns with. Affects AI. This is a community maintained wiki. Ideology groups are: 'f' (fascism), 'd' (democratic), 'n' (neutrality) and 'c' (communism). planning_skill = The planning skill of the leader. Only possible to use if the division scope is the same as the ROOT scope. 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. Makes the specified state the current scope's capital state. To put what each skill level grants to the leader in more detail: Navy leaders: +5% hit chance, +2% fleet coordination. However, operatives are not considered characters and are still created with the create_operative_leader effect. NOTE: Some of these scopes may have no countries/states that match the criteria. Displays a special tooltip for the specified decision in the effect tooltip. Decides the weight that the trait has for new randomly-generated unit leaders. IV'. Adds the specified trait to the current character. Optional. These scopes are used within effect scopes to control the execution of effects. Releases the specified non-existent country as a subject of the specified autonomy of the current scope within the current country's owned states. scale = The scale to change the entity to. Applies a division-scoped trigger block that must be met for the unit to be modified. Adjusts the level of World Tension and adds an entry in the World Tension tooltip. See Variables for information on the variable effects. Let's make previous effect accept equipment type and equipment level as variables stored in "eq_type" and "eq_level". Since the filenames are only used for organisation purposes, this is done within the country's history file (in /Hearts of Iron IV/history/countries/) as such: If this is not done, the character cannot ever be used. The autonomy_free state will free the subject. A description can be added by appending _desc to the end as my_trait_desc: "My description". trait = The trait to remove. Optional. expire = 1949.1.1 marks the date at which the leader expires. Note that while it's common to put the characters in a file with the name the same as the tag of the country, the filename does not actually matter aside from organisation and for overwriting previously-loaded files with the same name. Can be used in country, state or character scopes. trait = The trait to add. Deprecated. Adds the TAG_TO_ADD to the faction of the FACTION_LEADER_TAG. In the future feel free to stop by. Turns off fog of war, only within a province if specified. 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 effects here must be used within a state scope. Adds the specified trait to the current unit leader. days = / Fires the event in the specified number of days. Switches the current character to the specified country, giving them the character. Start game, load save game, use gain_xp command, enjoy. Does not accept regular ideologies. ideology = Ideology type of the character. name = The name of the country's new ruling party. 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. Adds maneuver skill to the current navy leader. When you reduce a family tree to a family bush, you can't hide as much underneath. role_icon_index = /autoIndex of the role icon that will be used, as an integer. Changes the tooltip of the conditions required for picking the trait to the following localisation key. Never shown to the player. The portrait uses a spriteType, defined within. Unnecessary in most cases, as it's possible to create the unit leader role within an effect block mid-game. States that are owned but not controlled will be transferred to the released country, but won't be controlled by it. target = The country to steal from. This example can be used as an effect in regular code as scripted_effect_name = yes. An effect block executed for the breakaway country. If there are several characters that fill this role, then the first-recruited one is selected. If you spot a mistake then you are welcome to fix it. Alongside that, the game allows the creation of custom console commands, which are scripted effects. exclude_refitting = Determines whether ships that are being refitted will be transferred. Toggles the special game rules for the current scope in diplomacy towards the specified country only. Executes contained effects on a random division that meets the limit and is located within the current state. 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 disband = If true, will refund equipment and manpower. "all" will remove all wargoals. division_names_group = 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. You must log in or register to reply here. target = The target country. Starts resistance in the specified state. Removes the current scope from the faction they are part of. Preferable to use every_army_leader unless necessary to use global_every_army_leader. Defines the effects that would be executed on the unit leader when the trait is added. In order to hire an advisor to be within their proper slot, activate_advisor is used as such: As an effect, this works within country history files as well. Press Shift+2, , ~, \, `, ", ^ or ALT+2+1, or Shift+3 to access the console (key varies based on keyboard layout). Must be fired from ROOT, the country that should be exiled, or a TAG specification must be used. The overlord of the country if it is a subject. Defaults to 10 million if the number isn't specified. Updated to the 1.12.5 version of Hearts of Iron 4 and the By Blood Alone DLC, Including all of the new portraits for Ethiopia, Italy, Switzerland, Italian East Africa, Albania, Montenegro and the Rif. If, for example, you want to replace the leader of the nonalligned party, it'll look like this: completion_reward = { create_country_leader = { name = " (name of the leader)" desc = picture = (filename of the portrait you'll add in the gfx/leaders/ (countrytag) directory) expire = "1965.1.1" ideology = despotism traits = { } Extends the duration of the timed idea by the specified amount. Adds the specified amount of navy experience to the current scope. Scripted effects can be accessed in console by typing e scripted_effect_name to run them. Removes the specified idea from the current scope. allowtraits. Executes contained effects on every state that meets the limit and neighbours the state this is contained in. You need to sign in or create an account to do that. amount = / The amount to add. Fires the specified event for the owner of the current unit leader. Country leader traits are defined in any /Hearts of Iron IV/common/country_leader/*.txt file. Console commands use internal IDs, which may be obtained in a variety of different ways. Note that if you want to create a repeatable decision including a random list, by default the same decision will pick the same random result every time it is triggered in a game. Sets the specified character to also act as a field marshal. Switches to play no country at all, and no longer shows messages or pauses the game. These don't serve as effects, but rather as scopes that change for whom the effects are being executed. portrait = The new portrait. Now use 'add_latest_equipment 1000 Matilda LP Mk. Executes contained effects on a random country that meets the limit. Removes the specified trait from the current scope's country leader. days = / Fires the event in the specified number of days. 1 Explanation 2 List of Modifiers 2.1 State & Diplomacy 2.2 Industry, Trade, and Research 2.3 Land Army & Military 2.4 Airforce 2.5 Navy Explanation A modifier is a numeric multiplier that represent certain strengths and weaknesses of a country. Each character definition is contained within the characters = { } block, which encompasses the entirety of the file to mark them as characters. Example: You create a variant of 'Matilda LP'-tank with better Armor and Main Gun and name it 'Matilda LP Mk. Creates a field marshal for the current scope with the specified attributes. Removes a claim of the current scope from the specified state. The Germans having the ability to assassinate Hitler later, and the Soviets allowing Trotsky to come into power. Hoi4 modding Wiki 110 pages Explore Project folder Keywords Other things Effects/create country leader < Effects View source create_country_leader = { name = "Peter II" desc = "POLITICS_PETER_II_DESC" picture = "Portrait_Yugoslavia_Peter_II.dds" expire = "1965.1.1" ideology = despotism traits = { } } OR: In the effect shown above, amount of equipment added is dynamic and can be set using the variable "eq_amount". Changes the current state's name to the specified name. An example with an advisor portrait, a country leader, and a corps commander portrait is the following: The portraits themselves are defined in any /Hearts of Iron IV/interface/*.gfx file. Upgrade scope = The upgrades configuration for the variant. 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. 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 the current scope the controller of the specified state. fallback = Defaults to no, if yes each option will try to fallback to the next available one. This must be a localisation key, a directly-defined description will not appear in-game. cost_factor = Modifies the production cost. Plays an audio track for the specified country only. Adds the specified division to the current state. ideology = Sub-ideology of the leader where to swap traits. This is done by creating a new file and renaming it, changing the extension to .gfx from .txt. 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 }. Executes contained effects on every country that meets the limit and borders the country this is contained in. Optional. 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. 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? Removes the specified trait from the current character. Sets the number of research slots the current scope has. Optional.random_hours = / Adds a random number (between 0 and random_hours, inclusive) of hours to the scheduled fire time. If a field marshal is assigned to lead divisions directly rather than other generals, this will apply on them. Sub-units are defined in /Hearts of Iron IV/common/units/*.txt files. desc = A description used for the rule. min_zoom = Minimum zoom level needed to be able to see the entity. Optional.random = / Adds a random number (between 0 and random, inclusive) of hours to the scheduled fire time. 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. Adds the specified amount of manpower to the current scope. An easter egg making the AI smacktalk in chats. 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. 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. Portraits fall into 3 categories: civilian, army, and navy. size = The size of the breakaway country and the fraction of the original stockpile and military units it will receive by default. Where triggers do not need to be repeatedly checked. Optional. 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). But the DLC/patch will add that option. Country scope only. Reserves the dynamic country, making sure that it does not get recycled for civil war even if it does not exist. Limits the selection of units on which the modifiers can apply on to those that have the sub-unit in a composition. All prepared Port Strike and Strategic Bombing in the target region will execute multiple times without air defence being able to intercept them. Executes contained effects on every navy leader that meets the limit and is recruited by the country this is contained in. Refreshes the focus tree for the specified country, restarting the checks in, If put within a focus' completion reward, the focus will not be marked as complete at the time the effect is executed, leading to. Unit leaders include corps commanders, field marshals, and admirals. left_side = The left side of the BoP. Executes contained effects on a random operative that meets the limit and is recruited by the country this is contained in. UPDATE: Cheat does not work with the >1.10 version of the game. election_frequency = How often in months an election occurs. combat_breakthrough = The bonus to grant. The resource rights will only be provided as long as the current country controls the state with resource rights. Reduces the overall equipment stockpile by the specified fraction. Optional.set_from_from = Sets the scope of FROM.FROM in scripted localization. The character will take on every instance where allowed = { } is true at the game's start. available_to_spy_master = Whether the operative can be recruited by the spy master. Removes all ideas for the current scope that use the specified trait. Mana in this usage means political power, stability, war support, and other values in the topbar. Checked in the scope of the unit leader. These effects in particular are country-scoped effects that are related to states rather than effects within the state scope. Optional.combat_defense = The bonus to grant. The effect does nothing if the country exists. command to call them up. Toggles occupation painting. The console can be opened by pressing the ` key (usually located under ESC ). Within these categories, the small and large decide whether it gets used as an advisor portrait or as a large portrait, used for country and unit leaders. Current scope is the winner, target and its subjects are the losers. Releases the specified non-existent country as a puppet of the current scope within the current country's owned states. Clears the cap on the template, allowing it to have an unlimited amount of divisions. my 2 questions are thus: Sets the required amount of parents needed to select the trait. Executes contained effects on a random state that meets the limit and neighbours the state this is contained in. Executes contained effects on a random navy leader that meets the limit and is recruited by the country this is contained in. If it is 0, it will return "infantry_equipment". 5 8 comments Best Add a Comment GolferRama 5 yr. ago Good question SeductionFocus 5 yr. ago I want to know if it is possible to change a leader from a faction, thanks to a command. autonomy_state = The type of autonomy state to set. Executes contained effects on a random country that meets the limit and is a subject of the country this is contained in. Creates a new dynamic country, akin to ones used in civil wars. Executes contained effects on a random army leader that meets the limit and is recruited by the country this is contained in. Removes the current scope from the specified technology sharing group. 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. This is done with the if = { } block. Adds experience to selected Leader/General/Admiral, add_equipment(ae) [] []. Removes a claim by the specified country on the current scope. Makes the current scope drop the current cosmetic tag they are using. Generates a random name if not set. Adds collaboration in TAG with the scoped country. These arguments are related to the menu for selecting traits. Cannot remove equipment into negatives, in which case equipment will not be received by the target in entirety. I can't seem to find any console commands that allow me to add traits like "panzer leader" to a general rather than having him fight for weeks until he eventually earns the trait. If the character has multiple country leader roles, specifying the ideology type is mandatory. Sets the column on which the trait is located. Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events. If both restrictions are met, the sprite will work. Saves the current scope as a key. Makes the current scope the owner of the specified state. To use these Hearts of Iron 4 cheats, you'll first have to open the game's command console. Fires the specified event for the current country. transfer_troops = yesWhether to transfer the troops of the annexed country. Executes contained effects on every army leader that meets the limit. Generic in the sense that the description is changed to not reference Germany. Optional. target = / Which country receives the equipment. Mandatory if a variant needs to be created to produce the equipment, optional otherwise. Cancels an on-going border war without a winner. Welcome to "Choose Your Leader!", The mod that allows you to. Executes children effects on every country that meets the limit, including those that do not exist. Defaults to false. It will be a feature in Man the Guns. days = / Fires the event in the specified number of days. choose your leader. If you spot a mistake then you are welcome to fix it. Sets the order of battle to be used for the current country's divisions, overriding every other naval order of battle. Creates an import for the current scope with the specified resource and from the specified exporter. Changes the tooltip of the conditions required for gaining experience for the trait to the following localisation key. legacy_id = The legacy ID used for the unit leader. army = Will damage the army units. legacy_id = The legacy ID used for the unit leader. instant = Whether to instantly give a tech instead of a bonus or not. template_counter = The icon used by the division as an integer. ratio = Distance between starting position and target position where the entity is to be placed. An option with the weight of 20 is twice as likely to be picked as the option with the chance of 10, for instance. Changes the country that the player controls. Adds to the current war support value for the current scope. Last one, IF I make a new country, how to make a it look like it continue from the earlier country? If a field marshal is assigned to lead divisions directly rather than other generals, this will. num_provinces = The number of provinces used in the state. Optional.cannot_retreat_while_attacking = The bonus to grant. Executes contained effects on every operative that meets the limit and is recruited by the country this is contained in. 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. Starts a civil war for the current scope with the specified parameters. elections_allowed = Whether elections are allowed. In addition, specific skills also can be set, with attack_skill = 3 and defense_skill = 2 being shared across all unit leaders, planning_skill = 5 and logistics_skill = 6 being only for army leaders, and coordination_skill = 3 and maneuvering_skill = 5 being only for navy leaders. 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. count = or allThe amount to destroy. Everything else regarding advisors is identical to ideas. Optional.hours = / Fires the event in the specified number of hours. Generates a tooltip, unlike delete_unit. province = { The picture is defined in any /Hearts of Iron IV/interface/*.gfx file as a spriteType with the name of GFX_trait_. gfx = The sprite to change the GFX to. HOI4 Gain_xp Command General Information This command can be used to add experience to a Leader/General. This is one of the only HOI 4 console commands we advise not using, as it really strips away the fun from a game designed around fighting wars. If used on a state that normally can't start resistance, use alongside with. id = What country the strategy is against. name = The name used by the railway gun. Updated to the 1.12.5 version of Hearts of Iron 4 and the By Blood Alone DLC, Including all of the new portraits for Ethiopia, Italy, Switzerland, Italian East Africa, Albania, Montenegro and the Rif. Defines the effects that would be executed on the unit leader every day if they have the trait. damage = The percentage of damage done to units. A commander trait can change a commander 's skills, specialize them for different combat scenarios, change how much experience they get and various other effects. Removes the specified building in the current state. = Rule's new value. Can be used as a scope to remove multiple at once. Originally posted by : what would be the full command to make USA fascist. traits = { }The traits the leader spawns with. It may not display this or other websites correctly. Defaults to true. Print out all console commands or a specific command description. Optional.org_damage_multiplier = The bonus to grant. There should be a button right next to it called "dismantle faction" or somethling like that. animation = The animation entry to apply. producer = / Defines who produced the equipment. Executes contained effects on every country that meets the limit and is at war with the country this is contained in. The specified amount of experience is added to the Leader/General you currently have selected. The division names group that the template will use, deciding on the automatically-generated names of any new divisions built using that template. If you spot a mistake then you are welcome to fix it. Removes the specified mission for the current scope. Syntax 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.
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