It is recommended that you use the workflow available through the MLEADER command to create leader objects. Sets a new balance of power or edits the existing one. Now use 'add_latest_equipment 1000 Matilda LP Mk. Enables Border War status for the current state. activate = Will activate the advisor (add them directly when the command is run to the countries government). limit = { }Will only delete units if the triggers within are met for the country that owns the units. exclude_refitting = Determines whether ships that are being refitted will be transferred. Useful if a trigger within has no tooltip. Executes contained effects on every character that meets the limit and is recruited by the country this is contained in. days = / The number of days to remove from the mission. If the name or the portrait are not defined, this also decides how exactly it will be generated. Defaults to 1. Sets the order of battle to be used for the current country's divisions, overriding every other air order of battle. side = The side whose GFX to change. Only necessary in 1.11 and beyond. Module scope = The modules configuration for the variant. Upgrades are defined within /Hearts of Iron IV/common/units/equipment/upgrades/*.txt. days = Sets the flag to last for the specified amount of days. You can limit the construction to victory points using: Damages the specified building in the current state. About the flag, it have 3 different flag for each focuses. Creates a field marshal for the current scope with the specified attributes. Example: You create a variant of 'Matilda LP'-tank with better Armor and Main Gun and name it 'Matilda LP Mk. However, this effect does not let you use a variable as equipment type. delete_units can be used if deleting all units of a specific template. The character slot can be the character's name or id. org_damage = The percentage of damage done to units to organisation in particular. Upgrade scope = The upgrades configuration for the variant. The effect does nothing if the country exists. Must be fired from ROOT, the country that should be exiled, or a TAG specification must be used. Country leader traits are defined in any /Hearts of Iron IV/common/country_leader/*.txt file. Can add multiple. Equivalent to a combination of Operation.Instant, IntelNetwork.Instant, Agency.InstantSlotUnlock, and Agency.Autocomplete, Your operatives/spies won't be detected anymore. 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. Starts a civil war for the current scope with the specified parameters. Makes the current scope start a peace conference with the specified scope on the other side. Delete all countries' armies and fleets, with the exception of one country. If you want an effect to have a random chance to be done or have nothing happen otherwise, the random = { } block is the simplest way to accomplish that: This in particular will have an 80% chance to add 40% stability and 30% war support and, accordingly, a 20% chance to do nothing. my 2 questions are thus: Executes contained effects on a random country that meets the limit. Displays a special tooltip for the specified decision category 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. 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. For more help using the console and cheat commands, see our basics guide. force_allow_recruiting = Whether the locked template can have units deployed using it without allowing editing. Used to target various hardcoded scopes, often used as a specific secondary scope in contrast to ROOT. Optional, defaults to being the same as default. This is a community maintained wiki. The popularities must add up to 100, otherwise the command will have no effect. Adjusts the level of World Tension and adds an entry in the World Tension tooltip. Welcome to "Choose Your Leader!", The mod that allows you to. Cannot remove equipment into negatives, in which case equipment will not be received by the target in entirety. Print out all console commands or a specific command description. Starts construction in the current state for the specified building. Retires and removes the country leader of the ideology party for the current scope. 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. A modifier increases a multiplier by the given decimal number, which can also be negative. name = my_character defines a localisation key to be used to create the character's name depending on the language that is currently turned on. Executes contained effects on every army leader that meets the limit and is recruited by the country this is contained in. Adds an operation token towards the country, allowing access to more intel or applying a targeted modifier. However, they're considered effects anyway rather than history arguments, as they can be used in if statements. In the effect shown above, amount of equipment added is dynamic and can be set using the variable "eq_amount". Adding the same character to 2 different character slots is done by defining advisor = { } multiple times. add_autonomy [] [num], Increases resistance in the selected province by set amount, ex: (selects one of the provinces in Berlin) resistance 100, Increases compliance in the selected province in game by set amount, ex: (selects one of the provinces in Danzig) compliance 100, Allows you to run more complex effects from script in the console directly. amount = / The amount to add. navy = Will damage the navy units. num_provinces = The number of provinces used in the state. Disables resistance for the scoped state when the occupier is the specified country. modifier = The static modifier to apply. Preferable to use every_army_leader unless necessary to use global_every_army_leader. 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. You can not store "infantry_equipment_2" in a variable and use it here. 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). Optional. Adds the specified country leader trait to the character. Do code about civil war make a new country. id = intA number ID which can be referred to by other effects. portrait_tag_override = If selecting a random portrait, create one that is from the specified country rather than the current country. version = The version indicates which variant should be licensed. Sends the specified amount of equipment to the specified target, removing said equipment from the current scope. Use set_character_flag instead. Annex the specified country for the current scope. Increases resistance target in the specified state. Balance of power is defined in /Hearts of Iron IV/common/bop/*.txt files. The list of effects may be outdated. HOI4 Gain_xp Command General Information This command can be used to add experience to a Leader/General. Portraits fall into 3 categories: civilian, army, and navy. Syntax gain_xp [amount] Examples gain_xp 1000 Executing the above command would add 1000 experience to the Leader/General you have selected. Executes contained effects on a random army leader that meets the limit and is recruited by the country this is contained in. Changes the appearance of one of the sides within the balance of power. Otherwise, recruiting this character will make every other advisor without an idea token specified disappear from the selection. static_modifiers = { mod_modifier_1 mod_modifier_2 } Optional. Makes the specified trait be marked as a parent, making it be required to pick the current trait and drawing the line in the menu. A comment of podcat about the command been found, Last edited on 17 February 2023, at 17:21. Effects are used throughout the game in numerous scopes, most commonly National focuses, Events and Decisions. resource = The resource to add.amount = The amount of resource to add. If you spot a mistake then you are welcome to fix it. Adjusts the number of research slots the current scope has. Here is the list of all HOI4 console commands and cheat codes for the game on Windows, Linux, and Mac. If set to 0, will be unset. Optional. Plays the specified sound once only for the current country. Teleports all railway guns to the province where they get deployed. Necessary for country leaders. EQ_LEVEL will be replaced by [?eq_level|.0] which is the integer value of eq_level (in this case 2.000 becomes 2). If your keyboard layout doesn't have that key, other hotkeys to open the console are SHIFT + 2 and SHIFT + 3. 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. 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. Executes contained effects on every country that meets the limit and has the specified original tag. A value of 0 removes the technology, but if it is a researchable technology, the duration it takes to research isn't reset, meaning it can be researched in 1 day. 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. desc = MY_LEADER_DESCRIPTION is the localisation key that gets used for the leader's description depending on the currently turned on language. province = { Optional. Meanwhile, my_variable will take the value of the according temp variable or the current scope's variable as the weight of the option. It is only visible to you. No by default. Using name is recommended because 1.11 made id obsolete. Variables can be used. I just need a way to change the faction leader. value = The weighting added by the strategy. type = The wargoal to generate.generator = { }The states to supply the wargoal (i.e. female = The gender of the leader. Changes the controller of the specified province to the current scope. Executes contained effects on a random navy leader that meets the limit and is recruited by the country this is contained in. Frees one random captured operative or all of them. all will result in all states that meet the filter going to the breakaway. Sets the animation of a specified entity. 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. As we know we can change our leaders in HOI 4, with Britain being able to have Neville Chamberlain, Winston Churchill, Edward VIII and Oswald Mosely. = Adds a modifier to the state. If set to "auto", will pick automatically. autonomy_state = The type of autonomy state to set.freedom_level = The new freedom level value. Executes children effects on every country that meets the limit, including those that do not exist. If used with country tag occupies all of their owned, not controlled, land. The units to add to the template. expire = 1949.1.1 marks the date at which the leader expires. Sets the collaboration in TAG with the scoped country. Makes the current operative be captured by a specific country. portrait = The new portrait. Equipment types, including module slots for them, are defined within /Hearts of Iron IV/common/units/equipment/*.txt. elections_allowed = Whether elections are allowed. Like most games, Hearts of Iron IV has a command console that will let you shortcut your way to various outcomes with the help of some console commands. The effects here must be used within a character scope. add_manpower = var:my_var This is noted by in an effect's parameters. days = / Fires the event in the specified number of days. Optional. With negative numbers, optionally specifying a producer will ensure only equipment with that producer gets removed. Useless since unactivable in multiplayer and chat unactivable in singleplayer. Adds an exact freedom score modifier to the current scope. Optional, defaults to random states based off size. The "parties" parameter no longer works as of version 1.7. available, cost, and visible arguments are also common. Grants the specified technology to the current scope. name = The new name of the character. gender = female assigns the specified gender to the character. Most notably, the completion reward of all focuses are effects : Promotes a character to the leader of their political party. Releases the specified non-existent country as a subject of the specified autonomy of the current scope within the current country's owned states. Now use 'add_equipment 1000 Matilda LP Mk. Removes a dynamic modifier from the current scope. Country scope only. Sets the new name for the target character. I've seen the mechanic in mods such as millennium dawn but I just don't know the command. Optional.progress = The initial production progress. Makes the specified state the current scope's capital state. character = The character to transfer. If you wish to change the nationality of a specific character, and the country getting the effect doesn't have the character recruited already, use the. start_province = 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 = { } } The filename with the. y = The Y position of the entity. female = The gender of the leader. States that are owned but not controlled will be transferred to the released country, but won't be controlled by it. Effects (also known as Commands) are used in order to affect the game dynamically from within a specific scope. 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. You need to sign in or create an account to do that. Forces the current operative into hiding. Unless specified, all changes made by effects are made only once, they are not continuous like modifiers are. In. Executes contained effects on every state that meets the limit. Can have additional applications where the assumed default scope differs from the ROOT, such as in state events or some on_actions. long_name = The long name of the country's new ruling party, appearing when hovering over it. Questions, Paradox Used to prevent training, disbanding, and editing units. Optional.random = / Adds a random number (between 0 and random, inclusive) of hours to the scheduled fire time. Shared buildings slots being the ones used for multiple building types, such as military or civilian factories. Would love to know the answer to this question. Used if root scope isn't producer. desc = The localisation used as the rule's description. Adds the specified trait to the current unit leader for the specified duration. Necessary for country leaders. Changes whether it's possible to recruit divisions of a locked template without unlocking the template. Executes contained effects on a random character that meets the limit and is recruited by the country this is contained in. The specified amount of experience is added to the Leader/General you currently have selected. Optional, defaults to owner of operative.recipient = The recipient of the event. For more information, please see our Executes contained effects on a random division that meets the limit and is located within the current state. Clears the cap on the template, allowing it to have an unlimited amount of divisions. This is done by creating a new file and renaming it, changing the extension to .gfx from .txt. These can only be used with characters of the country leader type. Old capital is remembered, if not specified otherwise. Optional, defaults to all. The default is 0, meaning the base variant. The effects here must be used within a country scope. Defaults to true. Executes contained effects on every navy leader that meets the limit and is recruited by the country this is contained in. Effects that change the scope include the following: The following scopes can be used either as effect or trigger scopes; some can also be used as the right side of some effects and triggers as a target. Adds a freedom score ratio modifier to the current scope. Fires the specified event for the current state. What are the conditions that need to be met to be able to do this, and how do you this as the player? Executes contained effects on every unit leader (corps commanders, field marshals, admirals) that meets the limit and is recruited by the country this is contained in. Mandatory to specify a division_template. The effect does nothing if the country exists. flag = The flag to set. Playing as Germany and have successfully defeated France and the UK. Defaults to 0. sleep [duration] Pause the game for the specified amount of time in seconds. I just wanted to ask if anyone knows if there is some way to change the faction leader. Originally posted by Kaiser1871: I believe you click your flag in the top left, and somewhere in the opened window will be a box with your faction name. 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". 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. Fuel is, instead, in the resources section, while convoys can be added/removed with add_equipment_to_stockpile. Assumes the capital by default. Optional. Decides which advisor slot gets used by the. Optional, defaults to false. Character scope:large = The sprite used as a country leader. This is a community maintained wiki. Optional. Adds the specified resource in the specified amount to the specified state. Checks if a scripted trigger is true or not. The add will occur before the removal of the old idea. Reduces the overall equipment stockpile by the specified fraction. If the current country is independent, will do nothing. By default, the gender is set to male, and female is the only other option. autonomy_state = The type of autonomy state to set. 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 = { } 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. Makes the current scope the controller of the specified state. The health of buildings is determined by the. traits = { my_trait_1 my_trait_2 } is the list of unit leader traits assigned to the unit leader, defined in /Hearts of Iron IV/common/unit_leader/*.txt. Maybe even more than some people who have the game. The division names group that the template will use, deciding on the automatically-generated names of any new divisions built using that template. Moves the camera position over the specified province. For example, let's say that the country history file has the following: In this case, TAG_liberal_leader will be the character that gets assigned to be a leader. The file extension, hidden by default on Windows, is a part of the filename. (Optional turn back on binarization in settings.txt). The following prompts are displayed. ideology = Ideology type of the character. Makes the current scope the owner of the specified state. Locks all division templates for the current scope. Optional, defaults to being the same as size. Limits the selection of units on which the modifiers can apply on to those that have the sub-unit in a composition. To do that, navigate to the folder where the game is contained, then to the /Hearts of Iron IV/localisation/english/ folder. This item will only be visible to you, admins, and anyone marked as a creator. All trademarks are property of their respective owners in the US and other countries. Sets the cap of a division template. If you want the game to choose between effect blocks, random_list can be used instead. Affects AI. Optional, defaults to false. Switches the specified character to the specified country. Adds the specified amount of manpower to the current state. name = Name of the ship. Optional.combat_entrenchment = The bonus to grant. However, operatives are not considered characters and are still created with the create_operative_leader effect. If an intel argument is left out, 0 is assumed. Changes the country leader's description. If used on a state that normally can't start resistance, use alongside with. However, meta effects will let you use variables and scripted localization within them to build effects as if they were texts and run them. Starts a production line for the specified equipment for the current scope. Dismisses an advisor from their respective slot, leaving it empty. 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. 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. debug = yes can be added to meta effects. Political Power: +100 Ideology groups are: 'f' (fascism), 'd' (democratic), 'n' (neutrality) and 'c' (communism). Creates a faction with the specified name for the current scope. Assigns a type to the trait, which gets used to assign which characters are able to receive it. 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. 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. Grants the specified country a license to produce the specified equipment from the current scope. Optional.set_root = Sets the scope of ROOT in scripted localization. Modding: How to change leader via focus tree/events, I want to make my current leader disappear and have another leader come about, if anyone can tell both how to do that with focus trees and events then I'd be grateful (even more if you say which one would be more easier or effective), Have a program to edit the focus tree files (I use the trial version of Sublime Text). Executes contained effects on every division that meets the limit and is located within the current state. Pushes the balance of power towards one side. modifier = The relation modifier to remove. If it is 0, it will return "infantry_equipment". Used in the province scope.level = Affect only provinces with buildings level below, at or above the specified level. advisor = { }Advisor role definition target = / Which country receives the equipment. - The situation is the Christian path is democratic. Select state for state run scope, no scope = country scope, ex: Select Danzig state -> eval_effect POL_remove_danzig_effect = yes. Equipment uses the basic name so 'ae 1000 infantry_equipment_1'.You can only add researched equipment. Adds the specified amount of hours of supply to troops led by the current unit leader. There is a specific list of effects that can instantly change the game.