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". 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. 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. character = The character to promote. target = The target country. Optional.progress = The initial production progress. If the current country has a core on a state transferred to the released country, the core will be lost. HOI4 Gain_xp Command General Information This command can be used to add experience to a Leader/General. Most notably, the completion reward of all focuses are effects : Uses a special interface displaying the current operative portrait. x = The X position of the entity. Displays a special tooltip for the specified decision category in the effect tooltip. For example, the following will add 10% Stability to the country this is executed on if it has positive Political Power and below 90% stability: If the limit is not met, then none of the effects inside will be executed. Create a ship from another country and assign it to the reserve fleet. on_cancel = The event to fire for the side on a draw. Used in the province scope.limit_to_coastal = Affect coastal provinces. Optional. Executes contained effects on a random division that meets the limit and is located within the current state. Gives all the resources of a state to the target country. No tooltip is shown. 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. Forces an update to the effects given by variables within dynamic modifiers. 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. Sets the specified character to also act as a field marshal. Optional.set_from_from = Sets the scope of FROM.FROM in scripted localization. Assigns a type to the trait, which gets used to assign which characters are able to receive it. Retires and removes the country leader as head of their party for the current scope. Optional, defaults to not changing the value. autonomy_state = The type of autonomy state to set. state = Which state to add the resource to. Please note that many of these commands come in and out with each DLC making some of them not work. expire = 1949.1.1 marks the date at which the leader expires. 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. -debug must be enabled in in launch options. As it's possible to specify the character itself in the trigger, defining an ID is unnecessary. Point Specification Draws a leader line segment to the point specified and continues to prompt you for points and options. Otherwise, recruiting this character will make every other advisor without an idea token specified disappear from the selection. I made a Republican National Committee event and was wondering what command you need to enter to create a new party leader. Makes the current operative be captured by a specific country. Each character definition is contained within the characters = { } block, which encompasses the entirety of the file to mark them as characters. Optional. Executes contained effects on a random state that meets the limit and is owned and controlled by the country this is contained in. Forces the current operative into hiding. Ideology type refers to a sub-type of an ideology group assigned to characters, commonly referred to as sub-ideologies in community jargon. Optional. states_filter = { }A trigger block checked for the state that must be met to be transferred to the breakaway. Toggles the special game rules for the current scope's political party. Removes the specified mission for the current scope. Optional. Optional. prioritize_location = If possible, this province within the state gets used. value = The weighting added by the strategy. 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. This is in contrast to non-shared slots, such as those used by radio stations or air bases, which only can be changed globally with technologies. If you spot a mistake then you are welcome to fix it. Transfers the specified type of ship from the current scope to the specified country. The "parties" parameter no longer works as of version 1.7. Adds the TAG_TO_ADD to the faction of the FACTION_LEADER_TAG. Toggles the GUI bounds debug, allowing to test for different window sizes easier. can_declare_war_without_wargoal_when_in_war, units_deployed_to_overlord (subjects only). Executes contained effects on every country that meets the limit and is not the same country as the one this is contained in. Stored in /Hearts of Iron IV/common/units/names_ships. Optional. Reserves the dynamic country, making sure that it does not get recycled for civil war even if it does not exist. debug = yes can be added to meta effects. Randomizes the weather with the specified seed. Generates a tooltip, unlike delete_unit. Removes one trait and adds another. 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 level = / The maximum level to add. Makes the current scope the controller of the specified state. A comment of podcat about the command been found, Last edited on 17 February 2023, at 17:21. Ships are also constructed instantly. 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". air_ratio = The size of the airforce that the breakaway country gets. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary. Allows to remove specified decision without running remove_effect. Generic in the sense that the description is changed to not reference Germany. Select a state by clicking it. Is there any way for me to change the leader of one of my puppets with a console command? icon = The icon that will be used by equipment. Releases the specified non-existent country as a puppet of the current scope within the current country's controlled states. Makes a save file (Test_01), loads the save file, makes a new savegame (Test_02). set_value = The new value of the BoP. Transfers the specified ratio of Equipment, Army, Navy, and Airforce to the specified country. localization = The localization key for the modifier. value = <0-1>How much collaboration to add. Removes the specified trait from the current scope's country leader. Adds the specified amount of air experience to the current scope. Sets the strength of the garrison in the specified state. This includes national spirits, laws, designers, and advisors (using the idea_token). The division names group that the template will use, deciding on the automatically-generated names of any new divisions built using that template. Has a unique ideology icon. Adds a claim for the current scope on the specified state. If used with country tag occupies all of their owned, not controlled, land. Removes the subject status between the target and the current scope. The following arguments can be used within: ideology = socialist is the ideology type that the leader is assigned. Moves the camera position over the specified state. Elsewhere, random seed is unfixed by default, making this argument unnecessary to set to "no". Defaults to false. If looking to make a subject into an independent nation, use set_autonomy. Optional, can only be defined for ships. Optional. slot = Slot of the character. Makes the current scope white peace the specified scope. promote_leader = Will promote the leader to be the leader of the assigned party. Pushes the balance of power towards one side. If you believe your item has been removed by mistake, please contact, This item is incompatible with Hearts of Iron IV. type = The wargoal to generate.generator = { }The states to supply the wargoal (i.e. Plays an audio track for the specified country only. Adds a random valid unit trait to a unit leader. Please see the. slot = Slot of the character. Creating another sprite to serve as the small portrait, which consists of the large portrait with a. Turns the current operative against their own country, transferring them to the specified country. Say Donald Trump is the leader for the Conservative Party, but then how would I make another Republican, say, Rand Paul, leader of that political party. Effects are used throughout the game in numerous scopes, most commonly National focuses, Events and Decisions. Removes the specified idea from the current scope. terrain_factor = The modifier applied to terrain bonuses. the one that'd take power if the country were to be switched to that ideology group) of the revolting ideology group will be kept by the country or join the revolt, yes resulting in the former. end_wars = Whether the target country will peace out in all of its non-civil wars it's participating in. Executes contained effects on every army leader that meets the limit. For current country only, Force the AI to only spend army XP on template design, Force the AI to only spend army XP on equipment design, Get the address of selected group's front debug ID. id = What country the strategy is against. The effects here must be used within a scope that's specified within the notes. Toggles the special game rules for the current scope. Optional. Previously included the "parties" parameter, which has been deprecated by the "set_popularities" command. By default, these character slots exist in base game: idea_token = my_character is the ID used for the character when treated as an idea within this particular slot. Removes the specified trait from the character. Displays a special tooltip for the specified decision in the effect tooltip. The console can be opened by pressing the ` key (usually located under ESC ). Optional.originator = The originator of the event. Defines the effects that would be executed on the unit leader every day if they have the trait. large = The sprite used as a general. set_cosmetic_tag [] [], Reloads files of a given type. Executes contained effects on every character that meets the limit and is recruited by the country this is contained in. Changes whether it's possible to recruit divisions of a locked template without unlocking the template. Unhiding the file extension from the filename within the Windows file explorer is mandatory to do this if doing it on Windows. Makes everything regarding agencies instant. ideology = Ideology type of the character. Only define one of to_state_array, to_state, or to_province. Releases the specified non-existent country as a puppet of the current scope within the current country's owned states. Saves the current scope as a key. count = or allThe amount to destroy. Note that while modding, the console command does not do everything that the launch option does and cannot serve as a substitute. There should be a button right next to it called "dismantle faction" or somethling like that. Triggers that must be met in order to gain experience that'd make assigning this trait possible. Useful if a trigger within has no tooltip. and our type = The equipment type the variant is of. add = Trait to add It is recommended that you use the workflow available through the MLEADER command to create leader objects. 3. 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. on Paradox technology, Legal legacy_id = 100 is a leftover from the pre-NSB country leader system, making the leader have the specified ID for the has_id trigger, the has_unit_leader trigger, the start_civil_war effect for keeping unit leaders, and elsewhere. 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. start_province = How often does the combat view give a random sound? Prints out the profiling informations into time.log, Runs the specified file with list of commands, trigger_docs(effect_docs, scripting_docs, docs), Print docs for triggers, effects, and variables, Documentation for triggers/effects printed to game.log file, If one does "threat 999999999" it will reset the world tension to 0, PostEffectVolumes.Default [posteffect_values name], *as of 1.01 this does not seem to work (filed under developer-only command) This command can be emulated via the day/night loop option at the bottom right toolbar (shortcut key 'N'). No by default. Optional. IV'. Annex the specified country for the current scope. You need to click the state as the state id no longer works. Enter the full URL of your item or group's Polycount page, Enter the full URL of your item or group's reddit page, Enter the full URL to your item or group's Sketchfab page, This item has been removed from the community because it violates Steam Community & Content Guidelines. By default, the game stores advisor portraits in /Hearts of Iron IV/gfx/interface/ideas/, while country/unit leader portraits are stored in /Hearts of Iron IV/gfx/leaders//. Possible to specify the terrain by scoping into it. Is cleared once execution ends (i.e. Leaving it out completely or setting to -1 will make the character not have one. If set to 0, will be unset. ws [<amount>] ws 50. Unit leaders include corps commanders, field marshals, and admirals. If that is impossible, using localisation is an alternative. Similar to swap_ideas. Used in the province scope.limit_to_border = Affect border provinces. Espaol - Latinoamrica (Spanish - Latin America). Toggles the pausebanner for nicer screenshots. An update is done daily by default; this can be used if the applied values need to be changed urgently, such as if modifiers are checked or used later in the effect block. uses = Number of times the cost reduction can be used. the same coordinate system that the map uses. rotation = The rotation to apply after the positioning. Technologies are defined in. This is a community maintained wiki. Activates the specified targeted decision for the specified target for the current scope. Adds the specified trait to the current unit leader. The song must be defined in a music station in order to work. Adds a province modifier to the specified provinces in this state. Changes the template of the division to the specified one. Press the up or down arrow keys to traverse through previously executed commands. ruling_party = The ruling party of the original, player-led country. Changes the country leader's description. Interactive corporate website. Executes contained effects on every state that meets the limit and is controlled by the country this is contained in. Recalls volunteers sent to the specified country back to the current country. In case of overlap, unnested if statements are preferred. Cookie Notice 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. The sound effect must be properly defined in. Retires the current character (removing them). target_state = If using start state/target state, the game will pick the provinces with the best supply available. type = The wargoal to declare with.generator = { }The states to supply the wargoal (i.e. With negative numbers, optionally specifying a producer will ensure only equipment with that producer gets removed. Grants the specified technology to the current scope. Commander trait - Hearts of Iron 4 Wiki Commander trait This is a community maintained wiki. Optional.Equipment scopetype = The name of the equipment to produce.creator = The country which is producing the equipment. Optional, defaults to being the same as default. Adds the number of days to a decision's days_remove. The filename with the. disband = If true, will refund equipment and manpower. days = Sets the flag to last for the specified amount of days. trait = The trait to remove. Sets the legitimacy of governments in exile. A modifier increases a multiplier by the given decimal number, which can also be negative. Change faction leader : r/hoi4modding by Dr_Crapule Change faction leader Hello everyone. Sets the column on which the trait is located. Shows the value of a variable in the console. This page was last edited on 26 February 2023, at 08:53. Executes contained effects on a random army leader that meets the limit and is recruited by the country this is contained in. Allows to create automatically an intelligence agency, Allows to unlock automatically an intelligence agency uprgrade, Upgrades can be found in common/intelligence_agency_upgrades, Adds decryption towards the target country. If there are special characters in the folder path, this won't work. side = The side whose GFX to change. Changes the tooltip of the conditions required for picking the trait to the following localisation key. start_state = Tag aliases are defined in. and our debug as a console command will turn on debug mode which can provide information about certain database entries, such as focuses, national spirits (and other ideas such as laws or designers), or technologies when hovering over them, as well as obtaining information when hovering over a province of IDs of the state and the province, as well as the 3-letter country tag of the country it belongs to. visible = The scripted trigger that must be met for a country for it to see the entity. Creates a new dynamic country, akin to ones used in civil wars. Here is an example using unnested if statements: Within the tooltip, only effects that would be executed are shown. Optional. Optional, defaults to false. 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. Optional, defaults to owner of operative.recipient = The recipient of the event. Optional.combat_entrenchment = The bonus to grant. Executes contained effects on a random country that meets the limit and is at war with the country this is contained in. Defaults to false. However, they're considered effects anyway rather than history arguments, as they can be used in if statements. template = The template the units must use to be deleted. Respectively, these use corps_commander = { }, field_marshal = { }, and navy_leader = { } blocks for definition, which are similar in structure. keep_unit_leaders_trigger = { }Trigger block checked for every unit leader that forces them to be kept if they meet the triggers. Sets the cap of a division template. Demotes the current unit leader to Commander (if Field Marshal). Turns off fog of war, only within a province if specified.