Displays a special tooltip for the specified decision in the effect tooltip. Loads a new focus tree for the current scope, retaining any shared focuses. See Variables for information on the variable effects. limit_to_naval_base = Affect naval base provinces. type = The ace type. Optional. The division string must be formatted as it is seen in the examples (to clarify, everything between 'division =' and 'owner =' must be on one single line. Forces an update to the variables of the dynamic modifier in case they need to be updated before the daily check. I hope and wishes that this trend will continue as a usual tonic for the future for all the following patches, even if they take longer to remove. - fixed propaganda against warmonger decision not having lower cost against neighbors ... - release release_puppet release_autonomy effects no longer changes the controller if the state is controlled by a non-ally country. logistics_skill = The logistics skill of the leader. Adds a core for the specified country on the current scope. Does not add the idea. to_state_array = The state array the armies will get teleported to. Can be used as a scope. Find below a list of all event IDs in EU4. Makes the current scope use the specified cosmetic tag, changing name and flag. We are currently investigating some out of sync MP issues that are proven to be incredibly stubborn to nail down, so a 1.9.2 is planned after 1.9.1 to address that. Removes the specified targeted decision for the current scope. Equipment scope type = The name of the equipment to produce. Refreshes the focus tree for the specified country, restarting the checks in allow_branch and position modifiers for focuses. amount = / The amount to add. exporter = Which country exports the resource. The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisherâs grand strategy role-playing game franchise. JavaScript is disabled. popularity = / The amount of popularity to change. Optional. Kills the leader of that ideology in that scope. Can be used as a scope to add multiple at once. In the effect shown above, amount of equipment added is dynamic and can be set using the variable "eq_amount". Xsolla is an authorized global distributor of Paradox Interactive, https://steamcommunity.com/workshop/filedetails/?id=2008132239, Suggestion for making division size impact Initiative rating, Check out this cool Production Calculator, A logistics system with more actual player involvement (now you only care once stuff has gone very badly), Long term goals and strategies to guide ai rather than random vs historical focus lists, visible to players, Update core national focus trees with alt-history paths and more options (, More differences between sub-ideologies and government forms. num_provinces = The number of provinces used in the state. Does not accept regular ideologies. province = The province to target for provincal buildings. The effects here must be used within a state scope. Optional. Gives all the resources of a state to the target country. days = Sets the flag to last for the specified amount of days. Starts a production line for the specified equipment for the current scope. Must be fired from ROOT, the country that should be exiled, or a TAG specification must be used. Sets the number of victory point in a province. org_damage_multiplier = The bonus to grant. Removes the specified mission for the current scope. I have no clue ;D. That sounds like easy stuff though, modders do that for fun in their spare time. Effects (also known as Commands) are used in order to affect the game dynamically from within a specific scope. Switches two ideas with a tooltip displaying any modifier differences between them. Removes the specified trait from the current scope's country leader. Adds specified number of nukes to the country's stockpile. Adds an exact freedom score modifier to the current scope. combat_entrenchment = The bonus to grant. Removes the specified idea from the current scope. Whether the division is locked to modification and deletion. Makes the current scope the owner of the specified state. Remove the exile tag on a army leader, making them no longer be considered exile leaders. You can not store "infantry_equipment_2" in a variable and use it here. Province scope all_provinces = Affect all provinces. Optional. Optional. is_locked = Whether the division is locked or not. It's such an integral part of the game but it still feels like a filler. Enables Border War status for the current state. traits = { } The traits the leader spawns with. Activates the specified mission for the current scope, ignoring any triggers for the decision. Using days = / or hours may still be bugged and will not fire the event. Old World Blues is a total overhaul for Hearts of Iron IV: starting in the year 2275 and set in the Fallout universe. count = or all The amount to destroy. picture = The graphical reference of the picture of the leader. type = The wargoal to generate. Annex the specified country for the current scope. picture = The graphical reference to the leader portrait. Adds the specified amount of manpower to the current state. Adds specified amount of compliance to a state. on_lose = The event to fire for the attacker on a loss. Optional. More usage of drag and drop and QoL like this. take_state_focus). Your ideas sound great, I don't know why that's not higher on the list. Sub-ideologies are defined in common/ideologies. Adds the specified ideas to the current scope for the specified number of days. Toggles the special game rules for the current scope. capital = The capital of the breakaway country. Toggles the locked status on a division template for the current scope, which prevents editing or deletion. producer = Defines who produced the equipment. efficiency = The initial production efficiency. Releases the specified subject or core-only country as a free nation. Used if root scope isn't producer. Creates a faction with the specified name for the current scope. Useful in civil wars and when countries split. Sets the specified amount of political power for the current scope. Optional. [Root.GetName], etc). Fires the specified event for the current country. Locks all division templates for the current scope. freedom_level = The new freedom level value. At 0 autonomy, the master may decrease autonomy to a lower tier, or annex the puppet entirely if it is already an Integrated Puppet. popularity = The amount of popularity to set. amount = The amount of resource to add. Do you have any plans to make research more interesting? Optional. For colonial pops (any non-accepted culture) consciousness is a function of primary population's consciousness and average autonomy - the closer average autonomy is to 100%, the clover non-state consciousness will be to state consciousness. Allows to remove specified decision without running remove_effect. callsign = The callsign of the ace. ruling_party = The ruling party of the original country. state = Which state to add the resource to. Activates the specified decision for the current scope, ignoring triggers for the decision. Demotes the current unit leader to Commander (if Field Marshal). Adds the specified amount of hours of supply to troops led by the current unit leader. Adjusts the number of research slots the current scope has. Removes a claim by the specified country on the current scope. Adds the specified resource in the specified amount to the specified state. Adds a core for the current scope to the specified state. This scripted localization will check eq_type variable and depending on its value it will return the key token for the equipment. cannot_retreat_while_defending = The bonus to grant. Note that certain effects may take a value from a variable, i.e. Sets the political party setup for the current scope. Used in the province scope. Optional. Destroys specified resource in the specified amount to the specified state. EQ_TYPE is a bit more complicated, it is being replaced by a scripted localization. creator = The country which is producing the equipment. Sets the popularity for the specified political party in the current scope. Makes the current scope the controller of the specified state. active = Whether the relation is started or broken. amount = / The amount to add. Releases the country and sets the autonomy level for the specified country. modifier = The opinion modifier to remove. Sets the legitimacy of governments in exile. Adds a freedom score ratio modifier to the current scope. Attacker scope state = / The attacker state. Fires the specified news event for the current country. Reject reason to make the impossible possible! Changes the name of the specified political party for the current scope. Removes a claim of the current scope from the specified state. Only define one of to_state_array, to_state, or to_province. Makes the current scope the owner and controller of the specified state. Creates an import for the current scope with the specified resource and from the specified exporter. ahead_reduction = The cost reduction if ahead of time. These arguments will be used replacing the parameters [EQ_TYPE] and [EQ_LEVEL] inside the meta effect. type = The wargoal to remove. (Among most interesting: Adding mechanics to limit the size of your standing army, particularly post-war etc, Have doctrines more strongly affect division designing to get away from cookie cutter solutions and too ahistorical gamey setups. Adds the specified resource in the specified amount to the current state. More National Focus trees. The icons can be found in *\Hearts of Iron IV\interface\subuniticons.gfx, named GFX_div_templ__large and GFX_div_templ__small. Adds defense skill to the current unit leader. amount = / The amount to add. planning_skill = The planning skill of the leader. The participating countries are the owners of the specified states. However, this effect does not let you use a variable as equipment type. cannot_retreat_while_attacking = The bonus to grant. Allows to create automatically an intelligence agency, Allows to unlock automatically an intelligence agency uprgrade, Upgrades can be found in common/intelligence_agency_upgrades, Allows to kill a country leader from a precise ideology. Dismantles the faction of the current scope. Used in the province scope. Transfers the current scope navy to the specified country. limit_to_coastal = Affect coastal provinces. transfer_troops = yes Whether to transfer the troops of the annexed country. Adds the specified equipment to the current scope. Adds the current scope into the war of their ally against the specified enemy. Adds planning skill to the current unit leader. If it is 1, it will return "artillery_equipment". id = Affect the specified province. These scopes are used within effect scopes to control the execution of effects. Optional. 钢铁雄心4一共有112个不同的“成就”, 它们全部都适用于steam成就机制。成就的达成对游戏的内容没有影响,它们只会在游戏中弹出并添加进你的steam个人资料中。你可以通过 global achievements at Steam来查看全球成就统计,以得知每一个成就都有多少玩家完成了。 Adds the specified amount of assignable trait slots to the current unit leader. Multiple lines breaks the code). Adjusts the level of World Tension and adds an entry in the World Tension tooltip. tooltip = The tooltip to display for the buff. Optional. Hi everyone and surprise! Optional. In the HDI it has only 0.716, which is lower than even African and poor Arab countries like Botswana or Jordan. Allows to transfer a precise part of the army and the equipement of a country to any country. Adds the specified amount of navy experience to the current scope. Removes the specified scope from the faction led by the current scope. Removes a core for the specified country on the current scope. The priority the template receives in receiving supplies. Adds the TAG_TO_ADD to the faction of the FACTION_LEADER_TAG. Loads the specified OOB for the current scope, applying the effects within. Saves the current scope as a key. type = The equipment the variant is of. Deletes all units within the specified state using the country scope. Accepts all localization commands (i.e. Optional. Otherwise 1.9.1 has shaped up to be one of the bigger patches we have done with tons of fixes and I want to thank everyone who has helped out by reporting bugs and testing the open beta. 1 sets, while 0 clears. On the left, “Condone the Local Mints” kicks off the ‘autonomy’ branch. Optional. relation = The relation to change. This is noted by in an effect's parameters. Changes the country leader's government type for the current scope. Grants the specified country a license to produce the specified equipment from the current scope. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers. Optional. Displays a string in the game.log when executed. Optional. Effects are used throughout the game in numerous scopes, most commonly National Focuses, Events and Decisions. The default is 0, meaning the base variant. We want the HoI4 multiplayer family to grow and prosper. Adds the specified trait to the current unit leader for the specified duration. Used after. surname = The surname of the ace. Optional. Take control of any nation, be it a superpower or a non-power, and guide it to glory through the next 30 years! Sets the political party popularities for the current scope. Adds attack skill to the current unit leader. defender = / The defender state. For example, you may want to manipulate some variables in an event. Optional. instant_build = Defines whether the buildings are instantly built. states_filter = { } Filters to apply to the state assignment for the breakaway country. Sets the current war support value for the current scope. The effects here must be used within a unit leader scope. For shared buildings level determines the amount, whereas for the others it is the actual level. Optional. Adds logistics skill to the current unit leader. Adjusts the popularity for the specified party in the current scope. Goes from 0 to 2. Rebalance ministers and ideas to give more interesting choices. If none is specified, it defaults to the capital. Retires and removes the country leader as head of their party for the current scope. Unit Leaders can be kept by using triggers with. Displays the specified idea in the tooltip for the current effect scope. skill = The skill of the leader. Optional, 1 by default. Adds a claim for the specified country on the current scope. Creates a commander for the current scope with the specified attributes. Destroys the specified type and amount of ships controlled by the current scope. Honestly, some people would fuck a hole in the ground, so "being able to get a date" isn't really a huge advantage for a woman unless she's just looking for a quick lay. The plans I have are kinda too big probably for an expansion as its a whole new system ;D but we have talked about various other smaller changes to the systems. Any chance you could look into fixing the US not switching off from free trade? Randomizes the weather with the specified seed. Multiple can be defined. amount = The amount of resource to import. female = The gender of the leader. Optional. You can limit the construction to victory points using : Damages the specified building in the current state. Stops execution of effects in current scope. This is useful when you want to show what the effect may look like to the player. If used on a state that normally can't start resistance, use along with force_enable_resistance. Removes the current scope from the faction they are part of. Multiple can be defined. Sets the current stability value for the current scope. attack_skill = The attack skill of the leader. Requires Nuke tech and nukes. Showing them to the player may confuse them, so it is best to hide the effects within an hidden effect scope, like so: This scope allows the creation of a random selection of effects. Disables resistance for the scoped state when the occupier is the specified country. Makes a country a government in exile in a set country, with a set starting legitimacy. However, meta-effects will let you use variables and scripted localization within them to build effects as if they were texts and run them. Modifies the specified technology sharing group. Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events. Used to define a diplomatic relation between the current scope and target scope country. Used in the province scope. Makes the specified country the puppet of the current scope. attacker_win = Makes the attacker the winner. Sets the autonomy level for the specified country. Removes a nuke from stockpile when used. combat_breakthrough = The bonus to grant. I really like the idea about changing doctrines, right now it's a bad system to just go down a straight line...it's something that should have more choices. For example, if you wanted an effect to randomly given the player one out of four bonuses, you'd do the following: 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. skill = The skill of the leader. Changes the current state category to the specified category. category = Which technology category the bonus applies to. autonomy_state = The type of autonomy state to set. Used in the province scope. end of event). value = The value to set it to: 0 or 1. days = / Fires the event in the specified number of days. province = Defines the exact province to add provincal buildings in. Are there no unique portraits for Portuguese generals? Removes the specified building in the current state. Removes the current scope from the specified technology sharing group. to_state = The state the armies will get teleported to. It was created by the skilled and friendly players from The Tribe discord community. election_frequency = How often in months an election occurs. defender = / The defender state. Optional. Adds the specified amount of political power to the current scope. Starts resistance in the specified state. Set country's current fuel ratio relative to its capacity. The above code would multiply the 25 by the factor thereby making it more or less likely to occur if the trigger condition is fulfilled. The health of buildings is determined by the. traits = { } The traits the leader spawns with. level = Affect only provinces with buildings level below, at or above the specified level. Effects (also known as Commands) are used in order to affect the game dynamically from within a specific scope. requested_factories = The number of factories to assigned initially. Optional. Effects are used throughout the game in numerous scopes, most commonly National Focuses, Events and Decisions.. See Variables for information on the variable effects.. dont_fire_events = Stops the events from start_border_war from firing. Optional. Removes all ideas for the current scope that use the specified trait. Adds the specified trait to the current scope's country leader. For those who have been following every week, these are the changes since last beta update: good, I love the dimension and the volume of things inserted in this patch that were not limited to correct bugs, but also added quite a lot of flavor to play something that I appreciate. Adds to the current war support value for the current scope. Creates the specified equipment variant for the current scope. Creates and adds the specified division template to the current scope. Here is an example: 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. id = What country the strategy is against. Improves the planning of units controlled by the current unit leader. last_election = When the last election was. skill = The skill of the leader. picture = The graphical reference of the picture of the leader. Can be used in country, state or unit leader scopes. Moves the camera position over the specified state. Without Chengdu it would be at least 0.1 lower. Clears resistance from the specified state. Upgrade scope = The upgrades configuration for the variant. defender = / The defender state. Transfers the specified type of ship from the current scope to the specified country. modifier = The relation modifier to remove. What part of 'whole new system' do you think is easy stuff? It may not display this or other websites correctly. The country the player becomes needs to be the scope in which the command is used. ideology = The sub-ideology of the country leader. Optional. Adds to the current stability value for the current scope. Optional. prefer_name = Name of ship in origin navy that will preferably be transferred to target navy. For a better experience, please enable JavaScript in your browser before proceeding. Optional. Take A Sneak Peak At The Movies Coming Out This Week (8/12) New Movie Releases This Weekend: February 19th – February 21st This scope hides the presence of the effects within it in the player's tooltip. Alternative History | Millennium Dawn: Modern Day Mod | Millennium Dawn: Modern Day Mod is a total conversion mod for Hearts of Iron IV, set either in 2000 or 2017. Grants the specified technology to the current scope. With just the name, the image must be in a folder that matches the tag of the current scope, for example /Hearts of Iron IV/gfx/leaders/GER/custom_pic.dds. For example, if you only have an effect to occur for Germany, you'd do the following: If you then wanted England to have a similar effect, and everyone else to have something else, you do the following: As you can see, this allows for flexibility in how effects occur and cuts down on duplication. For example controlling template lists. Optional. Bypasses the specified focus for the current scope (marks as complete without firing. Displays a special tooltip for the specified mission in the effect tooltip. modifier = The opinion modifier to add. Experience the postapocalypse like never before with a dynamic war system that ensures that the AI nations act on their own, respond to aggression, and strike when their opponents are weak. hostility_reason = Localization for the reason for joining. Makes the specified state the current scope's capital state. (Among most interesting: Turkey, Iran). damage = The amount of damage to inflict. cost_factor = Modifies the production cost. Creates a field marshal for the current scope with the specified attributes. Makes the current scope truce with the specified scope. days = / The number of days to add the idea for. is_female = The gender of the ace. Adds the specified amount of command power to the current scope. This is a People's Community. Creates a naval leader for the current scope with the specified attributes. expire = When the leader dies in history. We just released 1.9.1 to make sure you guys get all the fixes by easter. Changes the controller of the specified province to the current scope. Activates the specified targeted decision for the specified target for the current scope. progress = The initial production progress. Saves the current scope as a key. Can remove slots. Sets the number of research slots the current scope has. Adds the specified amount of army experience to the current scope. Optional. Optional. The news event uses a different interface to the country event. defense_skill = The defense skill of the leader. The effects here must be used within a country scope. states = { } The states included in the breakway country. Fires the specified event for the current state. keep_unit_leaders = { } Keep the specified leaders. As you can see, we have created a meta_effect that takes two arguments. Where triggers do not need to be repeatedly checked. The current scope guarantees the target country. Reduces the overall equipment stockpile by the specified fraction. Adds the number of days to the specified mission. You can reverse this behaviour by including the following line in the decision block: It is also possible to use modifiers to affect the weight of each possible random effect. combat_width = / The combat width used in the border war battle. Must be an non-archetype equipment.version = The version indicates which variant should be licensed. Optional. modifier = The relation modifier to add. Modifies the resource output of the specified building for the current scope. Even with the SF nerf I still think 90% of players will still use it because it's just simply the best. localization = The localization key for the modifier. Adds the number of days to a decision's days_remove. Note that certain effects may take a value from a variable, i.e. Adds the current scope to the specified technology sharing group. Does not work if you define the effect inside the completion reward of a focus. only_own_territory = Limits the breakaway country to only own territory. Can be used as a scope to remove multiple at once. Makes the current scope declare war on the specified country with the specified wargoal. At least they are better than Tibet, who live the same as Myanmar (0.585). Makes the current scope a demilitarized zone. can_declare_war_without_wargoal_when_in_war, units_deployed_to_overlord (subjects only). Can add multiple. days = / The number of days to add to the mission. Let's make previous effect accept equipment type and equipment level as variables stored in "eq_type" and "eq_level". days = The duration of the buff. days = / The number of days to add to the idea. Optional. Defender scope state = / The defender state. on_win = The event to fire for the defender on a win. Used in the province scope. Use event_target: to access the scope. Factories Optional. The portrait string can include the full path (i.e. name = The new short name for the party. I have asked this before, but will you rename nationalist spain to "the spanish state" wehn franco wins the scw? decision = The decision to activate. hours = / Fires the event in the specified number of hours. Sends the specified amount of equipment to the specified target, removing said equipment from the current scope. value = The weighting added by the strategy. Starts a border war for the specified attacker and defender. to_province = The province the armies will get teleported to. This is THE premier and most comprehensive HoI4 multiplayer guide that will ever exist.