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==List of commands==
 
  
'''Commands''' or '''effects''' are used in [[scripting]] to alter the target that was selected with [[scopes]] and [[conditions]].
+
== Trait IDs ==
 +
{{main|Traits}}
 +
All traits have an ID that is referenced internally by the game. They can be found in <code>game\common\traits\00_traits.txt</code>. A trait's ID typically matches its name. To get a trait's ID from its name, perform the following steps:
 +
* If a trait displays two names in-game, use the one in brackets
 +
* Replace spaces (<code> </code>) and dashes (<code>-</code>) with underscores (<code>_</code>)
 +
* Remove all apostrophes (<code>'</code>)
 +
* Turn all upper case letters into lower case (<code>A...Z->a...z</code>)
 +
Traits that do not follow this pattern have been listed below for reference.
  
They appear in:
+
{| class="wikitable" style="float: left; margin-right: 30px;"
* command blocks (the ''immediate'' and ''option'' sections of [[events]], or similar: effect, creation_effect, gain_effect, success, ...)
+
! Trait (education)
* [[scripted effect]]s, which can be used to group commands into re-usable macro.
+
! ID
 
 
(Scripting) commands are different from [[console commands]], though some console commands have a scripting equivalent.
 
 
 
Available commands depend on the current [[scope]] type.
 
{| class="wikitable sortable"
 
 
|-
 
|-
!Command
+
| {{iconify|Naive Appeaser}}
!Used in vanilla
+
| education_diplomacy_1
!Used from scope
 
!Value type
 
!Description
 
!Example
 
!Category
 
 
|-
 
|-
|add_dynasty_modifier
+
| {{iconify|Adequate Bargainer}}
|
+
| education_diplomacy_2
|dynasty
 
|
 
|Adds a modifier to a dynasty.
 
|add_dynasty_modifier = name<br>add_dynasty_modifier = { modifier = name days/weeks/months/years = int }
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Charismatic Negotiator}}
|add_dynasty_perk
+
| education_diplomacy_3
|
 
|dynasty
 
|key
 
|Adds dynasty perk.
 
|add_dynasty_perk = key
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Grey Eminence}}
|add_dynasty_prestige
+
| education_diplomacy_4
|
 
|dynasty
 
|int
 
|Adds dynasty prestige.
 
|
 
|Dynasty
 
 
|-
 
|-
 
+
| {{iconify|Misguided Warrior}}
|add_dynasty_prestige_level
+
| education_martial_1
|
 
|dynasty
 
|
 
|Adds dynasty prestige levels.
 
|
 
|Dynasty
 
 
|-
 
|-
 
+
| {{iconify|Tough Soldier}}
|remove_all_dynasty_modifier_instances
+
| education_martial_2
|
 
|dynasty
 
|modifier
 
|Remove all instances of a modifier from a dynasty.
 
|remove_all_dynasty_modifier_instances = name
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Skilled Tactician}}
|remove_dynasty_modifier
+
| education_martial_3
|
 
|dynasty
 
|modifier
 
|Remove a modifier from a dynasty.
 
|remove_dynasty_modifier = name
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Brilliant Strategist}}
|add_house_modifier
+
| education_martial_4
|
 
|dynasty/house
 
|modifier
 
|Add a modifier to a house.
 
|add_house_modifier = name
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Indulgent Wastrel}}
|remove_all_house_modifier_instances
+
| education_stewardship_1
|
 
|dynasty/house
 
|modifier
 
|Remove all instances of a modifier from a house.
 
|remove_all_house_modifier_instances = name
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Thrifty Clerk}}
|remove_house_modifier
+
| education_stewardship_2
|
 
|dynasty/house
 
|modifier
 
|Remove a modifier from a house.
 
|remove_house_modifier = name
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Fortune Builder}}
|add_scheme_modifier
+
| education_stewardship_3
|
 
|scheme
 
|modifier for "type" and int for "days"
 
|Adds the specified scheme modifier.<br>
 
|add_scheme_modifier = { type = X days = Y }<br>(Days are optional, the modifier will expire in Y days if specified)
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Midas Touched}}
|add_scheme_progress
+
| education_stewardship_4
|
 
|scheme
 
|int
 
|Add progress to the scope scheme. (Progress is in 0.0 - 100.0 range)
 
|add_scheme_progress = X
 
|Schemes
 
 
|-
 
|-
 
+
| {{iconify|Amateurish Plotter}}
|end_scheme
+
| education_intrigue_1
|
 
|scheme
 
|bool
 
|Ends a specific scheme and removes it without any other effect.
 
|end_scheme = yes
 
|Schemes
 
 
|-
 
|-
 
+
| {{iconify|Flamboyant Trickster}}
|expose_scheme
+
| education_intrigue_2
|
 
|scheme
 
|
 
|Exposes the scheme to the defender
 
|
 
|Schemes
 
 
|-
 
|-
 
+
| {{iconify|Intricate Webweaver}}
|expose_scheme_agent
+
| education_intrigue_3
|
 
|scheme
 
|character
 
|Exposes the target character as an agent of the current scheme.
 
|
 
|Schemes
 
 
|-
 
|-
 
+
| {{iconify|Elusive Shadow}}
|remove_scheme_modifier
+
| education_intrigue_4
|
 
|scheme
 
|modifier
 
|Removes the specified scheme modifier.
 
|
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Conscientious Scribe}}
|scheme_freeze_days
+
| education_learning_1
|
 
|scheme
 
|int
 
|freezes the scheme for X days (0 unfreezes the scheme)
 
|scheme_freeze_days = X
 
|Schemes
 
 
|-
 
|-
 
+
| {{iconify|Insightful Thinker}}
|add_county_modifier
+
| education_learning_2
|
 
|landed title
 
|modifier/int
 
|Add a modifier to a county.
 
|add_county_modifier = name<br>add_county_modifier = { modifier = name days/weeks/months/years = int }
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Astute Intellectual}}
|change_county_control
+
| education_learning_3
|
 
|landed title
 
|int
 
|Changes the county control of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.
 
|
 
|Control
 
 
|-
 
|-
 
+
| {{iconify|Mastermind Philosopher}}
|change_de_jure_drift_progress
+
| education_learning_4
|
 
|landed title
 
|title/int
 
|Change the progress of de jure drift of a title.
 
|<drifting_title> = { change_de_jure_drift_progress = { target = <drift_target_title>  values = <progress_change_value> } }
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Bumbling Squire}}
|change_development_level
+
| education_martial_prowess_1
|
 
|landed title
 
|int
 
|Changes the development level of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.
 
|
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Confident Knight}}
|change_development_progress
+
| education_martial_prowess_2
|
 
|landed title
 
|int
 
|Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it.
 
|
 
|Development
 
 
|-
 
|-
 
+
| {{iconify|Formidable Banneret}}
|change_development_progress_with_overflow
+
| education_martial_prowess_3
|
 
|landed title
 
|int
 
|Changes the development progress of a title. If the title has higher tier than county, the effect will propagate down to all counties below it. Will overflow, so adding +100 to a county with 50 progress left will increase the level by 1 and result in 50 progress towards the next level.
 
|
 
|Development
 
 
|-
 
|-
 
+
| {{iconify|Famous Champion}}
|clear_title_laws
+
| education_martial_prowess_4
|
+
|}
|landed title
+
{| class="wikitable" style="float: left; margin-right: 30px;"
|bool
+
! Trait (congenital)
|Remove all title laws from the scoped title. DOES NOT apply law removal costs and effects.
+
! ID
|clear_title_laws = yes
 
|Laws
 
|-
 
 
 
|clear_title_laws_effects
 
|
 
|landed title
 
|bool
 
|Remove all title laws from the scoped title. DOES apply law removal costs and effects.
 
|clear_title_laws_effects = yes
 
|Laws
 
|-
 
 
 
|copy_title_history
 
|
 
|landed title
 
|title
 
|Copy title history from another title.
 
|copy_title_history = source_title
 
|Titles
 
|-
 
 
 
|remove_all_county_modifier_instances
 
|
 
|landed title
 
|modifier
 
|Remove all instances of a modifier from a county.
 
|remove_all_county_modifier_instances = name
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Homely}}
|remove_county_modifier
+
| beauty_bad_1
|
 
|landed title
 
|modifier
 
|Remove a modifier from a county.
 
|remove_county_modifier = name
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Ugly}}
|reset_title_name
+
| beauty_bad_2
|
 
|landed title
 
|bool
 
|Sets the name and adjective of the scoped title back to being based on its key. Won't cause the prefix to change.
 
|reset_title_name = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Hideous}}
|reset_title_prefix
+
| beauty_bad_3
|
 
|landed title
 
|bool
 
|Sets the prefix of the scoped title back to being based on its key. Won't cause its adjective or name to change.
 
|reset_title_prefix = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Comely}}
|revoke_lease
+
| beauty_good_1
|
 
|landed title
 
|bool
 
|Revoke the lease of the scoped title.
 
|revoke_lease = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Handsome}} / Pretty
|set_always_follows_primary_heir
+
| beauty_good_2
|
 
|landed title
 
|bool
 
|Sets if the title should always go to the primary heir in partition succession.
 
|set_always_follows_primary_heir = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Beautiful}}
|set_capital_county
+
| beauty_good_3
|
 
|landed title
 
|title
 
|Sets the capital county of the title to the target county.
 
|set_capital_county = <some county title>
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Slow}}
|set_color_from_title
+
| intellect_bad_1
|
 
|landed title
 
|title
 
|Sets the color of the title to the same as the target title (shifted very slightly to not be identical).
 
|set_color_from_title = <some title>
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Stupid}}
|set_county_culture
+
| intellect_bad_2
|
 
|landed title
 
|culture/title
 
|Sets the culture of a county.
 
|set_county_culture = english/root.character_culture
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Imbecile}}
|set_county_faith
+
| intellect_bad_3
|
 
|landed title
 
|faith
 
|Changes what faith a county has.
 
|
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Quick}}
|set_de_jure_liege_title
+
| intellect_good_1
|
 
|landed title
 
|title
 
|Set a new DeJure liege title.
 
|set_de_jure_liege_title = new_de_jure_liege
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Intelligent}}
|set_definitive_form
+
| intellect_good_2
|
 
|landed title
 
|bool
 
|Sets if the title should use a definitive form name (no 'Kingdom of').
 
|set_definitive_form = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Genius}}
|set_delete_on_destroy
+
| intellect_good_3
|
 
|landed title
 
|bool
 
|Sets if the title should be deleted from the gamestate completely when it is destroyed.
 
|set_delete_on_destroy = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Delicate}}
|set_destroy_if_invalid_heir
+
| physique_bad_1
|
 
|landed title
 
|bool
 
|Sets if the title should be destroyed on succession if there's no heir matching its restrictions.
 
|set_destroy_if_invalid_heir = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Frail}}
|set_destroy_on_succession
+
| physique_bad_2
|
 
|landed title
 
|bool
 
|Sets if the title should be destroyed on succession.
 
|set_destroy_on_succession = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Feeble}}
|set_landless_title
+
| physique_bad_3
|
 
|landed title
 
|bool
 
|Sets if the title is landless (can be held by rulers with no land)
 
|set_landless_title = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Hale}}
|set_no_automatic_claims
+
| physique_good_1
|
 
|landed title
 
|bool
 
|Sets if the title should disallow automatic claims (meaning claims will only be added by script, and by pressed claims being inherited).
 
|set_no_automatic_claims = yes
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Robust}}
|set_title_name
+
| physique_good_2
|
 
|landed title
 
|key
 
|sets the name (localization key) of the scoped title. The adjective will be constructed by adding '_adj' to the localisation key. Won't cause the prefix to change.
 
|set_title_name = TEST_NAME_PLEASE_IGNORE
 
|Title
 
|-
 
 
 
|set_title_prefix
 
|
 
|landed title
 
|key
 
|sets the prefix of the scoped title. Won't cause its name or adjective to change.
 
|set_title_prefix = PREFIX_THE
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Amazonian}} / Herculean
|title_create_faction
+
| physique_good_3
|
 
|landed title
 
|faction<br>character/title
 
|The scoped landed title creates a faction of the specified type against the specified target.
 
|title_create_faction = { type = X target = Y }
 
|Factions
 
 
|-
 
|-
 
+
| {{iconify|Melancholic}}
|title_join_faction
+
| depressed_1 / depressed_genetic
|
 
|landed title
 
|faction
 
|The landed title in the scope joins the assigned faction.
 
|
 
|Factions
 
 
|-
 
|-
 
+
| {{iconify|Lunatic}}
|title_leave_faction
+
| lunatic_1 / lunatic_genetic
|
 
|landed title
 
|faction
 
|The title in the scope leaves the assigned faction
 
|
 
|Factions
 
 
|-
 
|-
 
+
| {{iconify|Possessed}}
|end_story
+
| possessed_1 / possessed_genetic
|
+
|}
|story cycle
+
{| class="wikitable" style="float: left; margin-right: 30px;"
|
+
! Trait (lifestyle)
|Ends a story and executes it's on_end effect, the story can no longer be accessed after this.
+
! ID
|
 
|Stories
 
|-
 
 
 
|make_story_owner
 
|
 
|story cycle
 
|character
 
|Makes the character the new owner of the story.
 
|make_story_owner = character_target
 
|Stories
 
|-
 
 
 
|add_innovation
 
|
 
|culture
 
|innovation
 
|Add innovation to a culture.
 
|
 
|Innovations
 
|-
 
 
 
|add_random_innovation
 
|
 
|culture
 
|innovation/bool
 
|Add random available innovation
 
|<culture> = { add_random_innovation = culture_group_military/culture_group_civic/culture_group_regional/yes }
 
|Innovations
 
|-
 
 
 
|get_all_innovations_from
 
|
 
|culture
 
|culture
 
|Discover all innovations from the target culture.
 
|get_all_innovations_from = <culture>
 
|Innovations
 
 
|-
 
|-
 
+
| {{iconify|Aspiring Blademaster}}
|get_random_innovation_from
+
| blademaster_1
|
 
|culture
 
|
 
|Get random available innovation from another culture.
 
|
 
|Innovations
 
 
|-
 
|-
 
+
| {{iconify|Blademaster}}
|add_character_flag
+
| blademaster_2
|
 
|character
 
|flag
 
|Adds a character flag.
 
|add_character_flag = X<br>add_character_flag = { flag = X days/weeks/years = Y } X is the name of the flag and Y is a value or value interval "{ min max }".
 
|Flags
 
 
|-
 
|-
 
+
| {{iconify|Legendary Blademaster}}
|add_character_modifier
+
| blademaster_3
|
 
|character
 
|modifier/int
 
|Add a modifier to a character.
 
|add_character_modifier = name<br>add_character_modifier = { modifier = name days/weeks/months/years = int }
 
|Modifiers
 
 
|-
 
|-
 
+
| {{iconify|Novice Hunter}}
|add_courtier
+
| hunter_1
|
 
|character
 
|character
 
|Add the target character to the scope character's court.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Hunter}}
|add_diplomacy_lifestyle_perk_points
+
| hunter_2
|
 
|character
 
|int
 
|Adds lifestyle per points to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Master Hunter}}
|add_diplomacy_lifestyle_xp
+
| hunter_3
|
 
|character
 
|int
 
|Adds lifestyle XP to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Wise Man}} / Wise Woman
|add_dread
+
| mystic_1
|
 
|character
 
|int
 
|Adds (or removes) dread to a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Mystic}}
|add_gold
+
| mystic_2
|
 
|character
 
|
 
|Adds gold to a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Miracle Worker}}
|add_hook
+
| mystic_3
|
 
|character
 
|hook/character/secret/int
 
|Adds a hook on a character. Does send a toast to the player if it's involved.
 
|add_hook = { type = X, target = Y, secret = Z, days/months/years = W  }<br>days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it.
 
|Hooks and Secrets
 
 
|-
 
|-
 
+
| {{iconify|Eager Reveler}}
|add_hook_no_toast
+
| reveler_1
|
 
|character
 
|hook/character/secret/int
 
|Adds a hook on a character. Does NOT send a toast to the player.
 
|add_hook = { type = X, target = Y, secret = Z, days/months/years = W  }<br>days/months/years optional (taken from hook type otherwise) and can be a value or an interval, secret required for hook types that require it.
 
|Hooks and Secrets
 
 
|-
 
|-
 
+
| {{iconify|Famous Reveler}}
|add_intrigue_lifestyle_perk_points
+
| reveler_2
|
 
|character
 
|int
 
|Adds lifestyle per points to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Legendary Reveler}}
|add_intrigue_lifestyle_xp
+
| reveler_3
|
 
|character
 
|int
 
|Adds lifestyle XP to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Novice Physician}}
|add_joined_faction_discontent
+
| physician_1
|
 
|character
 
|int
 
|Adds (or subtracts) discontent to the factions the scope character is in.
 
|add_joined_faction_discontent = X
 
|Factions
 
 
|-
 
|-
 
+
| {{iconify|Physician}}
|add_knows_of_killer
+
| physician_2
|
 
|character
 
|character
 
|Adds the right hand side character as knowing of the killer of the scoped object.
 
|dead_person = { add_knows_of_killer = root }
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Renowned Physician}}
|add_learning_lifestyle_perk_points
+
| physician_3
|
 
|character
 
|int
 
|Adds lifestyle per points to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Patriarch}} / Matriarch
|add_learning_lifestyle_xp
+
| family_first
|
 
|character
 
|int
 
|Adds lifestyle XP to the given character
 
|
 
|Lifestyles
 
 
|-
 
|-
 +
| {{iconify|Herbalist}}
 +
| lifestyle_herbalist
 +
|}
  
|add_martial_lifestyle_perk_points
+
{| class="wikitable" style="float: left; margin-right: 30px;"
|
+
! Trait (other)
|character
+
! ID
|int
 
|Adds lifestyle per points to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Dynastic Kinslayer}}
|add_martial_lifestyle_xp
+
| kinslayer_1
|
 
|character
 
|int
 
|Adds lifestyle XP to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Familial Kinslayer}}
|add_opinion
+
| kinslayer_2
|
 
|character
 
|modifier/int/character
 
|Adds a temporary opinion modifier.
 
|add_opinion = { modifier = X days/months/years = Y target = Z }
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Kinslayer}}
|add_perk
+
| kinslayer_3
|
 
|
 
|character
 
|Adds the perk for this character
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Wounded}}
|add_piety
+
| wounded_1
|
 
|character
 
|
 
|Gives (or takes) piety to a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Severely Injured}}
|add_piety_experience
+
| wounded_2
|
 
|character
 
|
 
|Gives (or takes) piety experience to a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Brutally Mauled}}
|add_piety_level
+
| wounded_3
|
 
|character
 
|
 
|Increases (or decreases) the piety level of a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Sterile}} / Barren
|add_pressed_claim
+
| infertile
|
 
|character
 
|landed title
 
|Gives a pressed claim to a character.
 
|
 
|Title
 
 
|-
 
|-
 
+
| {{iconify|Monk}} / Nun
|add_prestige
+
| devoted
|
 
|character
 
|
 
|Gives (or takes) prestige to a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Crusader}}<br>{{iconify|Mujahid}}<br>{{iconify|Warrior of the Faith}}
|add_prestige_experience
+
| faith_warrior
|
 
|character
 
|
 
|Gives (or takes) prestige experience to a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Holy Monarch}}
|add_prestige_level
+
| crusader_king
|
 
|character
 
|
 
|Increases (or decreases) the prestige level of a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Pneumonia}}
|add_realm_law
+
| pneumonic
|
 
|character
 
|
 
|Adds the given law to the scoped character.
 
|
 
|Laws
 
 
|-
 
|-
 
+
| {{iconify|Club-footed}}
|add_realm_law_skip_effects
+
| clubfooted
|
 
|character
 
|
 
|Adds the given law to the scoped character. Skips the cost and the pass effect, and the revoke effects of the current law.
 
|
 
|Laws
 
 
|-
 
|-
 
+
| {{iconify|The Savior}}
|add_relation_flag
+
| savior
|
 
|character
 
|
 
|Adds a flag to an existing relation.
 
|add_relation_flag = { relation = scripted_relation flag = flag_name (declared in the relation's script) target = other_character }
 
|Flags
 
 
|-
 
|-
 
+
| {{iconify|Raider}} / Viking
|add_scheme_cooldown
+
| viking
|
 
|character
 
|character/scheme/int
 
|Sets a scheme cooldown for the scoped character.
 
|<scoped_character> = { target=target_character type=scheme_type days/weeks/months/years = duration }
 
|Hooks and Schemes
 
 
|-
 
|-
 
+
| {{icon|Lover's pox}}{{icon|Great pox}} Early Great Pox
|add_secret
+
| early_great_pox
|
 
|character
 
|secret/character
 
|Adds a secret.<br>Note that if you create a Secret in the immediate effect, the tooltips for other effects run in that Secret's scope (such as reveal_to) are likely to be displayed incorrectly, or not to be displayed at all. This is due to the game generating the tooltip before it actually has a Secret that exists to work off of. Test rigorously and use custom tooltips if necessary. Creating a Secret in the immediate and then running effects on it in an event option should produce perfectly normal tooltips.
 
|add_secret = { type = X target = Y }
 
|Hooks and Secrets
 
 
|-
 
|-
 
+
| {{iconify|Blood of the Prophet}} (unused)
|add_stewardship_lifestyle_perk_points
+
| blood_of_prophet
|
 
|character
 
|int
 
|Adds lifestyle per points to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Child of Concubine}}
|add_stewardship_lifestyle_xp
+
| child_of_concubine_female
|
 
|character
 
|int
 
|Adds lifestyle XP to the given character.
 
|
 
|Lifestyles
 
 
|-
 
|-
 
+
| {{iconify|Child of Consort}}
|add_stress
+
| child_of_concubine_male
|
 
|character
 
|int
 
|Increases (or decreases) stress of a character.
 
|
 
|Characters
 
 
|-
 
|-
 +
| {{iconify|Pilgrim}}<br>{{iconify|Hajji}} / Hajjah
 +
| pilgrim
 +
|}
 +
{{clear}}
  
|add_targeting_factions_discontent
+
== Innovation IDs ==
|
+
{{main|Innovation}}
|character
+
Innovation IDs usually match their name. The following innovations use a different ID however:
|int
+
{| class="wikitable"
|Adds (or subtracts) discontent to all the factions that are targeting the scope character.
+
! Innovation
|add_targeting_factions_discontent = X
+
! ID
|Factions
 
 
|-
 
|-
 
+
| [[File:Innovation majesty 02.png|35px]] Currency || innovation_currency_01
|add_to_scheme
 
|
 
|character
 
|cheme
 
|Adds a character as an agent to the scheme.
 
|
 
|Hooks and Schemes
 
 
|-
 
|-
 
+
| [[File:Innovation civil construction 01.png|35px]] Public Works || innovation_development_01
|add_trait
 
|
 
|character
 
|
 
|Adds a trait to a character (the trait will not be added and no tooltip will be shown if the character isn't eligible for the trait, i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range).
 
|
 
|Characters
 
 
|-
 
|-
 
+
| [[File:Innovation siege weapons.png|35px]] Onager || innovation_catapult
|add_trait_force_tooltip
 
|
 
|character
 
|
 
|Adds a trait to a character (if the add_trait effect would not add the trait - i.e. when already having the trait, having an opposing trait, not fulfilling the trait's is_potential trigger or being outside of the trait's range - a tooltip will be shown but the trait will not be added).
 
|
 
|Characters
 
 
|-
 
|-
 
+
| [[File:Innovation special maa 02.png|35px]] Chu-ko-nu || innovation_repeating_crossbow
|add_truce_both_ways
 
|
 
|character
 
|character/string/bool/war result
 
|Sets the both-way truce against the specified character.<br>'character' specifies the target character<br>'override' says whether it should replace the previous truce even if shorter<br>'years / months / days' sets the duration of the truce<br>'result' specifies the result from the scope character's point of view ('white_peace' by default)<br>'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'<br>'name' sets a custom description. Dynamic description with the current scope<br>'war' sets the war that caused the truce, mutually exclusive with 'casus_belli'
 
|add_truce_both_ways = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z }
 
|Characters
 
 
|-
 
|-
 
+
| [[File:Innovation special maa 01.png|35px]] Defensive Tactics || innovation_mobile_guards
|add_truce_one_way
 
|
 
|character
 
|character/string/bool/war result
 
|Sets the truce against the specified character.<br>'character' specifies the target character<br>'override' says whether it should replace the previous truce even if shorter<br>'years / months / days' sets the duration of the truce<br>'result' specifies the result from the scope character's point of view ('white_peace' by default)<br>'casus_belli' sets the casus belli scope that caused the truce, mutually exclusive with 'name'<br>'name' sets a custom description. Dynamic description with the current scope<br>'war' sets the war that caused the truce, mutually exclusive with 'casus_belli'
 
|add_truce_one_way = { character = X years/months/days = Y override = yes/no result = victory/defeat/white_peace casus_belli/war = Z }
 
|Characters
 
 
|-
 
|-
 
+
| [[File:Innovation special maa 01.png|35px]] Konni Raids || innovation_hussar_raids
|add_tyranny
 
|
 
|character
 
|int
 
|Adds (or removes) tyranny to (or from) a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| [[File:Innovation misc inventions.png|35px]] Longships || innovation_longboats
|add_unpressed_claim
 
|
 
|character
 
|landed title
 
|Gives an unpressed claim to a character.
 
|
 
|Titles
 
 
|-
 
|-
 
+
| [[File:Innovation majesty 01.png|35px]] West African Canoes || innovation_african_canoes
|add_visiting_courtier
 
|
 
|character
 
|character
 
|Add the target character as the scope character's guest.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| [[File:Innovation nobility 01.png|35px]] Coinage || innovation_currency_02
|allow_alliance
 
|
 
|character
 
|character
 
|Allows (previously broken) alliance with the target character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| [[File:Innovation nobility 03.png|35px]] Communal Development || innovation_development_02
|allow_in_scheme
 
|
 
|
 
|character
 
|Allow the character to join the scheme as an agent.
 
|
 
|Hooks and Schemes
 
 
|-
 
|-
 
+
| [[File:Innovation maa 01.png|35px]] Household Soldiers || innovation_house_soldiers
|apply_ai_vassal_obligation_liege_most_desired
 
|
 
|character
 
|
 
|Apply the new level for the most desired AI obligation level the liege in the contract wants
 
|
 
|Laws
 
 
|-
 
|-
 
+
| [[File:Innovation maa 02.png|35px]] Desert Mountain Practices || innovation_desert_mountain_herding
|apply_ai_vassal_obligation_vassal_most_desired
 
|
 
|character
 
|
 
|Apply the new level for the most desired AI obligation level the vassal in the contract wants.
 
|
 
|Laws
 
 
|-
 
|-
 
+
| [[File:Innovation majesty 03.png|35px]] Stammesherzogtum || innovation_stem_duchies
|assign_council_task
 
|
 
|character
 
|
 
|Assigns the target character to the council task.
 
|assign_council_task = { council_task = council_task_scope target = character_taking_the_position fire_on_actions = yes/no }
 
|Jobs
 
 
|-
 
|-
 
+
| [[File:Innovation majesty 02.png|35px]] Banking || innovation_currency_03
|assign_councillor_type
 
|
 
|character
 
|
 
|Assigns the target character to the first available council position of the type available.
 
|assign_councillor_type = { type = council_position_type_key target = character_taking_the_position fire_on_actions = yes/no }
 
|Jobs
 
 
|-
 
|-
 
+
| [[File:Innovation civil construction 01.png|35px]] Urbanization || innovation_development_03
|banish
 
|
 
|character
 
|
 
|The character gets banished.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| [[File:Innovation misc inventions.png|35px]] Ostsiedlung || innovation_east_settling
|becomes_independent
 
|
 
|character
 
|
 
|Becomes and independent ruler.
 
|becomes_independent = { change = 'previously created title_and_vassal_change' }
 
|Vassalage
 
 
|-
 
|-
 
+
| [[File:Innovation administration 01.png|35px]] Promissory Notes || innovation_currency_04
|break_alliance
 
|
 
|character
 
|character
 
|Breaks the alliance with the target character.
 
|
 
|Relations
 
 
|-
 
|-
 +
| [[File:Innovation misc inventions.png|35px]] Renaissance Thought || innovation_development_04
 +
|}
  
|cancel_truce_both_ways
+
== Title IDs ==
|
+
{{main|Titles}}
|character
+
All titles have an internal title ID that can be found in <code>game\common\landed_titles\00_landed_titles.txt</code>. Title IDs have a prefix based on their rank, followed by an underscore (<code>_</code>) and then their name.
|character
+
{| class="mildtable"
|Ends the truce against the specified character, and theirs against the scoped character.
+
! Rank
|cancel_truce_both_ways = scope:character
+
! Prefix
|Relations
+
! Example
 
|-
 
|-
 
+
| {{iconify|Barony}}
|cancel_truce_one_way
+
| <code>b_</code>
|
+
| <code>Wigmore -> b_wigmore</code>
|character
 
|character
 
|Ends the truce against the specified character.
 
|cancel_truce_one_way = scope:character
 
|Relations
 
 
|-
 
|-
 
+
| {{iconify|County}}
|change_current_weight
+
| <code>c_</code>
|
+
| <code>Sundgau -> c_sundgau</code>
|character
 
|int
 
|Change the current weight of the scoped character
 
|change_current_weight = 20
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Duchy}}
|change_first_name
+
| <code>d_</code>
|
+
| <code>Sicily -> d_sicily</code>
|character
 
|key/character
 
|Change the first name of a character.
 
|change_first_name = <localization_key><br>change_first_name = scope:name/var:name<br>change_first_name = { template_character = scope:character }
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Kingdom}}
|change_government
+
| <code>k_</code>
|
+
| <code>Denmark -> k_denmark</code>
|character
 
|key
 
|Changes the government of a character.
 
|
 
|Characters
 
 
|-
 
|-
 
+
| {{iconify|Empire}}
|change_liege
+
| <code>e_</code>
|
+
| <code>Persia -> e_persia</code>
|character
 
|
 
|Adds a liege change.
 
|change_liege = { liege = 'Character that should become the new liege' change = 'previously created title_and_vassal_change'}
 
|Vassalage
 
|-
 
 
 
|change_prison_type
 
|
 
|character
 
|key
 
|Changes the charater's prison type. Scoped character is the prisoner. Accepts any static modifier (see also improson effect).
 
|change_prison_type = house_arrest
 
|Characters
 
|-
 
 
 
|change_target_weight
 
|
 
|character
 
|int
 
|Change the target weight of the scoped character.
 
|change_target_weight = 20
 
|Characters
 
|-
 
 
 
|clear_forced_vote
 
|
 
|character
 
|bool
 
|clear_forced_vote = yes
 
|
 
|Characters
 
|-
 
 
 
|consume_banish_reasons
 
|
 
|character
 
|character
 
|'Consume' all banish reasons that the scoped character has on the target character. Until they get a new reason, they cannot banish the target again.
 
|
 
|Characters
 
|-
 
 
 
|consume_divorce_reasons
 
|
 
|character
 
|character
 
|'Consume' all divorce reason that the scoped character has on the target character. Until they get a new reason, they cannot divorce the target again.
 
|
 
|Characters
 
|-
 
 
 
|consume_execute_reasons
 
|
 
|character
 
|character
 
|'Consume' all execute reasons that the scoped character has on the target character. Until they get a new reason, they cannot execute the target again.
 
|
 
|Characters
 
|-
 
 
 
|consume_imprisonment_reasons
 
|
 
|character
 
|character
 
|'Consume' all imprisonment reasons that the scoped character has on the target character. Until they get a new reason, they cannot imprison the target again.
 
|
 
|Characters
 
|-
 
 
 
|consume_revoke_title_reason
 
|
 
|character
 
|character
 
|'Consume' 1 revoke title reason that the scoped character has on the target character.
 
|
 
|Characters
 
|-
 
 
 
|copy_inheritable_appearance_from
 
|
 
|character
 
|character
 
|Copies the inheritable appearance attributes (inheritable genes in the character's DNA string) from the target character to the scoped character.
 
|
 
|Titles
 
|-
 
 
 
|create_alliance
 
|
 
|character
 
|character
 
|Create an alliance between the scoped character and the target. The allied through characters determine who gets checked against for if the alliance should persist or not.
 
|create_alliance = scope<br>create_alliance = { target = scope allied_through_owner = scope allied_through_target = scope }
 
|Relations
 
|-
 
 
 
|create_cadet_branch
 
|
 
|character
 
|bool
 
|The scope character creates a cadet branch of the house he is in.
 
|
 
|Characters
 
|-
 
 
 
|create_faction
 
|
 
|key/character
 
|
 
|The scoped character creates a faction of the specified type against the specified target.
 
|create_faction = { type = X target = Y }
 
|Factions
 
|-
 
 
 
|create_story
 
|
 
|character
 
|key/character
 
|Creates and initializes a story cycle with the current character as owner.
 
|create_story = story_type<br>create_story = { type = story_type save_scope_as/save_temporary_scope_as = scope_name # optional way to get a reference to the new story }
 
|Stories
 
|-
 
 
 
|death
 
|
 
|character
 
|character/key
 
|Kills a character. Where X is a character and Y is one of the death reason keys. Or death = natural which will pick a natural death reason to kill the character from.
 
|death = { killer = X death_reason = Y }
 
|Characters
 
|-
 
 
 
|depose
 
|
 
|character
 
|bool
 
|The character gets deposed.
 
|
 
|Vassalage
 
|-
 
 
 
|destroy_title
 
|
 
|character
 
|title
 
|Destroys a title.
 
|
 
|Titles
 
|-
 
 
 
|end_pregnancy
 
|
 
|character
 
|
 
|End a pregnancy
 
|
 
|Characters
 
|-
 
 
 
|execute_decision
 
|
 
|character
 
|
 
|Execute the specified decision for the scoped character
 
|
 
|Characters
 
|-
 
 
 
|finish_council_task
 
|
 
|character
 
|
 
|The councillor finish the current assigned task successfully.
 
|
 
|Jobs
 
|-
 
 
 
|fire_councillor
 
|
 
|character
 
|character
 
|The scope character fires the target character form teh council.
 
|
 
|Jobs
 
|-
 
 
 
|forbid_from_scheme
 
|
 
|character
 
|
 
|Forbid the scope character from joining the target scheme as an agent (and kick the character out if already in the scheme)
 
|
 
|Hooks and Schemes
 
|-
 
 
 
|force_add_to_scheme
 
|
 
|character
 
|key/int
 
|Adds a character as an agent to the scheme and forces them to stay.
 
|force_add_to_scheme = { scheme = target_Scheme days/months/years = duration }
 
|Hooks and Schemes
 
|-
 
 
 
|force_vote_as
 
|
 
|character
 
|
 
|Forces the character to vote the same as the target.
 
|force_vote_as = { target = someone days/months/years = x }
 
|Characters
 
|-
 
 
 
|get_title
 
|
 
|character
 
|title
 
|Gives a title to a character.
 
|
 
|Titles
 
|-
 
 
 
|give_nickname
 
|
 
|character
 
|key
 
|Give a nickname to this character.
 
|
 
|Characters
 
|-
 
 
 
|imprison
 
|
 
|character
 
|character/key
 
|Imprisons the target character as this character's prisoner. X is a character, Y is a flag, Z is a static modifier.
 
|imprison = { target = X reason = Y type = Z }
 
|Characters
 
|-
 
 
 
|join_faction
 
|
 
|character
 
|
 
|The character in the scope joins the assigned faction.
 
|
 
|Factions
 
|-
 
 
 
|join_faction_forced
 
|
 
|character
 
|key/character/int
 
|The character in the scope is forced to join a faction by a character for a defined time.
 
|join_faction_forced = { faction = X forced_by = Y days/months/years = duration }
 
|Factions
 
|-
 
 
 
|join_faction_skip_check
 
|
 
|character
 
|
 
|The character in the scope joins the assigned faction skiping the can_character_join trigger.
 
|
 
|Factions
 
|-
 
 
 
|leave_faction
 
|
 
|character
 
|
 
|The charcter in the scope leaves the assigned faction.
 
|
 
|Factions
 
|-
 
 
 
|make_claim_strong
 
|
 
|character
 
|title
 
|Makes a claim strong (character adds the claim if not having it already).
 
|
 
|Titles
 
|-
 
 
 
|make_claim_weak
 
|
 
|character
 
|title
 
|Makes a claim weak (character adds the claim if not having it already).
 
|
 
|Titles
 
|-
 
 
 
|make_concubine
 
|
 
|character
 
|character
 
|Makes the target character a concubine of the scope character, the target should not be imprisoned.
 
|
 
|Characters
 
|-
 
 
 
|make_pregnant
 
|
 
|character
 
|character/int/bool
 
|Makes a character pregnant.
 
|make_pregnant = { father= 'the real father' number_of_children= X known_bastard=yes/no }
 
|Characters
 
|-
 
 
 
|make_trait_active
 
|
 
|character
 
|
 
|Activates an inactive trait. Tooltip will not be shown if the character cannot have the trait.
 
|
 
|Characters
 
|-
 
 
 
|make_trait_active_force_tooltip
 
|
 
|character
 
|
 
|Activates an inactive trait. Tooltip will be shown even if the character cannot have the trait.
 
|
 
|Characters
 
|-
 
 
 
|make_trait_inactive
 
|
 
|character
 
|
 
|Makes a current trait of a character inactive. Tooltip will not be shown if the character doesn't have the trait.
 
|
 
|Characters
 
|-
 
 
 
|make_trait_inactive_force_tooltip
 
|
 
|character
 
|
 
|Makes a current trait of a character inactive. Tooltip will be shown even if the character doesn't have the trait.
 
|
 
|Characters
 
|-
 
 
 
|make_unprunable
 
|
 
|character
 
|
 
|The scope character will no longer be prunable after their death. Use with care, as this will make everyone related to them unprunable too. So you should only use this if someone absolutely *needs* to stick around several years after their death.
 
|make_unprunable = yes
 
|Characters
 
|-
 
 
 
|marry
 
|
 
|character
 
|character
 
|Marries the scoped character to the target character.
 
|marry = target
 
|Characters
 
|-
 
 
 
|marry_matrilineal
 
|
 
|character
 
|character
 
|Marries the scoped character to the target character matrilineally
 
|marry_matrilineal = target
 
|Characters
 
|-
 
 
 
|move_to_pool
 
|
 
|character
 
|bool
 
|The scoped character (courtier or guest) leaves their current court and moves into the pool.
 
|scope:guest = { move_to_pool = yes }
 
|Characters
 
|-
 
 
 
|move_to_pool_at
 
|
 
|character
 
|province
 
|The scoped character (courtier/guest/pool character) leaves their current court (if any) and moves into the pool of the specified province
 
|scope:guest = { move_to_pool_at = scope:some_province }
 
|Characters
 
|-
 
 
 
|pay_long_term_gold
 
|
 
|character
 
|character/int
 
|The scope character pays gold to the target character. (AI budget category long term).
 
|pay_gold = { target = X gold = Y }
 
|Characters
 
|-
 
 
 
|pay_short_term_gold
 
|
 
|character
 
|
 
|The scope character pays gold to the target character. (AI budget category short term).
 
|pay_gold = { target = X gold = Y }
 
|Characters
 
|-
 
 
 
|pay_short_term_income
 
|
 
|character
 
|character/int
 
|The scope character immediately pays gold corresponding to their income to the target character. (AI budget short term).
 
|pay_income = { target = X days/months/years = Y }
 
|Characters
 
|-
 
 
 
|play_music_cue
 
|
 
|character
 
|
 
|Plays the specified music cue.
 
|
 
|Music
 
|-
 
 
 
|recalculate_scripted_relation
 
|
 
|character
 
|
 
|Recalculates the effect of a scripted relation.
 
|recalculate_scripted_relation = friend
 
|Relations
 
|-
 
 
 
|recruit_courtier
 
|
 
|character
 
|character
 
|Recruits the target to become a courtier.
 
|scope:liege = { recruit_courtier = scope:new_courtier }
 
|Characters
 
|-
 
 
 
|refund_all_perks
 
|
 
|character
 
|bool
 
|Refunds all perks of the character.
 
|refund_all_perks = yes
 
|Lifestyles
 
|-
 
 
 
|refund_perks
 
|
 
|character
 
|key
 
|Refunds all perks of the RHS lifestyle.
 
|refund_perks = intrigue_lifestyle
 
|Lifestyles
 
|-
 
 
 
|release_from_prison
 
|
 
|character
 
|bool
 
|Releases the character from the prison.
 
|release_from_prison = yes
 
|Characters
 
|-
 
 
 
|remove_all_character_modifier_instances
 
|
 
|character
 
|modifier
 
|Remove all instances of a modifier from a character
 
|remove_all_character_modifier_instances = name
 
|Modifiers
 
|-
 
 
 
|remove_character_flag
 
|
 
|character
 
|flag
 
|Removes a character flag.
 
|
 
|Flags
 
 
|-
 
|-
 +
|}
 +
Title IDs can also be seen in their respective title lists:
 +
* [[List of baronies]]
 +
* [[List of counties]]
 +
* [[List of duchies]]
 +
* [[List of kingdoms]]
 +
* [[List of empires]]
 +
=== Finding title IDs based on in-game name ===
 +
The title ID may not match the title's name in-game. For example, the player may have their game set to a language other than English or a title has a culture-specific name. Use the following steps to find a title ID purely on its in-game name:
 +
* Navigate to the file located at <code>game\localization\LANGUAGE\titles_l_LANGUAGE.yml</code>, replacing <code>LANGUAGE</code> with your game language.
 +
* Open the file with a text editor like Notepad++ and search for any instances of the in-game name using {{key press|CTRL}} + {{key press|F}}.
 +
* If you managed to find a match:
 +
** The line should look similar to <code> b_my_barony_name:0 "In-game name for barony"</code>.
 +
** The title ID is the word before the <code>:0</code>, therefore being <code>b_my_barony_name</code> in this example.
 +
* If you could not find a match:
 +
** Close the file.
 +
** In the same folder as the previous file, open the file <code>titles_cultural_names_l_LANGUAGE.yml</code>, replacing <code>LANGUAGE</code> appropriately.
 +
** Repeat your search for the title's in-game name in this file.
 +
** When you find a match, it should look like so: <code> cn_lunden:0 "Lunden"</code>.
 +
** Remember/copy the word before the <code>:0</code> (in this example, <code>cn_lunden</code>); this is a ''cultural name key'' of the title.
 +
** Close the file.
 +
** Navigate to the file <code>game\common\landed_titles\00_landed_titles.txt</code> and open it with your text editor.
 +
** Perform a search for the ''cultural name key'' you found in the previous file (e.g., <code>cn_lunden</code>).
 +
** The search query should land within a block named <code>cultural_names</code> enclosed by curly brackets (<code>{</code>, <code>}</code>).
 +
** Read the lines above until you reach another start of a block (denoted by <code>b_london = {</code>). Ignore any blocks like <code>color = {</code> or <code>color2 ={</code>.
 +
** The word in place of <code>b_london</code> is your title ID.
  
|remove_character_modifier
+
=== Finding custom title ID ===
|
+
Custom titles (i.e. the title of a player created Empire) do not follow the same naming convention. To find the ID:
|character
+
* From the debug console use the command <code>explorer</code> to open Object Browser
|modifier
+
* In Object Browser choose Provider: Landed Titles
|Remove a modifier from a character.
+
* Enter search term
|remove_character_modifier = name
+
* Hover over the Name field to show the title card
|Modifiers
 
|-
 
  
|remove_claim
+
== See also ==
|
+
* [[Nickname ID]]
|character
+
* [[Decision ID]]
|landed title
 
|Removes an explicit (not from a living parent/grand parent) claim.
 
|
 
|Title
 
|-
 
  
|remove_concubine
+
== References ==
|
+
<references/>
|character
 
|character
 
|Removes the target character as a concubine of the scope character.
 
|
 
|Relations
 
|-
 
 
 
|remove_courtier_or_guest
 
|
 
|character
 
|character
 
|Removes the target character (guest or courtier) from the scope character's court.
 
|scope:host = { remove_courtier_or_guest = scope:guest }<br>scope:host = {<br>remove_courtier_or_guest = {<br>character = scope:guest<br>new_location = scope:some_province # optionally specify a new location<br>}<br>}
 
|Characters
 
|-
 
 
 
|remove_decision_cooldown
 
|
 
|character
 
|key
 
|Remove the cooldown on taking a decision for the scoped character.
 
|remove_decision_cooldown = decision_name
 
|Decisions
 
|-
 
 
 
|remove_hook
 
|
 
|character
 
|character/hook_type
 
|Removes a hook on a character. If type is specified, the hook will only be removed if it is of that type.
 
|remove_hook = { target = X, type = Y }
 
|Hooks and Schemes
 
|-
 
 
 
|remove_interaction_cooldown
 
|
 
|character
 
|interaction
 
|Remove the cooldown on using an interaction for the scoped character.
 
|remove_interaction_cooldown = interaction_name
 
|Interactions
 
|-
 
 
 
|remove_interaction_cooldown_against
 
|
 
|character
 
|interaction/character
 
|Remove the cooldown on using an interaction against the target character for the scoped character.
 
|remove_interaction_cooldown_against = { interaction = interaction_name target = character }
 
|Interactions
 
|-
 
 
 
|remove_long_term_gold
 
|
 
|character
 
|
 
|Removes gold from a character (AI's long term budget).
 
|
 
|Characters
 
|-
 
 
 
|remove_nickname
 
|
 
|character
 
|bool
 
|Removes any nickname from the current character.
 
|
 
|Characters
 
|-
 
 
 
|remove_opinion
 
|
 
|character
 
|character/modifier/bool
 
|Removes a temporary opinion modifier. Where X is a character, Y is the opinion modifier, Z tells whether to remove all instances of the modifier or just one.
 
|remove_opinion = { target = X modifier = Y single = Z (no by default) }
 
|Modifiers
 
|-
 
 
 
|remove_perk
 
|
 
|character
 
|
 
|Remove the perk for this character
 
|
 
|Characters
 
|-
 
 
 
|remove_realm_law
 
|
 
|character
 
|law
 
|Removes the given law from the scoped character. This will leave the law group empty, so only do this if you're getting rid of a law group.
 
|
 
|Laws
 
|-
 
 
 
|remove_relation_best_friend
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_bully
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_court_physician
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_crush
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_flag
 
|
 
|flag/character/relation
 
|Removed a flag from an existing relation.
 
|
 
|remove_relation_flag = { flag = flag_name (declared in scripted_relation) target = other_character relation = scripted_relation }
 
|Flags
 
|-
 
 
 
|remove_relation_friend
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_guardian
 
|
 
|character
 
|character
 
|Removes scripted relationship
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_intrigue_mentor
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_intrigue_student
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_lover
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_mentor
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_nemesis
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_oaf
 
|
 
|character
 
|character
 
|Removes scripted relationship
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_potential_friend
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_potential_lover
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_potential_rival
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_rival
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_soldier_friend
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_soulmate
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_student
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_victim
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_relation_ward
 
|
 
|character
 
|character
 
|Removes scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|remove_scheme_cooldown_against
 
|
 
|character
 
|scheme/character
 
|Remove the cooldown on using a scheme against the target character for the scoped character
 
|remove_scheme_cooldown_against = { scheme = scheme_name target = character }
 
|Hooks and Schemes
 
|-
 
 
 
|remove_short_term_gold
 
|
 
|character
 
|
 
|Removes gold from a character (AI's short term budget).
 
|
 
|Characters
 
|-
 
 
 
|remove_trait
 
|
 
|character
 
|
 
|Removes a trait from a character. Tooltip will not be shown if the character doesn't have the trait.
 
|
 
|Characters
 
|-
 
 
 
|remove_trait_force_tooltip
 
|
 
|character
 
|
 
|Removes a trait from a character. Tooltip will be shown even if the character doesn't have the trait.
 
|
 
|Characters
 
|-
 
 
 
|reset_beneficiary
 
|
 
|character
 
|bool
 
|The target character stops having a beneficiary.
 
|reset_beneficiary = yes
 
|Holy Wars
 
|-
 
 
 
|return_to_court
 
|
 
|character
 
|
 
|Returns the scope character to the employers court.
 
|
 
|Characters
 
|-
 
 
 
|reverse_add_opinion
 
|
 
|character
 
|modifier/int/character
 
|Adds a temporary reverse opinion modifier. X is a scripted modifier name. Y can be a value or a range "{ A B }" If no timeout are specified, the modifier's scripted default timeout will be used.
 
|reverse_add_opinion = { modifier = X days/months/years = Y target = Z }
 
|Modifiers
 
|-
 
 
 
|scriptedtests_recalculate_character_modifier
 
|
 
|character
 
|
 
|Recalculates the modifier of the scoped character.
 
|
 
|Modifiers
 
|-
 
 
 
|scriptedtests_recalculate_succession
 
|
 
|character
 
|
 
|Recalculates the line of succession of the scoped character.
 
|
 
|Succession
 
|-
 
 
 
|send_interface_message
 
|
 
|character
 
|
 
|Sends a message to the player playing the character in the scope and then executes any effects inside.<br>For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense and $DESC$ contains the text from the desc field.
 
|send_interface_message = {<br>type = message_type # default: send_interface_message<br>title = LOCALIZATION # optional, otherwise takes it from the message type<br>desc = LOCALIZATION # optional, otherwise takes it from the message type<br>tooltip = LOCALIZATION # optional, otherwise takes it from the message type<br>left_icon = scope:recipient # optional, character or title<br>right_icon = scope:the_title # optional, character or title<br>goto = scope:the_title # optional, character, barony title, province will add a goto button<br># optional effects...<br>add_dread = 5<br>scope:someone = { add_gold = 5 }<br>}
 
|Notifications
 
|-
 
 
 
|send_interface_toast
 
|
 
|character
 
|
 
|Sends a message to the player playing the character in the scope and then executes any effects inside.<br>For the message text and tooltip, $EFFECT$ contains the text description of the effects in the past tense.<br>And $DESC$ contains the text from the desc field.
 
|send_interface_toast = {<br>type = message_type # default: send_interface_toast<br>title = LOCALIZATION # optional, otherwise takes it from the message type<br>desc = LOCALIZATION # optional, otherwise takes it from the message type<br>left_icon = scope:recipient # optional, character or title<br>right_icon = scope<br>goto = scope:the_title # optional, character, barony title, province will add a goto button<br># optional effects...<br>add_dread = 5<br>scope:someone = { add_gold = 5 }<br>}
 
|Notifications
 
|-
 
 
 
|set_absolute_country_control
 
|
 
|character
 
|
 
|Sets if this character has absolute country control.
 
|
 
|Control
 
|-
 
 
 
|unlock_character_movement
 
|
 
|
 
|bool/character
 
|
 
|
 
|Characters
 
|-
 
 
 
|set_beneficiary
 
|
 
|character
 
|character
 
|The target character becomes the beneficiary of the scoped character.
 
|set_beneficiary = some character
 
|Holy Wars
 
|-
 
 
 
|set_character_faith
 
|
 
|character
 
|faith
 
|Changes what faith a character has executing the effects for it. For history setup use 'set_character_faith_history' instead.
 
|
 
|Characters
 
|-
 
 
 
|set_character_faith_history
 
|
 
|character
 
|faith
 
|Changes what faith a character has NOT executing the effects for it. USE ONLY IN HISOTRY SETUP!
 
|
 
|Characters
 
|-
 
 
 
|set_character_faith_with_conversion
 
|
 
|character
 
|faith
 
|Changes what faith a character has, as if they used the faith-view interaction (minus the piety cost). So vassals who'd accept will get converted, as will capitals
 
|
 
|Characters
 
|-
 
 
 
|set_child_of_concubine_on_pregnancy
 
|
 
|character
 
|
 
|Sets the child to be (or not be) a child of a concubine during pregnancy
 
|
 
|Characters
 
|-
 
 
 
|set_council_task
 
|
 
|character
 
|key/character
 
|Sets the task of the scope councillor
 
|set_council_task = { task_type = council_position_type_key target = for_targeted_tasks  }
 
|Jobs
 
|-
 
 
 
|set_culture
 
|
 
|character
 
|culture
 
|Set the culture for this character
 
|
 
|Characters
 
|-
 
 
 
|set_culture_same_as
 
|
 
|character
 
|character
 
|Sets the culture of the character to be the same as the culture of the target.
 
|
 
|Characters
 
|-
 
 
 
|set_death_reason
 
|
 
|character
 
|
 
|Sets the death reason and the killer of a dead character.
 
|set_death_reason = { killer = X death_reason = Y }, both parameters are optional
 
|Characters
 
|-
 
 
 
|set_default_education
 
|
 
|
 
|character
 
|Sets the default education focus for this character.
 
|
 
|Lifestyles
 
|-
 
 
 
|set_designated_heir
 
|
 
|character
 
|character
 
|Sets the given character as designated heir.
 
|
 
|Succession
 
|-
 
 
 
|set_employer
 
|
 
|character
 
|character
 
|Add the scope character to the target character's court.
 
|
 
|Characters
 
|-
 
 
 
|set_father
 
|
 
|character
 
|character
 
|Sets the father of a character.
 
|
 
|Characters
 
|-
 
 
 
|set_focus
 
|
 
|character
 
|
 
|Set the focus for this character
 
|
 
|Lifestyles
 
|-
 
 
 
|set_house
 
|
 
|character
 
|dynasty house
 
|Sets the dynasty house of the character.
 
|
 
|Characters
 
|-
 
 
 
|set_immortal_age
 
|
 
|character
 
|int
 
|Changes what age the character became immortal at. Only works if already immortal.
 
|set_immortal_age = 20
 
|Characters
 
|-
 
 
 
|set_killer_public
 
|
 
|character
 
|
 
|Sets the scoped character's killer as being publicly known
 
|set_killer_public = bool
 
|Hooks and Schemes
 
|-
 
 
 
|set_known_bastard_on_pregnancy
 
|
 
|character
 
|
 
|Sets the child to a known or unknown bastard during pregnancy.
 
|
 
|Characters
 
|-
 
 
 
|set_num_pregnancy_children
 
|
 
|character
 
|int
 
|Set the number of children
 
|
 
|Characters
 
|-
 
 
 
|set_override_designated_winner
 
|
 
|character
 
|bool
 
|The scoped character will put their beneficiary on the throne if they're the #1 participant if this is called with 'yes'. Call with 'no' to turn it off again.
 
|set_override_designate_winner = yes
 
|Holy Wars
 
|-
 
 
 
|set_player_character
 
|
 
|character
 
|character
 
|The scope character's player will now play as the target character. Scope must be player-controlled. Target cannot be player-controlled.
 
|
 
|Characters
 
|-
 
 
 
|set_pregnancy_assumed_father
 
|
 
|character
 
|character
 
|Set the assumed father of the pregnancy.
 
|
 
|Characters
 
|-
 
 
 
|set_primary_spouse
 
|
 
|character
 
|character
 
|Set the primary spouse of a character.
 
|set_primary_spouse = scope
 
|Characters
 
|-
 
 
 
|set_primary_title_to
 
|
 
|character
 
|landed title
 
|Sets the primary title for a character.
 
|set_primary_title_to = <title>
 
|Titles
 
|-
 
 
 
|set_real_father
 
|
 
|character
 
|character
 
|Changes the real father of the character scope.
 
|
 
|Characters
 
|-
 
 
 
|set_realm_capital
 
|
 
|character
 
|landed title
 
|Set a new realm capital
 
|character = { set_realm_capital = new_title }
 
|Realm
 
|-
 
 
 
|set_relation_best_friend
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_bully
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_court_physician
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_crush
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_friend
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_guardian
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_intrigue_mentor
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_intrigue_student
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_lover
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_mentor
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_nemesis
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_oaf
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_potential_friend
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_potential_lover
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_potential_rival
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_rival
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_soldier_friend
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_soulmate
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_student
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_victim
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_relation_ward
 
|
 
|character
 
|character
 
|Sets scripted relationship.
 
|
 
|Relations
 
|-
 
 
 
|set_sexuality
 
|
 
|character
 
|
 
|Sets the sexuality of the character
 
|
 
|Characters
 
|-
 
 
 
|set_to_lowborn
 
|
 
|character
 
|
 
|Set the character to lowborn.
 
|
 
|Characters
 
|-
 
 
 
|set_vassal_contract_modification_blocked
 
|
 
|character
 
|
 
|Blocks the vassal contract from being modified with regards to being checked by 'vassal_contract_is_blocked_from_modification'
 
|
 
|Vassalage
 
|-
 
 
 
|spawn_army
 
|
 
|character
 
|
 
|Spawns an army for this character. If the character is not at war, the regiments will be created, but the army will not be spawned.
 
|spawn_army = {<br>levies = int/script value # optional, number of men<br>men_at_arms = { # optional, multiple can be specified. Need either levies or MAA<br>type = key<br>men/stacks = int/script value<br>}<br>location = province<br>origin = province # optional, location used if not set. This is used for where to base bonuses and the like on<br>war = war # optional. If set, the stack will disband after the war ends<br>inheritable = yes/no # Default: yes<br>uses_supply = yes/no # Default: yes<br>army = army # optional. If set, the stack will merge into this army<br>save_scope_as/save_temporary_scope_as = new_army # optional way to get a reference to the new army. Note this might not be set if the army wasn't spawned (e.g. if the character is not at war)<br>name = description # gives the troops a specific name that shows up in interfaces<br>}
 
|Armies
 
|-
 
 
 
|start_default_task
 
|
 
|character
 
|
 
|Force the Councillor to revert to the default task. Any relevant percentage progress will be lost (even if the councillor was performing the default task already).
 
|
 
|Jobs
 
|-
 
 
 
|start_scheme
 
|
 
|character
 
|
 
|
 
|starts a scheme  = { type = X target = Y }
 
|Hooks and Schemes
 
|-
 
 
 
|start_war
 
|
 
|character
 
|
 
|Starts a war. X is a casus belli type, Y is the target character, Z i the (optional) claimant, W1, W2.... are targeted titles.
 
|start_war = { casus_belli/cb = X target = Y claimant = Z target_title = W1 target_title = W2 ... }
 
|Wars
 
|-
 
 
 
|stress_impact
 
|
 
|character
 
|
 
|Stress impact according to specified traits (trait = value), use base = value for a base value that's always added.
 
|stress_impact = { sadistic = medium_stress_impact_loss }<br>stress_impact = { compassionate = medium_stress_impact_gain }
 
|Characters
 
|-
 
 
 
|use_hook
 
|
 
|character
 
|character
 
|Uses a hook a character has (removes if weak, puts on cooldown if strong).
 
|use_hook = some_character
 
|Hooks and Schemes
 
|-
 
 
 
|vassal_contract_decrease_obligation_level
 
|
 
|character
 
|
 
|Decrease the obligation level of the scoped character's vassal contract.
 
|
 
|Vassalage
 
|-
 
 
 
|vassal_contract_increase_obligation_level
 
|
 
|character
 
|
 
|Increase the obligation level of the scoped character's vassal contract.
 
|
 
|Vassalage
 
|-
 
 
 
|vassal_contract_set_obligation_level
 
|
 
|character
 
|
 
|Change the obligation level of the scoped character's vassal contract.
 
|vassal_contract_set_obligation_level = { type = name level = 1 } # index to obligation level<br>vassal_contract_set_obligation_level = { type = name level = feudal_obligation_low }
 
|Vassalage
 
|-
 
 
 
|visit_court_of
 
|
 
|character
 
|character
 
|Add the scope character as the target character's guest.
 
|
 
|Characters
 
|-
 
 
 
|add_faction_discontent
 
|
 
|faction
 
|
 
|Adds (or subtracts) discontent to the scope faction.
 
|add_faction_discontent = X
 
|Factions
 
|-
 
 
 
|destroy_faction
 
|
 
|faction
 
|
 
|The scope faction is destroyed.
 
|destroy_faction = yes
 
|Factions
 
|-
 
 
 
|faction_remove_war
 
|
 
|faction
 
|
 
|Removes the war currently associated with the faction.
 
|faction_remove_war = yes
 
|Factions
 
|-
 
 
 
|faction_start_war
 
|
 
|faction
 
|
 
|The scope faction starts the war agains their target.
 
|faction_start_war = {<br>title = [optional]<br>}
 
|Factions
 
|-
 
 
 
|remove_special_character
 
|
 
|faction
 
|
 
|Removes the special character for the scope faction
 
|
 
|Factions
 
|-
 
 
 
|remove_special_title
 
|
 
|faction
 
|
 
|Removes the special character for the scope faction.
 
|
 
|Factions
 
|-
 
 
 
|set_special_character
 
|
 
|faction
 
|character
 
|Sets the special character for the scope faction.
 
|
 
|Factions
 
|-
 
 
 
|set_special_title
 
|
 
|faction
 
|landed title
 
|Sets the special title for the scope faction
 
|
 
|Factions
 
|-
 
 
 
|add_attacker
 
|
 
|war
 
|character
 
|Adds the target character to the scope war as an attacker.
 
|
 
|Wars
 
|-
 
 
 
|add_defender
 
|
 
|war
 
|character
 
|Adds the target character to the scope war as a defender.
 
|
 
|Wars
 
|-
 
 
 
|end_war
 
|
 
|war
 
|
 
|Ends the war with the specified winner.
 
|end_war = attacker/defender/white_peace
 
|Wars
 
|-
 
 
 
|remove_participant
 
|
 
|war
 
|character
 
|Removes the target character from the scope war.
 
|
 
|Wars
 
|-
 
 
 
|set_called_to
 
|
 
|war
 
|character
 
|Sets the target character as already called to the scope war.
 
|
 
|Wars
 
|-
 
 
 
|set_casus_belli
 
|
 
|war
 
|
 
|Sets the casus belli of the scope war.
 
|
 
|Wars
 
|-
 
 
 
|activate_holy_site
 
|
 
|faith
 
|
 
|Activate an inactive holy site.
 
|<faith_scope> = { activate_holy_site = <holy_site_name> }
 
|Faiths
 
|-
 
 
 
|add_doctrine
 
|
 
|faith
 
|doctrines
 
|Add doctrine to faith.
 
|<faith_scope> = { add_doctrine = <doctrine_name> }
 
|Faiths
 
|-
 
 
 
|change_fervor
 
|
 
|faith
 
|int
 
|Changes the fervor of the faith by the given value.
 
|change_fervor = script value
 
|Faiths
 
|-
 
 
 
|remove_doctrine
 
|
 
|faith
 
|doctrines
 
|Remove doctrine from faith.
 
|<faith_scope> = { remove_doctrine = <doctrine_name> }
 
|Faiths
 
|-
 
 
 
|remove_religious_head_title
 
|
 
|faith
 
|bool
 
|Removes the religious head title of the faith.
 
|remove_religious_head_title = yes
 
|Faiths
 
|-
 
 
 
|set_religious_head_title
 
|
 
|faith
 
|landed title
 
|Sets the religious head title of the faith to the given title.
 
|set_religious_head_title = scope
 
|Faiths
 
|-
 
 
 
|start_great_holy_war
 
|
 
|faith
 
|
 
|Starts a great holy war.
 
|start_great_holy_war = {<br>target_character = someone<br>target_title = some<br>titledelay = script value# Number of days until the war should<br>startwar = some war # Optional. Will make this a directed GHW instead of undirected, and tie it to this specific war<br>}
 
|Faiths
 
|-
 
 
 
|set_add_claim_on_loss
 
|
 
|title/vassal change
 
|
 
|If set, any title losses will result in claims being added to the previous holder.
 
|
 
|Titles
 
|-
 
 
 
|set_title_and_vassal_change_type
 
|
 
|title/vassal change
 
|conquest, conquest_holy_war, conquest_claim, conquest_populist, inheritance, abdication, destroyed, created, usurped, granted, revoked, election, independency, returned, leased_out, lease_revoked, faction_demand
 
|Sets the type of change.
 
|
 
|Titles
 
|-
 
 
 
|add_secret_participant
 
|
 
|secret
 
|character
 
|Adds an participant to the secret.
 
|
 
|Hooks and Schemes
 
|-
 
 
 
|disable_exposure_by
 
|
 
|secret
 
|character
 
|Forbids the target character from exposing the secret
 
|disable_exposure_by = target_character
 
|Hooks and Schemes
 
|-
 
|}
 
  
 
{{Modding navbox}}
 
{{Modding navbox}}
 
[[Category:Modding]]
 
[[Category:Modding]]

2021年1月4日 (月) 20:38時点における版

このページでは、コンソールウィンドウに入力できるコードの一覧を示します。コンソールウィンドウは特別なデバッグウィンドウで、デバッグモードのときにShift+2、Alt+2+1、Shift+3、§~^²、または`(キーはキーボードレイアウトによって異なります)を押すとアクセスできます。QWERTYキーボードの場合、キーは`です。訳者注:Windowsの日本語キーボード環境においてはエスケープキーの下にある半角/全角漢字キーを押してください。[1]それ以外の場合は、上記の組み合わせが機能しなかった場合に、Shift+Alt+Cが機能することがあります。上矢印キーまたは下矢印キーを押して、前に実行したコマンドに移動します。多くのコードは、コマンドを再度繰り返すことによってオフにすることができますが、保存の再読み込みやゲームの終了が必要になる場合もあります。

キャラクターIDは、デバッグモードを有効にした時にキャラクターの上にカーソルを置くと表示されます。

※Linuxでは、現在コンソールウィンドウが非表示になるバグがありますが、ボタンを押すことはできます(バージョン1.1.3時点)。[2]

デバッグモード

デバッグモードは、ゲーム内のツールのセットで、通常はユーザからは見えません。これを使い、ユーザーは通常の手段を超えてゲームの動作を変更できます。デバッグモードには、次のツールが含まれます。

  • コンソールウィンドウ(ユーザがコンソールコマンドを入力するためのもの)
  • デバッグメニュー(ポートレートエディタ、GUIエディタ、微調整メニュー、その他いろいろが含まれます)
  • デバッグ情報
  • インタラクション(対話型)デバッグ(ユーザーは即座に意見を変えたり、投獄したり、その他いろいろなことができます)
  • コントロール(Ctrl)キーを押しながらポートレートをクリックすると、キャラクターをコントロールできます。 オルト(Alt)キーを押しながらクリックすると、キャラクターを殺すことができます。
  • 変更されたファイル(Modも含む)を自動的にメモリーに再ロードするファイル監視機構。

デバッグモードを有効にする

ゲームの起動時にデバッグモードを有効にする必要があります。コンソールウィンドウで無効にすることもできます。

Steam

デバッグモードでゲームを開始するには、Steam内で右クリックしてゲームのプロパティを設定し、一般タブを開き、起動オプションに-debug_modeを追加します[3]。ゲームをリスタートする必要があります。

Steamを使わない

また、Steamを使用せずに、CK3のインストールフォルダに移動し、CK3のアプリケーション[4]を右クリックメニューから「ショートカットを作成」を選択してショートカットを作成することで、ゲームをデバッグモードで起動することもできます。新しいショートカットを右クリックし、プロパティを選択します。「ショートカット」 タブで 「リンク先」を表示し、そのテキストの最後に空白を1文字[5]とその後ろに-debug_modeを追加し、「適用」 をクリックします。このショートカットを使用してゲームを起動すると、デバッグモードが有効になります。

Xboxゲームパス

Xboxゲームパス版/Windows 10ストア版では、通常のショートカットを作成できないため、ゲームを開くたびにコマンドプロンプトで次のコマンドを実行する必要があります。

start shell:AppsFolder\ParadoxInteractive.ProjectTitus_zfnrdv2de78ny!App -debug_mode

毎回コマンドプロンプトを実行したくない場合は、上記のコマンドを実行するバッチ (.bat) ファイルを作成し、デスクトップから実行できます。 Windows 10で単純なバッチファイルを作成するには、次の手順に従います。

  • スタートボタンを押す
  • メモ帳を検索し、一番上の結果をクリックしてアプリを起動する。
  • 前述のコマンドを貼り付けます。
  • ファイルメニューをクリック
  • 保存をクリックするかCTRL + SHIFT + Sを押して保存処理をする。
  • スクリプトの名前を入力、例えば"ck3debug.bat"など。名前は何でも良いですが、.batで終わるようにしてください。
  • デスクトップを保存先にする
  • 保存をクリックして実行!

デバッグモードを無効にする

実績を有効にするには、デバッグモードを完全に無効にする必要があります(コンソール・ウィンドウだけでなく)。

Steam

デバッグモードを無効にするには、Steam内で右クリックしてゲームのプロパティを設定し、一般タブを開き、起動オプションから-debug_modeを削除します[6]ゲームをリスタートする必要があります。

デバッグ情報

デバッグモードを有効にすると、キャラクター、インタラクション、イベントに通常のゲームプレイ中は表示されないデバッグ情報が表示されます。

チート

Cheatはコンソール・コマンドであり、単独のテスト目的ではなく、不公正な利点を与えるために使用できます。スクリプトコマンドとは異なります。デバッグウィンドウを開いた状態でTabキーを押すとコマンドの一覧が表示され、選択したコマンドを入力した後でもう一度タブ(Tab)キーを押すと、そのコマンドで使用できるパラメータがデバッグウィンドウに表示されます

コマンド 効果 パラメーター
age [キャラクターID]に[数値]分の年齢を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] age 20
add_claim [タイトルID]への請求権を[キャラクターID]に追加します [称号ID] [キャラクターID] add_claim e_hre
add_doctrine [教義ID]を[宗派ID]に追加します。宗派が指定されていない場合はプレイヤーの宗派に追加されます。tabキーを押すことですべての教義IDを閲覧できます [教義ID] [宗派ID] add_doctrine doctrine_pluralism_fundamentalist catholic
add_dread [キャラクターID]に[数値]分の恐怖を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] add_dread 100
add_maa [キャラクターID]に[連隊ID]の常備軍を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべての連隊IDを閲覧できます [連隊ID] [キャラクターID] add_maa bowmen
add_perk [キャラクターID]に[パークID]を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべてのパークIDを閲覧できます [パークID] [キャラクターID] add_perk thoughtful_perk
add_piety プレイヤーキャラクターの信仰点に[数値]分の値を追加します。数値の指定がない場合は1000付与されます [数値] add_piety 9000
add_prestige プレイヤーキャラクターの威信点に[数値]分の値を追加します。負の値の場合には減算します。数値の指定がない場合は1000付与されます [数値] add_prestige 16000
add_realm_law [キャラクターID]の領国で[法律ID]を可決させます。キャラクターの指定がない場合はプレイヤーキャラクターの領国が対象となります。tabキーを押すことですべての法律IDを閲覧できます [法律ID] [キャラクターID] add_realm_law crown_authority_3
add_realm_law_skip_effects [キャラクターID]の領国に[法律ID]を付与します。キャラクターの指定がない場合はプレイヤーキャラクターの領国が対象となります。tabキーを押すことですべての法律IDを閲覧できます [法律ID] [キャラクターID] add_realm_law_skip_effects crown_authority_3
add_relation [キャラクターID]と[キャラクターID]の間に[関係ID]を付与します。キャラクターが一人しか指定されていない場合は、プレイヤーキャラクターがもう一方の対象となります [関係ID] [キャラクターID] add_relation friend 1234
add_secret プレイヤーキャラクターに[秘密ID]を付与します。tabキーを押すことですべての秘密IDを閲覧できます [秘密ID] add_secret secret_witch
add_stress [キャラクターID]に[数値]分のストレスを付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] add_stress 50
add_title_law [称号ID]に[継承法ID]を付与します [称号ID] [法律ID] add_title_law e_hre feudal_elective_succession_law
add_trait [キャラクターID]に[特性ID]を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべての特性IDを閲覧できます [特性ID] [キャラクターID] add_trait witch
add_lifestyle_xp_all [キャラクターID]に[数値]分の全ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます [数値] [キャラクターID] add_lifestyle_xp_all 2000
add_diplomacy_lifestyle_xp [キャラクターID]に[数値]分の外交ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます [数値] [キャラクターID] add_diplomacy_lifestyle_xp 2000
add_martial_lifestyle_xp [キャラクターID]に[数値]分の軍事ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます [数値] [キャラクターID] add_martial_lifestyle_xp 2000
add_stewardship_lifestyle_xp [キャラクターID]に[数値]分の管理ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます [数値] [キャラクターID] add_stewardship_lifestyle_xp 2000
add_intrigue_lifestyle_xp [キャラクターID]に[数値]分の策略ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます [数値] [キャラクターID] add_intrigue_lifestyle_xp 2000
add_learning_lifestyle_xp [キャラクターID]に[数値]分の学識ライフスタイルの経験値を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値の指定がない場合は1000付与されます [数値] [キャラクターID] add_learning_lifestyle_xp 2000
change_culture [伯爵領ID]の文化を[文化ID]に変更します [伯爵領ID] [文化ID] change_culture 496 swedish
change_development_level [伯爵領ID]に[数値]分の開発度を付与します。伯爵領が指定されていない場合はプレイヤーキャラクターの首都が対象となります。数値が負の場合は減算します [数値] [伯爵領ID] change_development_level 100 496
change_fervor [宗派ID]に[数値]分の情熱を付与します。宗派が指定されていない場合はプレイヤーキャラクターの宗派が対象となります。数値が負の場合は減算します。数値の指定がない場合は10付与されます [数値] [宗派ID] change_fervor 100 catholic
change_diplomacy [キャラクターID]に[数値]分の外交能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] change_diplomacy 16
change_martial [キャラクターID]に[数値]分の軍事能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] change_martial 16
change_stewardship [キャラクターID]に[数値]分の管理能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] change_stewardship 16
change_intrigue [キャラクターID]に[数値]分の策略能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] change_intrigue 16
change_learning [キャラクターID]に[数値]分の学識能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] change_learning 16
change_prowess [キャラクターID]に[数値]分の武勇能力を付与します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。数値が負の場合は減算します [数値] [キャラクターID] change_prowess 16
clear_character_modifiers [キャラクターID]のすべての補正を削除します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [キャラクターID] clear_character_modifiers
clear_title_laws [称号ID]のすべての継承法を削除します [称号ID] clear_title_laws e_hre
clear_traits [キャラクターID]のすべての特性を削除します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [キャラクターID] clear_traits
discover_all_eras [キャラクターID]の文化にすべての革新性を発見させます。キャラクターの指定がない場合はプレイヤーキャラクターの文化が対象となります [キャラクターID] discover_all_eras
discover_era プレイヤーキャラクターの文化に[時代ID]とその時代のすべての革新性を発見させます。tabキーを押すことですべての時代IDを閲覧できます。指定がない場合は現在の時代が対象となります [時代ID] discover_era culture_era_early_medieval
discover_fascination [キャラクターID]の文化に現在のfascinationを発見させます。キャラクターの指定がない場合はプレイヤーキャラクターの文化が対象となります [キャラクターID] discover_fascination
discover_innovation [キャラクターID]の文化に[革新性ID]を発見させます。キャラクターの指定がない場合はプレイヤーキャラクターの.tabキーを押すことですべての革新性IDを閲覧できます [革新性ID] [キャラクターID] discover_innovation innovation_motte
dynasty_prestige [王朝ID]に[数値]分の名誉を付与します。王朝が指定されていない場合はプレイヤーキャラクターの王朝が対象となります。数値が負の場合は減算します。数値の指定がない場合は1000付与されます [数値] [王朝ID] dynasty_prestige 100000
end_schemes プレイヤーキャラクターを対象とするすべての計画が放棄されます なし end_schemes
event [イベントID]を発生させます [イベントID] event lifestyle_nicknames.0001
gain_all_dynasty_perks [キャラクターID]の王朝がすべての王朝の遺産を獲得します。キャラクターの指定がない場合はプレイヤーキャラクターの王朝が対象となります [キャラクターID] gain_all_dynasty_perks
gain_all_perks [キャラクターID]にすべてのライフスタイルのパークを与えます。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [キャラクターID] gain_all_perks
give_title [キャラクターID]に[称号ID]を与えます。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [称号ID] [キャラクターID] give_title e_hre
gold プレイヤーキャラクターに[数値]分の金を付与します。数値が負の場合は減算します。数値の指定がない場合は1000付与されます [数値] add_gold 500
instabuild プレイヤーキャラクターの領土内の領地や建築物の建設は1日で完了します。再度入力することで無効化されます なし instabuild
instant_birth 妊娠期間は1日で終了します。再度入力することで無効化されます なし instant_birth
join_era [キャラクターID]の文化が[時代ID]に入ります。キャラクターの指定がない場合はプレイヤーキャラクターの文化が対象となります。tabキーを押すことですべての時代IDを閲覧できます [時代ID] join_era culture_era_high_medieval
kill [キャラクターID]を殺害します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [キャラクターID] kill
know_schemes プレイヤーキャラクターを対象とするすべての計画を発見します なし know_schemes
merge_culture [文化ID]のすべての伯爵領が[文化ID]に変化します [文化ID] [文化ID] merge_culture greek swedish
pregnancy 女性[キャラクターID]が[キャラクターID]の子を身ごもります。キャラクターの指定がない場合父親は不明になります [キャラクターID] [キャラクターID] pregnancy 1234
remove_doctrine [宗派ID]から[教義ID]を削除します。宗派が指定されていない場合はプレイヤーキャラクターの信仰が対象となります。tabキーを押すことですべての教義IDを閲覧できます [doctrine id] [宗派ID] remove_doctrine doctrine_pluralism_righteous catholic
remove_nick [キャラクターID]から現在のニックネームを削除します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [キャラクターID] remove_nick
remove_relation [キャラクターID]と[キャラクターID]の間にある[関係ID]を削除します。キャラクターが一人しか指定されていない場合は、プレイヤーキャラクターがもう一方の対象となります [関係ID] [キャラクターID] remove_relation friend 1234
remove_trait [キャラクターID]から[特性ID]を削除します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべての特性IDを閲覧できます [特性ID] [キャラクターID] remove_trait witch
set_culture [文化ID] [キャラクターID] set_culture swedish
set_dread [キャラクターID]の恐怖を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [数値] [キャラクターID] set_dread 100
set_faith [キャラクターID]の宗派を[宗派ID]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります。tabキーを押すことですべての宗派IDを閲覧できます [宗派ID] [キャラクターID] set_faith catholic
set_focus [キャラクターID]のフォーカスを[フォーカスID]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [フォーカスID] [キャラクターID] set_focus diplomacy_majesty_focus
set_nick [キャラクターID]に[ニックネームID]を与えます。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [ニックネームID] [キャラクターID] set_nick nick_the_lazy
set_sexuality [キャラクターID]の性的指向を[性的関心ID]に変更します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [性的関心ID] [キャラクターID] set_sexuality bisexual
set_stress [キャラクターID]のストレスを[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [数値] [キャラクターID] set_stress 0
set_diplomacy [キャラクターID]の外交能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [数値] [キャラクターID] set_diplomacy 16
set_martial [キャラクターID]の軍事能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [数値] [キャラクターID] set_martial 16
set_stewardship [キャラクターID]の管理能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [数値] [キャラクターID] set_stewardship 16
set_intrigue [キャラクターID]の策略能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [数値] [キャラクターID] set_intrigue 16
set_learning [キャラクターID]の学識能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [数値] [キャラクターID] set_learning 16
set_prowess [キャラクターID]の武勇能力を[数値]に設定します。キャラクターの指定がない場合はプレイヤーキャラクターが対象となります [数値] [キャラクターID] set_prowess 16
yesmen AIキャラクターはすべての提案を受け入れます。再度入力することで無効化されます なし yesmen

テスト用コマンド

テスト用コマンドは、開発者、ベータテスター、または3Dモデラ-のテストに使用されます。

コマンド 効果 パラメーター
clear コンソール履歴を削除します None clear
effect スクリプト効果を実行します。 [effect script] effect test
faction_spawn 有効な伯爵領または廷臣がいる場合に[faction type](派閥タイプ)を生成します。 [faction type] faction_spawn peasant_faction
generate_cadet_coa プレイヤーキャラクタの家系に新しい常備軍を生成します。 None generate_cadet_coa
help [command]のヘルプを出力します。空の場合は、すべてのコンソールコマンドが表示されます。 [command] help help
instamove Armies more one barony per day. None instamove
map_editor マップエディタを開きます。 None map_editor
nomen AIキャラクターはすべての提案を拒否します。再度入力すると無効になります。 None nomen
observe 閲覧モードに入ります。 None observe
play プレイヤーキャラクターを[character id]にチェンジします。 [character id] play 1234
portrait_editor ポートレートエディタを開きます。 None portrait_editor
run [file name]のコマンドを実行します。ファイルはDocuments/Paradox Interactive/Crusader Kings IIIに保存する必要があります。 None run test.ini
set_is_ai [character id]のAIによる制御を許可します。 [character id] set_is_ai 1234
set_is_player [character id]のAIによる制御を禁止します。 [character id] set_is_player 1234
yesmen AIキャラクターはすべての提案を受け入れます。再度入力することで無効化されます None yesmen


Trait IDs

メイン記事へ: Traits

All traits have an ID that is referenced internally by the game. They can be found in game\common\traits\00_traits.txt. A trait's ID typically matches its name. To get a trait's ID from its name, perform the following steps:

  • If a trait displays two names in-game, use the one in brackets
  • Replace spaces ( ) and dashes (-) with underscores (_)
  • Remove all apostrophes (')
  • Turn all upper case letters into lower case (A...Z->a...z)

Traits that do not follow this pattern have been listed below for reference.

Trait (education) ID
 Naive Appeaser education_diplomacy_1
 Adequate Bargainer education_diplomacy_2
 Charismatic Negotiator education_diplomacy_3
 Grey Eminence education_diplomacy_4
 Misguided Warrior education_martial_1
 Tough Soldier education_martial_2
 Skilled Tactician education_martial_3
 Brilliant Strategist education_martial_4
 Indulgent Wastrel education_stewardship_1
 Thrifty Clerk education_stewardship_2
 Fortune Builder education_stewardship_3
 Midas Touched education_stewardship_4
 Amateurish Plotter education_intrigue_1
 Flamboyant Trickster education_intrigue_2
 Intricate Webweaver education_intrigue_3
 Elusive Shadow education_intrigue_4
 Conscientious Scribe education_learning_1
 Insightful Thinker education_learning_2
 Astute Intellectual education_learning_3
 Mastermind Philosopher education_learning_4
 Bumbling Squire education_martial_prowess_1
 Confident Knight education_martial_prowess_2
 Formidable Banneret education_martial_prowess_3
 Famous Champion education_martial_prowess_4
Trait (congenital) ID
 Homely beauty_bad_1
 Ugly beauty_bad_2
 Hideous beauty_bad_3
 Comely beauty_good_1
 Handsome / Pretty beauty_good_2
 Beautiful beauty_good_3
 Slow intellect_bad_1
 Stupid intellect_bad_2
 Imbecile intellect_bad_3
 Quick intellect_good_1
 Intelligent intellect_good_2
 Genius intellect_good_3
 Delicate physique_bad_1
 Frail physique_bad_2
 Feeble physique_bad_3
 Hale physique_good_1
 Robust physique_good_2
 Amazonian / Herculean physique_good_3
 Melancholic depressed_1 / depressed_genetic
 Lunatic lunatic_1 / lunatic_genetic
 Possessed possessed_1 / possessed_genetic
Trait (lifestyle) ID
 Aspiring Blademaster blademaster_1
 Blademaster blademaster_2
 Legendary Blademaster blademaster_3
 Novice Hunter hunter_1
 Hunter hunter_2
 Master Hunter hunter_3
 Wise Man / Wise Woman mystic_1
 Mystic mystic_2
 Miracle Worker mystic_3
 Eager Reveler reveler_1
 Famous Reveler reveler_2
 Legendary Reveler reveler_3
 Novice Physician physician_1
 Physician physician_2
 Renowned Physician physician_3
 Patriarch / Matriarch family_first
 Herbalist lifestyle_herbalist
Trait (other) ID
 Dynastic Kinslayer kinslayer_1
 Familial Kinslayer kinslayer_2
 Kinslayer kinslayer_3
 Wounded wounded_1
 Severely Injured wounded_2
 Brutally Mauled wounded_3
 Sterile / Barren infertile
 Monk / Nun devoted
 Crusader
 Mujahid
 Warrior of the Faith
faith_warrior
 Holy Monarch crusader_king
 Pneumonia pneumonic
 Club-footed clubfooted
 The Savior savior
 Raider / Viking viking
Early Great Pox early_great_pox
 Blood of the Prophet (unused) blood_of_prophet
 Child of Concubine child_of_concubine_female
 Child of Consort child_of_concubine_male
 Pilgrim
 Hajji / Hajjah
pilgrim

Innovation IDs

メイン記事へ: Innovation

Innovation IDs usually match their name. The following innovations use a different ID however:

Innovation ID
Innovation majesty 02.png Currency innovation_currency_01
Innovation civil construction 01.png Public Works innovation_development_01
Innovation siege weapons.png Onager innovation_catapult
Innovation special maa 02.png Chu-ko-nu innovation_repeating_crossbow
Innovation special maa 01.png Defensive Tactics innovation_mobile_guards
Innovation special maa 01.png Konni Raids innovation_hussar_raids
Innovation misc inventions.png Longships innovation_longboats
Innovation majesty 01.png West African Canoes innovation_african_canoes
Innovation nobility 01.png Coinage innovation_currency_02
Innovation nobility 03.png Communal Development innovation_development_02
Innovation maa 01.png Household Soldiers innovation_house_soldiers
Innovation maa 02.png Desert Mountain Practices innovation_desert_mountain_herding
Innovation majesty 03.png Stammesherzogtum innovation_stem_duchies
Innovation majesty 02.png Banking innovation_currency_03
Innovation civil construction 01.png Urbanization innovation_development_03
Innovation misc inventions.png Ostsiedlung innovation_east_settling
Innovation administration 01.png Promissory Notes innovation_currency_04
Innovation misc inventions.png Renaissance Thought innovation_development_04

Title IDs

メイン記事へ: Titles

All titles have an internal title ID that can be found in game\common\landed_titles\00_landed_titles.txt. Title IDs have a prefix based on their rank, followed by an underscore (_) and then their name.

Rank Prefix Example
 Barony b_ Wigmore -> b_wigmore
 County c_ Sundgau -> c_sundgau
 Duchy d_ Sicily -> d_sicily
 Kingdom k_ Denmark -> k_denmark
 Empire e_ Persia -> e_persia

Title IDs can also be seen in their respective title lists:

Finding title IDs based on in-game name

The title ID may not match the title's name in-game. For example, the player may have their game set to a language other than English or a title has a culture-specific name. Use the following steps to find a title ID purely on its in-game name:

  • Navigate to the file located at game\localization\LANGUAGE\titles_l_LANGUAGE.yml, replacing LANGUAGE with your game language.
  • Open the file with a text editor like Notepad++ and search for any instances of the in-game name using CTRL + F.
  • If you managed to find a match:
    • The line should look similar to b_my_barony_name:0 "In-game name for barony".
    • The title ID is the word before the :0, therefore being b_my_barony_name in this example.
  • If you could not find a match:
    • Close the file.
    • In the same folder as the previous file, open the file titles_cultural_names_l_LANGUAGE.yml, replacing LANGUAGE appropriately.
    • Repeat your search for the title's in-game name in this file.
    • When you find a match, it should look like so: cn_lunden:0 "Lunden".
    • Remember/copy the word before the :0 (in this example, cn_lunden); this is a cultural name key of the title.
    • Close the file.
    • Navigate to the file game\common\landed_titles\00_landed_titles.txt and open it with your text editor.
    • Perform a search for the cultural name key you found in the previous file (e.g., cn_lunden).
    • The search query should land within a block named cultural_names enclosed by curly brackets ({, }).
    • Read the lines above until you reach another start of a block (denoted by b_london = {). Ignore any blocks like color = { or color2 ={.
    • The word in place of b_london is your title ID.

Finding custom title ID

Custom titles (i.e. the title of a player created Empire) do not follow the same naming convention. To find the ID:

  • From the debug console use the command explorer to open Object Browser
  • In Object Browser choose Provider: Landed Titles
  • Enter search term
  • Hover over the Name field to show the title card

See also

References

  1. Macとlinuxの日本語環境の人は追記をお願いいたします。
  2. CK III - [1.1.3] Invisible debug console with Linux.
  3. 訳者注:SteamのUIが変更されたため、元の文章から多少文言を変更しました。この説明だとわからないかもしれないため、その場合は日本語Discordのチャンネルで質問してみてください。
  4. 訳者注:Windowsだとexeのことです
  5. 訳者注:文言を追記しました
  6. 訳者注:SteamのUIが変更されたため、元の文章から多少文言を変更しました。