Adds a multiplicatory bonus to the specified skill. Reserves the dynamic country, making sure that it does not get recycled for civil war even if it does not exist. Necessary for country leaders. Here is an example using unnested if statements: Within the tooltip, only effects that would be executed are shown. Executes contained effects on a random country that meets the limit and is at war with the country this is contained in. The overlord of the country if it is a subject. These effects can only be used within history files, failing when used outside. days = Sets the flag to last for the specified amount of days. Context senstive if nothing (global_flag), country (country_flag) or state (state_flag) is selected when entering this command. name = The name of the bonus. Useful if a trigger within has no tooltip. Country scope only. If usage as a target is possible, it's marked within the table. dynamic = Changes between instant and non-instant based on type. Information, Frequently Asked Executes contained effects on a random country that meets the limit. They are a one-time change to the current condition of the game, without the ability to have a lasting effect. Effects (also known as Commands) are used in order to affect the game dynamically from within a specific scope. Removes one trait and adds another. limit = { }Will only delete units if the triggers within are met for the country that owns the units. Specifying a country tag as a second argument will result in this command changing the age of that country's ruler. These effects in particular are country-scoped effects that are related to states rather than effects within the state scope. priority = The priority the template receives in receiving supplies. Valve Corporation. To do that, navigate to the folder where the game is contained, then to the /Hearts of Iron IV/localisation/english/ folder. It is also possible for a character to have a different definition depending on set preconditions checked at the game's start. trait = The trait to add. Makes the current country's researched technologies be copied from the specified country. Decides which advisor slot gets used by the. If it is 1, it will return "artillery_equipment". Cancels resistance activity for the current state. What are the conditions that need to be met to be able to do this, and how do you this as the player? Edits the equipment stockpile of the current scope, adds or removes equipment of a specified type or archetype. Changes the number of shared building slots for the current state. Switches two ideas with a tooltip displaying any modifier differences between them. Sets owner and controller of the state to the given country, Sets the owner of the state to the given country, Sets the controller of the state to the given country. The Germans having the ability to assassinate Hitler later, and the Soviets allowing Trotsky to come into power. Adds the specified amount of air experience to the current scope. Ideology type refers to a sub-type of an ideology group assigned to characters, commonly referred to as sub-ideologies in community jargon. id = 1234 picture = The graphical reference of the picture of the leader. Sets the strength of the garrison in the specified state. advisor = { }Advisor role definition Retires and removes the country leader as head of their party for the current scope. Variables can be used. desc = The description of the leader.picture = The graphical reference to the leader portrait.expire = When the leader dies in history.ideology = The sub-ideology of the country leader. An example of a scripted effect which will transfer every state entered as an argument to the country that runs the console command is, /Hearts of Iron IV/documentation/effects_documentation.html, /Hearts of Iron IV/documentation/effects_documentation.md, /Hearts of Iron IV/common/country_tag_aliases, /Hearts of Iron IV/common/dynamic_modifiers/*.txt, /Hearts of Iron IV/localisation/*_l_.yml, /Hearts of Iron IV/common/map_modes/*.txt, /Hearts of Iron IV/common/autonomous_states/*.txt, /Hearts of Iron IV/common/opinion_modifiers/*.txt, /Hearts of Iron IV/common/modifiers/*.txt, /Hearts of Iron IV/commmon/autonomous_states/, /Hearts of Iron IV/common/decisions/*.txt, /Hearts of Iron IV/common/decisions/catergories/*.txt, /Hearts of Iron IV/common/technology_tags/*.txt, /Hearts of Iron IV/common/technologies/*.txt, /Hearts of Iron IV/common/units/names_divisions/*.txt, /Hearts of Iron IV/common/units/names_ships, /Hearts of Iron IV/gfx/army_icons/army_icons.txt, /Hearts of Iron IV/common/units/equipment/upgrades/*.txt, /Hearts of Iron IV/common/units/equipment/*.txt, /Hearts of Iron IV/common/units/equipment/modules/*.txt, /Hearts of Iron IV/common/operation_tokens/*, /Hearts of Iron IV/common/unit_leader/*.txt, /Hearts of Iron IV/common/technology_tags/*, /Hearts of Iron IV/common/country_leader/*.txt, /Hearts of Iron IV/common/state_category/*.txt, /Hearts of Iron IV/localisation/english/*_l_english.yml, /Hearts of Iron IV/common/scripted_effects/*.txt, PDXCON Transfers the specified type of ship from the current scope to the specified country. Allows to create automatically an intelligence agency, Allows to unlock automatically an intelligence agency uprgrade, Upgrades can be found in common/intelligence_agency_upgrades, Adds decryption towards the target country. Localisation is defined by using the trait's name as a localisation key within any localisation file, with an entry as my_trait: "My trait". The specified amount of experience is added to the Leader/General you currently have selected. Adding the same character to 2 different character slots is done by defining advisor = { } multiple times. Activates the specified decision for the current scope, ignoring triggers for the decision. Limits the selection of units on which the modifiers can apply on to those that have the sub-unit in a composition. modifier = The static modifier to apply. OR start_state = Executes contained effects on every country that meets the limit and is at war with the country this is contained in. 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. static_modifiers = { mod_modifier_1 mod_modifier_2 } Changes the character's name to the specified localisation key's value. Saves the current scope as a key. level = / The maximum level to add. Sets the order of battle to be used for the current country's divisions, overriding every other non-naval and non-air order of battle. damage = The amount of damage to inflict.province = The province to target for provincal buildings. Espaol - Latinoamrica (Spanish - Latin America). Generic in the sense that the description is changed to not reference Germany. Displays a special tooltip for the specified decision in the effect tooltip. Welcome to "Choose Your Leader!", The mod that allows you to. 0.1 would mean that the unit leader gains 10% more experience, not that it gains 10% as much. Character scope:large = The sprite used as a country leader. Loads the specified order of battle for the current scope, applying the effects within. Starts a production line for the specified equipment for the current scope. and our capital = The capital state of the breakaway country. Shows the name of the specified character as a tooltip. 2019. Contents 1 Arguments 1.1 Name 1.2 Portraits amount = How much decryption to add in flat numbers. Sets the cap of a division template. Defaults to true. Commander trait - Hearts of Iron 4 Wiki Commander trait This is a community maintained wiki. The units to add to the template. I just need a way to change the faction leader. Both traits require defining this to work properly. You can limit the construction to victory points using: Damages the specified building in the current state. Optional.random_days = / Adds a random number (between 0 and random_days, inclusive) of days to the scheduled fire time. If not set, it will be the scoped country. Changes the country leader's description. Each character definition is contained within the characters = { } block, which encompasses the entirety of the file to mark them as characters. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. Cannot be randomly selected. legacy_id = The legacy ID used for the unit leader. The default faction leaders in-game are the United Kingdom leading the Allies, German Reich leading the Axis and the Soviet Union leading the Comintern. No by default. desc = The localisation used as the rule's description. Affects AI. Optional. However, meta effects will let you use variables and scripted localization within them to build effects as if they were texts and run them. Optional. Optional. legacy_id = The legacy ID used for the unit leader. Please note that many of these commands come in and out with each DLC making some of them not work. Adds a random trait from the list to the character. States that are owned but not controlled will be transferred to the released country, but won't be controlled by it. Gives bonuses of reducing land doctrine cost to current scope. target = The target country. GFX = The graphical reference of the picture of the leader, taken from a file in /Hearts of Iron IV/interface/*.gfx. Adds the TAG_TO_ADD to the faction of the FACTION_LEADER_TAG. Optional. states_filter = { }A trigger block checked for the state that must be met to be transferred to the breakaway. x = The X position of the entity. The character cannot be re-recruited after retiring. localization = The localization key for the modifier. Adds planning skill to the current unit leader. Where triggers do not need to be repeatedly checked random can be a performance light alternative to mean_time_to_happen for scheduling events. Many codes can be turned off by repeating the command, but sometimes reloading the save or exiting the game is necessary. Forces the current scope to join the war of the specified ally against the specified enemy. I'm trying to learn how to code for hoi4 mods and I tried making a 2020 election event. Meanwhile, my_variable will take the value of the according temp variable or the current scope's variable as the weight of the option. Creates an operative for the current scope with the specified attributes.