Effects

Table of Content

Effects for scope COUNTRY

Effects for scope OPERATION

Effects for scope STATE

Effects for scope STRATEGIC_REGION

Effects for scope UNIT_LEADER

Effects for scope any

All Effects

activate_decision

Activates specified decision for scope country

activate_mission

Activates mission, ignoring its normal trigger conditions. Cannot activate a mission that is already active. Example: activate_mission = some_mission_here

activate_mission_tooltip

shows mission will activate and name. Activation needs to be handled manually, effect is just an easier way to display name of mission. Example: unlock_mission_tooltip = some_mission_here

activate_targeted_decision

Activates targeted decisions or mission, ignoring its normal trigger conditions, cooldown and fire only once. Cannot activate if active in interface. Example: activate_targeted_decision = { target = TAG/STATE decision = decision_id_here

add_ace

adds an air ace

add_ai_strategy

Adds strategy entry to country AI

add_attack

Adds attack skill to a unit leader Example: add_attack = 1

add_autonomy_ratio

Adds % freedom score to the autonomy. Example: add_autonomy_ratio={ value=0.005 localization="LOC_KEY" }

add_autonomy_score

Adds exact freedom score to the autonomy. Example: add_autonomy_score={ value=50 localization="LOC_KEY" }

add_building_construction

Starts building construction for amount of levels in specified state or province

add_civil_war_target

Adds a civil war target to a specific country Usage: add_civil_war_target = TAG

add_claim_by

Add state claim by country.

add_collaboration

``` Adds the collaboration in a target country with our currently scoped country GER = { add_collaboration = { target = POL value = 0.3 } }

```

add_command_power

add command power to country

add_compliance

add compliance to a state. Example: add_compliance = 30

add_coordination

Adds maneuver skill to a unit leader Example: add_coordination = 1

add_core_of

Add state as core of country

add_country_leader_trait

add trait to active country leader

add_days_mission_timeout

``` add days to 'mission_timeout' value of a mission Example: add_days_mission_timeout = { mission = days = 30 }

```

add_days_remove

``` adds/removes days to 'days_remove' value of a decision Example: add_days_remove = { decision = days = 30 }

```

add_decryption

``` add decryption against a target country. Example: add_decryption = { target = GER # pick one amount = 1000 # a flat amount to be added ratio = 0.3 # a ratio of crypto defense of target to be added

```

add_defense

Adds defense skill to a unit leader Example: add_defense = 1

add_dynamic_modifier

``` adds a dynamic modifier to country/state/unit leader. Updates the cooldown if exists: add_dynamic_modifier = { modifier = dynamic_modifier_name days = 42 #will be temporary if specified scope = GER #optional, state or country tag or a variable contains that. if specified the dynamic variable will target that scope }

```

add_equipment_production

Adds an equipment production

add_equipment_to_stockpile

Adds equipment to the countries stockpiles. Amount can be a variable. Example: add_equipment_to_stockpile = { type = strat_bomber_equipment_2 amount = 100 producer = USA }

add_extra_state_shared_building_slots

add extra shared building slot to state

add_fuel

add fuel to the country

add_ideas

add idea(s) to country

add_intel

``` Add the specified amount of intel over a specified country GER = { add_intel = { target = POL civilian_intel = 3 army_intel = 1 # zero field can be omitted # navy_intel = 0 # airforce_intel = 0 } }

```

add_legitimacy

add_legitimacy = 10. Adds legitimacy to scope country. Value has to be 0-100.

add_logistics

Adds logistics skill to a unit leader Example: add_logistics = 1

add_maneuver

Adds maneuver skill to a unit leader Example: add_maneuver = 1

add_manpower

Adds manpower to the country in scope or locally on a state if in state scope

add_max_trait

Adds a max assignable trait slot for a general Example: add_max_trait = 1

add_mines

Add mines to a strategic region for scoped country. add_mines = { region = 42 mines = 100 }

add_named_threat

Adds country threat

add_namespace

adds new namespace

add_nationality

``` Add the specified nationalty to the scoped-in operative. Examples: add_nationality = ROOT add_nationality = FRA

```

add_nuclear_bombs

add nukes to country

add_offsite_building

Add an offsite building to a country

add_operation_token

Adds a specific token against against another country add_operation_token = { tag = GER token = some_token_id }

add_opinion_modifier

Add opinion modifier(s) to target(s)

add_planning

Adds planning skill to a unit leader Example: add_planning = 1

add_political_power

add political power to country

add_popularity

``` add popularity to an ideology in a country

Example: add_popularity = { ideology = neutrality popularity = 0.05 } ```

add_province_modifier

Adds static modifiers to specified province. add_province_modifier = { static_modifiers = { mod_1 mod_2 } Select 1 province: province = 500 Or use: province = { id = 500 id = 501 id = 502 (evaluate for specified provinces) all_provinces (includes all in current state) limit_to_coastal (only coastal provinces) limit_to_border (only provinces bordering different country) limit_to_naval_base (only provinces with a naval base) limit_to_victory_point (only provinces with a VP) } }

add_random_trait

add random trait from specified list to unit leader. add_random_trait = { old_guard brilliant_strategist inflexible_strategist }

add_region_efficiency

add efficiency factor to strategic region for from country

add_relation_modifier

Adds a static modifier between current scope and target Example: add_relation_modifier = { target = TAG # target of the relation modifier = static_modifier_name_here #Name of the modifier added } }

add_research_slot

Adds a research slot (negative values subtracts)

add_resistance

add resistance to a state. Example: add_resistance = 30

add_resistance_target

adds resistance target to the scoped state : add_resistance_target = 10 add_resistance_target = { id = 123 #if set, id can be used for removing an added resistance target using remove_resistance_target effect amount = 10 #original tag of new country occupied = GER #if set, the resistance target will only apply if the occupied country is GER occupier = ENG #if set, the resistance target will only apply if the occupier country is ENG days = 42 #if set the newly added resistance target will be only active for this many days tooltip = "BLABLA" #tooltip loc key to display in resistance target tooltips }

add_resource

``` Adds/removes resource production to state

Example: add_resource = { type = steel #resource type to add/destroy amount = 5 #amount to add state = 42 #can be also read from scope days = 60 #a resource can be added/removed temporarily}

```

add_scaled_political_power

add political power to country scaled by the difference in IC between the receiver and another country

add_skill_level

Adds a skill level to a unit leader Example: add_skill_level = 1

add_stability

Adds the stability to the country in scope. Example: add_stability = 5

add_state_claim

add claim on state

add_state_core

add core on state

add_state_modifier

Adds a modifier to the state Example: add_state_modifier = { modifier = { local_non_core_manpower = 0.2 } }

add_tech_bonus

adds a limited use tech bonus

add_temporary_buff_to_units

Add buffs to units that are belongs to the army group/navy of this unit leader

add_threat

Adds country threat

add_timed_idea

add time limited idea to country idea, add_timed_idea = { idea = id days = number_of_days }

add_timed_unit_leader_trait

add a timed trait to unit leader

add_to_array

``` Adds an element to an array Example: add_to_array = { array = array_name value = 42 #optional, if not defined adds scope index = 3 #optional, default is end. otherwise elements are shifted }

shorter usage: add_to_array = { array_name = 42 }

```

add_to_faction

adds specified country to faction

add_to_tech_sharing_group

Adds country to technology sharing group of specified name. Example: add_to_tech_sharing_group = commonwealth_research

add_to_temp_array

``` Adds an element to a temporary array Example: add_to_temp_array = { array = array_name value = 42 #optional, if not defined adds scope index = 3 #optional, default is end. otherwise elements are shifted }

shorter usage: add_to_temp_array = { array_name = 42 }

```

add_to_temp_variable

Adds a value or a variable to a temp variable Example: add_to_temp_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

add_to_variable

Adds a value or a variable to another one Example: add_to_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

add_to_war

adds country to the specified war

add_unit_leader_trait

add trait to unit leader

add_war_support

Adds the war support to the country in scope. Example: add_war_support = 5

ai_message

ai message... ?

air_experience

add air experience for country

annex_country

add army experience for country

become_exiled_in

Become exile in target nation. become_exiled_in = { target = TAG legitimacy = 0-100 (optional) }

boost_planning

Boost planning of units that are belongs to the army group/navy of this unit leader

cancel_border_war

cancel border war between two states

cancel_resistance

cancels resistance activity for a core country. use along with force_disable_resistance to disable resistance forever Example : cancel_resistance = yes

capture_operative

``` Capture an operative Can be used from a scope and a target that is either a country or a unit leader. Examples: GER = { capture_operative = PREV # where PREV is an operative (unit leader) # or capture_operative = { operative = PREV ignore_death_chance = yes # optional: whether the death chance on capture should be ignored } }

capture_operative = { captured_by = GER } # where the scope is an unit leader

```

change_tag_from

Changes player to other country

clamp_temp_variable

Clamps a temp variable a variable bet ween two a values or another variables Example: clamp_temp_variable = { var = num_dogs min = 0 max = num_cats }

clamp_variable

``` Clamps a variable between two values or variables. Note that either min or max can be omitted. The order in which the operations are applied is Max( Min( var, max ), min ). An error will be logged if max < min as the result will be more often than not undesired (requires the game to run in debug mode). Example: clamp_variable = { var = num_dogs min = 0 max = num_cats }

```

clear_array

Clears the contents of array Example: clear_array = array_name

clear_global_event_target

clear a global event target

clear_global_event_targets

clear all global event targets

clear_temp_array

Clears the contents of a temporary array Example: clear_temp_array = array_name

clear_variable

Clears a variable Example: clear_variable = num_dogs

clr_country_flag

clear country flag

clr_global_flag

clear global flag

clr_state_flag

clear state flag

clr_unit_leader_flag

clear unit leader flag

complete_national_focus

unlocks a focus for a country

country_event

``` Fires a country event. Example: country_event = { id = germany.75 # The event to fire. # Optional Fields: hours = 12 # The number of hours to wait before firing the event. days = 5 # The number of days to wait before firing the event. months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days. # Note: hours, days, and months can all be used and will simply be added together. random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours. random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days. # Note: random_hours and random_days can both be used and will simply be added together. random = 6 # Equivalent to random_hours; preserverd for backwards compatibility. random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually). tooltip = germany.75.t # Manually specify which tooltip to use for this effect. }

```

country_lock_all_division_template

Lock all the division template at the country level. Note that you need to unlock them in the same way (You can't use 'set_division_template_lock' individually, because the lock at the country level will not be removed)

create_corps_commander

create corps commander for country

create_country_leader

``` creates a leader and adds it to proper party in country

Example: create_country_leader = { name = "Leader Name" desc = "LEADER_DESC_LOCALIZATION_TAG" picture = "Portrait_leader_name.dds" # picture = "...." also supported for backwards compatibility expire = "1965.1.1" ideology = despotism traits = { the_director } } ```

create_dynamic_country

creates a dynamic country and runs child effects on it. example : create_dynamic_country = { original_tag = ITA #original tag of new country copy_tag = ITA # if set, it will copy stuff from copy tag instead of original_tag #...effects to run on new country}

create_equipment_variant

Creates a new equipment variant. Example: create_equipment_variant = { name = "Yorktown Class" type = ship_hull_carrier_2 parent_version = 1 #default = 0 obsolete = yes #default = no name_group = ship_name_group_name #default = empty/none role_icon_index = 3 #default just inherits from parent or remains unset role_icon_index = 0 #alternative, explicitly unset role_icon_index = auto #uses AI design logic to pick upgrades = { #optional, inherits from parent ship_deckspace_upgrade = 1 carrier_armor_upgrade = 2 } modules = { #optional, inherits from parent fixed_ship_deck_slot_1 = ship_deck_space front_1_custom_slot = ship_armor_carrier_deck fixed_ship_deck_slot_2 = empty #overrides parent } }

create_faction

create faction of specified name

create_field_marshal

create field marshal for country

create_import

Creates trade between two countries

create_intelligence_agency

create an Intelligence Agency for the country, if it is not already done.

create_navy_leader

create navy leader for country

create_operative_leader

``` create operative for country create_operative_leader = { bypass_recruitment = no # whether the operative is directly added to the list of available operatives available_to_spy_master = yes # whether the operative can be recruited by the spy master. Only makes sense if bypass_recruitment is 'no'. portrait_tag_override = TAG # when selectiong the portrait for the operative, consider that tag instead of the country the operative will operate for # Additionally supports the common token to other create_x_leader effects }

```

create_production_license

Creates production license Example: create_production_license = { target = TAG # target for licensing cost_factor = 1.0 # cost factor for the deal equipment = { # classical equipment reference type = light_tank_equipment_2 version = 0 } }

create_ship

``` create a ship from another country and assign it to the reserve fleet. 'creator' is optional. If not set, it will be the scoped country. 'name' is optional. FRA = { create_ship = { type = ship_hull_submarine_1 equipment_variant = "S Class" creator = ENG name = "My ship name" } }

```

create_unit

``` Create unit effect, just like in OOB, example: create_unit = { # unit detauls division = "name = \"1. Northern Redemption Army\" division_template = \"Redemption Army\" start_experience_factor = 0.5" # country to spawn unit for owner = MAN

# a prov id can be specified 
prioritize_location = 12406 

# can be set to yes to be able to spawn units on enemy provs. 
allow_spawning_on_enemy_provs = no 
# province controllers can be scored using this scorer. otherwise it will prio your owned provs first, friendly provs second.  
# it will also prio provs with scores and less units firstl 
country_score = { 
    base = 100 

    modifier = { 
        tag = MAN 
        add = 100 
    } 
}

count = 1 # can be specified to spawn more than one units id = 42 # an id can be given to delete units later on} ```

create_wargoal

creates wargoal for country in scope

custom_effect_tooltip

Shows just a custom tooltip

damage_building

Damages buildings in the current state. Example: damage_building = { type = industrial_complex damage = 2.4 } Also has the variable province = x when targeting provincial buildings.

declare_war_on

declares war on specified country

delete_unit

``` delete units of a country. no tooltip is generated. example:

Example: delete_unit = { template = template_name # can be filtered a specific template id = 42 # can be filtered to a given id in create unit effect state = 64 # can be filtered by a given state disband = yes # default is no. if set to yes the game will refund equipment/manpower } ```

delete_unit_template_and_units

Delete a template and its units Example: delete_unit_template_and_units = { division_template = <name> disband = no #if yes, will refund equipment/manpower. default is no }

delete_units

deletes units that uses a specific template : delete_units = { division_template = "Template Name" disband = no # if yes, equipment will be returned to country equipment. default is no }

demote_leader

Demotes field marshal to general

destroy_ships

Destroys ships of specified country and amount Example: ENG={ destroy_ships = { type=light_cruiser count=all #or number } }

diplomatic_relation

Set up a diplomatic relation between two nations

dismantle_faction

dismantle faction led by the current country

divide_temp_variable

Divies a temp variable to a value or another variable Example: divide_temp_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values if_zero = 0 # the value to assign if the divisor is zero (default is zero) }

divide_variable

Divies a variable to a value or another variable Example: divide_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

division_template

add a division template to country

drop_cosmetic_tag

Drops country cosmetic tag. Example: INS = { drop_cosmetic_tag }

effect_tooltip

Shows just tooltip of effects

end_exile

Ends the exile of of the current scope's country

end_puppet

Stops specefied country being a puppet of current country

every_army_leader

Executes children effects on army leaders that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_controlled_state

Executes children effects on every controlled state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_country

Executes children effects on every country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title.

every_country_with_original_tag

Executes children effects on a all countries with original tag. tooltip=key can be defined to override tooltip title. Example: every_country_with_original_tag = { original_tag_to_check = ENG # the effect will only run on countries that has this original tag limit = { always = yes } # a limit can be defined to limit scopes # ... effects to execute }

every_enemy_country

Executes children effects on random enemy country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title

every_navy_leader

Executes children effects on navy leaders that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_neighbor_country

Executes children effects on every neighbor country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title

every_neighbor_state

Executes children effects on every neighbor state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_occupied_country

Executes children effects on every occupied country that fulfills the "limit" trigger. tooltip=key can be defined to override tooltip title

every_operative

Executes children effects on operatives that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_other_country

Executes children effects on every other country that fulfills the "limit" trigger. Excludes current country. tooltip=key can be defined to override tooltip title

every_owned_state

Executes children effects on every owned state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_state

Executes children effects on every state that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

every_unit_leader

Executes children effects on unit leaders that fulfills the "limit" trigger. tooltip=key can be added to override tooltip title

execute_operation_coordinated_strike

Special effect for executing the Coordinated Strike Operation. amount determines how often the simulation is run

finalize_border_war

finalizes border war between two states, wins or cancels it

find_highest_in_array

Runs a loop on for each element of an array, finds the highest value and stores result in temp variables Example: find_highest_in_array = { array = array_name value = value_name #optional (default 'v') highest value in array will be stored in this temp variable index = index_name #optional (default 'i') index of highest value in array will be stored in this temp variable }

find_lowest_in_array

Runs a loop on for each element of an array, finds the lowest value and stores result in temp variables Example: find_lowest_in_array = { array = array_name value = value_name #optional (default 'v') lowest value in array will be stored in this temp variable index = index_name #optional (default 'i') index of lowest value in array will be stored in this temp variable }

for_each_loop

Runs a loop on for each element of an array Example: for_each_loop = { array = array_name value = value_name #optional (default 'v') current value in array will be stored in this temp variable index = index_name #optional (default 'i') current index in array will be stored in this temp variable break = break_name #optional (default 'break') set this temp variable to non zero to break the loop #effect 1 #effect 2 ... }

for_each_scope_loop

Runs a loop on for each element of an array and changes scope to current element in each iteration Example: for_each_scope_loop = { array = array_name break = break_name #optional (default 'break') set this temp variable to non zero to break the loop tooltip = loc #if defined, the effect will output a tooltip for sub effects using this localization as title #effect 1 #effect 2 ... }

for_loop_effect

Runs a same effects through a loop. example will run the effects for value_name = -3, 0, 3, 6, 9 and then terminate Example: for_loop_effect = { start = -3 (default 0) start value of loop end = 10 (default 0) end value of loop compare_type = less_than_or_equals (default less_than) comparison type between start and end val add = 3 (default 1) value to add to current value after each iteration value = value_name #optional (default 'v') current value of iteration will be stored in this temp variable break = break_name #optional (default 'break') set this temp variable to non zero to break the loop #effect 1 #effect 2 ... }

force_disable_resistance

force disables resistance for scoped state. : force_disable_resistance = GER # same as occupier = GER force_disable_resistance = { clear = no #if yes, will clear previously disabled resistance occupier = GER #if set, the resistance will be disabled when the occupier is GER occupied = ENG #if set, the resistance will be disabled if the occupier country is target }

force_enable_resistance

force enables resistance for scoped state. the resistance will be active even if other conditions doesn't satisfy (even if it is core or resistance check trigger is false) : force_enable_resistance = GER # same as occupier = GER force_enable_resistance = { clear = no #if yes, will clear previously set resistance occupier = GER #if set, the resistance will be enabled when the occupier is GER occupied = ENG #if set, the resistance will be enabled if the occupier country is target }

force_operative_leader_into_hiding

``` Force an operative into hiding, preventing him from performing mission. The specified values is subject to modifiers force_operative_leader_into_hiding = 12

```

force_update_dynamic_modifier

``` updates the modifiers in current scope (use if you don't want to wait for daily update to update them): force_update_dynamic_modifier = yes

```

free_operative

``` Free an operative Can be used from a scope and a target that is either a country or a unit leader. GER = { free_operative = PREV } # where PREV is an operative (unit leader) free_operative = { captured_by = GER } # where the scope is an unit leader

```

free_random_operative

`` Free a random captured operative of a certain tag by a certain tag Can be used from a country scope of the operative in question. all` is optional, default value is no - if set to yes it will free all operatives captured by the target country GER = { free_random_operative = { all = yes captured_by = ENG } }

```

gain_xp

``` Grant experience to the scoped in unit leader. Cannot be used to remove experience. The unit leader is promoted to the next skill level if applicable. Example: gain_xp = 5

```

get_highest_scored_country

calculates the highest scored country that is defined in a country scorer and sets it to a temp variable. Example: get_highest_scored_country = { scorer = scorer_id var = var_name # temp variable name that the result will be stored. default is highest_scored_country }

get_highest_scored_country_temp

calculates the highest scored country that is defined in a country scorer and sets it to a variable. Example: get_highest_scored_country_temp = { scorer = scorer_id var = var_name # variable name that the result will be stored. default is highest_scored_country }

get_sorted_scored_countries

calculates & sorts all countries in a country scorer and stores them and their scores in arrays. Example: get_sorted_scored_countries = { scorer = scorer_id # id that is used in country scorer array = array_name # a name to store sorted countries as an array (default to sorted_country_list) scores = array_name # corresponding score array for countries stored in array (default to country_list_scores) }

get_sorted_scored_countries_temp

calculates & sorts all countries in a country scorer and stores them and their scores in temp arrays. Example: get_sorted_scored_countries_temp = { scorer = scorer_id # id that is used in country scorer array = array_name # a name to store sorted countries as a temp array (default to sorted_country_list) scores = array_name # corresponding score temp array for countries stored in array (default to country_list_scores) }

give_guarantee

guarantees specified country

give_military_access

gives military access to the specified country

give_resource_rights

Gives rights to take resources from specified state. give_resource_rights = { receiver = <TAG> state = <id> }

global_every_army_leader

Executes children effects on army leaders for every country in the world that fulfills the "limit" trigger. Better to use every_army_leader if you know the country. tooltip=key can be added to override tooltip title

goto_province

Goes to stated province.

goto_state

Goes to stated state.

harm_operative_leader

``` Harm an operative. The specified value is subject to modifiers. harm_operative_leader = 12

```

hidden_effect

Effect not shown in tooltips

hold_election

Immediately holds an election in the target country

if

a conditional effect

inherit_technology

Copies over technology state from target

kill_country_leader

kills a country leader and removes him completely, making the next in line the new party and country leader

kill_ideology_leader

removes a ideology leader as leader of his party, making the next in line the new party leader

kill_operative

``` Kills an operative. This will temporarily lock the slot they occupy Examples: GER = { kill_operative = PREV # where PREV is an operative (unit leader) # or kill_operative = { operative = PREV } }

kill_operative = { killed_by = GER } # where the scope is an unit leader

```

launch_nuke

``` launch nuke at a state. usage : launch_nuke = { provinve = 42 #will nuke this province if specified state = 42 #use either province or state. if state is used it will prefer enemies first while picking a province to nuke. otherwise it will pick one of the neutrals controller = GER #if state and controller is specified, the effect will pick a province that is controlled by this tag use_nuke = yes #will consume nuke if specified }

```

leave_faction

Country leaves the faction

load_focus_tree

Sets what focus tree a country uses, retains finished shared focuses.

load_oob

``` Immediately loads an Order of Battle (OOB) file.

Example: load_oob = "ENG_1936" ```

log

Print message to game.log, console (if visible) and history logger (if running. you can use category|log to specify a category), Can be localized

mark_focus_tree_layout_dirty

``` Forces the refresh of the tree layout for the scoped country mark_focus_tree_layout_dirty = yes

```

meta_effect

``` meta effects can be used for building effects from strings and running them. following example will give Germany 42 pp: meta_effect = { text = { [COUNTRY] = { add_political_power = [POW] } } COUNTRY = "GER" POW = 42 debug = no #set to yes if you want to see what game actually executes }

```

modify_building_resources

Modifies resource output of specific building for this country only Example: modify_building_resources = { building = radar_station resource = oil amount = 2 }

modify_country_flag

modify country flag. Only modifies if flag already exists. Example: modify_country_flag = { flag = <name> value = <number> }

modify_global_flag

modify global flag. Only modifies if flag already exists. Example: modify_global_flag = { flag = <name> value = <number> }

modify_state_flag

modify state flag. Only modifies if flag already exists. Example: modify_state_flag = { flag = <name> value = <number> }

modify_tech_sharing_bonus

Modify country bonus for specified technology sharing group. Example: modify_tech_sharing_bonus = { id = commonwealth_research bonus = 0.2 }

modify_timed_idea

Modify amount of days of a timed idea. Example: modify_timed_idea = { idea = my_idea_id days = 5 } Adds 5 more days to the idea my_idea_id.

modify_unit_leader_flag

modify unit leader flag. Only modifies if flag already exists. Example: _modify_unit_leader_flag_ = { flag = <name> value = <number> }

modulo_temp_variable

modulos a temp variable with another. Example: modulo_temp_variable = { var = variable_to_modulo value = divisior }

modulo_variable

modulos a variable with another. Example: modulo_variable = { var = variable_to_modulo value = divisior }

multiply_temp_variable

Multiplies a temp variable to a value or another variable Example: set_temp_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

multiply_variable

Multiplies a variable to a value or another variable Example: set_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

add naval experience for country

news_event

``` Fires a news event. Example: news_event = { id = news.251 # The event to fire. # Optional Fields: hours = 12 # The number of hours to wait before firing the event. days = 5 # The number of days to wait before firing the event. months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days. # Note: hours, days, and months can all be used and will simply be added together. random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours. random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days. # Note: random_hours and random_days can both be used and will simply be added together. random = 6 # Equivalent to random_hours; preserverd for backwards compatibility. random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually). tooltip = news.251.t # Manually specify which tooltip to use for this effect. }

```

operative_leader_event

``` Fires a operative leader event for owner country. Example: operative_leader_event = { id = generic.17 # The event to fire. # Optional Fields: originator = TAG # The originator of the event (default to the owner of the operative) recipient = TAG # The recipient of the event (default to the owner of the operative) hours = 12 # The number of hours to wait before firing the event. days = 5 # The number of days to wait before firing the event. months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days. # Note: hours, days, and months can all be used and will simply be added together. random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours. random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days. # Note: random_hours and random_days can both be used and will simply be added together. random = 6 # Equivalent to random_hours; preserverd for backwards compatibility. random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually). tooltip = generic.17.t # Manually specify which tooltip to use for this effect. set_from = TAG # Set the scope of the From in the scripted localization set_from_from = TAG # Set the scope of the From.From in the scripted localization set_root = TAG # Set the scope of the Root in the scripted localization }

```

prints all variables in scope and temp variables to a file Example: print_variables = { file = log_file text = header_text append = yes print_global = yes var_list = { a b c } #optional }

promote_leader

promotes general to field marshal

puppet

puppets specified country

random

a random effect

random_army_leader

Executes children effects on random army leader that fulfills the "limit" trigger.

random_controlled_state

Executes children effects on random controlled state that fulfills the "limit" trigger. prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit

random_country

Executes children effects on random country that fulfills the "limit" trigger.

random_country_with_original_tag

Executes children effects on a random country with original tag. Example: random_country_with_original_tag = { original_tag_to_check = ENG # the effect will only run on countries that has this original tag limit = { always = yes } # a limit can be defined to limit scopes # ... effects to execute }

random_enemy_country

Executes children effects on random enemy country that fulfills the "limit" trigger.

random_list

Picks a random effect from the list based on the weight associated. The weight can be a variable valid in the current scope. Example: random_list = { # enable logging the dice role in game.log log = yes # some effect with an associated weight 10 = { add_political_power=10 } 10 = { add_political_power=100 } some_var = { add_political_power=1000 } }

random_navy_leader

Executes children effects on random navy leader that fulfills the "limit" trigger.

random_neighbor_country

Executes children effects on random neighbor country that fulfills the "limit" trigger.

random_neighbor_state

Executes children effects on random neighbor state that fulfills the "limit" trigger.

random_occupied_country

Executes children effects on random occupied country that fulfills the "limit" trigger.

random_operative

Executes children effects on a random operatives that fulfills the "limit" trigger.

random_other_country

Executes children effects on random country that fulfills the "limit" trigger. Excludes current country

random_owned_controlled_state

Executes children effects on random owned and controlled state that fulfills the "limit" trigger. prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit

random_owned_state

Executes children effects on random owned state that fulfills the "limit" trigger. prioritize = { <stateID> <stateID> } to pick those states first if they fulfull the limit

random_scope_in_array

Runs the effect for a random element in array Example: random_scope_in_array = { array = array_name limit = { ... trigger ... } a trigger to limit scopes break = break_name #optional (default 'break') set this temp variable to non zero to break the loop #effect 1 #effect 2 ... }

random_state

``` Executes children effects on a random state that fulfills the "limit" trigger. State ids can be specified with the "prioritize" attribute and they will be picked first if they fulfill the trigger.

```

random_unit_leader

Executes children effects on random unit leader that fulfills the "limit" trigger.

randomize_temp_variable

``` Randomize a temporary variable randomize_temp_variable = num_dogs

which is equivalient to

randomize_temp_variable = { var = num_dogs distribution = uniform }

which is equivalent to

randomize_temp_variable = { var = num_dogs distribution = uniform min = 0 max = 1 }

also allow for binomial distribution (with N=2)randomize_temp_variable = {

var = num_dogs distribution = binomial min = 0 # optional max = 10 # required if min is specified }

also allow for the poisson distributionrandomize_temp_variable = {

var = num_dogs distribution = poisson lambda = 10 # required min = 10 # optional }

```

randomize_variable

refer to randomize_temp_variable

randomize_weather

Randomize weather effect

recall_attache

Scope country recalls attache from target country. Example: GER = { recall_attache = CHI } means Germany recalls attache from China.

recall_volunteers_from

``` The scoped in country recall the volunteers sent to the target country. Example:

FRA recalls the volunteers it sent to SPR

FRA = { recall_volunteers_from = SPR }

```

release

releases specified country as a puppet

release_autonomy

releases specified country with specified level of autonomy. Example: ENG = { release_autonomy = { target=RAJ autonomy_state=autonomy_puppet freedom_level=0.5 } }

release_puppet

releases specified country as puppet

remove_building

Removes specified building in specified state or province

remove_claim_by

Removes state claim by country.

remove_core_of

Removes state as core of country

remove_country_leader_trait

remove trait from active country leader

remove_decision

Remove specified active decision for scope country - Does not run the remove_effect or put the decision on cooldown. Ignores fire_only_once

remove_dynamic_modifier

``` removes a dynamic modifier from country/state/unit leader: remove_dynamic_modifier = { modifier = dynamic_modifier_name scope = GER #optional, specify if it is specified while adding the modifier }

```

remove_exile_tag

remove exile tag from scope unit leader. remove_exile_tag = yes

remove_from_array

``` Removes an element from an array using value or index Example: remove_from_array = { array = array_name value = 42 #optional, use index or this. if neither it removes last element index = 3 #optional, use value or this. if neither it removes last element }

shorter usage: remove_from_array = { array_name = 42 }

```

remove_from_faction

removes specified country from faction

remove_from_tech_sharing_group

Removes country from technology sharing group of specified name. Example: remove_from_tech_sharing_group = commonwealth_research

remove_from_temp_array

``` Removes an element from a temporary array using value or index Example: remove_from_temp_array = { array = array_name value = 42 #optional, use index or this. if neither it removes last element index = 3 #optional, use value or this. if neither it removes last element }

shorter usage: remove_from_temp_array = { array_name = 42 }

```

remove_ideas

remove idea(s) from country

remove_ideas_with_trait

Remove all ideas with specified trait from country

remove_mission

Removes mission without running complete or timeout effects. Example: remove_mission = some_mission_here

remove_operation_token

Remove a specific token against against another country remove_operation_token = { tag = GER token = some_token_id }

remove_opinion_modifier

Remove opinion modifier from target

remove_province_modifier

Removes a static modifiers to specified province remove_province_modifier = { static_modifiers = { mod_1 mod_2 } Select 1 province: province = 500 Or use: province = { id = 500 id = 501 id = 502 (evaluate for specified provinces) all_provinces (includes all in current state) limit_to_coastal (only coastal provinces) limit_to_border (only provinces bordering different country) limit_to_naval_base (only provinces with a naval base) limit_to_victory_point (only provinces with a VP) } }

remove_relation_modifier

Removes a static modifier between current scope and target Example: add_relation_modifier = { target = TAG # target of the relation modifier = static_modifier_name_here #Name of the modifier added } }

remove_resistance_target

``` removes a previously added resistance target using its id. No tooltips are generated.: remove_resistance_target = 42

```

remove_resource_rights

Remove resource right to state for scope country. remove_resource_rights = ID

remove_state_claim

remove claim on state

remove_state_core

remove core on state

remove_targeted_decision

Removes targeted decisions or mission. Example: remove_targeted_decision = { target = TAG decision = decision_id_here

remove_unit_leader

remove a unit leader ( remove_unit_leader=ID )

remove_unit_leader_trait

remove trait from unit leader

replace_unit_leader_trait

add trait to unit leader

reserve_dynamic_country

``` reserves a dynamic country so it won't be recycled for civil wars. A dynamic country with no owned states must be reserved after it is created and unreserved once it is no longer going to be used. example : reserve_dynamic_country = yes reserve_dynamic_country = no

```

reset_province_name

reset name of a province back to localization one.

reset_state_name

reset_state_name = yes - Resets the current states name to the original one

resize_array

``` Resizes array Example: resize_array = { array = array_name value = 42 #optional, if not specified and array grows the new elements are set to this (default 0) size = 3 #if higher than old size, new elements are added to end. otherwise last elements are removed to match to new size }

shorter usage: resize_array = { array_name = 3 }

```

resize_temp_array

``` Resizes a temp array Example: resize_temp_array = { array = array_name value = 42 #optional, if not specified and array grows the new elements are set to this (default 0) size = 3 #if higher than old size, new elements are added to end. otherwise last elements are removed to match to new size }

shorter usage: resize_temp_array = { array_name = 3 }

```

retire

Retires scope unit leader

retire_country_leader

retires a country leader and removes him as leader of his party, making the next in line the new party and country leader

retire_ideology_leader

kills a ideology leader and removes him completely, making the next in line the new party leader

reverse_add_opinion_modifier

Add opinion modifier(s) to target(s)

round_temp_variable

Rounds a temporary variable Example: round_temp_variable = num_dogs

round_variable

Rounds a variable Example: round_variable = num_dogs

save_event_target_as

save an event target

save_global_event_target_as

save a global event target

scoped_sound_effect

Plays sound effect only on in current scope's player

send_equipment

Sends to target scope specified amount of equipment.

send_equipment_fraction

Sends to target scope specified fraction of equipment. _send_equipment_fraction_ = { target = FROM value = 0.3 # clamped in code to the range [0,1] }

set_autonomy

makes autonomy of specified level and country. Example: set_autonomy = { target=ENG autonomy_state = nautonomy_puppet freedom_level=0.5 }

set_border_war

starts a border war in a state with neighbouring state that also has border war

set_border_war_data

update border war properties

set_building_level

Sets specific level of a building construction for amount of levels in specified state or province

set_capital

move capital to state

set_collaboration

``` Sets the collaboration in a target country with our currently scoped country GER = { set_collaboration = { target = POL value = 0.3 } }

```

set_compliance

set compliance of a state. Example: set_compliance = 30

set_cosmetic_tag

Sets country cosmetic tag. Example: INS = { set_cosmetic_tag = IN1 }

set_country_flag

set country flag

set_country_leader_ideology

change the ideology of active leader

set_demilitarized_zone

adds a limited use tech bonus

set_division_template_lock

Set lock status for a division template Example: set_division_template_lock = { division_template = <name> is_locked = <bool (default:true)> }

set_equipment_fraction

Modify all equipments by factor

set_faction_leader

set current country as leader of its faction

set_faction_name

set_faction_name = NEW_LOC_KEY. Sets the faction name to whatever the new key localises to.

set_faction_spymaster

set current country as spy master of its faction

set_fuel

set fuel for country

set_fuel_ratio

Set country's current fuel ratio relative to its capacity

set_garrison_strength

set initial garrison strength. Example: set_garrison_strength = 0.5

set_global_flag

set global flag

set_keyed_oob

``` Registers an Order of Battle (OOB) file to be loaded for a country at game start, replacing any previously registered OOB (with the given key) on that country. Only intended to be used within history files.

Example: set_keyed_oob = { key = naval name = "ENG_1936_Naval" } ```

set_legitimacy

set_legitimacy = 10. Sets legitimacy on scope country to specified value. Value has to be 0-100.

set_major

sets mandatory major country flag

set_nationality

``` Set the new country owner for the scoped in unit leader. Note that this is not related to operative nationalities added via add_nationality. Note that for operative, this will temporarily lock their slot on the country of origin.

```

set_naval_oob

``` Registers an Order of Battle (OOB) file to be loaded for a country at game start, replacing any previously registered OOB (with key "naval") on that country. Only intended to be used within history files.

Example: set_naval_oob = "ENG_1936_Naval" ```

set_oob

``` Registers an Order of Battle (OOB) file to be loaded for a country at game start, replacing any previously registered OOB (with no key) on that country. Only intended to be used within history files.

Example: set_oob = "ENG_1936" ```

set_party_name

change partyname for an ideology in a country

set_political_party

``` set popularity of a political party

Example: set_political_party = { ideology = neutrality popularity = 50 } ```

set_political_power

set political power for country

set_politics

set country political status

set_popularities

``` set popularities for all ideologies in a country. If an ideology is not specified its popularity will be set to zero. The popularities specified must add up to exactly 100

Example: set_popularities = { neutrality = 54.5 fascism = 45.5 } ```

set_province_controller

set controller for province

set_province_name

set_province_name = { id = <province id> name = <string> } - Set name for a province

set_research_slots

Sets the number of research slots

set_resistance

set resistance of a state. Example: set_resistance = 30

set_rule

Adds rule to country

set_stability

Sets the stability to the country in scope. Example: set_stability = 80

set_state_category

Sets the category of a state Example: set_state_category = large_town

set_state_controller

set controller for state

set_state_flag

set state flag

set_state_name

set_state_name = <string> - Set the current states name

set_state_owner

set owner for state

set_state_province_controller

sets the controller of provinces belong to a state and fullfils a condition. no tooltip is built set_state_province_controller = { controller = ITA limit = { # will be checked old controller of each province. will only update controller if true } }

set_technology

sets technology level(s) on country. example : set_technology = { infantry_weapons = 1 infantry_weapons1 = 1 infantry_weapons2 = 1 improved_infantry_weapons = 1 popup = no # default is yes. if set to no, no pop up will display for player }

set_temp_variable

Sets a temp variable to a value or another variable Example: set_temp_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

set_truce

Sets a truce between scope country and target for days duration. Example set_truce = { target = GER days = 90 }

set_unit_leader_flag

set unit leader flag

set_variable

Sets a variable to a value or another variable Example: set_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

set_war_support

Sets the war support to the country in scope. Example: set_war_support = 80

show_ideas_tooltip

show what idea does

sound_effect

Plays sound effect

start_border_war

``` start a border war between two states. Example: start_border_war = { change_state_after_war = no #overrides the transfer of state at the end of war combat_width = 80 #combat width for border war minimum_duration_in_days = 14 #minimum duration for combat attacker = { state = 527 # state to start border war num_provinces = 4 #number of provinces we want border war to be on_win = japan_border_conflict.2 #effect to call if wins on_lose = japan_border_conflict.3 #effect to call if loses on_cancel = japan_border_conflict.4 #effect to call if cancels leader_score = { #score for selecting a leader base = 1 modifier = { check_variable = { likes_border_wars = 1 } add = 2 } } modifier = 0.5 #combat modifier dig_in_factor = 0.5 #dig in modifier factor terrain_factor = 0.5 #terrain modifier factor }

defender = {
    state = 408 # state to start border war
    num_provinces = 4 #number of provinces we want border war to be
    on_win = japan_border_conflict.2 #effect to call if wins
    on_lose = japan_border_conflict.3 #effect to call if loses
    on_cancel = japan_border_conflict.4 #effect to call if cancels
}

}

```

start_civil_war

Given ideology starts a civil war in the country. start_civil_war = { ideology = revolting ideology ruling party = ruling party for country size = 0-1 Size modifier of the revolt. Affects stockpile, army, air and navy as well army_ratio = 0-1 Overrides size modifier for army navy_ratio = 0-1 Overrides size modifier for navy air_ratio = 0-1 Overrides size modifier for air keep_unit_leaders specify ID of unit leaders that remain with the original country keep_unit_leaders_trigger Trigger for unit leaders to remain with the original country states States that go to the revolter. Use "all" to include all states. states_filter States that go to the revolter. Filtering trigger on the states scripted to go to the revolter. }

start_resistance

starts resistance activity for a core country. Use along with force_enable_resistance if you are enabling resistance in a state that is not possible (ie core). Example : start_resistance = POL or start_resistance = yes

state_event

``` Fires a state event. Example: state_event = { id = usa.61 # The event to fire. # Optional Fields: hours = 12 # The number of hours to wait before firing the event. days = 5 # The number of days to wait before firing the event. months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days. # Note: hours, days, and months can all be used and will simply be added together. random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours. random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days. # Note: random_hours and random_days can both be used and will simply be added together. random = 6 # Equivalent to random_hours; preserverd for backwards compatibility. random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually). tooltip = usa.61.t # Manually specify which tooltip to use for this effect. trigger_for = GER # Indicate which country this state effect applies to. Value can be any of the following: # controller - The country that currently controls the state. # owner - The country that currently owns the state. # occupied - The country that has been occupied in the state by the current controller. # from - The country of the from scope. # prev - The country of the prev scope. # root - The country of the root scope. # TAG - A hard-coded country tag such as GER or ENG. }

```

steal_random_tech_bonus

``` adds a random limited use tech bonus from country of categories that is it ahead in compared to you. it must have atleast one category or folder. But it can contain any number of them in any combination Note: if a country does not have a tech to be stolen a random tech bonus will be applied based on base_bonus Example: steal_random_tech_bonus = { category = air_equipment folder = naval_folder ahead_reduction = ??? bonus = ??? base_bonus = 0.05 instant = yes # instant unlock instead of bonus name = ??? target = ??? uses = 1 }

```

subtract_from_temp_variable

Subtracts a value or a variable to a temp variable Example: subtract_from_temp_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

subtract_from_variable

Subtracts a value or a variable to another one Example: subtract_from_variable = { var = num_dogs value = 42 tooltip = loc_str_id_with_LEFT_and_RIGHT #localized text with LEFT and RIGHT tokens in it, tokens will replaced by values }

supply_units

Give supply to units being controlled by this leader. Example supply_units = 24

swap_ideas

swap 2 ideas. Syntax: swap_idea = { remove_idea = <idea> add_idea = <idea> add_days = 10 #optional, will add/subtract duration for new idea that replaces the old one with duration days = 25 #optional, will set the duration for the new idea }

swap_ruler_traits

swap 2 traits on current ruler. Syntax: swap_ruler_traits = { remove = <trait> add = <trait> }

teleport_armies

``` teleport armies in state to another state or province. example : teleport_armies = { #only define one. if neither is defined will teleport to unit to their capital to_state = 123 #id of the state to teleport to_state_array = array_name #an array of states to teleport (will be randomly picked) to_province = 123 #id of the province to teleport

limit = { # trigger will be checked for owner of armies and will only teleport if true. scope if the owner of the army and prev is the scope that calls teleport_armies } } ```

transfer_navy

Transfers the entire navy from scope country to target country. Does not support carriers! Example: ENG={ target = NZL is_government_in_exile = yes #optional, default is no; the navy will be tagged as exile if this is yes so that it will return to owner if they return from exile. }

transfer_ship

Transfers ship from scope country to target country. Example: ENG={ transfer_ship={ prefer_name = "HMS Achilles" type = light_cruiser target = NZL } }

transfer_state

set owner and controller for state

transfer_units_fraction

Transfer units (air, army, navy) to another country. Also transfer the stockiled equipment (you can set it to zero if it is undesired) as well as unit leaders. transfer_units_fraction = { target = ROOT # the recipient size = 0.4 # [0,1] Default value for the ratio below if they are not specified stockpile_ratio = 0.3 # [0,1] Overrides size modifier for the stockpiled equipment and fuel army_ratio = 0.1 # [0,1] Overrides size modifier for army navy_ratio = 0.2 # [0,1] Overrides size modifier for navy air_ratio = 0.4 # [0,1] Overrides size modifier for air keep_unit_leaders = { # specify IDs of unit leaders that remain with the original country 700 701 } keep_unit_leaders_trigger = { # Trigger for unit leaders to remain with the original country ... # the scope is the unit leader being evaluated ... # ROOT is the recipient ... # FROM is the sender ... # PREV is unset } }

turn_operative

``` An operative is turned by the specified country. This transfers the operative to the target country and make it appear as killed to the country of origin (increases the death counter and lock the slot). This fires the on_action on_operative_death with as killer the target country. If the target country is the owner of the operative, this has no effect and an error is logged.

WARN: the on_action might execute immediatly, before any effect listed after the occurence of turn_operative.

Examples: GER = { turn_operative = PREV # where PREV is an operative (unit leader) # or turn_operative = { operative = PREV } }

turn_operative = { turned_by = GER } # where the scope is an unit leader

```

unit_leader_event

``` Fires a unit leader event for owner country. Example: unit_leader_event = { id = generic.17 # The event to fire. # Optional Fields: hours = 12 # The number of hours to wait before firing the event. days = 5 # The number of days to wait before firing the event. months = 1 # The number of months to wait before firing the event, where a month is treated as 30 days. # Note: hours, days, and months can all be used and will simply be added together. random_hours = 18 # A random amount of hours to be added to the delay before firing, from 0 up to but not including random_hours. random_days = 2 # A random amount of days to be added to the delay before firing, from 0 up to but one hour less than random_days. # Note: random_hours and random_days can both be used and will simply be added together. random = 6 # Equivalent to random_hours; preserverd for backwards compatibility. random = { chance = 50 ... } # Specify a set of child effects to execute as part of this effect, with a percentage chance of randomly happening or not (as a group, not individually). tooltip = generic.17.t # Manually specify which tooltip to use for this effect. }

```

unlock_decision_category_tooltip

localizes name of category and displays tooltip that shows it will be unlocked

unlock_decision_tooltip

``` show what decision does Example: unlock_decision_tooltip = some_decision_here Example: unlock_decision_tooltip = { decision = show_effect_tooltip = yes # default is no show_modifiers = yes # default is no }

```

unlock_national_focus

unlocks a focus for a country

upgrade_intelligence_agency

add an upgrade to the Intelligence Agency (must be created): upgrade_intelligence_agency = upgrade_army_department

while_loop_effect

Runs the effect as long as a trigger is true Example: while_effect = { limit = { ... trigger ... } a trigger to test before each iteration break = break_name #optional (default 'break') set this temp variable to non zero to break the loop #effect 1 #effect 2 ... }

white_peace

white peaces the two countries if at war