Effects

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This article has been verified for the current PC version (2.8) of the game.

Introduction[edit]

An Effect is a script that does something, similar to a function in other programming languages. An Effect differs from a Trigger in that a Trigger always returns a boolean, True or False, and doesn't change anything in the game. An Effect is the script that actually changes game state (i.e. Applies modifiers, creates or destroys objects, etc.) The list below is not complete, as it only includes the Effects built-in to the engine. More effects are scripted and located in common/scripted_effects. You can write your own effects there as well. If you have Event code that is repeated multiple times, it is usually easier to put the code into an Effect and just call the Effect from the event code everyplace it needs to run. An Effect runs in the scope in which it is called. Be careful using the FROM scope in effects, as you can't be sure from where the script will always be run.

Dump Export[edit]

Effects, dumped from the trigger_docs ingame command.[regexp s. talk]

Name Desc Example Scopes Target
tooltip Just a tooltip all ???
hidden_effect Prevents enclosed effects from being displayed in tooltip

hidden_effect = { <effects> }

all none
custom_tooltip Displays a specific localization string in tooltip

custom_tooltip = <string>

all none
if Executes enclosed effects if limit criteria are met

if = { limit = { <triggers> } <effects> }

all none
end_all_treaties_with Ends all treaties with the target

end_all_treaties_with = <target>

country none
random_list Picks one random set of effects from a list, influenced by relative weight

random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } }

all none
locked_random_list Picks one random set of effects from a list, influenced by relative weight once per event scope

locked_random_list = { 50 = { <effects> } 20 = { <effects> } 30 = { <effects> } 999 = { <effects> } }

all none
every_owned_planet Executes enclosed effects on every planet -owned by the scoped country- that meet the limit criteria

every_owned_planet = { limit = { <triggers> } <effects> }

country none
random_owned_planet Executes enclosed effects on a planet -owned by the scoped country- that meets the limit criteria

random_owned_planet = { limit = { <triggers> } <effects> }

country none
every_controlled_planet Executes enclosed effects on every planet -controlled by the scoped country- that meet the limit criteria

every_controlled_planet = { limit = { <triggers> } <effects> }

country none
random_controlled_planet Executes enclosed effects on a random planet -owned by the scoped country- that meets the limit criteria

random_controlled_planet = { limit = { <triggers> } <effects> }

country none
remove_deposit Remove resource deposit on the scoped planet or deposit, does not fire on_cleared if used on a blocker

remove_deposit = <key/yes>

planet deposit none
set_owner Instantly sets the owner of the scoped planet/fleet/army/starbase to target country

set_owner = <target>

planet fleet leader army starbase none
unemploy_pop Fires scoped pop from its job

unemploy_pop = yes

pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
check_planet_employment Immediately runs a job evaluation on the planet, firing and employing pops as needed

check_planet_employment = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
change_species_portrait Changes the portrait of the species in scope.

change_species_portrait = <key or species event target>

species none
every_war_defender Executes enclosed effects on every defender that meets the limit criteria in the scoped country's war with a specific enemy

every_war_defender = { enemy = <target> limit = { <triggers> } <effects> }

country none
clear_pop_category Resets category of a pop

clear_pop_category = yes

pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
every_war_attacker Executes enclosed effects on every attacker that meets the limit criteria in the scoped country's war with a specific enemy

every_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }

country none
random_war_defender Executes enclosed effects on a random defender that meets the limit criteria in the scoped country's war with a specific enemy

random_war_defender = { enemy = <target> limit = { <triggers> } <effects> }

all none
add_random_non_blocker_deposit Adds random non-blocker resource deposit to the scoped planet

add_random_non_blocker_deposit = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
random_war_attacker Executes enclosed effects on a random attacker that meets the limit criteria in the scoped country's war with a specific enemy

random_war_attacker = { enemy = <target> limit = { <triggers> } <effects> }

all none
remove_last_built_building Removes last built building from the scoped planet

remove_last_built_building = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_all_buildings Removes all buildings from the scoped planet

remove_all_buildings = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
give_technology Instantly gives a specific tech to the scoped country

give_technology = { tech = tech_desert_colonization message = yes }

country none
add_building Begins construction of a specific building on the scoped planet

add_building = <key>

planet none
add_planet_devastation Instantly adds devastation to scoped planet

add_planet_devastation = 5

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_half_species Creates a new pop from a half-species on the planet

create_half_species = { species_one = <target> species_two = <target> }

all none
calculate_modifier Forces target planet or country to calculate its internal modifier

calculate_modifier = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
establish_branch_office Establish branch office on scoped planet for target country

establish_branch_office = <target>

planet none
close_branch_office Close branch office on scoped planet

close_branch_office = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
clear_blockers Removes all blockers from the scoped planet

clear_blockers = yes

planet none
set_built_species Changes the built species of the scoped object

set_built_species = <target>

country none
set_federation_flag Sets an arbitrarily-named flag on the scoped federation

set_federation_flag = <key>

federation none
set_country_flag Sets an arbitrarily-named flag on the scoped country

set_country_flag = <key>

country none
set_planet_flag Sets an arbitrarily-named flag on the scoped planet

set_planet_flag = <key>

planet none
set_fleet_flag Sets an arbitrarily-named flag on the scoped fleet

set_fleet_flag = <key>

fleet none
set_ship_flag Sets an arbitrarily-named flag on the scoped ship

set_ship_flag = <key>

ship none
remove_federation_flag Removes a flag from the scoped federation

remove_federation_flag = <key>

federation none
remove_country_flag Removes a flag from the scoped country

remove_country_flag = <key>

country none
remove_planet_flag Removes a flag from the scoped planet

remove_planet_flag = <key>

planet none
remove_fleet_flag Removes a flag from the scoped fleet

remove_fleet_flag = <key>

fleet none
remove_ship_flag Removes a flag from the scoped ship

remove_ship_flag = <key>

ship none
every_owned_ship Iterate through each ship in the fleet or owned by the country

every_owned_ship = { limit = { <triggers> } <effects> }

country fleet none
random_owned_ship Iterate through each ship in the fleet or owned by the country

random_owned_ship = { limit = { <triggers> } <effects> }

country fleet none
create_species Creates a new species

create_species = { name = <string> plural = <string> class = <species class key> portrait = <random/portrait id> homeworld = <target> traits = { <specific/random traits> } sapient = <Y/N, determines if species is pre-sapient> is_mod = <Y/N, determines if species is a modification of another> immortal = <Y/N, determines if species leaders are immortal> }

all none
create_country Creates a new country

create_country = { name = <string/random> adjective = <string> type = <key> auto_delete = <bool> name_list = <key> ship_prefix = <string> authority = <key> civics = random / { civic = <key> civic = random } species = <target> flag = <random / { icon = { category = <key> file = <filename.dds> } background = { category = <key> file = <filename.dds> } colors = { <key> <key> } } ethos = <random / { ethic = <key> ethic = <key> }> restrictions = { <restrictions, see "common\governments\readme_requirements.txt"> } effect = { <effects executed on country> } }

all none
create_fleet Creates a new fleet

create_fleet = { name = <string> effect = { <create_ship, set_owner, set_location etc effects go here> } }

all none
create_army Creates a new army

create_army = { name = <string> owner = <target> species = <target> type = <key> }

planet none
modify_army Modifies army with parameters:

modify_army = { name = <string> owner = <target> species = <target> type = <key> }

army none
set_location Sets the fleet/ambient object's location, can be fine-tuned

set_location = <target> set_location = { target = <target> distance = <int/random> angle = <int/random> direction = <in_system/out_system> }

fleet ambient_object none
create_ship Creates a new ship

create_ship = { name = <string/random> design = <ship design key/target, or use random_existing_design> random_existing_design = <ship size key> graphical_culture = <graphical culture key> prefix = <Y/N, determines if ship name should use owner country prefix> colonizer_species = <species, default: fleet owner founder species> }

fleet starbase none
create_pop Creates a new pop on the scoped planet

create_pop = { species = <target / key> ethos = <random / target / { ethic = <key> ethic = <key> }> }

planet none
create_colony Creates a colony on the scoped planet

create_colony_effect = { owner = <target> species = <target / key>

ethos = <random / target / { ethic = <key> ethic = <key> }>

}

planet none
set_capital Sets the scoped planet to be the capital of its owner country

set_capital = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
change_pc Changes the class of the scoped planet

change_pc = <class/random list> change_pc = { class = <class/random list> inherit_entity = yes }

planet none
random_country Iterate through all countries

random_country = { limit = { <triggers> } <effects> }

all none
random_pop Executes enclosed effects on a random pop that meets the limit criteria

random_pop = { limit = { <triggers> } <effects> }

planet none
kill_pop Instantly destroys the scoped pop

kill_pop = yes

pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
destroy_colony Destroys the colony on the scoped planet

destroy_colony = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_experience Adds a sum of experience points to the scoped leader

add_experience = 200

leader none
set_ring Adds or removes a planetary ring around the scoped planet

set_ring = no

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_mining_station Creates a mining station in orbit of the scoped planet

create_mining_station = { owner = <target> }

planet none
create_research_station Creates a research station in orbit of the scoped planet

create_research_station = { owner = <target> }

planet none
set_pop_flag Sets an arbitrarily-named flag on the scoped country

set_country_flag = <key>

pop none
remove_pop_flag Removes a flag from the scoped pop

remove_fleet_flag = <key>

pop none
every_owned_pop Iterate through all owned pops

every_owned_pop = { limit = { <triggers> } <effects> }

planet country pop_faction none
set_name Sets the name of the scoped country/planet/ship/fleet/leader/army/system/pop faction

set_name = <string>

megastructure planet country ship fleet galactic_object leader army pop_faction federation none
set_adjective Sets the adjective of the scoped country

set_adjective = <string>

country none
set_ship_prefix Sets the ship prefix of the scoped country

set_ship_prefix = <string>

country none
random_planet Executes enclosed effects on a random planet that meets the limit criteria

random_planet = { limit = { <triggers> } <effects> }

all none
add_modifier Adds a specific modifier to the scoped planet/pop/country/fleet/ship/pop/system/faction for a set duration

add_modifier = { modifier = <key> days = <int, -1 means it never expires> }

megastructure planet country ship pop fleet galactic_object pop_faction federation none
reduce_hp Reduces the hull points of the scoped ship by a specific amount

reduce_hp = 120

ship none
reduce_hp_percent Reduces the hull points of the scoped ship by a relative amount

reduce_hp_percent = 0.25

ship none
repair_ship Restores all hull points to the scoped ship

repair_ship = yes

ship THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
destroy_country Destroys the scoped country

destroy_country = yes

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_variable Sets or creates an arbitrarily-named variable with a specific value in the current scope

set_variable = { which = <string> value = <int> }

megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector none
remove_global_flag Removes a global flag

remove_global_flag = <key>

all none
set_global_flag Sets an arbitrarily-named global flag

set_global_flag = <key>

all none
change_variable Increments a previously-set variable by a specific amount

change_variable = { which = <string> = value = <int> }

megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector none
every_galaxy_pop Executes enclosed effects for every pop in the game that meet the limit criteria

every_galaxy_pop = { limit = { <triggers> } <effects> }

all none
every_country Iterate through all countries

every_country = { limit = { <triggers> } <effects> }

all none
every_playable_country Iterate through all playable countries

every_playable_country = { limit = { <triggers> } <effects> }

all none
random_playable_country Iterate through all playable countries

random_playable_country = { limit = { <triggers> } <effects> }

all none
every_ship Executes enclosed effects for every ship in the game that meet the limit criteria

every_ship = { limit = { <triggers> } <effects> }

all none
every_planet Executes enclosed effects for every planet in the game that meet the limit criteria

every_planet = { limit = { <triggers> } <effects> }

all none
set_event_locked Silently disables the scoped fleet to prevent player action, remember to unlock at the end of the event

set_event_locked = no

fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
clear_orders Clears all fleet orders from the scoped fleet

clear_order = yes

fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
order_forced_return Forces scoped fleet to retreat to friendly territory

order_forced_return = yes

fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
declare_war Declares war between the scoped country and target country

declare_war = { target = <target country> name = <optional war name> attacker_war_goal = <war goal> }

country none
set_star_flag Sets an arbitrarily-named flag on the scoped system

set_star_flag = <key>

galactic_object none
remove_star_flag Removes a flag from the scoped system

remove_star_flag = <key>

galactic_object none
set_spawn_system_batch Optimizes the calls for spawn_system effect.

Spawn system should be located in a block between Begin and End. Begin: set_spawn_system_batch = begin End: set_spawn_system_batch = end

all none
spawn_system Spawns a new system at a position relative to the scoped system/planet/ship.

spawn_system = { min_jumps = <value> max_jumps = <value> min_distance = <int 0-100> max_distance = <int 0-100> initializer = <key for pre-defined system> hyperlane=<yes/no> is_discovered=<yes/no>}

megastructure planet ship fleet galactic_object starbase no_scope none
random_research_station Executes enclosed effects on a random orbital research station that meets the limit criteria

random_research_station = { limit = { <triggers> } <effects> }

planet ???
dismantle Dismantles the scoped orbital station (fleet)

dismantle = yes

fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
random_mining_station Executes enclosed effects on a random orbital mining station that meets the limit criteria

random_research_station = { limit = { <triggers> } <effects> }

planet ???
set_advisor_active Enables or disables the VIR window pop-in

set_advisor_active = no

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
save_event_target_as Saves the current scope as an arbitrarily-named target to be referenced later in the (unbroken) event chain

save_event_target_as = <string>

all none
save_global_event_target_as Saves the current scope as an arbitrarily-named target to be referenced later, accessible globally until cleared

save_event_target_as = <string>

all none
clear_global_event_target Deletes the specified saved global target reference

clear_global_event_target = <string>

all none
clear_global_event_targets Deletes all saved global target references

clear_global_event_targets = yes

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
break Prevents execution of subsequent effects in the same effect block, used with if-statements

break = yes

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_tutorial_level Changes the scoped country's tutorial level (0 none, 1 limited, 2 full)

set_tutorial_level = 0

country none
begin_event_chain Starts a situation log event chain for target country

begin_event_chain = { event_chain = <key> target = <target> }

all none
end_event_chain Ends a specific situation log event chain for the scoped country

end_event_chain = <key>

country none
queue_actions Adds actions to the scoped fleet's action queue

queue_actions = { repeat = { <fleet actions> } }

fleet none
clear_fleet_actions Clears all queued fleet actions for target fleet

clear_fleet_actions = <target>

fleet none
destroy_fleet Destroys the target fleet (with death graphics)

destroy_fleet = <target> destroy_fleet = { target=<target> kill_leader=<yes/no> #default yes destroy_template=<yes/no> #default no }

all none
create_ambient_object Creates a new ambient object

create_ambient_object = { type = <key> location = <target> } For VFX use: create_ambient_object = { type = <key> scale = <float> location = <target> use_3d_location = <bool, use 3D entity or 2D coordinate of the location entity as base> entity_offset = { min = <int> max = <int> } entity_offset_angle = { min = <int> max = <int> } entity_offset_height = { min = <int> max = <int> }

entity_face_object = star/FROM/etc
entity_scale_to_size = yes/no

target = <target> duration = <int, days> }

all none
destroy_ambient_object Destroys target ambient object

destroy_ambient_object = <target>

all none
add_trait Adds a specific trait to the scoped leader

add_trait = <trait>

leader none
remove_trait Removes a specific trait from the scoped leader

remove_trait = <key>

leader none
modify_species Creates a new, modified species based on an already-extant species

modify_species = { species = <target> # species to modify base = <target>/auto/none # new base species; default: auto (uses species) add_trait = <key> # optional, can specify multiple remove_trait = <key> # optional, can specify multiple ideal_planet_class = <target or pc_name> # optional change_scoped_species = yes/no # modify scoped pops/planet/leader/country; default: yes portrait = <target or portrait name> # optional effect = { SCOPE_SPECIES } # optional effect to run on the resulting new species, is executed after any handling of change_scoped_species }

planet country pop leader species none
add_opinion_modifier Adds a specific opinion modifier for the scoped country towards target country

add_opinion_modifier = { modifier = <key> who = <target> }

country none
establish_contact Establishes first contact between the scoped country and target country at the set location

establish_contact = { who = <target> location = <target> }

country none
set_faction_hostility Sets the aggro state of the scoped faction-type country

set_faction_hostility = { target = country set_hostile = yes set_neutral = no set_friendly = no }

country none
set_market_leader Set scoped country as the current Galactic Market leader. set_market_leader = <yes/no> country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
random_system_planet Executes enclosed effects on a random planet within the scoped system that meets the limit criteria

random_system_planet = { limit = { <triggers> } <effects> }

galactic_object none
add_event_chain_counter Increments (or decrements with negative values) an event chain counter for the scoped country by a specific amount

add_event_chain_counter = { event_chain = <key> counter = <key> amount = <int> }

country none
add_anomaly Adds a specific anomaly category to the scoped planet

add_anomaly = {

category = <key>
target = target:country }
all none
set_disable_at_health Sets the scoped ship to become disabled at a certain hull point percentage

set_disable_at_health = <0-1 float>

ship none
remove_building Removes a specific building from the scoped planet

remove_building = <key>

planet none
change_planet_size Increases or reduces the size of the scoped planet by a specified amount

change_planet_size = <+/- int>

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
every_deposit Executes on every deposit on planet planet none
random_deposit Executes enclosed effects on a random deposit on the scoped planet that meets the limit criteria

random_deposit = { limit = { <triggers> } <effects> }

planet none
create_point_of_interest Creates a point of interest for the scoped country at a specific location, associated with an event chain

create_point_of_interest = { id = <key> name = <string> desc = <string> event_chain = <key> location = <target> }

planet country ship pop none
remove_point_of_interest Removes a specific point of interest from the scoped country's situation log

remove_point_of_interest = <key>

country none
set_relation_flag Sets a relation flag for the scoped country towards target country

set_relation_flag = { who = <target> flag = <key> }

country none
remove_relation_flag Removes a specific relation flag towards target country from the scoped country

remove_relation_flag = { who = <target> flag = <key> }

country none
random_moon Executes enclosed effects on a random moon that meets the limit criteria

random_moon = { limit = { <triggers> } <effects> }

planet none
every_moon Executes enclosed effects on every moon that meets the limit criteria

every_moon = { limit = { <triggers> } <effects> }

planet none
kill_leader Kills the scoped leader or leader of the scoped country/fleet/ship/planet/army

kill_leader = { type = general type = scientist etc. } kill_leader = { type = <key, optional, if left out will kill scoped leader> show_notification = <yes/no> heir = <yes, optional, if added to type = ruler, will kill heir instead> }

planet country ship fleet leader army none
assign_leader Assigns target leader to the scoped country/fleet/army/pop faction/sector

assign_leader = <target>

country fleet army pop_faction sector none
country_add_ethic Adds a specific ethic to the scoped country

country_add_ethic = <key>

country none
country_remove_ethic Removes a specific ethic from the scoped country

country_remove_ethic = <key>

country none
set_timed_federation_flag Sets an arbitrarily-named flag on the scoped federation for a set duration

set_timed_federation_flag = { flag = <key> days = <int> }

federation none
set_timed_country_flag Sets an arbitrarily-named flag on the scoped country for a set duration

set_timed_country_flag = { flag = <key> days = <int> }

country none
set_timed_fleet_flag Sets an arbitrarily-named flag on the scoped fleet for a set duration

set_timed_fleet_flag = { flag = <key> days = <int> }

fleet none
set_timed_global_flag Sets an arbitrarily-named global flag for a set duration

set_timed_global_flag = { flag = <key> days = <int> }

all none
set_timed_planet_flag Sets an arbitrarily-named flag on the scoped planet for a set duration

set_timed_planet_flag = { flag = <key> days = <int> }

planet none
set_timed_pop_flag Sets an arbitrarily-named flag on the scoped pop for a set duration

set_timed_pop_flag = { flag = <key> days = <int> }

pop none
set_timed_relation_flag Sets an arbitrarily-named flag for the scoped country towards target country for a set duration

set_timed_relation_flag = { flag = <key> who = <target> days = <int> }

country none
set_timed_ship_flag Sets an arbitrarily-named flag on the scoped ship for a set duration

set_timed_ship_flag = { flag = <key> days = <int> }

ship none
set_timed_star_flag Sets an arbitrarily-named flag on the scoped system for a set duration

set_timed_system_flag = { flag = <key> days = <int> }

galactic_object none
every_planet_within_border Executes enclosed effects on every planet within the scoped country's borders that meet the limit criteria

every_planet_within_border = { limit = { <triggers> } <effects> }

country none
every_rim_system Iterate through all rim systems

every_rim_system = { limit = { <triggers> } <effects> }

all none
random_rim_system Iterate through all rim systems

random_rim_system = { limit = { <triggers> } <effects> }

all none
remove_modifier Removes a specific modifier from the scopes planet/country/pop/system

remove_modifier = <key>

megastructure planet country ship pop fleet galactic_object pop_faction federation none
add_ship_design Adds a specific ship design to the scoped country

add_ship_design = <target>

country none
add_mission_progress Adds or subtracts progress to/from the scoped observation post's current mission

add_mission_progress = <+/- float>

fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_army_transport Creates a new army in a new transport ship

create_army_transport = { ship_name = <string> graphical_culture = <key> army_name = <string> army_type = <key> species = <target> }

fleet none
switch Executes the first appropriate effect set for a specific trigger

switch = { trigger = <trigger> <corresponding key/bool/int> = { <effect> } <corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> } default = { <effect> } }

all none
set_pop_faction Sets the scoped pop to belong to a specific pop faction

set_pop_faction = <target>

pop none
set_graphical_culture Sets the scoped object's graphical culture

set_graphical_culture = <key>

megastructure country none
set_formation_scale Scales the scoped fleet's formation's ship spacing, above and below 1.0

set_formation_scale = <float>

fleet none
set_controller Instantly sets the planet/fleet's controller to target country

set_controller = <target>

planet fleet none
force_faction_evaluation Forces target pop to immediately evaluate their attraction to various pop factions

force_faction_evaluation = yes

pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
enable_faction_of_type Forces scoped country to evaluate whether to create a specific faction type immediately, rather than monthly

enable_faction_of_type = <key>

country none
clear_uncharted_space Clears uncharted space from the galaxy map for the scoped country, in a radius around target system

clear_uncharted_space = { from = <target> }

country none
every_owned_leader Executes enclosed effects on every leader owned by scoped country that meets the limit criteria

every_owned_leader = { limit = { <triggers> } <effects> }

country none
random_owned_leader Executes enclosed effects on a random leader owned by scoped country that meets the limit criteria

random_owned_leader = { limit = { <triggers> } <effects> }

country none
establish_communications Establish communications between scoped country and target country

establish_communications = <target>

country none
add_monthly_resource_mult Adds a lump sum of a resource to the scoped country, defined as a multiple of the country's monthly income of that resource (clamped to max and min allowed values)

add_monthly_resource_mult = { resource = <key> value = <multiplier, float> max = <max cap, int> min = <min cap, int> }

country none
set_leader_flag Sets an arbitrarily-named flag on the scoped leader

set_leader_flag = <key>

leader none
remove_leader_flag Removes a flag from the scoped leader

remove_leader_flag = <key>

leader none
add_research_option Adds a tech research option to the scoped country's tech view list, permanent until researched

add_research_option = <key>

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_heir Sets the target leader to be the scoped country's heir

set_heir = <target>

country none
leave_alliance Removes scoped country from any alliances it is in

leave_alliance = { override_requirements = yes/no }

country none
random_owned_pop Iterate through all owned pops

random_owned_pop = { limit = { <triggers> } <effects> }

planet country pop_faction none
set_policy Sets a policy to a specific option for the scoped country and specifies if policy cooldown should go into effect

set_policy = { policy = <key> option = <key> cooldown = <bool> }

all none
recruitable Sets scoped leader as non/recruitable

recruitable = yes

leader THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
closest_system Executes enclosed effects on a system -within a specific number of jumps span- that meets the limit criteria. This completely ignores bypasses (wormholes and gateways)

closest_system = { min_steps = <int, minimum # of systems 'away'> max_steps = <int, maximum # of systems 'away'> limit = { <triggers> } <effects> }

all none
random_owned_fleet Iterate through each fleet owned by the country

random_owned_fleet = { limit = { <triggers> } <effects> }

country none
random_ambient_object Iterate through every ambient object in the game

random_ambient_object = { limit = { <triggers> } <effects> }

all none
random_system_ambient_object Iterate through every ambient object in the solar system

random_system_ambient_object = { limit = { <triggers> } <effects> }

galactic_object none
every_ambient_object Iterate through every ambient object in the game

every_ambient_object = { limit = { <triggers> } <effects> }

all none
every_system_ambient_object Iterate through every ambient object in the solar system

every_system_ambient_object = { limit = { <triggers> } <effects> }

galactic_object none
set_ambient_object_flag Sets an arbitrarily-named flag on the scoped ambient object

set_ambient_object_flag = <key>

ambient_object none
set_timed_ambient_object_flag Sets an arbitrarily-named flag on the scoped ambient object for a set duration

set_timed_ambient_object_flag = { flag = <key> days = <int> }

fleet none
remove_ambient_object_flag Removes a flag from the scoped ambient object

remove_ambient_object_flag = <key>

ambient_object none
every_fleet_in_system Iterate through each fleet in the current system

every_fleet_in_system = { limit = { <triggers> } <effects> }

galactic_object none
random_fleet_in_system Iterate through each fleet in the current system

random_fleet_in_system = { limit = { <triggers> } <effects> }

galactic_object none
set_aggro_range Sets the scoped fleet/country's aggro range in intra-system units

set_aggro_range = <int>

country fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_fleet_stance Sets the stance of the scoped fleet

set_fleet_stance = <key, aggressive/passive/evasive>

fleet none
add_favors Add <value> favors for scoped country to use on target country. add_favor = {
target = <target>
value = 2 }
country none
remove_favors Remove <value/all> favors that scoped country have on target country:

remove_favor = { target = <target> value = <value/all> }

country none
set_aggro_range_measure_from Determines whether the scoped fleet/country's aggro range is measured from the fleet's current position or its spawn location

set_aggro_range_measure_from = <key, self/return_point>

country fleet none
establish_communications_no_message Silently establish communications between scoped country and target country

establish_communications_no_message = <target>

country none
remove_war_participant Removes a specified country from the war

remove_war_participant = <target>

war none
set_subject_of Sets the scoped country to be a specific subject of target country

set_subject_of = { who = <target> subject_type = <key> }

country none
unassign_leader Unassigns scoped leader from their post or unassigns leader from the scoped planet/ship/fleet/army

unassign_leader = <target>

ship fleet leader army none
exile_leader_as Exiles the scoped country/fleet/army/pop faction's leader and saves them with a custom name

exile_leader_as = <key>

country fleet leader army pop_faction THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_leader Reinstates a previously-exiled leader to the scoped country/fleet/army/pop faction

set_leader = <key>

country fleet army pop_faction none
add_skill Adds a sum of experience points to the scoped leader

add_skill = 200

leader none
set_skill Sets the scoped leader's level

set_skill = 3

leader none
every_neighbor_system Executes enclosed effects on every one of the scoped system's neighboring systems that meet the limit criteria

every_neighbor_system = { ignore_hyperlanes = <yes/no> limit = { <triggers> } <effects> }

galactic_object none
random_neighbor_system Executes enclosed effects on a random system neigboring the scoped system that meets the limit criteria

random_neighbor_system = { ignore_hyperlanes = <yes/no> limit = { <triggers> } <effects> }

galactic_object none
set_federation_leader Sets a country to lead a federation country none
add_colony_progress Adds to ongoing colonization progress on the scoped planet

add_colony_progress = <0.0-1.0>

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
start_colony Starts colonization of the scoped planet

start_colony = { owner = <target> species = <target / key> ethos = <random / target / { ethic = <key> ethic = <key> }> }

planet none
subtract_variable Decrements a previously-set variable by a specific amount

subtract_variable = { which = <string> = value = <int> }

megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector none
multiply_variable Multiplies a previously-set variable by a specific amount

multiply_variable = { which = <string> = value = <int> }

megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector none
divide_variable Divides a previously-set variable by a specific amount

divide_variable = { which = <string> = value = <int> }

megastructure planet country ship pop fleet galactic_object leader army species pop_faction war federation starbase sector none
play_sound Play the defined sound effect

play_sound = myfirstsoundeffect

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_crisis_sound Sets the crisis ambient loop to the current effect

set_crisis_sound = myfirstsoundeffect

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
stop_crisis_sound Stops the crisis ambient loop

stop_crisis_sound = yes

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
force_add_civic Adds civic to a government without checking the restrictions

force_add_civic = <civic>

country none
force_remove_civic Removes civic from a government without checking the restrictions

force_remove_civic = <civic>

country none
set_origin Sets the country's origin to a certain value. Note: This will not run effects executed during galaxy generation.

set_origin = <origin>

country none
set_is_female Sets the gender of the scoped leader

set_is_female = true

leader THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_fleet_from_naval_cap Creates a new fleet from empire designs up to specified fraction of naval cap

create_fleet_from_naval_cap = 0.5

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_opinion_modifier Removes a specific opinion modifier towards target country or any contry from the scoped country

remove_opinion_modifier = { modifier = <key> who = <target (optional)> }

country none
set_war_goal Sets a war goal to the scoped rebel country/war

set_war_goal = { type = <key> target = <target> enemy = <target> }

country war none
change_country_flag Changes the scoped country's flag

change_country_flag = random change_country_flag = { icon = { category = <key> file = <filename> } background = { category = <key> file = <filename> } colors = { <key> <key> } }

country none
add_threat Adds diplomatic threat from target country

add_threat = { who = <system/planet/country> amount = 4 }

planet country galactic_object none
set_mission Sets the current mission of an observation station fleet none
change_dominant_species Changes the dominant species of the current Country, change_all also changes all usage of that species (Pops etc) in the empire

change_dominant_species = { species = target change_all = yes }

country none
end_rivalry Force-end rivalry with target country

end_rivalry = <target>

country none
set_truce Force a truce with target country of a specified type, or a war

set_truce = { target = <country/war> type = war/liberation/alliance/guarantee/none }

country none
end_truce Force-end truce with target country

end_truce = <target>

country none
set_species_flag Sets an arbitrarily-named flag on the scoped species

set_species_flag = <key>

species none
set_timed_species_flag Sets an arbitrarily-named flag on the scoped species for a set duration

set_timed_species_flag = { flag = <key> days = <int> }

species none
remove_species_flag Removes a flag from the scoped species

remove_species_flag = <key>

species none
auto_move_to_planet Makes a fleet or ship auto-move to target planet

auto_move_to_planet = { target = <planet> clear_auto_move_on_arrival = yes }

ship fleet none
remove_auto_move_target Makes a fleet or ship stop auto-moving

remove_auto_move_target = yes

ship fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
auto_follow_fleet Makes a fleet or ship auto-move to target fleet and potentially attack it

auto_follow_fleet = { target = <fleet> attack_fleet = yes }

ship fleet none
set_closed_borders Changes closed borders status between two countries country none
every_war_participant Iterate through all war participants

every_war_participant = { limit = { <triggers> } <effects> }

war none
repair_percentage Restores all hull points to the scoped ship

repair_ship = yes

ship fleet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
endgame_telemetry Send endgame telemetry event all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_deposit Replaces resource deposit on the scoped planet

set_deposit = <key/random>

planet none
randomize_flag_symbol Randomizes a country's flag symbol within the selected category

randomize_flag_symbol = pirate

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_claims Adds claims on target system

add_claims = { who = <country> num_of_claims = x show_notification = no }

galactic_object none
remove_claims Removes claims on target system

remove_claims = { who = <country> num_of_claims = x }

galactic_object none
create_military_fleet Creates a military fleet with the designs of a specified country. all none
guarantee_country Makes a country guarantee another country country none
every_owned_fleet Iterate through each fleet owned by the country

every_owned_fleet = { limit = { <triggers> } <effects> }

country none
every_subject switches Scope to and goes through all Subjects country none
random_subject Scopes to a random Subject country none
set_species_homeworld Defines a homeworld for the current species. species none
clear_resources Clears resources of a country country none
reroll_planet_modifiers Rebuild modifiers on target planet

reroll_planet_modifiers = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
reroll_deposits Rebuild resource deposits on target planet

reroll_deposits = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
delete_fleet Deletes the target fleet (no death graphics)

delete_fleet = <target> delete_fleet = { target=<target> kill_leader=<yes/no> #default yes destroy_template=<yes/no> #default no }

all none
add_trust Adds trust on scope country towards target country

add_trust = { amount = <amount> who = <target> }

country none
add_tradition Adds the specified tradition to the scoped country. add_tradition = <tradition_key> country none
join_war Joins wars on the side of target country

join_war = <target>

country none
add_global_ship_design Adds a specific global design to the game

add_global_ship_design = <target>

all none
every_mining_station Executes enclosed effects on every orbital mining station in the game that meets the limit criteria

every_mining_station = { limit = { <triggers> } <effects> }

planet country none
every_research_station Executes enclosed effects on every orbital mining station in the game that meets the limit criteria

every_mining_station = { limit = { <triggers> } <effects> }

planet country none
set_timed_leader_flag Sets an arbitrarily-named flag on the scoped leader for a set duration

set_timed_leader_flag = { flag = <key> days = <int> }

leader none
set_species_identity Sets the current species scopes identity to match the target scopes making them evaluate as the same species in is_same_species trigger. species none
pop_force_add_ethic Adds a specific ethic to the scoped pop regardless if pop-species allows ethic divergence or not.

pop_add_ethic = <key>

pop none
set_empire_name Sets the name of the current Empire. country none
set_empire_flag Sets the flag of the current Empire. country none
set_planet_name Sets the name of the current planet. planet none
set_fleet_formation Sets a custom fleet formation on a fleet. set_fleet_formation = { position = { x = 1 y = 1 } position = { x = 2 y = 1 } } fleet none
create_message Creates a message, can take multiple variables

create_message = { type = BYPASS_EXPLORED localization = BYPASS_EXPLORED_MESSAGE days = 30 target = root variable = { type = name localization = SYSTEM1 scope = from } variable = { type = name localization = SYSTEM2 scope = fromfrom } }

all none
set_halted Sets the mega structure upgrade to halted status for n days

set_halted = nDays

megastructure none
upgrade_megastructure_to Starts an upgrade process on a mega structure. upgrade_megastructure_to = <new_type> megastructure THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_planet_entity Change entity of a planet.

Example: set_planet_entity = { entity = <name of entity> graphical_culture = <target or name of culture> picture = <picture override> atmosphere_color = <color from 3 components> atmosphere_intensity = <0.0 - 1.0> atmosphere_width = <0.0 - 1.0> }

planet none
remove_planet Removes the planet from the scope

remove_planet = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_megastructure_flag Sets an arbitrarily-named flag on the scoped mega structure

set_star_flag = <key>

megastructure none
set_timed_megastructure_flag Sets an arbitrarily-named flag on the scoped mega structure for a set duration

set_timed_megastructure_flag = { flag = <key> days = <int> }

megastructure none
remove_megastructure_flag Removes a flag from the scoped mega structure

remove_megastructure_flag = <key>

megastructure none
destroy_ship Destroys the target ship (with death graphics)

destroy_ship = <target>

all none
delete_ship Deletes the target ship (no death graphics)

delete_ship = <target>

all none
change_species Changes the species of the scoped object

change_species = <target>

country ship pop leader army none
change_leader_portrait Changes the portrait of the leader in scope.

change_leader_portrait = <key or species event target>

leader none
resettle_pop Instantly resettles pop

resettle_pop = { pop = <target pop> planet = <target planet> tile = <target tile> }

all none
set_citizenship_type Set citizenship type for scoped species/pop/leader

set_citizenship_type = { country = <target> type = citizenship_full cooldown = yes }

pop leader species none
set_military_service_type Set military service type for scoped species/pop/leader

set_military_service_type = { country = <target> type = military_service_full cooldown = yes }

pop leader species none
set_purge_type Set purge type for scoped species/pop/leader

set_purge_type = { country = <target> type = purge_full cooldown = yes }

pop leader species none
set_slavery_type Set slavery type for scoped species/pop/leader

set_slavery_type = { country = <target> type = slavery_livestock cooldown = yes }

pop leader species none
set_population_controls Set population control for scoped species/pop/leader

set_population_controls = { country = <target> type = yes cooldown = yes }

pop leader species none
set_migration_controls Set migration control for scoped species/pop/leader

set_migration_controls = { country = <target> type = yes cooldown = yes }

pop leader species none
set_living_standard Set living standard for scoped species/pop/leader

set_living_standard = { country = <target> type = living_standard_good cooldown = yes }

pop leader species none
shift_ethic Shifts an empire towards a specific ethic, adjusting aferwards to keep number of ethics points consistent

shift_ethic = <key>

country none
pop_change_ethic Changes scoped pop to chosen ethic

pop_change_ethic = <key>

pop none
clear_ethos Clears all ethics of specified pop or country

clear_ethos = yes

country pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
clear_planet_modifiers Clear modifiers on target planet

clear_planet_modifiers = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_all_armies Removes all armies on scoped planet

remove_all_armies = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
mutate_species Randomly mutate a species. species THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
rename_species rename_species = {

use one of the following: name = "an explicit name with [Bracket.Stuff]" name = random name_list = "key" }

species none
reset_years_of_peace Resets years of peace for a country. country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_ruler_trait Adds a specific ruler trait to the scoped leader, even if they are not currently ruler; it becomes active when they become ruler

add_ruler_trait = <trait>

leader none
remove_ruler_trait Removes a specific ruler trait from the scoped leader, even if they are not currently ruler; this is relevant if they ever become ruler

remove_ruler_trait = <trait>

leader none
add_notification_modifier Add a notification modifier to the country

add_notification_modifier = <key>

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_notification_modifier Remove a notification modifier to the country

remove_notification_modifier = <key>

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_city_graphical_culture Sets the scoped country's city graphical culture

set_city_graphical_culture = <key>

country none
set_player Assign the player of the target country to play the scoped country instead

event_target:new_country = { set_player = event_target:old_country }

country none
change_species_characteristics Changes the characteristics of a species

change_species_characteristics = { sapient = <Y/N, determines if species is pre-sapient> immortal = <Y/N, determines if species leaders are immortal> pops_can_be_colonizers = <Y/N, determines if pops of that species can colonize> pops_can_migrate = <Y/N, determines if pops of that species can migrate> pops_can_reproduce = <Y/N, determines if pops of that species can reproduce> pops_can_join_factions = <Y/N, determines if pops of that species can join factions> can_generate_leaders = <Y/N, determines if that species can generate leaders> pops_can_be_slaves = <Y/N, determines if pops from that species can become slaves> pops_have_happiness = <Y/N, determines if pops from that species have happiness> can_be_modified = <Y/N, determines if the species can be modified> pops_auto_growth = <1, speed at which the pops from that species grow automatically pop_maintenance = <1, amount of energy each pop of that species consume monthly new_pop_resource_requirement = { type = food_surplus value = 42 } portrait = <key or species event target>

species none
copy_techs_from Copies all techs from the target country to the scoped country, except for some exceptions listed. Tech weights (and weight modifiers) are honoured, meaning that techs a country should not have will not be copied.

copy_techs_from = { target = country except = { tech_1 tech_2 } }

country none
create_bypass Creates a bypass in the parent SpatialObject (stored in FromFrom), of the type passed in "type". megastructure none
activate_gateway Activates the gateway associated with a megastructure. all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
spawn_natural_wormhole Spawns a new natural wormhole in the scoped system.

spawn_natural_wormhole = { bypass_type = <wormhole/sealed_wormhole> orbit_distance = 100 orbit_angle = 90 random_pos = yes/no }

galactic_object none
link_wormholes Link the wormhole from the scoped system to the wormhole in the target system.

link_wormholes = from

galactic_object THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_starbase Creates a starbase in orbit of the star of the scoped galactic object

create_starbase = { owner = <target> size = <ship_size> module = <starbase_module> building = <starbase_building> effect = { ... } }

galactic_object none
set_starbase_size Sets the ship size of a starbase

set_starbase_size = <ship_size>

starbase none
set_starbase_module Sets a module in a slot on a starbase

set_starbase_module = { slot = <int> module = <starbase_module> }

starbase none
set_starbase_building Sets a building in a slot on a starbase

set_starbase_building = { slot = <int> buiding = <starbase_buildin> }

starbase none
remove_starbase_module Removes a module from a certain slot or all slots on a starbase

remove_starbase_module = { slot = <int> (optional, default = all) module = <starbase_module> (optional) }

starbase none
remove_starbase_building Remove a building from a certain slot or all slots on a starbase

remove_starbase_building = { slot = <int> (optional, default = all) building = <starbase_building> (optional) }

starbase none
add_casus_belli Adds a Casus Belli to the scoped country against the target country.

add_casus_belli = { type = cb_subjugation who = <country> days = 10 }

country none
get_galaxy_setup_value Copies a value from the galaxy setup into a variable, optionally scaling it by an int value

get_galaxy_setup_value = { which = <string> setting = <string> [ scale = <int> ] } possible values: num_empires, num_advanced_empires, num_fallen_empires, num_marauder_empires, mid_game_year, end_game_year, victory_year, num_guaranteed_colonies, num_gateways, num_wormhole_pairs, num_hyperlanes, habitable_worlds_scale, primitive_worlds_scale, crisis_strength_scale, tech_costs_scale

all none
finish_upgrade Finish the current upgrade of a Mega Structure. megastructure none
effect_on_blob Executes an effect on systems with planets owned by the scoped country, starting at an origin, and until a certain percentage of owned planets matching the planet_limit has been covered.

effect_on_blob = { center = <system target> owned_planets_percentage = 1.0 planet_limit = { <planet triggers> } effect = { <system effects> } }

country none
add_seen_bypass_type Makes the scoped country remember that it has encountered the bypass type

add_seen_bypass_type = bypass_type

country none
add_seen_bypass Makes the scoped country remember that it has encountered the bypass

add_seen_bypass = FROM

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_fleet_bombardment_stance Sets the bombardment stance of the scoped fleet

set_fleet_stance = selective

fleet none
check_casus_belli_valid Re-evaluate the specified casus belli type with given target country

check_casus_belli_valid = { target = none/<optional country target> type = <optional casus belli type> }

country none
copy_ethos_and_authority Makes the scoped country copy the ethos and government authority of the target country.

copy_ethos_and_authority = FROM

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
clone_leader Clones the last created leader for the scoped country

clone_leader = { target = <event target> #properties to override, see create_leader effect = { ... } }

country none
set_home_base Set the home base of the scoped fleet to the specified starbase

set_home_base = event_target:cool_starbase

fleet ???
add_hyperlane Adds a hyperlane between two systems

add_hyperlane = { from = <system> to = <system> }

all none
remove_hyperlane Removes existing hyperlane between two systems

remove_hyperlane = { from = <system> to = <system> }

all none
else_if Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met, and its own limit is met

if = { limit = { <triggers> } <effects> } else_if = { limit = { <triggers> } <effects> }

all none
create_saved_leader Creates a new saved leader for the scoped country with a lookup key

create_saved_leader = { key = <string> creator = <target> name = <random / string> species = <target / key> gender = <optional / gender> #defalut = random type = <random / key> skill = <random / int> set_age = <int>

traits = { trait = <key> trait = <key> }

}

country none
remove_saved_leader Removes a saved leader for the scoped country with a lookup key

remove_saved_leader = <string>

country none
activate_saved_leader Moves a saved leader to the active for the scoped country with a lookup key

activate_saved_leader = { key = <string> add_to_owned=<yes/no> #default yes effect = {...} }

country none
add_relic Adds the specified relic to the scoped country. add_relic = <relic_key> country none
remove_relic Removes the specified relic from the scoped country. remove_relic = <relic_key> country none
delete_megastructure Deletes the target mega structure (no death graphics)

delete_megastructure = <target>

all none
add_random_research_option Adds s random tech research option to the scoped country's tech view list, permanent until researched. if none applicable it runs fail_effects

add_random_research_option = {

   category = <string>
   area = <key>
   tier = <int>
  add_progress = <num>
   ignore_prereqs = <yes/no> #default no
   ignore_rare = <yes/no> #default yes
   fail_effects = {}

}

country none
add_asteroid_belt Adds an asteroid belt at the distance in the scope.

Example: add_asteroid_belt = { radius=<desired radius> type=<asteroid belt type key> }

galactic_object none
set_asteroid_belt Sets an asteroid belt at the distance in the scope.

Example: set_asteroid_belt = { radius=<desired radius> type=<asteroid belt type key> }

galactic_object none
fleet_action_research_special_project Sends a fleet to research a special project

fleet_action_research_special_project = { special_project = test_project target = event_target:project_planet }

fleet none
remove_last_built_district Removes last built district from the scoped planet

remove_last_built_district = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_all_districts Removes all districts from the scoped planet

remove_all_districts = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_district Removes a specific district from the scoped planet

remove_district = <key>

planet none
add_district Begins construction of a specific district on the scoped planet

add_district = <key>

planet none
enable_on_market Enables a resource on the Galactic Market

enable_on_market = <resource_key>

all none
enable_galactic_market Enables the galactic market. enable_galactic_market = <yes/no> country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_timed_trait Adds a specific trait to the scoped leader for a specific duration

add_timed_trait = { trait = <trait> days/months/years = <value> }

leader none
create_archaeological_site Creates a archaeological site associated with the scope object

create_archaeological_site = <site type>

megastructure planet ship fleet galactic_object ambient_object starbase none
destroy_archaeological_site Destroys a archaeological site in right hand site event target

destroy_archaeological_site = <event target>

all ???
add_stage_clues Adds clues to the current stage of a archaeological site

add_stage_clues = <int>

archaeological_site THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_expedition_log_entry Adds clues to the current stage of a archaeological site

add_stage_clues = <int>

archaeological_site none
reset_current_stage Resets the current stage

reset_current_stage = yes/no yes = also randomize new difficulty if stage allows that. no = does not change difficulty

archaeological_site THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
finish_current_stage Finish the current stage

finish_current_stage = yes/no/<country> yes = trigger stage completed for each stage and current excavator. no = do not trigger any stage completed country = use this country instead of excavator, no stage complete will be triggered.

archaeological_site none
finish_site Finish the whole archaeological site

finish_site = yes/no/<country> yes = trigger stage completed for each stage and current excavator. no = do not trigger any stage completed country = use this country instead of excavator, no stage complete will be triggered.

archaeological_site none
set_site_progress_locked Locks or unlocks the progress of a site

set_site_progress_locked = yes/no

archaeological_site THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
custom_tooltip_with_params Displays a specific localization string with parameters in tooltip

custom_tooltip_with_param = { description = <loc key> description_parameters = { <value key> = <string/int/num/bool> } }

all none
set_federation_law Sets the given law for the scoped federation

set_federation_law = <federation law>

federation none
add_to_galactic_community Tries to add the scoped country to the Galactic Community

add_to_galactic_community = yes/no

country none
remove_from_galactic_community Tries to remove the scoped country from the Galactic Community

remove_from_galactic_community = yes/no

country none
add_to_galactic_council Tries to add the scoped country to the Galactic Council

add_to_galactic_council = yes/no

country none
remove_from_galactic_council Tries to remove the scoped country from the Galactic Council

remove_from_galactic_council = yes/no

country none
steal_relic Steal all/a random/a specific relic from a target country

steal_relice = { target = <Target Country> relic = <relic_name/all/random>

country none
country_list_tooltip Prints a list of the countries that match the limit triggers in a tooltip, each separated by a line break.

country_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }

all none
owned_planet_list_tooltip Prints a list of the country's planets that match the limit triggers in a tooltip, each separated by a line break.

owned_planet_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }

country none
owned_pop_faction_list_tooltip Prints a list of the country's pop factions that match the limit triggers in a tooltip, each separated by a line break.

owned_pop_faction_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }

country none
owned_leader_list_tooltip Prints a list of the country's leaders that match the limit triggers in a tooltip, each separated by a line break.

owned_leader_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }

country none
owned_fleet_list_tooltip Prints a list of the country's fleets that match the limit triggers in a tooltip, each separated by a line break.

owned_fleet_list_tooltip = { limit = { <triggers> } divider_tooltip = localisation }

country none
set_cooldown Locks the leader in its current role for the next X days.

set_cooldown = int

leader none
add_federation_experience Adds experience to the scoped federation

add_federation_experience = <federation experience>

federation none
set_federation_type Sets federation type to the scoped federation

set_federation_type = <federation type>

federation none
set_federation_succession_type Sets federation succession type to the scoped federation

Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead. set_federation_succession_type = <federation succession type> Federation succession types: strongest/diplomatic_weight/rotation/challenge/random

federation none
set_federation_succession_term Sets federation succession term to the scoped federation

Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead. set_federation_succession_type = <federation succession term> Federation succession terms: status_change/years_10/years_20/years_30/years_40

federation none
set_only_leader_builds_fleets Sets exclusive right to build fleets by federation leader

Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead. set_only_leader_builds_fleets = <yes/no>

federation none
set_allow_subjects_to_join Sets right for subjects to join federations

Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead. set_allow_subjects_to_join = <yes/no>

federation none
set_equal_voting_power Sets different voting weight

Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead. set_equal_voting_power = <yes/no>

federation none
set_diplomacy_action_setting Sets diplomatic action custom setting

Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead. set_diplomacy_action_setting = { action = <action_key> settings = { tvote_type = default } }

federation none
set_free_migration Sets unified migration flag for federation

Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead. set_free_migration = <yes/no>

federation none
set_federation_settings Sets diplomatic action custom setting

Please don't use outside law on_enact, functional effect! Use set_federation_law and has_federation_law instead. set_federation_setting = { <setting> = <value> ... }

federation none
add_cohesion Add cohesion to the federation

add_cohesion = <value>

federation none
set_council_size Sets the number of seats on the Galactic Council

set_council_size = <int>

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
increase_council_size Increases the number of seats on the Galactic Council by 1

increase_council_size = yes/no

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
decrease_council_size Decreases the number of seats on the Galactic Council by 1

decrease_council_size = yes/no

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_council_veto Sets whether council members can veto resolutions or not

set_council_veto = yes/no

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_council_emergency_measures Sets whether council members can propose emergency measures or not

set_council_emergency_measures = yes/no

all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_permanent_councillor Gives provided country a permanent position on the Galactic Council

add_permanent_councillor = yes/no

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_permanent_councillor Remove the provided country from their permanent council position

remove_permanent_councillor = yes/no

country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_sector_capital Sets the scoped planet to be the capital of the sector it is part of. If used in the capital sector, it will shift the empire capital. Warning: Experimental, may have unintended consequences.

set_sector_capital = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_sector_focus Sets the sector's focus

set_sector_focus = <sector focus>

sector none
set_colony_type Sets the colony's designation type

set_colony_type = <colony type>

planet none
complete_special_project Completes a specific special project for the country, firing the on complete effects

complete_special_project = { type = <project key> location = <target> }

country none
set_government_cooldown Locks the country's government for a given period of days, the default cooldown, or unlocks it.

set_government_cooldown = 500/default/no

country none
change_colony_foundation_date Changes the colony foundation date (affecting on_colony_X_years pulses) by a specific number of days. Use with care, you can probably break things with this!

change_colony_foundation_date = <+/- int>

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
validate_planet_buildings_and_districts Checks whether the planets and districts on the planet are valid (their potential triggers are fulfilled), removes or replaces them if not.

validate_planet_buildings_and_districts = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
country_event Fires a country event for the scoped country, with optional DAYS and RANDOM delay

country_event = { id = <event id> days = 30 random = 8 }

country none
planet_event Fires a planet event for the scoped planet, with optional DAYS and RANDOM delay

planet_event = { id = <event id> days = 30 random = 8 }

planet none
random All enclosed effects may or may not be executed depending on set chance

random = { chance = 50 <effects> }

all none
create_ship_design Creates a new ship design for use with last_created_design target

create_ship_design = { design = <key> ftl = <target, optional, sets FTL drive to target country's> }

all none
change_government Change the scoped country's government authority and/or civics

change_government = random or change_government = { authority = random / <key> civics = random / { civic = <key> civic = random } cooldown = no (default: yes) }

country none
ship_event Fires a ship event for the scoped ship, with optional DAYS and RANDOM delay

ship_event = { id = <event id> days = 30 random = 8 }

ship none
pop_event Fires a pop event for the scoped pop, with optional DAYS and RANDOM delay

pop_event = { id = <event id> days = 30 random = 8 }

pop none
enable_special_project Enables a specific special research project for target country at a specific location (should be same as the current scope where possible)

enabble_special_project = { name = <project key> owner = <target> location = <target, ideally THIS> }

all none
add_resource Adds specific resource to the stockpile for the country scope:

add_resource = { <resource_name_1> = <value_1> <resource_name_2> = <value_2> ... }

country none
fleet_event Fires a fleet event for the scoped fleet, with optional DAYS and RANDOM delay

fleet_event = { id = <event id> days = 30 random = 8 }

fleet none
random_planet_within_border Executes enclosed effects on a random planet within the scoped country's borders that meets the limit criteria

random_planet_within_border = { limit = { <triggers> } <effects> }

country none
pop_remove_ethic Removes a specific ethic from the scoped pop

pop_remove_ethic = <key>

pop none
create_rebels Creates a rebellion

create_rebels = { name = <random / string> authority = <random / key> civics = random / { civic = <key> civic = random } species = <target> ethos = <random / { ethic = <key> ethic = <key> } }

planet none
cancel_terraformation Cancels terraformation of the scoped planet

cancel_terraformation = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_primitive_age Sets a 'primitive age' for the scoped (primitive, pre-FTL) country

set_primitive_age = renaissance_age

country none
while Repeats enclosed effects while limit criteria are met or until set iteration count is reached

while = { limit = { <triggers> } <effects> }

while = { count = [3|Variable] <effects> }
all none
clear_blocker Clears scoped deposit blocker and fires its on_cleared effect

clear_blocker = yes

deposit none
every_system_in_cluster Executes enclosed effects on every system in the cluster that meet the limit criteria

every_system_in_cluster = { limit = { <triggers> } <effects> }

all none
create_cluster Creates a cluster centered around the specified spatial object all none
remove_army Removes the scoped army

remove_army = yes

army THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
prevent_anomaly Disables or enables anomaly generation for the scoped planet

prevent_anomaly = yes

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
observation_outpost Executes enclosed effects on every observation post in the game that meets the limit criteria

observation_outpost = { limit = { <triggers> } <effects> }

planet country none
add_deposit Adds resource deposit to the scoped planet

add_deposit = <key/random>

planet none
clear_deposits Removes all deposits from the scoped planet

clear_desposits = yes

planet none
set_country_type Changes the country type of the scoped country

set_country_type = <key>

country none
set_age Sets the age of the scoped leader

set_age = <int>

leader THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
conquer Conquers the planet by setting its owner to target country and adding an unhappiness modifier

conquer = <target country>

planet none
pop_faction_event Fires a pop faction event for the scoped pop faction, with optional DAYS and RANDOM delay

pop_faction_event = { id = <event id> days = 30 random = 8 }

pop_faction none
set_pop_faction_flag Sets an arbitrarily-named flag on the scoped pop's faction/pop faction

set_pop_faction_flag = <key>

pop pop_faction none
remove_pop_faction_flag Removes a flag from the scoped pop's faction/pop faction

remove_pop_faction_flag = <key>

pop pop_faction none
set_timed_pop_faction_flag Sets an arbitrarily-named flag on the scoped pop faction for a set duration

set_timed_pop_faction_flag = { flag = <key> days = <int> }

pop pop_faction none
add_tech_progress Gives percentage progress (0.0-1.0) in a specific tech to the scoped country

add_tech_progress = { tech = <key> progress = <float> }

country none
abort_special_project Aborts a specific special project for the country, removing it from the situation log

abort_special_project = { type = <project key> location = <target> }

country none
every_pop_faction Iterate through all the country's pop factions

every_pop_faction = { limit = { <triggers> } <effects> }

country none
random_pop_faction Iterate through all the country's pop factions

random_pop_faction = { limit = { <triggers> } <effects> }

country none
observer_event Fires an observer event for all observers. all none
set_custom_capital_location Sets a custom spatial object as custom country capital location. country none
spawn_planet Spawns a planet in a system. galactic_object none
spawn_megastructure Spawns a mega structure in a system. galactic_object none
remove_megastructure Removes a mega structure.

remove_megastructure = <target mega structure>

all none
trigger_megastructure_icon if a planet has trigger_megastructure_icon = yes then the map icon for the star will show a megastructure icon planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
run_ai_strategic_data Recomputes ALL strategic data for AI = yes country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_static_war_exhaustion Adds static war exhaustion, scaled with value_for_planet_destruction, to owner of the battle location
owner = { add_static_war_exhaustion = { attacker = <country> location = <planet> value_for_planet_destruction = <0.0-1.0> #scales the amount WE that is added }}
country none
set_planet_size Sets the planet size to a specified number

set_planet_size = <int>

planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
run_ai_strategic_war_data Recomputes strategic war ( attack / defense ) data for AI = yes country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
expire_site_event Manually flags an archaeological event as expired

expire_site_event = ancrel.7003

archaeological_site none
pass_resolution Immediately passes the given resolution. NOTE: Does not support targeted resolutions!

pass_resolution = <resolution>

country none
every_system_planet Executes enclosed effects on every planet within the scoped system that meets the limit criteria

random_system = { limit = { <triggers> } <effects> }

galactic_object none
surveyed Sets the planet as un/surveyed by target country

surveyed = { set_surveyed = yes surveyor = <target> }

planet none
join_alliance Join federation with target

join_alliance = { who = <target> override_requirements = yes/no }

country none
complete_tutorial_step Create and sends an telemetry event keeping track of the tutorial steps for the current game all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_leader Creates a new leader for the scoped country

create_leader = { name = <random / string> species = <target / key> gender = <optional / gender> #defalut = random type = <random / key> skill = <random / int> set_age = <int>

traits = { trait = <key> trait = <key> }

}

country none
set_disabled Enables or disables the scoped ship

set_disabled = no

ship THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
else Executes enclosed effects if limit criteria of preceding 'if' or 'else_if' is not met

if = { limit = { <triggers> } <effects> } else = { <effects> }

all none
log Prints a message to game.log for debugging purposes. all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
debug_break Trigger an assertion to stop the debugger when encountering this effect; argument is ignored

debug_break = yes

all none
inverted_switch Executes the first appropriate effect set for a specific trigger treated as NOT.

inverted_switch = { trigger = <trigger> <corresponding key/bool/int> = { <effect> } <corresponding key/bool/int> > (less/greater than appear 'reversed') { <effect> } default = { <effect> } }

all none
random_owned_army Iterate through each army that is owned by the country

random_owned_army = { limit = { <triggers> } <effects> }

country none
every_owned_army Iterate through each army that is owned by the country

every_owned_army = { limit = { <triggers> } <effects> }

country none
random_planet_army Iterate through each defending army on a planet

random_planet_army = { limit = { <triggers> } <effects> }

planet none
every_planet_army Iterate through each defending army on a planet

every_planet_army = { limit = { <triggers> } <effects> }

planet none
random_relation Iterate through all relations

random_relation = { limit = { <triggers> } <effects> }

country none
every_relation Iterate through all relations

every_relation = { limit = { <triggers> } <effects> }

country none
random_neighbor_country Iterate through all neighbor countries

random_neighbor_country = { limit = { <triggers> } <effects> }

country none
every_neighbor_country Iterate through all neighbor countries

every_neighbor_country = { limit = { <triggers> } <effects> }

country none
random_bordering_country Iterate through all bordering countries of a system

random_bordering_country = { limit = { <triggers> } <effects> }

galactic_object none
every_bordering_country Iterate through all bordering countries of a system

every_bordering_country = { limit = { <triggers> } <effects> }

galactic_object none
random_rival_country Iterate through all countries rivalled by the scoped country

random_rival_country = { limit = { <triggers> } <effects> }

country none
every_rival_country Iterate through all countries rivalled by the scoped country

every_rival_country = { limit = { <triggers> } <effects> }

country none
random_federation_ally Iterate through all countries in a federation with the scoped country

random_federation_ally = { limit = { <triggers> } <effects> }

country none
every_federation_ally Iterate through all countries in a federation with the scoped country

every_federation_ally = { limit = { <triggers> } <effects> }

country none
random_federation Iterate through each federation

random_federation = { limit = { <triggers> } <effects> }

all none
every_federation Iterate through each federation

every_federation = { limit = { <triggers> } <effects> }

all none
random_combatant_fleet Iterate through each fleet this fleet is in combat with

random_combatant_fleet = { limit = { <triggers> } <effects> }

fleet none
every_combatant_fleet Iterate through each fleet this fleet is in combat with

every_combatant_fleet = { limit = { <triggers> } <effects> }

fleet none
random_fleet_in_orbit Iterate through each fleet orbiting the current planet/starbase/megastructure

random_fleet_in_orbit = { limit = { <triggers> } <effects> }

megastructure planet starbase none
every_fleet_in_orbit Iterate through each fleet orbiting the current planet/starbase/megastructure

every_fleet_in_orbit = { limit = { <triggers> } <effects> }

megastructure planet starbase none
random_recruited_leader Iterate through each leader that is owned by the country

random_recruited_leader = { limit = { <triggers> } <effects> }

country none
every_recruited_leader Iterate through each leader that is owned by the country

every_recruited_leader = { limit = { <triggers> } <effects> }

country none
random_pool_leader Iterate through each leader that is recruitable for the country

random_pool_leader = { limit = { <triggers> } <effects> }

country none
every_pool_leader Iterate through each leader that is recruitable for the country

every_pool_leader = { limit = { <triggers> } <effects> }

country none
random_envoy Iterate through each envoy available to the country

random_envoy = { limit = { <triggers> } <effects> }

country none
every_envoy Iterate through each envoy available to the country

every_envoy = { limit = { <triggers> } <effects> }

country none
random_megastructure Iterate through each megastructure

random_megastructure = { limit = { <triggers> } <effects> }

all none
every_megastructure Iterate through each megastructure

every_megastructure = { limit = { <triggers> } <effects> }

all none
random_owned_megastructure Iterate through each owned megastructure

random_owned_megastructure = { limit = { <triggers> } <effects> }

country none
every_owned_megastructure Iterate through each owned megastructure

every_owned_megastructure = { limit = { <triggers> } <effects> }

country none
random_system_megastructure Iterate through each megastructure in system

random_system_megastructure = { limit = { <triggers> } <effects> }

all none
every_system_megastructure Iterate through each megastructure in system

every_system_megastructure = { limit = { <triggers> } <effects> }

all none
random_member Iterate through each member of the federation

random_member = { limit = { <triggers> } <effects> }

federation none
every_member Iterate through each member of the federation

every_member = { limit = { <triggers> } <effects> }

federation none
random_sector Iterate through all sectors

random_sector = { limit = { <triggers> } <effects> }

all none
every_sector Iterate through all sectors

every_sector = { limit = { <triggers> } <effects> }

all none
random_owned_sector Iterate through every owned sector

random_owned_sector = { limit = { <triggers> } <effects> }

country none
every_owned_sector Iterate through every owned sector

every_owned_sector = { limit = { <triggers> } <effects> }

country none
random_owned_pop_species Iterate through each species of a country's owned pops

random_owned_pop_species = { limit = { <triggers> } <effects> }

country none
every_owned_pop_species Iterate through each species of a country's owned pops

every_owned_pop_species = { limit = { <triggers> } <effects> }

country none
random_galaxy_species Check if any species in the galaxy meet the specified criteria

any_galaxy_species = { <triggers> } random_galaxy_species = { limit = { <triggers> } <effects> }

all none
every_galaxy_species Check if any species in the galaxy meet the specified criteria

any_galaxy_species = { <triggers> } every_galaxy_species = { limit = { <triggers> } <effects> }

all none
random_owned_species Check if any of the species <on the planet/in the country> meet the specified criteria

any_owned_species = { <triggers> } random_owned_species = { limit = { <triggers> } <effects> }

planet country none
every_owned_species Check if any of the species <on the planet/in the country> meet the specified criteria

any_owned_species = { <triggers> } every_owned_species = { limit = { <triggers> } <effects> }

planet country none
random_enslaved_species Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria

any_enslaved_species = { <triggers> } random_enslaved_species = { limit = { <triggers> } <effects> }

planet country none
every_enslaved_species Check if any of the species with enslaved pops <on the planet/in the country> meet the specified criteria

any_enslaved_species = { <triggers> } every_enslaved_species = { limit = { <triggers> } <effects> }

planet country none
random_owned_starbase Iterate through every owned starbase

random_owned_starbase = { limit = { <triggers> } <effects> }

country none
every_owned_starbase Iterate through every owned starbase

every_owned_starbase = { limit = { <triggers> } <effects> }

country none
random_system Iterate through all systems

random_system = { limit = { <triggers> } <effects> }

all none
every_system Iterate through all systems

every_system = { limit = { <triggers> } <effects> }

all none
random_system_within_border Iterate through all systems within the country's borders

random_system_within_border = { limit = { <triggers> } <effects> }

country none
every_system_within_border Iterate through all systems within the country's borders

every_system_within_border = { limit = { <triggers> } <effects> }

country none
random_war_participant Iterate through all war participants

random_war_participant = { limit = { <triggers> } <effects> }

war none
random_war Iterate through all wars the country is engaged in

random_war = { limit = { <triggers> } <effects> }

country none
every_war Iterate through all wars the country is engaged in

every_war = { limit = { <triggers> } <effects> }

country none

For comparing old lists of Stellaris effects (modifiers and triggers) for most game versions since launch, you can use the GitHub file history feature here (created by OldEnt).

Depreciated[edit]

set_primitive [DEPRECATED, USE SET_COUNTRY_TYPE] Sets the scoped country as primitive set_primitive = yes country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV

Scripted Effects[edit]

There are more than singular Effects can be used for an Effect. See Scripted Effects for details.

Empire EmpireEthicsGovernments • Civics • OriginsMandatesAgendasTraditions • Ascension PerksEdictsPoliciesRelicsTechnologiesCustom Empires
Pops JobsFactions
Leaders LeadersLeader Traits
Species SpeciesSpecies Traits
Planets PlanetsPlanetary Feature • Orbital DepositBuildings • DistrictsPlanetary Decisions
Systems SystemsStarbasesMegastructuresBypassesMap
Fleets FleetsShips • Components
Land Warfare ArmiesBombardment Stance
Diplomacy Diplomacy • Federations • Galactic CommunityOpinion ModifiersCasus Belli • War Goals
Events EventsAnomaliesSpecial projectsArchaeological Sites
Gameplay GameplayDefinesResources • Economy
Dynamic modding Dynamic moddingEffectsConditionsScopesModifiersVariablesAI
Media/localisation Maya exporterGraphicsPortraitsFlagsEvent picturesInterfaceIconsMusicLocalisation
Other Console commandsSave-game editingSteam Workshop