Effects

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This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for 2.0.

This article is for the PC version of Stellaris only.

Dump Export[edit]

Effects, dumped from the effects_doc ingame command.

Name Desc Example Scopes Target
tooltip Just a tooltip planet country ship pop ???
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 based on the limit criteria. else clause is optional.
if = {
  limit = { 
    <triggers> 
  }
  <effects> 
  else = {
    <effects>
  } 
}

Note as of a more recent release, this form is also permitted:

if = {
  limit = { <triggers> }
  <effects> 
}
else_if = {
  limit = { <triggers> }
    <effects>
} 
else = {
    <effects>
}
all 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
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
add_energy Adds a sum of energy credits to the scoped country add_energy = 500 country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_minerals Adds a sum of minerals to the scoped country) add_minerals = 3500 country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_owner Instantly sets the owner of the scoped planet/fleet/army/starbase to target country set_owner = <target> planet fleet army starbase 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
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
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
give_technology Instantly gives a specific tech to the scoped country give_technology = { tech = tech_desert_colonization message = yes } country none
add_physics_research Instantly gives stored physics research points to the scoped county add_physics_research = 300 country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_society_research Instantly gives stored society research points to the scoped county add_society_research = 300 country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_engineering_research Instantly gives stored engineering research points to the scoped county add_engineering_research = 300 country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
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_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 Executes enclosed effects on every ship -owned by the scoped country- that meet the limit criteria every_owned_ship = { limit = { <triggers> } <effects> } country none
random_owned_ship Executes enclosed effects on a random ship -owned by the scoped country/fleet- that meets the limit criteria 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> 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> }> 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
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> }

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> }

fleet starbase none
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
create_pop Creates a new pop on the scoped tile/planet create_pop = {

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

planet tile 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 sector none
kill_pop Instantly destroys the scoped pop/pop on scoped tile kill_pop = yes pop tile THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
enslave_pop Immediately enslaves or frees the scoped pop enslave_pop = no 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_pop_flag = <key> pop none
remove_pop_flag Removes a flag from the scoped pop remove_pop_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 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 faction for a set duration add_modifier = { modifier = <key> days = <int, -1 means it never expires> } megastructure planet country ship pop fleet pop_faction 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> } all 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> } all none
every_pop Executes enclosed effects for every pop in the game that meet the limit criteria every_pop = { limit = { <triggers> } <effects> } all none
every_country Iterate through all countries every_country = { limit = { <triggers> } <effects> } all none
every_playable_country switches Scope to and goes through all playable countries all none
random_playable_country Scopes to a random playable country 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
spawn_system Spawns a new system at a position relative to the scoped system/planet/ship. spawn_system = { min_distance = <int 0-100> max_distance = <int 0-100> initializer = <key for pre-defined system> hyperlane=<yes/no> is_discovered=<yes/no>} planet ship galactic_object 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> 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 }

planet country pop leader 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
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 = <key> 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
add_building_construction Begins construction of a specific building on the scoped tile add_building_construction = <key> tile none
set_building Immediately adds a specific building to the scoped tile set_building = <key> tile none
remove_building Removes a building from the scoped tile remove_building = yes tile THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
change_planet_size Adds/Removes tiles to/from the scoped planet to adjust its planet size change_planet_size = <+/- int> planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
set_blocker Adds a specific tile blocker to the scoped tile set_blocker = <random / key> tile none
remove_blocker Removes the tile blocker from the scoped tile remove_blocker = yes tile THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
every_tile Executes on every tile on planet planet none
random_tile Executes enclosed effects on a random tile on the scoped planet that meets the limit criteria random_tile = { limit = { <triggers> } <effects> } planet none
every_neighboring_tile Executes enclosed effects on every one of the scoped tile's neighboring tiles that meet the limit criteria every_neighboring_tile = { limit = { <triggers> } <effects> } tile none
random_neighboring_tile Executes enclosed effects on a random tile neighboring the scoped tile that meets the limit criteria random_neighboring_tile = { limit = { <triggers> } <effects> } tile 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 assign_leader = <target> country fleet army pop_faction 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_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
purge Starts or stops purging the scoped pop/planet purge = no planet pop THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
remove_modifier Removes a specific modifier from the scopes planet/country/pop remove_modifier = <key> megastructure planet country ship pop fleet pop_faction 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 none
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 = yes country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
create_sector Creates a sector with a specific capital planet, of a specific type, and with optional additional systems within the scoped country create_sector = { capital = <target> type = <string> add = <target> add = <target>} 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 relative distance span- that meets the limit criteria closest_system = { min_steps = <int, minimum # of systems 'away'> max_steps = <int, maximum # of systems 'away'> limit = { <triggers> } <effects> } all none
random_sector Executes enclosed effects on a random sector that meets the limit criteria random_sector = { limit = { <triggers> } <effects> } country none
every_sector Executes enclosed effects on every sector that meets the limit criteria every_sector = { limit = { <triggers> } <effects> } country none
random_owned_fleet Executes enclosed effects on a random fleet owned by the scoped country that meets the limit criteria random_owned_fleet = { limit = { <triggers> } <effects> } country none
random_ambient_object Executes enclosed effects on a random ambient object in the game that meets the limit criteria random_ambient_object = { limit = { <triggers> } <effects> } all none
random_system_ambient_object Executes enclosed effects on a random ambient object in the scoped system that meets the limit criteria random_system_ambient_object = { limit = { <triggers> } <effects> } galactic_object none
every_ambient_object Executes enclosed effects on every ambient object in the game that meets the limit criteria every_ambient_object = { limit = { <triggers> } <effects> } all none
every_system_ambient_object Executes enclosed effects on every ambient object in the scoped system that meets the limit criteria 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 Executes enclosed effects on every fleet in the scoped system that meets the limit criteria every_fleet_in_system = { limit = { <triggers> } <effects> } galactic_object none
random_fleet_in_system Executes enclosed effects on a random fleet in the scoped system that meets the limit criteria 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
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
set_ruined Sets or unsets the scoped tile's building to Ruined status set_ruined = <bool> tile THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
establish_communications_no_message Silently establish communications between scoped country and target country establish_communications_no_message = <target> country 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/sector unassign_leader = <target> planet ship fleet leader army sector 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_neighboring_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_neighboring_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 float> 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> } all none
multiply_variable Multiplies a previously-set variable by a specific amount multiply_variable = { which = <string> = value = <int> } all none
divide_variable Divides a previously-set variable by a specific amount divide_variable = { which = <string> = value = <int> } all 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
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_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 set_closed_borders = { who = <target> status = yes/no } 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 tile set_deposit = <key> tile 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 Executes enclosed effects on every fleet owned by the scoped country that meets the limit criteria 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 tile or country country tile 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_blockers Rebuild resource blockers on target planet reroll_blockers = 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> all none
add_trust Adds trust on scope country towards target country add_trust = { amount = <amount> who = <target> } 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_sector_name Sets the name of the current sector. 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
build_pop Creates a buildable pop on the scoped tile/planet create_pop = {

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

planet tile none
create_message Creates a message 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. set_planet_entity = { entity = <name of entity> graphical_culture = <target or name of culture> } 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> 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
copy_orbital_tile Copies orbital tile of source planet onto scoped planet copy_orbital_tile = <source> planet 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
add_food Adds a sum of food to the scoped country) add_food = 3500 country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
clear_planet_modifiers Clear modifiers on target planet (not currently working) 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> consumer_goods = <Y/N, determines if pops from need consumer goods> 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_system = { 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
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> ] } 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
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 } }

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
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
add_influence Adds a specific sum of influence to the scoped country add_influence = 200 country THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
pop_remove_ethic Removes a specific ethic from the scoped pop pop_remove_ethic = <key> pop none
pop_migration Sets the scoped pop's migration speed 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
asteroids_distance Sets an asteroid belt at the distance in the scope asteroid_distance = N, distance of zero will remove the belt galactic_object none
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
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_owner Executes enclosed effects on the owner of the observation post in orbit around the scoped planet observation_outpost_owner = { <effects> } planet ???
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 a specific deposit to the scoped tile add_deposit = <key> tile none
clear_deposits Removes all deposits from the scoped tile or planet clear_deposits = yes planet tile 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 Executes enclosed effects on every pop faction within the scoped country that meets the limit criteria every_pop_faction = { limit = { <triggers> } <effects> } country none
random_pop_faction Executes enclosed effects on a random pop faction within the scoped country that meets the limit criteria random_pop_faction = { limit = { <triggers> } <effects> } country 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 Runs strategic data for AI destroy_country = 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 Adds/Removes tiles to/from the scoped planet to adjust its planet size set_planet_size = <int> planet THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
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> } country none
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
log Prints a message to game.log for debugging purposes. Note that this is distinct from the error.log (which only includes errors). log = "My logmessage." OR log = "My log message [This.GetName]". The brackets signify "Bracket Commands," which are documented on the Localisation modding page. all THIS ROOT PREV FROM OWNER CONTROLLER CAPITAL SOLAR_SYSTEM LEADER RANDOM FROMFROM PREVPREV PREVPREVPREV PREVPREVPREVPREV
add_unity Adds a sum of unity to the scoped country add_unity = 3500 country 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
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_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_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_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_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_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

References[edit]