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This article may contain outdated information that is inaccurate for the current version of the game.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.

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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 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]


Modding
Static modding DefinesStatic modifiersMapSpeciesTraitsEthicsGovernmentsEmpiresPoliciesEdictsTechnologyBuildingsShipsFleetsEventsCrisisAnomaliesSpecial projectsAgendaCustom empire designs editing
Dynamic modding EffectsConditionsScopesModifiersVariablesGameplayDecisionsObjectivesAI
Media/localisation Maya exporterGraphicsPortraitsFlagsEvent picturesInterfaceIconsMusicLocalisation
Other Console commandsSave-game editingSteam Workshop