Questions, Paradox Displays a list of every character meeting the specified limitation and recruited by the current country. Defaults to 1. defender = / The defender state.attacker_modifier = / The modifier applied to attacker strength.defender_modifier = / The modifier applied to attacker strength.combat_width = / The combat width used in the border war battle. Sets the strength of the garrison in the specified state. Optional, defaults to all. Removes the specified trait from the current character. Deletes the specified division template and all units using it for the current scope. Example: You create a variant of 'Matilda LP'-tank with better Armor and Main Gun and name it 'Matilda LP Mk. Useful if a trigger within has no tooltip. By default, these character slots exist in base game: idea_token = my_character is the ID used for the character when treated as an idea within this particular slot. Tooltip shown in research tabs, optional. If the current country has a core on a state transferred to the released country, the core will be lost. States that are owned but not controlled will be transferred to the released country, but won't be controlled by it. Optional.version_name = The name of the variant to produce. Adds an exact freedom score modifier to the current scope. message = The reason for peace showing up in the pop-up. Executes contained effects on a random country that meets the limit and is not the same country as the one this is contained in. Enables Border War status for the current state. The effects here must be used within a division scope. keep_unit_leaders_trigger = { }Trigger block checked for every unit leader that forces them to be kept if they meet the triggers. allowtraits. Sets the specified amount of political power for the current scope. allow_spawning_on_enemy_provs = yesAllows the units to be created on provinces owned by the enemy. Portraits fall into 3 categories: civilian, army, and navy. I am not sure whether as part of the paid DLC or free patch though. keep_political_leader = Controls if the promoted party leader (i.e. Does not support. Localisation is defined by using the trait's name as a localisation key within any localisation file, with an entry as my_trait: "My trait". Promotes a character to the leader of their political party. Optional, defaults to false. Forces the current operative into hiding. Hi modder, Im new here!So I am making a new mod for Siam about the minor taking power.How can I change party leader? Executes contained effects on every state that meets the limit and neighbours the state this is contained in. Edits the equipment stockpile of the current scope, adds or removes equipment of a specified type or archetype. Those save files should look the same. Generates a random name if not set. Optional, defaults to the icon of the most common sub-unit within. is_locked = Whether the division is locked or not. Country leader traits are defined in any /Hearts of Iron IV/common/country_leader/*.txt file. resource = The resource to add.amount = The amount of resource to add. Persists after execution until cleared via effect. Toggles the locked status on a division template for the current scope, which prevents editing or deletion. Optional.originator = The originator of the event. my 2 questions are thus: Bypasses the specified focus for the current scope (marks as complete without firing. The autonomous state picked is one which contains. }. available, cost, and visible arguments are also common. Possible to specify the terrain by scoping into it. 1st: add_party_popularity 100 fascism. You need to click the state as the state id no longer works. For example, if you wanted an effect to randomly given the player one out of four bonuses, you'd do the following: The number is not the chance, but the weight for each option, as they don't have to add up to 100 or any number. It may not display this or other websites correctly. This can fail to carry over the control, so it's recommended to instead use. Optional. By rejecting non-essential cookies, Reddit may still use certain cookies to ensure the proper functionality of our platform. The effect does nothing if the country exists. Checks if a scripted trigger is true or not. Cookie Notice legacy_id = The legacy ID used for the unit leader. You can limit the construction to victory points using: Sets the specified building to the current state (or provinces within the state). category = Which doctrine category the cost reduction will apply to. Adds a core for the specified country on the current scope. level = / The level to set the building to.instant_build = Defines whether the buildings are instantly built.province = Defines the exact province to add provincal buildings in. Equipment scopetype = The equipment the country is licensed to produce. If a state is set rather than the specific province, first prioritises the country set in. When used as a target rather than a scope, the var: can be omitted in most cases. Optional.str_damage_multiplier = The bonus to grant. Retires the character, removing every role they hold and making them disappear from the game. No tooltip is generated. Multiple can be defined. Retires and removes the country leader of the ideology party for the current scope. NOTE: Some of these scopes may have no countries/states that match the criteria. days = / Fires the event in the specified number of days. These arguments will be used replacing the parameters [EQ_TYPE] and [EQ_LEVEL] inside the meta effect. Executes contained effects on a random operative that meets the limit and is recruited by the country this is contained in. Leaving it out completely or setting to -1 will make the character not have one. Sets the specified character to also act as a field marshal. More information can be found in the. end_wars = Will end any wars the subject is involved in. The health of buildings is determined by the. By default, the game stores advisor portraits in /Hearts of Iron IV/gfx/interface/ideas/, while country/unit leader portraits are stored in /Hearts of Iron IV/gfx/leaders//. Army scope: small = The sprite used as an advisor. Switches to play no country at all, and no longer shows messages or pauses the game. IV'. Optional, can only be defined for ships. Decides the weight that the trait has for new randomly-generated unit leaders. slot = The slot where to remove the advisor slot from. No tooltip is shown. Assumes the capital by default. Optional.random_days = / Adds a random number (between 0 and random_days, inclusive) of days to the scheduled fire time. 2. Necessary for country leaders. Loads a new focus tree for the current scope, retaining any shared focuses. on Paradox technology, Legal Delete all countries' armies and fleets, with the exception of one country. decision = The decision to activate. Now use 'add_equipment 1000 Matilda LP Mk. Executes contained effects on a random unit leader (corps commanders, field marshals, admirals) that meets the limit and is recruited by the country this is contained in. The picture is defined in any /Hearts of Iron IV/interface/*.gfx file as a spriteType with the name of GFX_trait_. The current scope gains the specified opinion modifier, The current scope loses the specified opinion modifier, The target scope gains the specified opinion modifier, The current scope gains the specified relation modifier, The current scope loses the specified relation modifier for. All trademarks are property of their respective owners in the US and other countries. Optional. Makes a save file (Test_01), loads the save file, makes a new savegame (Test_02). Displays a special tooltip for the specified decision in the effect tooltip. Defaults to 10 million if the number isn't specified. Fires the specified event for the operative. resources = { <> }The resources to which give resource rights to. If the character is not recruited, they will never appear. trait = The trait to add. Releases the specified non-existent country as a puppet of the current scope within the current country's controlled states. states = { }The states included in the breakway country. Removes the core of the current scope from the specified state. Creates and adds the specified division template to the current scope. Defaults to false. Shows the value of a variable in the console. on_win = The event to fire for the side on a win. Optionally, else_if = { } (with limit = { } serving in a similar fashion) and else = { } can be added. Changes the currently playing soundtrack. You need to sign in or create an account to do that. Open 'Documents\Paradox Interactive\Hearts of iron IV\Save Games' , open the newly created savegame file, search (CTRL-F) for the name of your generic created Admiral An example with an advisor portrait, a country leader, and a corps commander portrait is the following: The portraits themselves are defined in any /Hearts of Iron IV/interface/*.gfx file. For shared buildings level determines the amount, whereas for the others it is the actual level. uses = The amount of times the bonus can be used, default 1.ahead_reduction = The cost reduction if ahead of time, default 0.category = Which technology category the bonus applies to. Executes contained effects on a random country that meets the limit. Gives bonuses of reducing land doctrine cost to current scope. the same coordinate system that the map uses. id = What country the strategy is against. This is done with instance = { }. Optional, 0 by default. I just wanted to ask if anyone knows if there is some way to change the faction leader. Never shown to the player. Modding: How to change leader via focus tree/events, I want to make my current leader disappear and have another leader come about, if anyone can tell both how to do that with focus trees and events then I'd be grateful (even more if you say which one would be more easier or effective), Have a program to edit the focus tree files (I use the trial version of Sublime Text). Executes contained effects on every army leader that meets the limit. state = The state where the resource rights are located. However, it also interferes with AI performance and is not a good indication of what the AI will do if observe mode is not used. traits = { my_trait_1 my_trait_2 } is the list of unit leader traits assigned to the unit leader, defined in /Hearts of Iron IV/common/unit_leader/*.txt. If the limit is omitted, it defaults to being always true. Executes contained effects on every state that meets the limit and is owned by the country this is contained in. These are the ideology types in base game across groups, defined in /Hearts of Iron IV/common/ideologies/*.txt: traits = { my_trait_1 my_trait_2 } is, similarly to advisors, a list of country leader traits that the country leader has, which would apply modifiers on the country if the character is leading the country. In.